Use .refresh shaders instead of .spv (#1)
Migrate the test suite to using the Refresh shader format instead of spirv Co-authored-by: Caleb Cornett <caleb.cornett@outlook.com> Reviewed-on: #1pull/2/head
parent
28e0e1efb0
commit
b1469f9775
|
@ -16,7 +16,7 @@ namespace MoonWorks.Test
|
|||
// Create the compute pipeline that writes texture data
|
||||
ShaderModule fillTextureComputeShaderModule = new ShaderModule(
|
||||
GraphicsDevice,
|
||||
TestUtils.GetShaderPath("FillTextureCompute.spv")
|
||||
TestUtils.GetShaderPath("FillTextureCompute")
|
||||
);
|
||||
|
||||
ComputePipeline fillTextureComputePipeline = new ComputePipeline(
|
||||
|
@ -27,7 +27,7 @@ namespace MoonWorks.Test
|
|||
// Create the compute pipeline that calculates squares of numbers
|
||||
ShaderModule calculateSquaresComputeShaderModule = new ShaderModule(
|
||||
GraphicsDevice,
|
||||
TestUtils.GetShaderPath("CalculateSquaresCompute.spv")
|
||||
TestUtils.GetShaderPath("CalculateSquaresCompute")
|
||||
);
|
||||
|
||||
ComputePipeline calculateSquaresComputePipeline = new ComputePipeline(
|
||||
|
@ -38,12 +38,12 @@ namespace MoonWorks.Test
|
|||
// Create the graphics pipeline
|
||||
ShaderModule vertShaderModule = new ShaderModule(
|
||||
GraphicsDevice,
|
||||
TestUtils.GetShaderPath("TexturedQuadVert.spv")
|
||||
TestUtils.GetShaderPath("TexturedQuadVert")
|
||||
);
|
||||
|
||||
ShaderModule fragShaderModule = new ShaderModule(
|
||||
GraphicsDevice,
|
||||
TestUtils.GetShaderPath("TexturedQuadFrag.spv")
|
||||
TestUtils.GetShaderPath("TexturedQuadFrag")
|
||||
);
|
||||
|
||||
GraphicsPipelineCreateInfo drawPipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(
|
||||
|
|
|
@ -19,8 +19,8 @@ namespace MoonWorks.Test
|
|||
{
|
||||
Logger.LogInfo("Press Left to toggle wireframe mode\nPress Down to toggle small viewport\nPress Right to toggle scissor rect");
|
||||
|
||||
ShaderModule vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("RawTriangleVertices.spv"));
|
||||
ShaderModule fragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("SolidColor.spv"));
|
||||
ShaderModule vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("RawTriangleVertices"));
|
||||
ShaderModule fragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("SolidColor"));
|
||||
|
||||
GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(
|
||||
MainWindow.SwapchainFormat,
|
||||
|
|
|
@ -28,8 +28,8 @@ namespace MoonWorks.Test
|
|||
Logger.LogInfo("Setting texture to: " + textureNames[0]);
|
||||
|
||||
// Load the shaders
|
||||
ShaderModule vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuadVert.spv"));
|
||||
ShaderModule fragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuadFrag.spv"));
|
||||
ShaderModule vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuadVert"));
|
||||
ShaderModule fragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuadFrag"));
|
||||
|
||||
// Create the graphics pipeline
|
||||
GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(
|
||||
|
|
|
@ -28,7 +28,7 @@ namespace MoonWorks.Test
|
|||
// Create the compute pipeline that writes texture data
|
||||
ShaderModule gradientTextureComputeShaderModule = new ShaderModule(
|
||||
GraphicsDevice,
|
||||
TestUtils.GetShaderPath("GradientTextureCompute.spv")
|
||||
TestUtils.GetShaderPath("GradientTextureCompute")
|
||||
);
|
||||
|
||||
ComputePipeline gradientTextureComputePipeline = new ComputePipeline(
|
||||
|
@ -39,12 +39,12 @@ namespace MoonWorks.Test
|
|||
// Create the graphics pipeline
|
||||
ShaderModule vertShaderModule = new ShaderModule(
|
||||
GraphicsDevice,
|
||||
TestUtils.GetShaderPath("TexturedQuadVert.spv")
|
||||
TestUtils.GetShaderPath("TexturedQuadVert")
|
||||
);
|
||||
|
||||
ShaderModule fragShaderModule = new ShaderModule(
|
||||
GraphicsDevice,
|
||||
TestUtils.GetShaderPath("TexturedQuadFrag.spv")
|
||||
TestUtils.GetShaderPath("TexturedQuadFrag")
|
||||
);
|
||||
|
||||
GraphicsPipelineCreateInfo drawPipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(
|
||||
|
|
|
@ -17,8 +17,8 @@ namespace MoonWorks.Test
|
|||
public CopyTextureGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), 60, true)
|
||||
{
|
||||
// Load the shaders
|
||||
ShaderModule vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuadVert.spv"));
|
||||
ShaderModule fragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuadFrag.spv"));
|
||||
ShaderModule vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuadVert"));
|
||||
ShaderModule fragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuadFrag"));
|
||||
|
||||
// Create the graphics pipeline
|
||||
GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(
|
||||
|
|
|
@ -86,29 +86,29 @@ namespace MoonWorks.Test
|
|||
{
|
||||
ShaderModule cubeVertShaderModule = new ShaderModule(
|
||||
GraphicsDevice,
|
||||
TestUtils.GetShaderPath("PositionColorVertWithMatrix.spv")
|
||||
TestUtils.GetShaderPath("PositionColorVertWithMatrix")
|
||||
);
|
||||
ShaderModule cubeFragShaderModule = new ShaderModule(
|
||||
GraphicsDevice,
|
||||
TestUtils.GetShaderPath("SolidColor.spv")
|
||||
TestUtils.GetShaderPath("SolidColor")
|
||||
);
|
||||
|
||||
ShaderModule skyboxVertShaderModule = new ShaderModule(
|
||||
GraphicsDevice,
|
||||
TestUtils.GetShaderPath("SkyboxVert.spv")
|
||||
TestUtils.GetShaderPath("SkyboxVert")
|
||||
);
|
||||
ShaderModule skyboxFragShaderModule = new ShaderModule(
|
||||
GraphicsDevice,
|
||||
TestUtils.GetShaderPath("SkyboxFrag.spv")
|
||||
TestUtils.GetShaderPath("SkyboxFrag")
|
||||
);
|
||||
|
||||
ShaderModule blitVertShaderModule = new ShaderModule(
|
||||
GraphicsDevice,
|
||||
TestUtils.GetShaderPath("TexturedQuadVert.spv")
|
||||
TestUtils.GetShaderPath("TexturedQuadVert")
|
||||
);
|
||||
ShaderModule blitFragShaderModule = new ShaderModule(
|
||||
GraphicsDevice,
|
||||
TestUtils.GetShaderPath("TexturedDepthQuadFrag.spv")
|
||||
TestUtils.GetShaderPath("TexturedDepthQuadFrag")
|
||||
);
|
||||
|
||||
depthTexture = Texture.CreateTexture2D(
|
||||
|
|
|
@ -22,8 +22,8 @@ namespace MoonWorks.Test
|
|||
Logger.LogInfo("Press Down to toggle the winding order of the triangles (default is counter-clockwise)");
|
||||
|
||||
// Load the shaders
|
||||
ShaderModule vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("PositionColorVert.spv"));
|
||||
ShaderModule fragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("SolidColor.spv"));
|
||||
ShaderModule vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("PositionColorVert"));
|
||||
ShaderModule fragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("SolidColor"));
|
||||
|
||||
// Create the graphics pipelines
|
||||
GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(
|
||||
|
|
|
@ -14,8 +14,8 @@ namespace MoonWorks.Test
|
|||
public DrawIndirectGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), 60, true)
|
||||
{
|
||||
// Load the shaders
|
||||
ShaderModule vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("PositionColorVert.spv"));
|
||||
ShaderModule fragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("SolidColor.spv"));
|
||||
ShaderModule vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("PositionColorVert"));
|
||||
ShaderModule fragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("SolidColor"));
|
||||
|
||||
// Create the graphics pipeline
|
||||
GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(
|
||||
|
|
|
@ -22,8 +22,8 @@ namespace MoonWorks.Test
|
|||
Logger.LogInfo("Setting sample count to: " + currentSampleCount);
|
||||
|
||||
// Create the MSAA pipelines
|
||||
ShaderModule triangleVertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("RawTriangleVertices.spv"));
|
||||
ShaderModule triangleFragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("SolidColor.spv"));
|
||||
ShaderModule triangleVertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("RawTriangleVertices"));
|
||||
ShaderModule triangleFragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("SolidColor"));
|
||||
|
||||
GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(
|
||||
TextureFormat.R8G8B8A8,
|
||||
|
@ -37,8 +37,8 @@ namespace MoonWorks.Test
|
|||
}
|
||||
|
||||
// Create the blit pipeline
|
||||
ShaderModule blitVertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuadVert.spv"));
|
||||
ShaderModule blitFragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuadFrag.spv"));
|
||||
ShaderModule blitVertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuadVert"));
|
||||
ShaderModule blitFragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuadFrag"));
|
||||
|
||||
pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(
|
||||
MainWindow.SwapchainFormat,
|
||||
|
|
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
|
@ -1,5 +0,0 @@
|
|||
Get-ChildItem "Source" |
|
||||
Foreach-Object {
|
||||
$filename = $_.Basename
|
||||
glslc $_.FullName -o Compiled/$filename.spv
|
||||
}
|
|
@ -48,7 +48,7 @@ namespace MoonWorks.Test
|
|||
|
||||
public static string GetShaderPath(string shaderName)
|
||||
{
|
||||
return SDL2.SDL.SDL_GetBasePath() + "Content/Shaders/Compiled/" + shaderName;
|
||||
return SDL2.SDL.SDL_GetBasePath() + "Content/Shaders/Compiled/" + shaderName + ".refresh";
|
||||
}
|
||||
|
||||
public static string GetTexturePath(string textureName)
|
||||
|
|
|
@ -40,8 +40,8 @@ namespace MoonWorks.Test
|
|||
public TexturedAnimatedQuadGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), 60, true)
|
||||
{
|
||||
// Load the shaders
|
||||
ShaderModule vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuadVertWithMatrix.spv"));
|
||||
ShaderModule fragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuadFragWithMultiplyColor.spv"));
|
||||
ShaderModule vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuadVertWithMatrix"));
|
||||
ShaderModule fragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuadFragWithMultiplyColor"));
|
||||
|
||||
// Create the graphics pipeline
|
||||
GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(
|
||||
|
|
|
@ -29,8 +29,8 @@ namespace MoonWorks.Test
|
|||
Logger.LogInfo("Setting sampler state to: " + samplerNames[0]);
|
||||
|
||||
// Load the shaders
|
||||
ShaderModule vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuadVert.spv"));
|
||||
ShaderModule fragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuadFrag.spv"));
|
||||
ShaderModule vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuadVert"));
|
||||
ShaderModule fragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuadFrag"));
|
||||
|
||||
// Create the graphics pipeline
|
||||
GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(
|
||||
|
|
|
@ -12,8 +12,8 @@ namespace MoonWorks.Test
|
|||
public TriangleVertexBufferGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), 60, true)
|
||||
{
|
||||
// Load the shaders
|
||||
ShaderModule vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("PositionColorVert.spv"));
|
||||
ShaderModule fragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("SolidColor.spv"));
|
||||
ShaderModule vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("PositionColorVert"));
|
||||
ShaderModule fragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("SolidColor"));
|
||||
|
||||
// Create the graphics pipeline
|
||||
GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(
|
||||
|
|
Loading…
Reference in New Issue