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// shader-renderer-util.h
#pragma once
#include "shader-input-layout.h"
#include <slang-rhi.h>
namespace renderer_test
{
using namespace Slang;
ComPtr<ISampler> _createSampler(IDevice* device, const InputSamplerDesc& srcDesc);
/// Utility class containing functions that construct items on the renderer using the
/// ShaderInputLayout representation
struct ShaderRendererUtil
{
/// Generate a texture using the InputTextureDesc and construct a Texture using the Renderer
/// with the contents
static Slang::Result generateTexture(
const InputTextureDesc& inputDesc,
ResourceState defaultState,
IDevice* device,
ComPtr<ITexture>& textureOut);
/// Create texture resource using inputDesc, and texData to describe format, and contents
static Slang::Result createTexture(
const InputTextureDesc& inputDesc,
const TextureData& texData,
ResourceState defaultState,
IDevice* device,
ComPtr<ITexture>& textureOut);
/// Create the BufferResource using the renderer from the contents of inputDesc
static Slang::Result createBuffer(
const InputBufferDesc& inputDesc,
size_t bufferSize,
const void* initData,
IDevice* device,
ComPtr<IBuffer>& bufferOut);
/// Clear a texture with the specified content
static Slang::Result clearTexture(
ITexture* texture,
InputTextureContent content,
IDevice* device);
};
} // namespace renderer_test
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