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authorjsmall-nvidia <jsmall@nvidia.com>2018-04-02 19:59:33 -0400
committerTim Foley <tfoleyNV@users.noreply.github.com>2018-04-02 16:59:33 -0700
commit38d5ef4764e9271ce2360f42b0759a236cddd9fe (patch)
tree6c8eafb72eb997167dd77e3d1d5abc3582c5789a /tools/render-test/render-gl.cpp
parent5a0273848aa4b854bb3c99a81701b044a8929bf8 (diff)
Feature/dx12 (#469)
* Fix signed/unsigned comparison warning. * Split out d3d functions that will work across dx11 and 12. * Improve slang-test/README.md around command line options. * Make Guid comparison honor alignment for comparisons, such that mechanism work on architectures that can only do aligned accesses. * Initial setup of D3D12 Renderer, with presentFrame and clearFrame. * More support for D3D12 * Added FreeList * Added D3D12CircularResourceHeap * First attempt at createBuffer * First pass at map/unmap. * First pass binding vertex/constant buffers, and setting up InputLayout. Note that memory is not kept in scope on binding yet. * First pass of D3DDescriptorHeap * Small tidy up in render-d3d11. Added D3DDescriptorHeap to project. * First pass at D3D12 bind state. * Fix typos in D3D12Resource * Tidy up Dx11 render binding a little to match more with Dx12 style. * First pass at Dx12 BindingState * Handling of the command list d3d12. Support for submitGpuWork and waitForGpu. * First attempt at Dx12 capture of backbuffer to file. * First attempt at D3D12 binding for graphics. * D3D12 setup viewport etc - does now render triangle in render0.hlsl. * First pass at support for compute on D3D12Renderer * Use spaces over tabs in D3DUtil * Tabs to spaces in D3D12DescriptorHeap * Convert tab->spaces on render-d3d12.cpp
Diffstat (limited to 'tools/render-test/render-gl.cpp')
-rw-r--r--tools/render-test/render-gl.cpp2
1 files changed, 2 insertions, 0 deletions
diff --git a/tools/render-test/render-gl.cpp b/tools/render-test/render-gl.cpp
index 37745d93b..f888e72a2 100644
--- a/tools/render-test/render-gl.cpp
+++ b/tools/render-test/render-gl.cpp
@@ -98,6 +98,8 @@ public:
virtual void setConstantBuffers(UInt startSlot, UInt slotCount, Buffer*const* buffers, const UInt* offsets) override;
virtual void draw(UInt vertexCount, UInt startVertex) override;
virtual void dispatchCompute(int x, int y, int z) override;
+ virtual void submitGpuWork() override {}
+ virtual void waitForGpu() override {}
// ShaderCompiler implementation
virtual ShaderProgram* compileProgram(const ShaderCompileRequest& request) override;