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-rw-r--r--examples/example-base/example-base.cpp8
-rw-r--r--examples/model-viewer/main.cpp8
-rw-r--r--examples/ray-tracing-pipeline/main.cpp8
-rw-r--r--examples/ray-tracing/main.cpp8
-rw-r--r--examples/shader-toy/main.cpp2
-rw-r--r--examples/triangle/main.cpp4
6 files changed, 19 insertions, 19 deletions
diff --git a/examples/example-base/example-base.cpp b/examples/example-base/example-base.cpp
index c45e3cc27..a7a8e7673 100644
--- a/examples/example-base/example-base.cpp
+++ b/examples/example-base/example-base.cpp
@@ -50,7 +50,7 @@ Slang::Result WindowedAppBase::initializeBase(
// Create swapchain and framebuffers.
gfx::ISwapchain::Desc swapchainDesc = {};
- swapchainDesc.format = gfx::Format::RGBA_Unorm_UInt8;
+ swapchainDesc.format = gfx::Format::R8G8B8A8_UNORM;
swapchainDesc.width = width;
swapchainDesc.height = height;
swapchainDesc.imageCount = kSwapchainImageCount;
@@ -59,7 +59,7 @@ Slang::Result WindowedAppBase::initializeBase(
gSwapchain = gDevice->createSwapchain(swapchainDesc, windowHandle);
IFramebufferLayout::AttachmentLayout renderTargetLayout = {gSwapchain->getDesc().format, 1};
- IFramebufferLayout::AttachmentLayout depthLayout = {gfx::Format::D_Float32, 1};
+ IFramebufferLayout::AttachmentLayout depthLayout = {gfx::Format::D32_FLOAT, 1};
IFramebufferLayout::Desc framebufferLayoutDesc;
framebufferLayoutDesc.renderTargetCount = 1;
framebufferLayoutDesc.renderTargets = &renderTargetLayout;
@@ -117,7 +117,7 @@ void WindowedAppBase::createSwapchainFramebuffers()
depthBufferDesc.size.width = gSwapchain->getDesc().width;
depthBufferDesc.size.height = gSwapchain->getDesc().height;
depthBufferDesc.size.depth = 1;
- depthBufferDesc.format = gfx::Format::D_Float32;
+ depthBufferDesc.format = gfx::Format::D32_FLOAT;
depthBufferDesc.defaultState = ResourceState::DepthWrite;
depthBufferDesc.allowedStates = ResourceStateSet(ResourceState::DepthWrite);
@@ -136,7 +136,7 @@ void WindowedAppBase::createSwapchainFramebuffers()
gfx::IResourceView::Desc depthBufferViewDesc;
memset(&depthBufferViewDesc, 0, sizeof(depthBufferViewDesc));
- depthBufferViewDesc.format = gfx::Format::D_Float32;
+ depthBufferViewDesc.format = gfx::Format::D32_FLOAT;
depthBufferViewDesc.renderTarget.shape = gfx::IResource::Type::Texture2D;
depthBufferViewDesc.type = gfx::IResourceView::Type::DepthStencil;
ComPtr<gfx::IResourceView> dsv =
diff --git a/examples/model-viewer/main.cpp b/examples/model-viewer/main.cpp
index 6e21f9050..76b8fca05 100644
--- a/examples/model-viewer/main.cpp
+++ b/examples/model-viewer/main.cpp
@@ -744,9 +744,9 @@ Result initialize()
SLANG_RETURN_ON_FAIL(context.init(gDevice));
InputElementDesc inputElements[] = {
- {"POSITION", 0, Format::RGB_Float32, offsetof(Model::Vertex, position) },
- {"NORMAL", 0, Format::RGB_Float32, offsetof(Model::Vertex, normal) },
- {"UV", 0, Format::RG_Float32, offsetof(Model::Vertex, uv) },
+ {"POSITION", 0, Format::R32G32B32_FLOAT, offsetof(Model::Vertex, position) },
+ {"NORMAL", 0, Format::R32G32B32_FLOAT, offsetof(Model::Vertex, normal) },
+ {"UV", 0, Format::R32G32_FLOAT, offsetof(Model::Vertex, uv) },
};
auto inputLayout = gDevice->createInputLayout(
&inputElements[0],
@@ -870,7 +870,7 @@ void renderFrame(int frameIndex) override
for(auto& model : gModels)
{
drawCommandEncoder->setVertexBuffer(0, model->vertexBuffer, sizeof(Model::Vertex));
- drawCommandEncoder->setIndexBuffer(model->indexBuffer, Format::R_UInt32);
+ drawCommandEncoder->setIndexBuffer(model->indexBuffer, Format::R32_UINT);
// For each model we provide a parameter
// block that holds the per-model transformation
// parameters, corresponding to the `PerModel` type
diff --git a/examples/ray-tracing-pipeline/main.cpp b/examples/ray-tracing-pipeline/main.cpp
index 3c83447b4..a1539f6a7 100644
--- a/examples/ray-tracing-pipeline/main.cpp
+++ b/examples/ray-tracing-pipeline/main.cpp
@@ -352,10 +352,10 @@ Slang::Result initialize()
geomDesc.type = IAccelerationStructure::GeometryType::Triangles;
geomDesc.content.triangles.indexCount = kIndexCount;
geomDesc.content.triangles.indexData = gIndexBuffer->getDeviceAddress();
- geomDesc.content.triangles.indexFormat = Format::R_UInt32;
+ geomDesc.content.triangles.indexFormat = Format::R32_UINT;
geomDesc.content.triangles.vertexCount = kVertexCount;
geomDesc.content.triangles.vertexData = gVertexBuffer->getDeviceAddress();
- geomDesc.content.triangles.vertexFormat = Format::RGB_Float32;
+ geomDesc.content.triangles.vertexFormat = Format::R32G32B32_FLOAT;
geomDesc.content.triangles.vertexStride = sizeof(Vertex);
geomDesc.content.triangles.transform3x4 = gTransformBuffer->getDeviceAddress();
accelerationStructureBuildInputs.geometryDescs = &geomDesc;
@@ -505,7 +505,7 @@ Slang::Result initialize()
return SLANG_FAIL;
InputElementDesc inputElements[] = {
- {"POSITION", 0, Format::RG_Float32, offsetof(FullScreenTriangle::Vertex, position)},
+ {"POSITION", 0, Format::R32G32_FLOAT, offsetof(FullScreenTriangle::Vertex, position)},
};
auto inputLayout = gDevice->createInputLayout(&inputElements[0], SLANG_COUNT_OF(inputElements));
if (!inputLayout)
@@ -554,7 +554,7 @@ void createResultTexture()
resultTextureDesc.size.height = windowHeight;
resultTextureDesc.size.depth = 1;
resultTextureDesc.defaultState = ResourceState::UnorderedAccess;
- resultTextureDesc.format = Format::RGBA_Float16;
+ resultTextureDesc.format = Format::R16G16B16A16_FLOAT;
gResultTexture = gDevice->createTextureResource(resultTextureDesc);
IResourceView::Desc resultUAVDesc = {};
resultUAVDesc.format = resultTextureDesc.format;
diff --git a/examples/ray-tracing/main.cpp b/examples/ray-tracing/main.cpp
index bb02e157a..e51a601a2 100644
--- a/examples/ray-tracing/main.cpp
+++ b/examples/ray-tracing/main.cpp
@@ -344,10 +344,10 @@ Slang::Result initialize()
geomDesc.type = IAccelerationStructure::GeometryType::Triangles;
geomDesc.content.triangles.indexCount = kIndexCount;
geomDesc.content.triangles.indexData = gIndexBuffer->getDeviceAddress();
- geomDesc.content.triangles.indexFormat = Format::R_UInt32;
+ geomDesc.content.triangles.indexFormat = Format::R32_UINT;
geomDesc.content.triangles.vertexCount = kVertexCount;
geomDesc.content.triangles.vertexData = gVertexBuffer->getDeviceAddress();
- geomDesc.content.triangles.vertexFormat = Format::RGB_Float32;
+ geomDesc.content.triangles.vertexFormat = Format::R32G32B32_FLOAT;
geomDesc.content.triangles.vertexStride = sizeof(Vertex);
geomDesc.content.triangles.transform3x4 = gTransformBuffer->getDeviceAddress();
accelerationStructureBuildInputs.geometryDescs = &geomDesc;
@@ -497,7 +497,7 @@ Slang::Result initialize()
return SLANG_FAIL;
InputElementDesc inputElements[] = {
- {"POSITION", 0, Format::RG_Float32, offsetof(FullScreenTriangle::Vertex, position)},
+ {"POSITION", 0, Format::R32G32_FLOAT, offsetof(FullScreenTriangle::Vertex, position)},
};
auto inputLayout = gDevice->createInputLayout(&inputElements[0], SLANG_COUNT_OF(inputElements));
if (!inputLayout)
@@ -535,7 +535,7 @@ void createResultTexture()
resultTextureDesc.size.height = windowHeight;
resultTextureDesc.size.depth = 1;
resultTextureDesc.defaultState = ResourceState::UnorderedAccess;
- resultTextureDesc.format = Format::RGBA_Float16;
+ resultTextureDesc.format = Format::R16G16B16A16_FLOAT;
gResultTexture = gDevice->createTextureResource(resultTextureDesc);
IResourceView::Desc resultUAVDesc = {};
resultUAVDesc.format = resultTextureDesc.format;
diff --git a/examples/shader-toy/main.cpp b/examples/shader-toy/main.cpp
index c41bd71ca..e4e2cafcc 100644
--- a/examples/shader-toy/main.cpp
+++ b/examples/shader-toy/main.cpp
@@ -282,7 +282,7 @@ Result initialize()
gWindow->events.mouseDown = [this](const platform::MouseEventArgs& e) { handleEvent(e); };
InputElementDesc inputElements[] = {
- { "POSITION", 0, Format::RG_Float32, offsetof(FullScreenTriangle::Vertex, position) },
+ { "POSITION", 0, Format::R32G32_FLOAT, offsetof(FullScreenTriangle::Vertex, position) },
};
auto inputLayout = gDevice->createInputLayout(
&inputElements[0],
diff --git a/examples/triangle/main.cpp b/examples/triangle/main.cpp
index 0f6c31809..f182e0a0a 100644
--- a/examples/triangle/main.cpp
+++ b/examples/triangle/main.cpp
@@ -224,8 +224,8 @@ Slang::Result initialize()
// First, we create an input layout:
//
InputElementDesc inputElements[] = {
- { "POSITION", 0, Format::RGB_Float32, offsetof(Vertex, position) },
- { "COLOR", 0, Format::RGB_Float32, offsetof(Vertex, color) },
+ { "POSITION", 0, Format::R32G32B32_FLOAT, offsetof(Vertex, position) },
+ { "COLOR", 0, Format::R32G32B32_FLOAT, offsetof(Vertex, color) },
};
auto inputLayout = gDevice->createInputLayout(
&inputElements[0],