diff options
| author | jsmall-nvidia <jsmall@nvidia.com> | 2018-04-20 14:59:17 -0400 |
|---|---|---|
| committer | Tim Foley <tfoleyNV@users.noreply.github.com> | 2018-04-20 11:59:17 -0700 |
| commit | c73ccbc5616dff16ecacb9198f725f498a7e6c84 (patch) | |
| tree | 539d28904ecb6970632a396aa6f914d47b9b1175 /tools/render-test/render-d3d12.cpp | |
| parent | 4c751df1680c30fac0369171a9b8dd4bb5bb5b9f (diff) | |
Fixes/improvements based on feature/render-binding-resource (#511)
* Dx12 rendering works in test framework.
* Turn on dx12 render tests.
* Split out functions for construction or Renderer types into ShaderRendererUtil. Removed the serialization of buffers code into test-render
* Improvements in documentation and typename in BindingState types.
RegisterSet -> CompactBindIndexSlice
RegisterList -> BindIndexSlice
RegisterDesc -> ShaderBindSet
* Fix debug build break.
Diffstat (limited to 'tools/render-test/render-d3d12.cpp')
| -rw-r--r-- | tools/render-test/render-d3d12.cpp | 4 |
1 files changed, 2 insertions, 2 deletions
diff --git a/tools/render-test/render-d3d12.cpp b/tools/render-test/render-d3d12.cpp index da2b3abd0..66f148c23 100644 --- a/tools/render-test/render-d3d12.cpp +++ b/tools/render-test/render-d3d12.cpp @@ -2370,7 +2370,7 @@ BindingState* D3D12Renderer::createBindingState(const BindingState::Desc& bindin const auto& srcEntry = srcBindings[i]; auto& dstDetail = dstDetails[i]; - dstDetail.m_binding = bindingStateDesc.getFirst(srcEntry.registerDesc.registerSets[int(BindingState::ShaderStyle::Hlsl)]); + dstDetail.m_binding = bindingStateDesc.getFirst(BindingState::ShaderStyle::Hlsl, srcEntry.shaderBindSet); switch (srcEntry.bindingType) { @@ -2478,7 +2478,7 @@ BindingState* D3D12Renderer::createBindingState(const BindingState::Desc& bindin { const BindingState::SamplerDesc& samplerDesc = bindingStateDesc.m_samplerDescs[srcEntry.descIndex]; - const int samplerIndex = bindingStateDesc.getFirst(srcEntry.registerDesc.registerSets[int(BindingState::ShaderStyle::Hlsl)]); + const int samplerIndex = bindingStateDesc.getFirst(BindingState::ShaderStyle::Hlsl, srcEntry.shaderBindSet); dstDetail.m_samplerIndex = samplerIndex; bindingState->m_samplerHeap.placeAt(samplerIndex); |
