Split NXT helpers from example/Utils into src/utils

This will make it possible to use them in the test suites
This commit is contained in:
Corentin Wallez
2017-06-19 13:09:41 -04:00
committed by Corentin Wallez
parent 1bd219d8a8
commit 5ee7afdfbe
17 changed files with 213 additions and 145 deletions

View File

@@ -14,6 +14,8 @@
#include "Utils.h"
#include "utils/NXTHelpers.h"
#include <vector>
nxt::Device device;
@@ -38,7 +40,7 @@ void initBuffers() {
-0.5f, -0.5f, 0.0f, 1.0f,
0.5f, -0.5f, 0.0f, 1.0f,
};
vertexBuffer = CreateFrozenBufferFromData(device, vertexData, sizeof(vertexData), nxt::BufferUsageBit::Vertex);
vertexBuffer = utils::CreateFrozenBufferFromData(device, vertexData, sizeof(vertexData), nxt::BufferUsageBit::Vertex);
static const float vertexDataQuad[24] = {
-1.0f, -1.0f, 0.0f, 1.0f,
@@ -48,7 +50,7 @@ void initBuffers() {
1.0f, -1.0f, 0.0f, 1.0f,
1.0f, 1.0f, 0.0f, 1.0f,
};
vertexBufferQuad = CreateFrozenBufferFromData(device, vertexDataQuad, sizeof(vertexDataQuad), nxt::BufferUsageBit::Vertex);
vertexBufferQuad = utils::CreateFrozenBufferFromData(device, vertexDataQuad, sizeof(vertexDataQuad), nxt::BufferUsageBit::Vertex);
}
void initTextures() {
@@ -89,7 +91,7 @@ void initRenderPass() {
}
void initPipeline() {
nxt::ShaderModule vsModule = CreateShaderModule(device, nxt::ShaderStage::Vertex, R"(
nxt::ShaderModule vsModule = utils::CreateShaderModule(device, nxt::ShaderStage::Vertex, R"(
#version 450
layout(location = 0) in vec4 pos;
void main() {
@@ -97,7 +99,7 @@ void initPipeline() {
})"
);
nxt::ShaderModule fsModule = CreateShaderModule(device, nxt::ShaderStage::Fragment, R"(
nxt::ShaderModule fsModule = utils::CreateShaderModule(device, nxt::ShaderStage::Fragment, R"(
#version 450
layout(location = 0) out vec4 fragColor;
void main() {
@@ -119,7 +121,7 @@ void initPipeline() {
}
void initPipelinePost() {
nxt::ShaderModule vsModule = CreateShaderModule(device, nxt::ShaderStage::Vertex, R"(
nxt::ShaderModule vsModule = utils::CreateShaderModule(device, nxt::ShaderStage::Vertex, R"(
#version 450
layout(location = 0) in vec4 pos;
void main() {
@@ -127,7 +129,7 @@ void initPipelinePost() {
})"
);
nxt::ShaderModule fsModule = CreateShaderModule(device, nxt::ShaderStage::Fragment, R"(
nxt::ShaderModule fsModule = utils::CreateShaderModule(device, nxt::ShaderStage::Fragment, R"(
#version 450
layout(set = 0, binding = 0) uniform sampler samp;
layout(set = 0, binding = 1) uniform texture2D tex;