Update all tests to use .refresh shaders instead of spv
parent
28e0e1efb0
commit
46bcdac0d7
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@ -16,7 +16,7 @@ namespace MoonWorks.Test
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// Create the compute pipeline that writes texture data
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ShaderModule fillTextureComputeShaderModule = new ShaderModule(
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GraphicsDevice,
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TestUtils.GetShaderPath("FillTextureCompute.spv")
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TestUtils.GetShaderPath("FillTextureCompute")
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);
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ComputePipeline fillTextureComputePipeline = new ComputePipeline(
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@ -27,7 +27,7 @@ namespace MoonWorks.Test
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// Create the compute pipeline that calculates squares of numbers
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ShaderModule calculateSquaresComputeShaderModule = new ShaderModule(
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GraphicsDevice,
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TestUtils.GetShaderPath("CalculateSquaresCompute.spv")
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TestUtils.GetShaderPath("CalculateSquaresCompute")
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);
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ComputePipeline calculateSquaresComputePipeline = new ComputePipeline(
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@ -38,12 +38,12 @@ namespace MoonWorks.Test
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// Create the graphics pipeline
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ShaderModule vertShaderModule = new ShaderModule(
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GraphicsDevice,
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TestUtils.GetShaderPath("TexturedQuadVert.spv")
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TestUtils.GetShaderPath("TexturedQuadVert")
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);
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ShaderModule fragShaderModule = new ShaderModule(
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GraphicsDevice,
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TestUtils.GetShaderPath("TexturedQuadFrag.spv")
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TestUtils.GetShaderPath("TexturedQuadFrag")
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);
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GraphicsPipelineCreateInfo drawPipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(
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@ -19,8 +19,8 @@ namespace MoonWorks.Test
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{
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Logger.LogInfo("Press Left to toggle wireframe mode\nPress Down to toggle small viewport\nPress Right to toggle scissor rect");
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ShaderModule vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("RawTriangleVertices.spv"));
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ShaderModule fragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("SolidColor.spv"));
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ShaderModule vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("RawTriangleVertices"));
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ShaderModule fragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("SolidColor"));
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GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(
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MainWindow.SwapchainFormat,
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@ -28,8 +28,8 @@ namespace MoonWorks.Test
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Logger.LogInfo("Setting texture to: " + textureNames[0]);
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// Load the shaders
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ShaderModule vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuadVert.spv"));
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ShaderModule fragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuadFrag.spv"));
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ShaderModule vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuadVert"));
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ShaderModule fragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuadFrag"));
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// Create the graphics pipeline
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GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(
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@ -28,7 +28,7 @@ namespace MoonWorks.Test
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// Create the compute pipeline that writes texture data
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ShaderModule gradientTextureComputeShaderModule = new ShaderModule(
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GraphicsDevice,
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TestUtils.GetShaderPath("GradientTextureCompute.spv")
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TestUtils.GetShaderPath("GradientTextureCompute")
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);
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ComputePipeline gradientTextureComputePipeline = new ComputePipeline(
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@ -39,12 +39,12 @@ namespace MoonWorks.Test
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// Create the graphics pipeline
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ShaderModule vertShaderModule = new ShaderModule(
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GraphicsDevice,
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TestUtils.GetShaderPath("TexturedQuadVert.spv")
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TestUtils.GetShaderPath("TexturedQuadVert")
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);
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ShaderModule fragShaderModule = new ShaderModule(
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GraphicsDevice,
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TestUtils.GetShaderPath("TexturedQuadFrag.spv")
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TestUtils.GetShaderPath("TexturedQuadFrag")
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);
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GraphicsPipelineCreateInfo drawPipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(
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@ -17,8 +17,8 @@ namespace MoonWorks.Test
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public CopyTextureGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), 60, true)
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{
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// Load the shaders
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ShaderModule vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuadVert.spv"));
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ShaderModule fragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuadFrag.spv"));
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ShaderModule vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuadVert"));
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ShaderModule fragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuadFrag"));
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// Create the graphics pipeline
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GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(
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@ -86,29 +86,29 @@ namespace MoonWorks.Test
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{
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ShaderModule cubeVertShaderModule = new ShaderModule(
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GraphicsDevice,
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TestUtils.GetShaderPath("PositionColorVertWithMatrix.spv")
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TestUtils.GetShaderPath("PositionColorVertWithMatrix")
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);
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ShaderModule cubeFragShaderModule = new ShaderModule(
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GraphicsDevice,
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TestUtils.GetShaderPath("SolidColor.spv")
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TestUtils.GetShaderPath("SolidColor")
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);
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ShaderModule skyboxVertShaderModule = new ShaderModule(
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GraphicsDevice,
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TestUtils.GetShaderPath("SkyboxVert.spv")
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TestUtils.GetShaderPath("SkyboxVert")
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);
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ShaderModule skyboxFragShaderModule = new ShaderModule(
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GraphicsDevice,
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TestUtils.GetShaderPath("SkyboxFrag.spv")
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TestUtils.GetShaderPath("SkyboxFrag")
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);
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ShaderModule blitVertShaderModule = new ShaderModule(
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GraphicsDevice,
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TestUtils.GetShaderPath("TexturedQuadVert.spv")
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TestUtils.GetShaderPath("TexturedQuadVert")
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);
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ShaderModule blitFragShaderModule = new ShaderModule(
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GraphicsDevice,
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TestUtils.GetShaderPath("TexturedDepthQuadFrag.spv")
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TestUtils.GetShaderPath("TexturedDepthQuadFrag")
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);
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depthTexture = Texture.CreateTexture2D(
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@ -22,8 +22,8 @@ namespace MoonWorks.Test
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Logger.LogInfo("Press Down to toggle the winding order of the triangles (default is counter-clockwise)");
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// Load the shaders
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ShaderModule vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("PositionColorVert.spv"));
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ShaderModule fragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("SolidColor.spv"));
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ShaderModule vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("PositionColorVert"));
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ShaderModule fragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("SolidColor"));
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// Create the graphics pipelines
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GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(
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@ -14,8 +14,8 @@ namespace MoonWorks.Test
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public DrawIndirectGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), 60, true)
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{
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// Load the shaders
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ShaderModule vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("PositionColorVert.spv"));
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ShaderModule fragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("SolidColor.spv"));
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ShaderModule vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("PositionColorVert"));
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ShaderModule fragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("SolidColor"));
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// Create the graphics pipeline
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GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(
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@ -22,8 +22,8 @@ namespace MoonWorks.Test
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Logger.LogInfo("Setting sample count to: " + currentSampleCount);
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// Create the MSAA pipelines
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ShaderModule triangleVertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("RawTriangleVertices.spv"));
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ShaderModule triangleFragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("SolidColor.spv"));
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ShaderModule triangleVertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("RawTriangleVertices"));
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ShaderModule triangleFragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("SolidColor"));
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GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(
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TextureFormat.R8G8B8A8,
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@ -37,8 +37,8 @@ namespace MoonWorks.Test
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}
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// Create the blit pipeline
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ShaderModule blitVertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuadVert.spv"));
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ShaderModule blitFragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuadFrag.spv"));
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ShaderModule blitVertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuadVert"));
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ShaderModule blitFragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuadFrag"));
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pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(
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MainWindow.SwapchainFormat,
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@ -1,5 +0,0 @@
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Get-ChildItem "Source" |
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Foreach-Object {
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$filename = $_.Basename
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glslc $_.FullName -o Compiled/$filename.spv
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}
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@ -48,7 +48,7 @@ namespace MoonWorks.Test
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public static string GetShaderPath(string shaderName)
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{
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return SDL2.SDL.SDL_GetBasePath() + "Content/Shaders/Compiled/" + shaderName;
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return SDL2.SDL.SDL_GetBasePath() + "Content/Shaders/Compiled/" + shaderName + ".refresh";
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}
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public static string GetTexturePath(string textureName)
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@ -40,8 +40,8 @@ namespace MoonWorks.Test
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public TexturedAnimatedQuadGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), 60, true)
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{
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// Load the shaders
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ShaderModule vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuadVertWithMatrix.spv"));
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ShaderModule fragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuadFragWithMultiplyColor.spv"));
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ShaderModule vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuadVertWithMatrix"));
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ShaderModule fragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuadFragWithMultiplyColor"));
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// Create the graphics pipeline
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GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(
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@ -29,8 +29,8 @@ namespace MoonWorks.Test
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Logger.LogInfo("Setting sampler state to: " + samplerNames[0]);
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// Load the shaders
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ShaderModule vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuadVert.spv"));
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ShaderModule fragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuadFrag.spv"));
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ShaderModule vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuadVert"));
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ShaderModule fragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuadFrag"));
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// Create the graphics pipeline
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GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(
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@ -12,8 +12,8 @@ namespace MoonWorks.Test
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public TriangleVertexBufferGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), 60, true)
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{
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// Load the shaders
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ShaderModule vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("PositionColorVert.spv"));
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ShaderModule fragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("SolidColor.spv"));
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ShaderModule vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("PositionColorVert"));
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ShaderModule fragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("SolidColor"));
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// Create the graphics pipeline
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GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(
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