diff options
Diffstat (limited to 'tools/render-test/cpu-compute-util.cpp')
| -rw-r--r-- | tools/render-test/cpu-compute-util.cpp | 53 |
1 files changed, 2 insertions, 51 deletions
diff --git a/tools/render-test/cpu-compute-util.cpp b/tools/render-test/cpu-compute-util.cpp index e94a6d6e1..2bb0baf88 100644 --- a/tools/render-test/cpu-compute-util.cpp +++ b/tools/render-test/cpu-compute-util.cpp @@ -15,42 +15,6 @@ namespace renderer_test { using namespace Slang; -/* static */SlangResult CPUComputeUtil::writeBindings(const ShaderInputLayout& layout, const List<BindSet::Value*>& buffers, const String& fileName) -{ - FILE * f = fopen(fileName.getBuffer(), "wb"); - if (!f) - { - return SLANG_FAIL; - } - - const auto& entries = layout.entries; - - for (int i = 0; i < entries.getCount(); ++i) - { - const auto& entry = entries[i]; - if (entry.isOutput) - { - BindSet::Value* buffer = buffers[i]; - - unsigned int* ptr = (unsigned int*)buffer->m_data; - - const int size = int(entry.bufferData.getCount()); - // Must be the same size or less than allocated buffer - SLANG_ASSERT(size * sizeof(unsigned int) <= buffer->m_sizeInBytes); - - for (int i = 0; i < size; ++i) - { - unsigned int v = ptr[i]; - - fprintf(f, "%X\n", v); - } - } - } - fclose(f); - return SLANG_OK; -} - - template <int COUNT> struct OneTexture2D : public CPUComputeUtil::Resource, public CPPPrelude::ITexture2D { @@ -109,21 +73,8 @@ static CPUComputeUtil::Resource* _newOneTexture2D(int elemCount) // Okay lets iterate adding buffers auto outStream = StdWriters::getOut(); SLANG_RETURN_ON_FAIL(ShaderInputLayout::addBindSetValues(compilationAndLayout.layout.entries, compilationAndLayout.sourcePath, outStream, outContext.m_bindRoot)); - - { - const auto& entries = compilationAndLayout.layout.entries; - outContext.m_buffers.setCount(entries.getCount()); - - const auto& values = outContext.m_bindSet.getValues(); - for (BindSet::Value* value : values) - { - if (value->m_userIndex >= 0) - { - outContext.m_buffers[value->m_userIndex] = value; - } - } - } - + ShaderInputLayout::getValueBuffers(compilationAndLayout.layout.entries, outContext.m_bindSet, outContext.m_buffers); + // Okay we need to find all of the bindings and match up to those in the layout const ShaderInputLayout& layout = compilationAndLayout.layout; |
