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authorjsmall-nvidia <jsmall@nvidia.com>2018-04-20 14:59:17 -0400
committerTim Foley <tfoleyNV@users.noreply.github.com>2018-04-20 11:59:17 -0700
commitc73ccbc5616dff16ecacb9198f725f498a7e6c84 (patch)
tree539d28904ecb6970632a396aa6f914d47b9b1175 /tools/render-test/shader-renderer-util.h
parent4c751df1680c30fac0369171a9b8dd4bb5bb5b9f (diff)
Fixes/improvements based on feature/render-binding-resource (#511)
* Dx12 rendering works in test framework. * Turn on dx12 render tests. * Split out functions for construction or Renderer types into ShaderRendererUtil. Removed the serialization of buffers code into test-render * Improvements in documentation and typename in BindingState types. RegisterSet -> CompactBindIndexSlice RegisterList -> BindIndexSlice RegisterDesc -> ShaderBindSet * Fix debug build break.
Diffstat (limited to 'tools/render-test/shader-renderer-util.h')
-rw-r--r--tools/render-test/shader-renderer-util.h27
1 files changed, 27 insertions, 0 deletions
diff --git a/tools/render-test/shader-renderer-util.h b/tools/render-test/shader-renderer-util.h
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+++ b/tools/render-test/shader-renderer-util.h
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+// shader-renderer-util.h
+#pragma once
+
+#include "render.h"
+#include "shader-input-layout.h"
+
+namespace renderer_test {
+
+/// Utility class containing functions that construct items on the renderer using the ShaderInputLayout representation
+struct ShaderRendererUtil
+{
+ /// Generate a texture using the InputTextureDesc and construct a TextureResource using the Renderer with the contents
+ static Slang::Result generateTextureResource(const InputTextureDesc& inputDesc, int bindFlags, Renderer* renderer, Slang::RefPtr<TextureResource>& textureOut);
+
+ /// Create texture resource using inputDesc, and texData to describe format, and contents
+ static Slang::Result createTextureResource(const InputTextureDesc& inputDesc, const TextureData& texData, int bindFlags, Renderer* renderer, Slang::RefPtr<TextureResource>& textureOut);
+
+ /// Create the BufferResource using the renderer from the contents of inputDesc
+ static Slang::Result createBufferResource(const InputBufferDesc& inputDesc, bool isOutput, size_t bufferSize, const void* initData, Renderer* renderer, Slang::RefPtr<BufferResource>& bufferOut);
+
+ /// Create BindingState::Desc from the contents of layout
+ static Slang::Result createBindingStateDesc(const ShaderInputLayout& layout, Renderer* renderer, BindingState::Desc& descOut);
+ /// Create BindingState::Desc from a list of ShaderInputLayout entries
+ static Slang::Result createBindingStateDesc(ShaderInputLayoutEntry* srcEntries, int numEntries, Renderer* renderer, BindingState::Desc& descOut);
+};
+
+} // renderer_test