tests:Rename buffers for clarity
diff --git a/tests/tony_render_tests.cpp b/tests/tony_render_tests.cpp
index a2450d7..20a068a 100644
--- a/tests/tony_render_tests.cpp
+++ b/tests/tony_render_tests.cpp
@@ -1080,11 +1080,11 @@
glm::mat4 MVP = Projection * View * Model;
const int matrixSize = sizeof(MVP) / sizeof(MVP[0]);
- XglConstantBufferObj constantBuffer(m_device, matrixSize, sizeof(MVP[0]), (const void*) &MVP[0][0]);
+ XglConstantBufferObj MVPBuffer(m_device, matrixSize, sizeof(MVP[0]), (const void*) &MVP[0][0]);
XglShaderObj vs(m_device,vertShaderText,XGL_SHADER_STAGE_VERTEX );
XglShaderObj ps(m_device,fragShaderText, XGL_SHADER_STAGE_FRAGMENT);
- vs.BindShaderEntitySlotToMemory(0, XGL_SLOT_SHADER_RESOURCE, (XGL_OBJECT) &constantBuffer.m_constantBufferView);
+ vs.BindShaderEntitySlotToMemory(0, XGL_SLOT_SHADER_RESOURCE, (XGL_OBJECT) &MVPBuffer.m_constantBufferView);
XglPipelineObj pipelineobj(m_device);
pipelineobj.AddShader(&vs);
@@ -1092,14 +1092,14 @@
// Create descriptor set and attach the constant buffer to it
XglDescriptorSetObj descriptorSet(m_device); XGL_RESULT err = XGL_SUCCESS;
- descriptorSet.AttachMemoryView(&constantBuffer.m_constantBufferView);
+ descriptorSet.AttachMemoryView(&MVPBuffer.m_constantBufferView);
- m_memoryRefManager.AddMemoryRef(&constantBuffer.m_constantBufferMem);
+ m_memoryRefManager.AddMemoryRef(&MVPBuffer.m_constantBufferMem);
GenericDrawTriangleTest(pipelineobj, descriptorSet, 1);
QueueCommandBuffer(m_memoryRefManager.GetMemoryRefList(), m_memoryRefManager.GetNumRefs());
- RotateTriangleVSUniform(Projection, View, Model, constantBuffer);
+ RotateTriangleVSUniform(Projection, View, Model, MVPBuffer);
}
TEST_F(XglRenderTest, TriangleWithVertexFetchAndMVP)
@@ -1148,23 +1148,23 @@
const int buf_size = sizeof(MVP) / sizeof(XGL_FLOAT);
- XglConstantBufferObj constantBuffer(m_device, buf_size, sizeof(MVP[0]), (const void*) &MVP[0][0]);
+ XglConstantBufferObj MVPBuffer(m_device, buf_size, sizeof(MVP[0]), (const void*) &MVP[0][0]);
XglShaderObj vs(m_device,vertShaderText,XGL_SHADER_STAGE_VERTEX );
XglShaderObj ps(m_device,fragShaderText, XGL_SHADER_STAGE_FRAGMENT);
// vs.BindShaderEntitySlotToMemory(0, XGL_SLOT_VERTEX_INPUT, (XGL_OBJECT) &meshBuffer.m_constantBufferView);
- vs.BindShaderEntitySlotToMemory(0, XGL_SLOT_SHADER_RESOURCE, (XGL_OBJECT) &constantBuffer.m_constantBufferView);
+ vs.BindShaderEntitySlotToMemory(0, XGL_SLOT_SHADER_RESOURCE, (XGL_OBJECT) &MVPBuffer.m_constantBufferView);
XglPipelineObj pipelineobj(m_device);
pipelineobj.AddShader(&vs);
pipelineobj.AddShader(&ps);
XglDescriptorSetObj descriptorSet(m_device);
- descriptorSet.AttachMemoryView(&constantBuffer.m_constantBufferView);
+ descriptorSet.AttachMemoryView(&MVPBuffer.m_constantBufferView);
descriptorSet.AttachMemoryView(&meshBuffer.m_constantBufferView);
m_memoryRefManager.AddMemoryRef(&meshBuffer.m_constantBufferMem);
- m_memoryRefManager.AddMemoryRef(&constantBuffer.m_constantBufferMem);
+ m_memoryRefManager.AddMemoryRef(&MVPBuffer.m_constantBufferMem);
XGL_VERTEX_INPUT_BINDING_DESCRIPTION vi_binding = {
sizeof(g_vbData[0]), // strideInBytes; Distance between vertices in bytes (0 = no advancement)