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| author | jsmall-nvidia <jsmall@nvidia.com> | 2020-01-29 09:02:55 -0500 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2020-01-29 09:02:55 -0500 |
| commit | 58cea79d8622a08b0887dbfda8f8042e42679c8f (patch) | |
| tree | 04c2e3e0ea1ec059b61e819987a2014e52050beb /tools/render-test/shader-input-layout.h | |
| parent | 8b3e3beea66d9773adf11ea2e163577d649f3d7c (diff) | |
Feature/test for double behavior (#1186)
* Split out binding writing.
* Pass in the entry type.
* Take into account output type with -output-using-type
Added GPULikeBindRoot
Added dxbc-double-problem test.
* Add the dxbc-double-problem test.
Diffstat (limited to 'tools/render-test/shader-input-layout.h')
| -rw-r--r-- | tools/render-test/shader-input-layout.h | 8 |
1 files changed, 7 insertions, 1 deletions
diff --git a/tools/render-test/shader-input-layout.h b/tools/render-test/shader-input-layout.h index 3399df848..5b0527e0f 100644 --- a/tools/render-test/shader-input-layout.h +++ b/tools/render-test/shader-input-layout.h @@ -106,8 +106,14 @@ public: /// Put into outBuffer the value buffers that were set via addbindSetValues (which will set m_userIndex to be the entries index) static void getValueBuffers(const Slang::List<ShaderInputLayoutEntry>& entries, const BindSet& bindSet, Slang::List<BindSet::Value*>& outBuffers); + /// Writes a binding, if bindRoot is set, will try to honor the underlying type when outputting. If not will dump as uint32_t hex. + static SlangResult writeBinding(BindRoot* bindRoot, const ShaderInputLayoutEntry& entry, const void* data, size_t sizeInBytes, Slang::WriterHelper writer); + + /// Write all bindings, using data from buffers + static SlangResult writeBindings(BindRoot* bindRoot, const ShaderInputLayout& layout, const List<BindSet::Value*>& buffers, Slang::WriterHelper writer); + /// Write bindings from values in memory from buffers - static SlangResult writeBindings(const ShaderInputLayout& layout, const Slang::List<BindSet::Value*>& buffers, const Slang::String& fileName); + static SlangResult writeBindings(BindRoot* bindRoot, const ShaderInputLayout& layout, const Slang::List<BindSet::Value*>& buffers, const Slang::String& fileName); }; void generateTextureDataRGB8(TextureData& output, const InputTextureDesc& desc); |
