summaryrefslogtreecommitdiff
path: root/tools/render-test/slang-support.h
diff options
context:
space:
mode:
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/slang-support.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/slang-support.h')
-rw-r--r--tools/render-test/slang-support.h14
1 files changed, 0 insertions, 14 deletions
diff --git a/tools/render-test/slang-support.h b/tools/render-test/slang-support.h
index 67d2a2880..c24b0e2e6 100644
--- a/tools/render-test/slang-support.h
+++ b/tools/render-test/slang-support.h
@@ -14,18 +14,4 @@ ShaderCompiler* createSlangShaderCompiler(
SlangSourceLanguage sourceLanguage,
SlangCompileTarget target);
- /// Create the texture resource using the renderer
-SlangResult generateTextureResource(const InputTextureDesc& inputDesc, int bindFlags, Renderer* renderer, Slang::RefPtr<TextureResource>& textureOut);
-
- /// Create the buffer resource using the renderer
-SlangResult createInputBufferResource(const InputBufferDesc& inputDesc, bool isOutput, size_t bufferSize, const void* initData, Renderer* renderer, Slang::RefPtr<BufferResource>& bufferOut);
-
-SlangResult createBindingStateDesc(ShaderInputLayoutEntry* srcEntries, int numEntries, Renderer* renderer, BindingState::Desc& descOut);
-
- /// Create binding set from the layout
-SlangResult createBindingStateDesc(const ShaderInputLayout& layout, Renderer* renderer, BindingState::Desc& descOut);
-
- /// Write out the contents of buffers marked as output in layout to file with 'filename'
-SlangResult serializeBindingOutput(const ShaderInputLayout& layout, BindingState* bindingState, Renderer* renderer, const char* fileName);
-
} // renderer_test