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authorTim Foley <tfoleyNV@users.noreply.github.com>2021-03-17 12:55:30 -0700
committerGitHub <noreply@github.com>2021-03-17 12:55:30 -0700
commit6e5d85efb9fa5f647f7f0c7ef784a9fd09b29023 (patch)
tree6206ef11502a1a5d9c1dc00df359be9aececffdf /tools/render-test/options.cpp
parentb64a23cccfe9876d53cda773afc796bd975fa7e5 (diff)
Remove old code paths from render-test (#1760)
* Remove old code paths from render-test Historically, the `render-test` tool was using three different code paths: * One based on `gfx` and manual (non-reflection-based) parameter setting, used for OpenGL, D3D11, D3D12, and Vulkan * One for CPU that used reflection-based parameter setting but shared no code with the first * One for CUDA that used reflection-based parameter setting and shared some, but not all, code with the CPU path Recently we've updated `render-test` to include a fourth option: * Using `gfx` and the "shader object" system it exposes for a unified reflection-based parameter-setting system taht works across OpenGL, D3D11, D3D12, Vulkan, CUDA, and CPU This change removes the first three options and leaves only the single unified path. A sa result, a bunch of code in `render-test` is no longer needed, and the codebase no longer relies on things like the `IDescriptorSet`-related APIs in `gfx`. Several existing tests had to be disabled to make this change possible. Those tests will need to be audited and either re-enabled once we fix issues in the shader object system, or permanently removed if they don't test stuff we intend to support in the long run (e.g., global-scope type parameters, which aren't a clear necessity). * fixup: CUDA detection logic
Diffstat (limited to 'tools/render-test/options.cpp')
-rw-r--r--tools/render-test/options.cpp4
1 files changed, 3 insertions, 1 deletions
diff --git a/tools/render-test/options.cpp b/tools/render-test/options.cpp
index fa32bb9c0..b5d75adf2 100644
--- a/tools/render-test/options.cpp
+++ b/tools/render-test/options.cpp
@@ -253,7 +253,9 @@ static SlangResult _setRendererType(DeviceType type, const char* arg, Slang::Wri
}
else if (strcmp(arg, "-shaderobj") == 0)
{
- outOptions.useShaderObjects = true;
+ // Note: We ignore this option because it is always enabled now.
+ //
+ // TODO: At some point we could warn/error and deprecate this option.
}
else
{