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

@@ -110,10 +110,11 @@ void init() {
.SetInput(0, 4 * sizeof(float), nxt::InputStepMode::Vertex)
.GetResult();
nxt::BindGroupLayout bgl = device.CreateBindGroupLayoutBuilder()
.SetBindingsType(nxt::ShaderStageBit::Fragment, nxt::BindingType::Sampler, 0, 1)
.SetBindingsType(nxt::ShaderStageBit::Fragment, nxt::BindingType::SampledTexture, 1, 1)
.GetResult();
auto bgl = utils::MakeBindGroupLayout(
device, {
{0, nxt::ShaderStageBit::Fragment, nxt::BindingType::Sampler},
{1, nxt::ShaderStageBit::Fragment, nxt::BindingType::SampledTexture},
});
nxt::PipelineLayout pl = utils::MakeBasicPipelineLayout(device, &bgl);