1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
|
/* 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<IShader> 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<IShader> 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<IPipelineState> pTestPSO;
pDevice->CreatePipelineState(PSODesc, &pTestPSO);
VERIFY_EXPR(pTestPSO);
SetStatus(TestResult::Succeeded);
}
|