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authorjsmall-nvidia <jsmall@nvidia.com>2019-09-16 09:38:21 -0400
committerGitHub <noreply@github.com>2019-09-16 09:38:21 -0400
commit40d8f3aeedf018c7c6766e98ec64733abd90671e (patch)
tree0c9cae7bc88d4344dd53596a88c3ce9918f2df13 /tools/render-test/shader-input-layout.h
parentc2e5d2468ad6a38cdb8a067da0678302f6cc6066 (diff)
CPU Performance/Testing improvements (#1055)
* First pass of render-test refactor. * Make window construction a function that can choose an implementation. * Remove OpenGL as currently has windows dependency. * Disable Vulkan as Renderer impl has dependency on windows. * Pass Window in as parameter of 'update'. * Add win-window.cpp as was missing. * Fix warning on windows about signs during comparison. * * Added mechanism to add random arrays as buffer inputs and select type * Improved RenderGenerator to generate more types, and to be more careful around int32 ranges. * Added support for security checks (for Visual Studio C++) * Disable Execption handling being on by default when compiling kernels * Added a 'Group' version of the entry point that will evaluate all threads in a group in a single call. In test code use this method if available. * Added -compile-arg to be able to pass arguments to the compile within render-test * Add documention for the _Group execution feature. * Fix some typos in cpu-target.md
Diffstat (limited to 'tools/render-test/shader-input-layout.h')
-rw-r--r--tools/render-test/shader-input-layout.h3
1 files changed, 2 insertions, 1 deletions
diff --git a/tools/render-test/shader-input-layout.h b/tools/render-test/shader-input-layout.h
index 2a58bfd2c..009be7514 100644
--- a/tools/render-test/shader-input-layout.h
+++ b/tools/render-test/shader-input-layout.h
@@ -2,6 +2,7 @@
#define SLANG_TEST_SHADER_INPUT_LAYOUT_H
#include "core/slang-basic.h"
+#include "core/slang-random-generator.h"
#include "render.h"
@@ -88,7 +89,7 @@ public:
void updateForTarget(SlangCompileTarget target);
- void parse(const char* source);
+ void parse(Slang::RandomGenerator* rand, const char* source);
};
void generateTextureDataRGB8(TextureData& output, const InputTextureDesc& desc);