diff options
| author | jsmall-nvidia <jsmall@nvidia.com> | 2018-04-19 17:47:04 -0400 |
|---|---|---|
| committer | Tim Foley <tfoleyNV@users.noreply.github.com> | 2018-04-19 14:47:04 -0700 |
| commit | 4c751df1680c30fac0369171a9b8dd4bb5bb5b9f (patch) | |
| tree | afde05a4cefd2b203add6b6ea8b94722d9734e11 /tools/render-test/main.cpp | |
| parent | cbedf01cc53b848dfcc086f04098ef438121a7c7 (diff) | |
Separation of Binding/Resource construction on Renderer interface (#508)
* Dx12 rendering works in test framework.
* Turn on dx12 render tests.
* First pass at Resource and TextureResource/BufferResource types.
* Fix bug in Dx11 impl for BufferResource.
* Dx12 supports TextureResource and binds using TextureResource type, and all tests pass.
* Added TextureBuffer::Size type to make handling mips a little simpler.
* Small improvements to Dx12 constant buffer binding
Removed k prefix on an enum
* First pass impl of dx11 createTextureResource
Added setDefaults to TextureResource::Desc and BufferResource::Desc to simplify setup
accessFlags -> cpuAccessFlags
desc -> srcDesc
* Split out generateTextureResource - can produce the texture using createTextureResource on the Renderer.
* Added support for read mapping to Dx11
accessFlags -> cpuAccessFlags
First pass at using TextureResource/BufferResource on Dx11
Some tests fail with this checkin
* TextureResource working on all tests on dx11.
* Construct ResourceBuffers on Dx11 and Dx12 using utility function createInputBufferResource.
* First pass at OpenGl TextureResource
* Small fixes to dx12 and dx11 setup.
Gl working working using BufferResource and TextureResource
* Tidy up around the compareSampler - looks like the previous test was incorrect.
* Small documentation /naming improvements.
* Fix some more small documentation issues.
* First pass testing out construction of binding resources external to Renderer implementation.
* Moved some BindingState::Desc types to BindingState to make easier to use.
* First pass of binding using BindingState::Desc for Dx11.
* First pass at binding with dx12.
* Fixed issues around separating dx12 binding from ShaderInputLayout
* First pass at OpenGl state binding.
* BindingState::Desc::Binding::Type -> BindingType
* Use Buffer to manage life of vk resources.
Construction of buffers handled by createBufferResource (BindingState doesn't have specialized logic)
* Remove InputLayout types from binding so can create a binding independent of it.
* Added upload buffer to BufferResource - could be used for write mapping.
* m_samplers -> m_samplerDescs.
First pass at Vk binding with BindingState::Desc.
Small tidy/doc improvements.
* First pass with binding all taking place through BindingState::Desc. All tests pass.
* Removed support for creating BindingState from ShaderInputLayout
* Remove serializeOutput from Renderer interface and all implementations.
Implement map/unmap on vulkan
Implement serializeBindingOutput which uses map/unmap and BindingState::Desc to write result.
* Make implementation of BindingState use the BindingState::Desc for much of state - only hold api specific in BindingDetail per implementation.
* Use Glsl binding on vulkan (was using hlsl).
* BindingState::Desc::Binding -> BindingState::Binding. Made possible by impls using 'BindingDetail' for their specific needs.
* Fix compile problems on win32.
* Fix a typo in name createBindingSetDesc -> createBindingStateDesc
Diffstat (limited to 'tools/render-test/main.cpp')
| -rw-r--r-- | tools/render-test/main.cpp | 20 |
1 files changed, 18 insertions, 2 deletions
diff --git a/tools/render-test/main.cpp b/tools/render-test/main.cpp index acc7ffb78..887ba4005 100644 --- a/tools/render-test/main.cpp +++ b/tools/render-test/main.cpp @@ -64,6 +64,8 @@ class RenderTestApp BindingState* getBindingState() const { return m_bindingState; } + Result writeBindingOutput(const char* fileName); + protected: /// Called in initialize Result initializeShaders(ShaderCompiler* shaderCompiler); @@ -99,7 +101,12 @@ SlangResult RenderTestApp::initialize(Renderer* renderer, ShaderCompiler* shader m_renderer = renderer; - m_bindingState = renderer->createBindingState(m_shaderInputLayout); + { + BindingState::Desc bindingStateDesc; + SLANG_RETURN_ON_FAIL(createBindingStateDesc(m_shaderInputLayout, m_renderer, bindingStateDesc)); + + m_bindingState = m_renderer->createBindingState(bindingStateDesc); + } // Do other initialization that doesn't depend on the source language. @@ -237,6 +244,11 @@ void RenderTestApp::finalize() { } +Result RenderTestApp::writeBindingOutput(const char* fileName) +{ + return serializeBindingOutput(m_shaderInputLayout, m_bindingState, m_renderer, fileName); +} + // // We use a bare-minimum window procedure to get things up and running. @@ -421,9 +433,13 @@ SlangResult innerMain(int argc, char** argv) renderer->waitForGpu(); if (gOptions.shaderType == ShaderProgramType::Compute || gOptions.shaderType == ShaderProgramType::GraphicsCompute) - renderer->serializeOutput(app.getBindingState(), gOptions.outputPath); + { + SLANG_RETURN_ON_FAIL(app.writeBindingOutput(gOptions.outputPath)); + } else + { SLANG_RETURN_ON_FAIL(renderer->captureScreenShot(gOptions.outputPath)); + } return SLANG_OK; } |
