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authorjsmall-nvidia <jsmall@nvidia.com>2020-01-29 09:02:55 -0500
committerGitHub <noreply@github.com>2020-01-29 09:02:55 -0500
commit58cea79d8622a08b0887dbfda8f8042e42679c8f (patch)
tree04c2e3e0ea1ec059b61e819987a2014e52050beb /tools/render-test/shader-input-layout.h
parent8b3e3beea66d9773adf11ea2e163577d649f3d7c (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.h8
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);