diff options
| author | jsmall-nvidia <jsmall@nvidia.com> | 2018-04-20 14:59:17 -0400 |
|---|---|---|
| committer | Tim Foley <tfoleyNV@users.noreply.github.com> | 2018-04-20 11:59:17 -0700 |
| commit | c73ccbc5616dff16ecacb9198f725f498a7e6c84 (patch) | |
| tree | 539d28904ecb6970632a396aa6f914d47b9b1175 /tools/render-test/slang-support.h | |
| parent | 4c751df1680c30fac0369171a9b8dd4bb5bb5b9f (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.h | 14 |
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 |
