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| author | Tim Foley <tfoleyNV@users.noreply.github.com> | 2021-03-17 12:55:30 -0700 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2021-03-17 12:55:30 -0700 |
| commit | 6e5d85efb9fa5f647f7f0c7ef784a9fd09b29023 (patch) | |
| tree | 6206ef11502a1a5d9c1dc00df359be9aececffdf /tools/render-test/shader-input-layout.h | |
| parent | b64a23cccfe9876d53cda773afc796bd975fa7e5 (diff) | |
Remove old code paths from render-test (#1760)
* Remove old code paths from render-test
Historically, the `render-test` tool was using three different code paths:
* One based on `gfx` and manual (non-reflection-based) parameter setting, used for OpenGL, D3D11, D3D12, and Vulkan
* One for CPU that used reflection-based parameter setting but shared no code with the first
* One for CUDA that used reflection-based parameter setting and shared some, but not all, code with the CPU path
Recently we've updated `render-test` to include a fourth option:
* Using `gfx` and the "shader object" system it exposes for a unified reflection-based parameter-setting system taht works across OpenGL, D3D11, D3D12, Vulkan, CUDA, and CPU
This change removes the first three options and leaves only the single unified path. A sa result, a bunch of code in `render-test` is no longer needed, and the codebase no longer relies on things like the `IDescriptorSet`-related APIs in `gfx`.
Several existing tests had to be disabled to make this change possible. Those tests will need to be audited and either re-enabled once we fix issues in the shader object system, or permanently removed if they don't test stuff we intend to support in the long run (e.g., global-scope type parameters, which aren't a clear necessity).
* fixup: CUDA detection logic
Diffstat (limited to 'tools/render-test/shader-input-layout.h')
| -rw-r--r-- | tools/render-test/shader-input-layout.h | 20 |
1 files changed, 1 insertions, 19 deletions
diff --git a/tools/render-test/shader-input-layout.h b/tools/render-test/shader-input-layout.h index 253f065f6..01ef5c443 100644 --- a/tools/render-test/shader-input-layout.h +++ b/tools/render-test/shader-input-layout.h @@ -6,9 +6,6 @@ #include "source/core/slang-writer.h" - -#include "bind-location.h" - #include "slang-gfx.h" namespace renderer_test { @@ -127,23 +124,8 @@ public: void parse(Slang::RandomGenerator* rand, const char* source); - /// Adds to bind set resources as defined in entries. - /// Note: No actual resources are created on a device, these are just the 'Resource' structures that are held on the BindSet - /// For buffers, the Resources will be setup with the contents of the entry. - /// That if a resource is created that maps to an entry, the m_userData member of Resource will be set to it's index - static SlangResult addBindSetValues(const Slang::List<ShaderInputLayoutEntry>& entries, const Slang::String& sourcePath, Slang::WriterHelper outError, BindRoot& bindRoot); - - /// 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 Slang::List<BindSet::Value*>& buffers, Slang::WriterHelper writer); - - /// Write bindings from values in memory from buffers - static SlangResult writeBindings(BindRoot* bindRoot, const ShaderInputLayout& layout, const Slang::List<BindSet::Value*>& buffers, const Slang::String& fileName); + static SlangResult writeBinding(const ShaderInputLayoutEntry& entry, slang::TypeLayoutReflection* typeLayout, const void* data, size_t sizeInBytes, Slang::WriterHelper writer); }; void generateTextureDataRGB8(TextureData& output, const InputTextureDesc& desc); |
