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authorjsmall-nvidia <jsmall@nvidia.com>2019-03-18 18:19:26 -0400
committerGitHub <noreply@github.com>2019-03-18 18:19:26 -0400
commit71885de27c973a73b7d020f5ebbe86e16b86d7e4 (patch)
tree1d4ab43ac820fdb88611ce587f7613e13a58c6d2 /tools/gfx/render-d3d11.cpp
parent70048715cec251a23871747e342e5cf938c97255 (diff)
First pass support for half on vk (#912)
* Look at getting half to work on vk. * Alter half test so can always produce consistent test results. * First pass working half on vk. * Improve comments for vulkan extensions around half. * Upgraded vulkan headers to v1.1.103 https://github.com/KhronosGroup/Vulkan-Headers * * Add getFeatures on Render interface * Vulkan renderer determines at startup if it can support half * Parse render-features on render-test * Small changes to half-calc.slang test. * Structured buffer half access works as expected for Vk, but isn't for dx12, so disable for now. * Require the half feature for renderers for the half-structured-buffer.slang test. * * Added ToolReturnCode to be more rigerous about how a return code is passed back from a tool * Added support for a tool being able to pass back an 'ignored' result. * Used enum codes to indicate meanings * Made spawnAndWait return a ToolReturnCode * Ignore tests that don't have required render-feature * Fix macro line continuation usage. * Check dx12 has half support. * Checking for half on dx12 - if CheckFeatureSupport fails, don't fail renderer initialization. * Fix typo.
Diffstat (limited to 'tools/gfx/render-d3d11.cpp')
-rw-r--r--tools/gfx/render-d3d11.cpp3
1 files changed, 3 insertions, 0 deletions
diff --git a/tools/gfx/render-d3d11.cpp b/tools/gfx/render-d3d11.cpp
index 690b869ca..8b961c8f2 100644
--- a/tools/gfx/render-d3d11.cpp
+++ b/tools/gfx/render-d3d11.cpp
@@ -54,6 +54,7 @@ public:
// Renderer implementation
virtual SlangResult initialize(const Desc& desc, void* inWindowHandle) override;
+ virtual const List<String>& getFeatures() override { return m_features; }
virtual void setClearColor(const float color[4]) override;
virtual void clearFrame() override;
virtual void presentFrame() override;
@@ -329,6 +330,8 @@ public:
Desc m_desc;
float m_clearColor[4] = { 0, 0, 0, 0 };
+
+ List<String> m_features;
};
Renderer* createD3D11Renderer()