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| author | YONGH\yongh <yonghe@outlook.com> | 2017-10-25 22:23:02 -0400 |
|---|---|---|
| committer | YONGH\yongh <yonghe@outlook.com> | 2017-10-25 22:23:02 -0400 |
| commit | 1981c920f3eb40e303af264aa256147cba74e6ab (patch) | |
| tree | d338c6c834daf15a3d4a8709839369fd6358553d | |
| parent | 14d93b03c2238cfc9541f92c2d5ab24a7373b82d (diff) | |
render-test code cleanup
| -rw-r--r-- | tests/compute/textureSamplingTest.slang | 14 | ||||
| -rw-r--r-- | tools/render-test/render-d3d11.cpp | 3 |
2 files changed, 7 insertions, 10 deletions
diff --git a/tests/compute/textureSamplingTest.slang b/tests/compute/textureSamplingTest.slang index 1661e6e3c..1aa267b89 100644 --- a/tests/compute/textureSamplingTest.slang +++ b/tests/compute/textureSamplingTest.slang @@ -92,12 +92,12 @@ FragmentStageOutput fragmentMain(FragmentStageInput input) float4 val = 0.0; val += t1D.Sample(samplerState, uv.x); - //val += t2D.Sample(samplerState, uv); - //val += t3D.Sample (samplerState, float3(uv, 0.5)); - //val += t1dArray.Sample(samplerState, float2(uv.x, 0.0)); - //val += t2dArray.Sample(samplerState, float3(uv, 0.0)); - //val += tCubeArray.Sample(samplerState, float4(uv, 0.5, 0.0)); - //val += tCube.Sample(samplerState, float3(uv, 0.5)); - outputBuffer[0] = 6.0 + val.x; + val += t2D.Sample(samplerState, uv); + val += t3D.Sample (samplerState, float3(uv, 0.5)); + val += t1dArray.Sample(samplerState, float2(uv.x, 0.0)); + val += t2dArray.Sample(samplerState, float3(uv, 0.0)); + val += tCubeArray.Sample(samplerState, float4(uv, 0.5, 0.0)); + val += tCube.Sample(samplerState, float3(uv, 0.5)); + outputBuffer[0] = val.x; return output; }
\ No newline at end of file diff --git a/tools/render-test/render-d3d11.cpp b/tools/render-test/render-d3d11.cpp index 3bb9d3e4e..ee34445d0 100644 --- a/tools/render-test/render-d3d11.cpp +++ b/tools/render-test/render-d3d11.cpp @@ -393,8 +393,6 @@ public: dxRenderTargetTextures.Add(texture); } - // We immediately bind the back-buffer render target view, and we aren't - // going to switch. We don't bother with a depth buffer. dxImmediateContext->OMSetRenderTargets( dxRenderTargetViews.Count(), dxRenderTargetViews.Buffer(), @@ -1095,7 +1093,6 @@ public: } id++; } - fprintf(f, "test result. \n"); fclose(f); } }; |
