/* Copyright 2015-2018 Egor Yusov * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF ANY PROPRIETARY RIGHTS. * * In no event and under no legal theory, whether in tort (including negligence), * contract, or otherwise, unless required by applicable law (such as deliberate * and grossly negligent acts) or agreed to in writing, shall any Contributor be * liable for any damages, including any direct, indirect, special, incidental, * or consequential damages of any character arising as a result of this License or * out of the use or inability to use the software (including but not limited to damages * for loss of goodwill, work stoppage, computer failure or malfunction, or any and * all other commercial damages or losses), even if such Contributor has been advised * of the possibility of such damages. */ // EngineSandbox.cpp : Defines the entry point for the application. // #include "pch.h" #include "TestShaderResourceLayout.h" #include "BasicShaderSourceStreamFactory.h" using namespace Diligent; TestShaderResourceLayout::TestShaderResourceLayout( IRenderDevice *pDevice, IDeviceContext *pContext ) : UnitTestBase("Shader resource layout initialization test"), m_pDeviceContext(pContext) { ShaderCreationAttribs CreationAttrs; BasicShaderSourceStreamFactory BasicSSSFactory("Shaders"); CreationAttrs.pShaderSourceStreamFactory = &BasicSSSFactory; CreationAttrs.EntryPoint = "main"; RefCntAutoPtr pVS; if(pDevice->GetDeviceCaps().DevType == DeviceType::Vulkan) { CreationAttrs.Desc.Name = "Shader resource layout test VS"; CreationAttrs.Desc.ShaderType = SHADER_TYPE_VERTEX; CreationAttrs.SourceLanguage = SHADER_SOURCE_LANGUAGE_GLSL; CreationAttrs.FilePath = "Shaders\\ShaderResLayoutTestGL.vsh"; ShaderVariableDesc VarDesc[] = { { "g_tex2D_Static", SHADER_VARIABLE_TYPE_STATIC }, { "g_tex2D_Mut", SHADER_VARIABLE_TYPE_MUTABLE }, { "g_tex2D_Dyn", SHADER_VARIABLE_TYPE_DYNAMIC }, { "g_tex2DArr_Static", SHADER_VARIABLE_TYPE_STATIC }, { "g_tex2DArr_Mut", SHADER_VARIABLE_TYPE_MUTABLE }, { "g_tex2DArr_Dyn", SHADER_VARIABLE_TYPE_DYNAMIC }, { "UniformBuff_Mut", SHADER_VARIABLE_TYPE_MUTABLE }, { "UniformBuff_Dyn", SHADER_VARIABLE_TYPE_DYNAMIC }, { "UniformBuffArr_Mut", SHADER_VARIABLE_TYPE_MUTABLE }, { "UniformBuffArr_Dyn", SHADER_VARIABLE_TYPE_DYNAMIC }, { "storageBuff_Mut", SHADER_VARIABLE_TYPE_MUTABLE }, { "storageBuff_Dyn", SHADER_VARIABLE_TYPE_DYNAMIC }, { "storageBuffArr_Mut", SHADER_VARIABLE_TYPE_MUTABLE }, { "storageBuffArr_Dyn", SHADER_VARIABLE_TYPE_DYNAMIC }, { "g_tex2DStorageImgArr_Mut", SHADER_VARIABLE_TYPE_MUTABLE }, { "g_tex2DStorageImgArr_Dyn", SHADER_VARIABLE_TYPE_DYNAMIC }, { "g_tex2DNoResourceTest", SHADER_VARIABLE_TYPE_DYNAMIC } }; CreationAttrs.Desc.VariableDesc = VarDesc; CreationAttrs.Desc.NumVariables = _countof(VarDesc); pDevice->CreateShader(CreationAttrs, &pVS); VERIFY_EXPR(pVS); } RefCntAutoPtr pPS; if (pDevice->GetDeviceCaps().DevType == DeviceType::Vulkan) { CreationAttrs.Desc.Name = "Shader resource layout test FS"; CreationAttrs.Desc.ShaderType = SHADER_TYPE_PIXEL; CreationAttrs.SourceLanguage = SHADER_SOURCE_LANGUAGE_GLSL; CreationAttrs.FilePath = "Shaders\\ShaderResLayoutTestGL.psh"; pDevice->CreateShader(CreationAttrs, &pPS); VERIFY_EXPR(pPS); } PipelineStateDesc PSODesc; PSODesc.Name = "Shader resource layout test"; PSODesc.GraphicsPipeline.pVS = pVS; PSODesc.GraphicsPipeline.pPS = pPS; PSODesc.GraphicsPipeline.PrimitiveTopology = PRIMITIVE_TOPOLOGY_TRIANGLE_LIST; PSODesc.GraphicsPipeline.NumRenderTargets = 1; PSODesc.GraphicsPipeline.RTVFormats[0] = TEX_FORMAT_RGBA8_UNORM; PSODesc.GraphicsPipeline.DSVFormat = TEX_FORMAT_D32_FLOAT; RefCntAutoPtr pTestPSO; pDevice->CreatePipelineState(PSODesc, &pTestPSO); VERIFY_EXPR(pTestPSO); SetStatus(TestResult::Succeeded); }