Use a descriptor for BindGroupLayout (#211)

* Use a descriptor for BindGroupLayout
* Fix MatchesLambda
* Add WireTests.StructureOfStructureArrayArgument
* Add BindGroupValidationTests.BindGroupLayoutCache
This commit is contained in:
Kai Ninomiya
2018-07-10 12:23:50 -07:00
committed by GitHub
parent 7883e7e59c
commit 234becf175
32 changed files with 259 additions and 163 deletions

View File

@@ -223,10 +223,12 @@ void initSim() {
}
)");
nxt::BindGroupLayout bgl = device.CreateBindGroupLayoutBuilder()
.SetBindingsType(nxt::ShaderStageBit::Compute, nxt::BindingType::UniformBuffer, 0, 1)
.SetBindingsType(nxt::ShaderStageBit::Compute, nxt::BindingType::StorageBuffer, 1, 2)
.GetResult();
auto bgl = utils::MakeBindGroupLayout(
device, {
{0, nxt::ShaderStageBit::Compute, nxt::BindingType::UniformBuffer},
{1, nxt::ShaderStageBit::Compute, nxt::BindingType::StorageBuffer},
{2, nxt::ShaderStageBit::Compute, nxt::BindingType::StorageBuffer},
});
nxt::PipelineLayout pl = utils::MakeBasicPipelineLayout(device, &bgl);