rename TestUtils.DefaultBackend to just TestUtils.Backend

refresh2
cosmonaut 2024-03-06 14:31:22 -08:00
parent e4f4e53f2c
commit 2435b4d226
31 changed files with 31 additions and 31 deletions

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@ -11,7 +11,7 @@ namespace MoonWorks.Test
private Sampler sampler;
private GpuBuffer vertexBuffer;
public BasicComputeGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), TestUtils.DefaultBackend, 60, true)
public BasicComputeGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), TestUtils.Backend, 60, true)
{
// Create the compute pipeline that writes texture data
ShaderModule fillTextureComputeShaderModule = new ShaderModule(

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@ -11,7 +11,7 @@ namespace MoonWorks.Test
private GpuBuffer vertexBuffer;
private Texture depthStencilTexture;
public BasicStencilGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), TestUtils.DefaultBackend, 60, true)
public BasicStencilGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), TestUtils.Backend, 60, true)
{
// Load the shaders
ShaderModule vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("PositionColor.vert"));

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@ -14,7 +14,7 @@ namespace MoonWorks.Test
private bool useSmallViewport;
private bool useScissorRect;
public BasicTriangleGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), TestUtils.DefaultBackend, 60, true)
public BasicTriangleGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), TestUtils.Backend, 60, true)
{
Logger.LogInfo("Press Left to toggle wireframe mode\nPress Down to toggle small viewport\nPress Right to toggle scissor rect");

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@ -5,7 +5,7 @@ namespace MoonWorks.Test
{
class ClearScreenGame : Game
{
public ClearScreenGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), TestUtils.DefaultBackend, 60, true) { }
public ClearScreenGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), TestUtils.Backend, 60, true) { }
protected override void Update(System.TimeSpan delta) { }

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@ -7,7 +7,7 @@ namespace MoonWorks.Test
{
private Window secondaryWindow;
public ClearScreen_MultiWindowGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), TestUtils.DefaultBackend, 60, true)
public ClearScreen_MultiWindowGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), TestUtils.Backend, 60, true)
{
var (windowX, windowY) = MainWindow.Position;
MainWindow.SetPosition(windowX - 360, windowY);

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@ -21,7 +21,7 @@ namespace MoonWorks.Test
private int currentTextureIndex;
public CompressedTexturesGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), TestUtils.DefaultBackend, 60, true)
public CompressedTexturesGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), TestUtils.Backend, 60, true)
{
Logger.LogInfo("Press Left and Right to cycle between textures");
Logger.LogInfo("Setting texture to: " + textureNames[0]);

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@ -23,7 +23,7 @@ namespace MoonWorks.Test
}
}
public ComputeUniformsGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), TestUtils.DefaultBackend, 60, true)
public ComputeUniformsGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), TestUtils.Backend, 60, true)
{
// Create the compute pipeline that writes texture data
ShaderModule gradientTextureComputeShaderModule = new ShaderModule(

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@ -14,7 +14,7 @@ namespace MoonWorks.Test
private Texture textureSmallCopy;
private Sampler sampler;
public unsafe CopyTextureGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), TestUtils.DefaultBackend, 60, true)
public unsafe CopyTextureGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), TestUtils.Backend, 60, true)
{
// Load the shaders
ShaderModule vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuad.vert"));

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@ -88,7 +88,7 @@ namespace MoonWorks.Test
cubemapUploader.Dispose();
}
public CubeGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), TestUtils.DefaultBackend, 60, true)
public CubeGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), TestUtils.Backend, 60, true)
{
ShaderModule cubeVertShaderModule = new ShaderModule(
GraphicsDevice,

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@ -17,7 +17,7 @@ namespace MoonWorks.Test
private bool useClockwiseWinding;
public CullFaceGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), TestUtils.DefaultBackend, 60, true)
public CullFaceGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), TestUtils.Backend, 60, true)
{
Logger.LogInfo("Press Down to toggle the winding order of the triangles (default is counter-clockwise)");

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@ -21,7 +21,7 @@ namespace MoonWorks.Test
private SampleCount currentSampleCount = SampleCount.Four;
public DepthMSAAGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), TestUtils.DefaultBackend, 60, true)
public DepthMSAAGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), TestUtils.Backend, 60, true)
{
Logger.LogInfo("Press Left and Right to cycle between sample counts");
Logger.LogInfo("Setting sample count to: " + currentSampleCount);

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@ -10,7 +10,7 @@ namespace MoonWorks.Test
private GpuBuffer vertexBuffer;
private GpuBuffer drawBuffer;
public DrawIndirectGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), TestUtils.DefaultBackend, 60, true)
public DrawIndirectGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), TestUtils.Backend, 60, true)
{
// Load the shaders
ShaderModule vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("PositionColor.vert"));

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@ -6,7 +6,7 @@ namespace MoonWorks.Test
{
class GetBufferDataGame : Game
{
public GetBufferDataGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), TestUtils.DefaultBackend, 60, true)
public GetBufferDataGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), TestUtils.Backend, 60, true)
{
var vertices = new System.Span<PositionVertex>(
[

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@ -13,7 +13,7 @@ namespace MoonWorks.Test
private bool useVertexOffset;
private bool useIndexOffset;
public InstancingAndOffsetsGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), TestUtils.DefaultBackend, 60, true)
public InstancingAndOffsetsGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), TestUtils.Backend, 60, true)
{
Logger.LogInfo("Press Left to toggle vertex offset\nPress Right to toggle index offset");

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@ -16,7 +16,7 @@ namespace MoonWorks.Test
private SampleCount currentSampleCount = SampleCount.Four;
public MSAAGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), TestUtils.DefaultBackend, 60, true)
public MSAAGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), TestUtils.Backend, 60, true)
{
Logger.LogInfo("Press Left and Right to cycle between sample counts");
Logger.LogInfo("Setting sample count to: " + currentSampleCount);

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@ -20,7 +20,7 @@ namespace MoonWorks.Test
private SampleCount currentSampleCount = SampleCount.Four;
public MSAACubeGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), TestUtils.DefaultBackend, 60, true)
public MSAACubeGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), TestUtils.Backend, 60, true)
{
Logger.LogInfo("Press Down to view the other side of the cubemap");
Logger.LogInfo("Press Left and Right to cycle between sample counts");

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@ -4,7 +4,7 @@ namespace MoonWorks.Test
{
public static class TestUtils
{
public static Backend DefaultBackend = Backend.D3D11; // change this to test different backends
public static Backend Backend = Backend.Vulkan; // change this to test different backends
public static WindowCreateInfo GetStandardWindowCreateInfo()
{

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@ -12,7 +12,7 @@ namespace MoonWorks.Test
private Texture[] textures = new Texture[4];
private Sampler sampler;
public RenderTexture2DGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), TestUtils.DefaultBackend, 60, true)
public RenderTexture2DGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), TestUtils.Backend, 60, true)
{
// Load the shaders
ShaderModule vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuad.vert"));

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@ -30,7 +30,7 @@ namespace MoonWorks.Test
}
}
public RenderTexture2DArrayGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), TestUtils.DefaultBackend, 60, true)
public RenderTexture2DArrayGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), TestUtils.Backend, 60, true)
{
// Load the shaders
ShaderModule vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuad.vert"));

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@ -25,7 +25,7 @@ namespace MoonWorks.Test
Color.Purple,
};
public RenderTextureCubeGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), TestUtils.DefaultBackend, 60, true)
public RenderTextureCubeGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), TestUtils.Backend, 60, true)
{
Logger.LogInfo("Press Down to view the other side of the cubemap");

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@ -41,7 +41,7 @@ namespace MoonWorks.Test
}
}
public RenderTextureMipmapsGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), TestUtils.DefaultBackend, 60, true)
public RenderTextureMipmapsGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), TestUtils.Backend, 60, true)
{
Logger.LogInfo("Press Left and Right to shrink/expand the scale of the quad");
Logger.LogInfo("Press Down to cycle through sampler states");

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@ -7,7 +7,7 @@ namespace MoonWorks.Test
{
private GraphicsPipeline fillPipeline;
public StoreLoadGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), TestUtils.DefaultBackend, 60, true)
public StoreLoadGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), TestUtils.Backend, 60, true)
{
ShaderModule vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("RawTriangle.vert"));
ShaderModule fragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("SolidColor.frag"));

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@ -23,7 +23,7 @@ namespace MoonWorks.Test
}
}
public Texture3DGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), TestUtils.DefaultBackend, 60, true)
public Texture3DGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), TestUtils.Backend, 60, true)
{
Logger.LogInfo("Press Left and Right to cycle between depth slices");

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@ -30,7 +30,7 @@ namespace MoonWorks.Test
}
}
public RenderTexture3DGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), TestUtils.DefaultBackend, 60, true)
public RenderTexture3DGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), TestUtils.Backend, 60, true)
{
// Load the shaders
ShaderModule vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuad.vert"));

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@ -13,7 +13,7 @@ namespace MoonWorks.Test
private float scale = 0.5f;
public TextureMipmapsGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), TestUtils.DefaultBackend, 60, true)
public TextureMipmapsGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), TestUtils.Backend, 60, true)
{
Logger.LogInfo("Press Left and Right to shrink/expand the scale of the quad");

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@ -25,7 +25,7 @@ namespace MoonWorks.Test
}
}
public TexturedAnimatedQuadGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), TestUtils.DefaultBackend, 60, true)
public TexturedAnimatedQuadGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), TestUtils.Backend, 60, true)
{
// Load the shaders
ShaderModule vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuadWithMatrix.vert"));

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@ -35,7 +35,7 @@ namespace MoonWorks.Test
private System.Diagnostics.Stopwatch stopwatch = new System.Diagnostics.Stopwatch();
public TexturedQuadGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), TestUtils.DefaultBackend, 60, true)
public TexturedQuadGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), TestUtils.Backend, 60, true)
{
Logger.LogInfo("Press Left and Right to cycle between sampler states");
Logger.LogInfo("Setting sampler state to: " + samplerNames[0]);

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@ -9,7 +9,7 @@ namespace MoonWorks.Test
private GraphicsPipeline pipeline;
private GpuBuffer vertexBuffer;
public TriangleVertexBufferGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), TestUtils.DefaultBackend, 60, true)
public TriangleVertexBufferGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), TestUtils.Backend, 60, true)
{
// Load the shaders
ShaderModule vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("PositionColor.vert"));

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@ -12,7 +12,7 @@ namespace MoonWorks.Test
private Texture texture;
private Sampler sampler;
public VertexSamplerGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), TestUtils.DefaultBackend, 60, true)
public VertexSamplerGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), TestUtils.Backend, 60, true)
{
// Load the shaders
ShaderModule vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("PositionSampler.vert"));

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@ -14,7 +14,7 @@ namespace MoonWorks.Test
private Video.VideoAV1 video;
private VideoPlayer videoPlayer;
public VideoPlayerGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), TestUtils.DefaultBackend, 60, true)
public VideoPlayerGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), TestUtils.Backend, 60, true)
{
// Load the shaders
ShaderModule vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuad.vert"));

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@ -20,7 +20,7 @@ namespace MoonWorks.Test
new Res(3840, 2160),
};
public WindowResizingGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), TestUtils.DefaultBackend, 60, true)
public WindowResizingGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), TestUtils.Backend, 60, true)
{
ShaderModule vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("RawTriangle.vert"));
ShaderModule fragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("SolidColor.frag"));