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// shader-renderer-util.h
#pragma once
#include "slang-gfx.h"
#include "shader-input-layout.h"
namespace renderer_test {
using namespace Slang;
ComPtr<ISamplerState> _createSamplerState(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 TextureResource using the Renderer with the contents
static Slang::Result generateTextureResource(
const InputTextureDesc& inputDesc,
ResourceState defaultState,
IDevice* device,
ComPtr<ITextureResource>& textureOut);
/// Create texture resource using inputDesc, and texData to describe format, and contents
static Slang::Result createTextureResource(
const InputTextureDesc& inputDesc,
const TextureData& texData,
ResourceState defaultState,
IDevice* device,
ComPtr<ITextureResource>& textureOut);
/// Create the BufferResource using the renderer from the contents of inputDesc
static Slang::Result createBufferResource(
const InputBufferDesc& inputDesc,
size_t bufferSize,
const void* initData,
IDevice* device,
ComPtr<IBufferResource>& bufferOut);
};
} // renderer_test
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