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/* Copyright 2015-2019 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 "TestPipelineStateBase.h"
using namespace Diligent;
static const char g_ShaderSource[] =
"void VSMain(out float4 pos : SV_POSITION) \n"
"{ \n"
" pos = float4(0.0, 0.0, 0.0, 0.0); \n"
"} \n"
" \n"
"void PSMain(out float4 col : SV_TARGET) \n"
"{ \n"
" col = float4(0.0, 0.0, 0.0, 0.0); \n"
"} \n"
;
TestPipelineStateBase::TestPipelineStateBase(Diligent::IRenderDevice *pDevice, const char *Name) :
UnitTestBase(Name),
m_pDevice(pDevice)
{
ShaderCreateInfo Attrs;
Attrs.Source = g_ShaderSource;
Attrs.EntryPoint = "VSMain";
Attrs.Desc.ShaderType = SHADER_TYPE_VERTEX;
Attrs.Desc.Name = "TrivialVS (TestPipelineStateBase)";
Attrs.SourceLanguage = SHADER_SOURCE_LANGUAGE_HLSL;
Attrs.UseCombinedTextureSamplers = true;
m_pDevice->CreateShader(Attrs, &m_pTrivialVS);
Attrs.EntryPoint = "PSMain";
Attrs.Desc.ShaderType = SHADER_TYPE_PIXEL;
Attrs.Desc.Name = "TrivialPS (TestPipelineStateBase)";
m_pDevice->CreateShader(Attrs, &m_pTrivialPS);
m_PSODesc.GraphicsPipeline.pVS = m_pTrivialVS;
m_PSODesc.GraphicsPipeline.pPS = m_pTrivialPS;
m_PSODesc.GraphicsPipeline.PrimitiveTopology = PRIMITIVE_TOPOLOGY_TRIANGLE_LIST;
m_PSODesc.GraphicsPipeline.NumRenderTargets = 1;
m_PSODesc.GraphicsPipeline.RTVFormats[0] = TEX_FORMAT_RGBA8_UNORM;
m_PSODesc.GraphicsPipeline.DSVFormat = TEX_FORMAT_D32_FLOAT;
}
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