diff options
Diffstat (limited to 'tools/render-test/render-d3d11.cpp')
| -rw-r--r-- | tools/render-test/render-d3d11.cpp | 33 |
1 files changed, 8 insertions, 25 deletions
diff --git a/tools/render-test/render-d3d11.cpp b/tools/render-test/render-d3d11.cpp index 7018c223a..e2bcf1659 100644 --- a/tools/render-test/render-d3d11.cpp +++ b/tools/render-test/render-d3d11.cpp @@ -64,11 +64,11 @@ public: virtual void setBindingState(BindingState * state); virtual void setVertexBuffers(UInt startSlot, UInt slotCount, BufferResource*const* buffers, const UInt* strides, const UInt* offsets) override; virtual void setShaderProgram(ShaderProgram* inProgram) override; - virtual void setConstantBuffers(UInt startSlot, UInt slotCount, BufferResource*const* buffers, const UInt* offsets) override; virtual void draw(UInt vertexCount, UInt startVertex) override; virtual void dispatchCompute(int x, int y, int z) override; virtual void submitGpuWork() override {} virtual void waitForGpu() override {} + virtual RendererType getRendererType() const override { return RendererType::DirectX11; } // ShaderCompiler implementation virtual ShaderProgram* compileProgram(ShaderCompileRequest const& request) override; @@ -144,7 +144,7 @@ public: /// Capture a texture to a file static HRESULT captureTextureToFile(ID3D11Device* device, ID3D11DeviceContext* context, ID3D11Texture2D* texture, char const* outputPath); - void applyBindingState(bool isCompute); + void _applyBindingState(bool isCompute); ComPtr<IDXGISwapChain> m_swapChain; ComPtr<ID3D11Device> m_device; @@ -669,6 +669,9 @@ InputLayout* D3D11Renderer::createInputLayout(const InputElementDesc* inputEleme char const* typeName = "Unknown"; switch (inputElementsIn[ii].format) { + case Format::RGBA_Float32: + typeName = "float4"; + break; case Format::RGB_Float32: typeName = "float3"; break; @@ -794,29 +797,9 @@ void D3D11Renderer::setShaderProgram(ShaderProgram* programIn) m_immediateContext->PSSetShader(program->m_pixelShader, nullptr, 0); } -void D3D11Renderer::setConstantBuffers(UInt startSlot, UInt slotCount, BufferResource*const* buffersIn, const UInt* offsetsIn) -{ - static const int kMaxConstantBuffers = 16; - assert(slotCount <= kMaxConstantBuffers); - - // TODO: actually use those offsets - - auto buffers = (BufferResourceImpl*const*)buffersIn; - - // Copy out the actual dx buffers - ID3D11Buffer* dxBuffers[kMaxConstantBuffers]; - for (UInt i = 0; i < slotCount; i++) - { - dxBuffers[i] = buffers[i]->m_buffer; - } - - m_immediateContext->VSSetConstantBuffers((UINT)startSlot, (UINT)slotCount, dxBuffers); - m_immediateContext->VSSetConstantBuffers((UINT)startSlot, (UINT)slotCount, dxBuffers); -} - void D3D11Renderer::draw(UInt vertexCount, UInt startVertex) { - applyBindingState(false); + _applyBindingState(false); m_immediateContext->Draw((UINT)vertexCount, (UINT)startVertex); } @@ -855,7 +838,7 @@ ShaderProgram* D3D11Renderer::compileProgram(const ShaderCompileRequest& request void D3D11Renderer::dispatchCompute(int x, int y, int z) { - applyBindingState(true); + _applyBindingState(true); m_immediateContext->Dispatch(x, y, z); } @@ -1048,7 +1031,7 @@ BindingState* D3D11Renderer::createBindingState(const BindingState::Desc& bindin return bindingState.detach(); } -void D3D11Renderer::applyBindingState(bool isCompute) +void D3D11Renderer::_applyBindingState(bool isCompute) { auto context = m_immediateContext.get(); |
