Stage 1 of rename
TODO: re-enable glave build, advance API for glave
v2: get rid of outdated code in tri introduced by rebase
rename wsi_null.c (olv)
diff --git a/tests/render_tests.cpp b/tests/render_tests.cpp
index f50520a..882f14f 100644
--- a/tests/render_tests.cpp
+++ b/tests/render_tests.cpp
@@ -28,7 +28,7 @@
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
-// XGL tests
+// VK tests
//
// Copyright (C) 2014 LunarG, Inc.
//
@@ -60,7 +60,7 @@
#include <fstream>
using namespace std;
-#include <xgl.h>
+#include <vulkan.h>
#ifdef DUMP_STATE_DOT
#include "../layers/draw_state.h"
#endif
@@ -68,7 +68,7 @@
#include "../layers/object_track.h"
#endif
#ifdef DEBUG_CALLBACK
-#include <xglDbg.h>
+#include <vkDbg.h>
#endif
#include "gtest-1.7.0/include/gtest/gtest.h"
@@ -78,12 +78,12 @@
#include "glm/glm.hpp"
#include <glm/gtc/matrix_transform.hpp>
-#include "xglrenderframework.h"
+#include "vkrenderframework.h"
#ifdef DEBUG_CALLBACK
-void XGLAPI myDbgFunc(
- XGL_DBG_MSG_TYPE msgType,
- XGL_VALIDATION_LEVEL validationLevel,
- XGL_BASE_OBJECT srcObject,
+void VKAPI myDbgFunc(
+ VK_DBG_MSG_TYPE msgType,
+ VK_VALIDATION_LEVEL validationLevel,
+ VK_BASE_OBJECT srcObject,
size_t location,
int32_t msgCode,
const char* pMsg,
@@ -91,10 +91,10 @@
{
switch (msgType)
{
- case XGL_DBG_MSG_WARNING:
+ case VK_DBG_MSG_WARNING:
printf("CALLBACK WARNING : %s\n", pMsg);
break;
- case XGL_DBG_MSG_ERROR:
+ case VK_DBG_MSG_ERROR:
printf("CALLBACK ERROR : %s\n", pMsg);
break;
default:
@@ -217,32 +217,32 @@
XglConstantBufferObj *constantBuffer, XglCommandBufferObj *cmdBuffer);
void GenericDrawPreparation(XglCommandBufferObj *cmdBuffer, XglPipelineObj &pipelineobj, XglDescriptorSetObj &descriptorSet);
void InitDepthStencil();
- void XGLTriangleTest(const char *vertShaderText, const char *fragShaderText, const bool rotate);
+ void VKTriangleTest(const char *vertShaderText, const char *fragShaderText, const bool rotate);
- XGL_RESULT BeginCommandBuffer(XglCommandBufferObj &cmdBuffer);
- XGL_RESULT EndCommandBuffer(XglCommandBufferObj &cmdBuffer);
+ VK_RESULT BeginCommandBuffer(XglCommandBufferObj &cmdBuffer);
+ VK_RESULT EndCommandBuffer(XglCommandBufferObj &cmdBuffer);
protected:
- XGL_IMAGE m_texture;
- XGL_IMAGE_VIEW m_textureView;
- XGL_IMAGE_VIEW_ATTACH_INFO m_textureViewInfo;
- XGL_GPU_MEMORY m_textureMem;
+ VK_IMAGE m_texture;
+ VK_IMAGE_VIEW m_textureView;
+ VK_IMAGE_VIEW_ATTACH_INFO m_textureViewInfo;
+ VK_GPU_MEMORY m_textureMem;
- XGL_SAMPLER m_sampler;
+ VK_SAMPLER m_sampler;
virtual void SetUp() {
- this->app_info.sType = XGL_STRUCTURE_TYPE_APPLICATION_INFO;
+ this->app_info.sType = VK_STRUCTURE_TYPE_APPLICATION_INFO;
this->app_info.pNext = NULL;
this->app_info.pAppName = "render_tests";
this->app_info.appVersion = 1;
this->app_info.pEngineName = "unittest";
this->app_info.engineVersion = 1;
- this->app_info.apiVersion = XGL_API_VERSION;
+ this->app_info.apiVersion = VK_API_VERSION;
memset(&m_textureViewInfo, 0, sizeof(m_textureViewInfo));
- m_textureViewInfo.sType = XGL_STRUCTURE_TYPE_IMAGE_VIEW_ATTACH_INFO;
+ m_textureViewInfo.sType = VK_STRUCTURE_TYPE_IMAGE_VIEW_ATTACH_INFO;
InitFramework();
}
@@ -253,9 +253,9 @@
}
};
-XGL_RESULT XglRenderTest::BeginCommandBuffer(XglCommandBufferObj &cmdBuffer)
+VK_RESULT XglRenderTest::BeginCommandBuffer(XglCommandBufferObj &cmdBuffer)
{
- XGL_RESULT result;
+ VK_RESULT result;
result = cmdBuffer.BeginCommandBuffer();
@@ -263,16 +263,16 @@
* For render test all drawing happens in a single render pass
* on a single command buffer.
*/
- if (XGL_SUCCESS == result) {
+ if (VK_SUCCESS == result) {
cmdBuffer.BeginRenderPass(renderPass(), framebuffer());
}
return result;
}
-XGL_RESULT XglRenderTest::EndCommandBuffer(XglCommandBufferObj &cmdBuffer)
+VK_RESULT XglRenderTest::EndCommandBuffer(XglCommandBufferObj &cmdBuffer)
{
- XGL_RESULT result;
+ VK_RESULT result;
cmdBuffer.EndRenderPass(renderPass());
@@ -291,12 +291,12 @@
}
cmdBuffer->PrepareAttachments();
- cmdBuffer->BindStateObject(XGL_STATE_BIND_RASTER, m_stateRaster);
- cmdBuffer->BindStateObject(XGL_STATE_BIND_VIEWPORT, m_stateViewport);
- cmdBuffer->BindStateObject(XGL_STATE_BIND_COLOR_BLEND, m_colorBlend);
- cmdBuffer->BindStateObject(XGL_STATE_BIND_DEPTH_STENCIL, m_stateDepthStencil);
- descriptorSet.CreateXGLDescriptorSet(cmdBuffer);
- pipelineobj.CreateXGLPipeline(descriptorSet);
+ cmdBuffer->BindStateObject(VK_STATE_BIND_RASTER, m_stateRaster);
+ cmdBuffer->BindStateObject(VK_STATE_BIND_VIEWPORT, m_stateViewport);
+ cmdBuffer->BindStateObject(VK_STATE_BIND_COLOR_BLEND, m_colorBlend);
+ cmdBuffer->BindStateObject(VK_STATE_BIND_DEPTH_STENCIL, m_stateDepthStencil);
+ descriptorSet.CreateVKDescriptorSet(cmdBuffer);
+ pipelineobj.CreateVKPipeline(descriptorSet);
cmdBuffer->BindPipeline(pipelineobj);
cmdBuffer->BindDescriptorSet(descriptorSet);
}
@@ -307,7 +307,7 @@
int i;
glm::mat4 MVP;
int matrixSize = sizeof(MVP);
- XGL_RESULT err;
+ VK_RESULT err;
for (i = 0; i < 8; i++) {
void *pData = constantBuffer->map();
@@ -321,11 +321,11 @@
// submit the command buffer to the universal queue
cmdBuffer->QueueCommandBuffer();
- err = xglQueueWaitIdle( m_device->m_queue );
- ASSERT_XGL_SUCCESS( err );
+ err = vkQueueWaitIdle( m_device->m_queue );
+ ASSERT_VK_SUCCESS( err );
// Wait for work to finish before cleaning up.
- xglDeviceWaitIdle(m_device->device());
+ vkDeviceWaitIdle(m_device->device());
assert(m_renderTargets.size() == 1);
RecordImage(m_renderTargets[0]);
@@ -352,28 +352,28 @@
fflush(stdout);
}
-struct xgltriangle_vs_uniform {
+struct vktriangle_vs_uniform {
// Must start with MVP
float mvp[4][4];
float position[3][4];
float color[3][4];
};
-void XglRenderTest::XGLTriangleTest(const char *vertShaderText, const char *fragShaderText, const bool rotate)
+void XglRenderTest::VKTriangleTest(const char *vertShaderText, const char *fragShaderText, const bool rotate)
{
#ifdef DEBUG_CALLBACK
- xglDbgRegisterMsgCallback(inst, myDbgFunc, NULL);
+ vkDbgRegisterMsgCallback(inst, myDbgFunc, NULL);
#endif
// Create identity matrix
int i;
- struct xgltriangle_vs_uniform data;
+ struct vktriangle_vs_uniform data;
glm::mat4 Projection = glm::mat4(1.0f);
glm::mat4 View = glm::mat4(1.0f);
glm::mat4 Model = glm::mat4(1.0f);
glm::mat4 MVP = Projection * View * Model;
const int matrixSize = sizeof(MVP);
- const int bufSize = sizeof(xgltriangle_vs_uniform) / sizeof(float);
+ const int bufSize = sizeof(vktriangle_vs_uniform) / sizeof(float);
memcpy(&data.mvp, &MVP[0][0], matrixSize);
static const Vertex tri_data[] =
@@ -399,25 +399,25 @@
XglConstantBufferObj constantBuffer(m_device, bufSize*2, sizeof(float), (const void*) &data);
- XglShaderObj vs(m_device,vertShaderText,XGL_SHADER_STAGE_VERTEX, this);
- XglShaderObj ps(m_device,fragShaderText, XGL_SHADER_STAGE_FRAGMENT, this);
+ XglShaderObj vs(m_device,vertShaderText,VK_SHADER_STAGE_VERTEX, this);
+ XglShaderObj ps(m_device,fragShaderText, VK_SHADER_STAGE_FRAGMENT, this);
XglPipelineObj pipelineobj(m_device);
pipelineobj.AddShader(&vs);
pipelineobj.AddShader(&ps);
XglDescriptorSetObj descriptorSet(m_device);
- descriptorSet.AppendBuffer(XGL_DESCRIPTOR_TYPE_UNIFORM_BUFFER, constantBuffer);
+ descriptorSet.AppendBuffer(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, constantBuffer);
ASSERT_NO_FATAL_FAILURE(InitRenderTarget());
XglCommandBufferObj cmdBuffer(m_device);
cmdBuffer.AddRenderTarget(m_renderTargets[0]);
- ASSERT_XGL_SUCCESS(BeginCommandBuffer(cmdBuffer));
+ ASSERT_VK_SUCCESS(BeginCommandBuffer(cmdBuffer));
GenericDrawPreparation(&cmdBuffer, pipelineobj, descriptorSet);
#ifdef DUMP_STATE_DOT
- DRAW_STATE_DUMP_DOT_FILE pDSDumpDot = (DRAW_STATE_DUMP_DOT_FILE)xglGetProcAddr(gpu(), (char*)"drawStateDumpDotFile");
+ DRAW_STATE_DUMP_DOT_FILE pDSDumpDot = (DRAW_STATE_DUMP_DOT_FILE)vkGetProcAddr(gpu(), (char*)"drawStateDumpDotFile");
pDSDumpDot((char*)"triTest2.dot");
#endif
@@ -435,23 +435,23 @@
RotateTriangleVSUniform(Projection, View, Model, &constantBuffer, &cmdBuffer);
#ifdef PRINT_OBJECTS
- //uint64_t objTrackGetObjectCount(XGL_OBJECT_TYPE type)
- OBJ_TRACK_GET_OBJECT_COUNT pObjTrackGetObjectCount = (OBJ_TRACK_GET_OBJECT_COUNT)xglGetProcAddr(gpu(), (char*)"objTrackGetObjectCount");
- uint64_t numObjects = pObjTrackGetObjectCount(XGL_OBJECT_TYPE_ANY);
- //OBJ_TRACK_GET_OBJECTS pGetObjsFunc = xglGetProcAddr(gpu(), (char*)"objTrackGetObjects");
+ //uint64_t objTrackGetObjectCount(VK_OBJECT_TYPE type)
+ OBJ_TRACK_GET_OBJECT_COUNT pObjTrackGetObjectCount = (OBJ_TRACK_GET_OBJECT_COUNT)vkGetProcAddr(gpu(), (char*)"objTrackGetObjectCount");
+ uint64_t numObjects = pObjTrackGetObjectCount(VK_OBJECT_TYPE_ANY);
+ //OBJ_TRACK_GET_OBJECTS pGetObjsFunc = vkGetProcAddr(gpu(), (char*)"objTrackGetObjects");
printf("DEBUG : Number of Objects : %lu\n", numObjects);
- OBJ_TRACK_GET_OBJECTS pObjTrackGetObjs = (OBJ_TRACK_GET_OBJECTS)xglGetProcAddr(gpu(), (char*)"objTrackGetObjects");
+ OBJ_TRACK_GET_OBJECTS pObjTrackGetObjs = (OBJ_TRACK_GET_OBJECTS)vkGetProcAddr(gpu(), (char*)"objTrackGetObjects");
OBJTRACK_NODE* pObjNodeArray = (OBJTRACK_NODE*)malloc(sizeof(OBJTRACK_NODE)*numObjects);
- pObjTrackGetObjs(XGL_OBJECT_TYPE_ANY, numObjects, pObjNodeArray);
+ pObjTrackGetObjs(VK_OBJECT_TYPE_ANY, numObjects, pObjNodeArray);
for (i=0; i < numObjects; i++) {
- printf("Object %i of type %s has objID (%p) and %lu uses\n", i, string_XGL_OBJECT_TYPE(pObjNodeArray[i].objType), pObjNodeArray[i].pObj, pObjNodeArray[i].numUses);
+ printf("Object %i of type %s has objID (%p) and %lu uses\n", i, string_VK_OBJECT_TYPE(pObjNodeArray[i].objType), pObjNodeArray[i].pObj, pObjNodeArray[i].numUses);
}
free(pObjNodeArray);
#endif
}
-TEST_F(XglRenderTest, XGLTriangle_FragColor)
+TEST_F(XglRenderTest, VKTriangle_FragColor)
{
static const char *vertShaderText =
"#version 140\n"
@@ -484,11 +484,11 @@
" gl_FragColor = inColor;\n"
"}\n";
- TEST_DESCRIPTION("XGL-style shaders where fragment shader outputs to GLSL built-in gl_FragColor");
- XGLTriangleTest(vertShaderText, fragShaderText, true);
+ TEST_DESCRIPTION("VK-style shaders where fragment shader outputs to GLSL built-in gl_FragColor");
+ VKTriangleTest(vertShaderText, fragShaderText, true);
}
-TEST_F(XglRenderTest, XGLTriangle_OutputLocation)
+TEST_F(XglRenderTest, VKTriangle_OutputLocation)
{
static const char *vertShaderText =
"#version 140\n"
@@ -522,12 +522,12 @@
" outColor = inColor;\n"
"}\n";
- TEST_DESCRIPTION("XGL-style shaders where fragment shader outputs to output location 0, which should be the same as gl_FragColor");
+ TEST_DESCRIPTION("VK-style shaders where fragment shader outputs to output location 0, which should be the same as gl_FragColor");
- XGLTriangleTest(vertShaderText, fragShaderText, true);
+ VKTriangleTest(vertShaderText, fragShaderText, true);
}
#ifndef _WIN32 // Implicit (for now at least) in WIN32 is that we are using the Nvidia driver and it won't consume SPIRV yet
-TEST_F(XglRenderTest, SPV_XGLTriangle)
+TEST_F(XglRenderTest, SPV_VKTriangle)
{
bool saved_use_spv = XglTestFramework::m_use_spv;
@@ -562,11 +562,11 @@
" gl_FragColor = inColor;\n"
"}\n";
- TEST_DESCRIPTION("XGL-style shaders, but force test framework to compile shader to SPV and pass SPV to driver.");
+ TEST_DESCRIPTION("VK-style shaders, but force test framework to compile shader to SPV and pass SPV to driver.");
XglTestFramework::m_use_spv = true;
- XGLTriangleTest(vertShaderText, fragShaderText, true);
+ VKTriangleTest(vertShaderText, fragShaderText, true);
XglTestFramework::m_use_spv = saved_use_spv;
}
@@ -591,7 +591,7 @@
TEST_DESCRIPTION("Basic shader that renders a fixed Green triangle coded as part of the vertex shader.");
- XGLTriangleTest(vertShaderText, fragShaderText, false);
+ VKTriangleTest(vertShaderText, fragShaderText, false);
}
#ifndef _WIN32 // Implicit (for now at least) in WIN32 is that we are using the Nvidia driver and it won't consume SPIRV yet
TEST_F(XglRenderTest, SPV_GreenTriangle)
@@ -617,7 +617,7 @@
TEST_DESCRIPTION("Same shader as GreenTriangle, but compiles shader to SPV and gives SPV to driver.");
XglTestFramework::m_use_spv = true;
- XGLTriangleTest(vertShaderText, fragShaderText, false);
+ VKTriangleTest(vertShaderText, fragShaderText, false);
XglTestFramework::m_use_spv = saved_use_spv;
}
#endif
@@ -643,7 +643,7 @@
" gl_FragColor = vec4(1.0, 1.0, 0.0, 1.0);\n"
"}\n";
- XGLTriangleTest(vertShaderText, fragShaderText, false);
+ VKTriangleTest(vertShaderText, fragShaderText, false);
}
TEST_F(XglRenderTest, QuadWithVertexFetch)
@@ -681,31 +681,31 @@
XglConstantBufferObj meshBuffer(m_device,sizeof(g_vbData)/sizeof(g_vbData[0]),sizeof(g_vbData[0]), g_vbData);
meshBuffer.BufferMemoryBarrier();
- XglShaderObj vs(m_device,vertShaderText,XGL_SHADER_STAGE_VERTEX, this);
- XglShaderObj ps(m_device,fragShaderText, XGL_SHADER_STAGE_FRAGMENT, this);
+ XglShaderObj vs(m_device,vertShaderText,VK_SHADER_STAGE_VERTEX, this);
+ XglShaderObj ps(m_device,fragShaderText, VK_SHADER_STAGE_FRAGMENT, this);
XglPipelineObj pipelineobj(m_device);
pipelineobj.AddShader(&vs);
pipelineobj.AddShader(&ps);
XglDescriptorSetObj descriptorSet(m_device);
- descriptorSet.AppendBuffer(XGL_DESCRIPTOR_TYPE_UNIFORM_BUFFER, meshBuffer);
+ descriptorSet.AppendBuffer(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, meshBuffer);
#define MESH_BIND_ID 0
- XGL_VERTEX_INPUT_BINDING_DESCRIPTION vi_binding = {
+ VK_VERTEX_INPUT_BINDING_DESCRIPTION vi_binding = {
MESH_BIND_ID, // binding ID
sizeof(g_vbData[0]), // strideInBytes; Distance between vertices in bytes (0 = no advancement)
- XGL_VERTEX_INPUT_STEP_RATE_VERTEX // stepRate; // Rate at which binding is incremented
+ VK_VERTEX_INPUT_STEP_RATE_VERTEX // stepRate; // Rate at which binding is incremented
};
- XGL_VERTEX_INPUT_ATTRIBUTE_DESCRIPTION vi_attribs[2];
+ VK_VERTEX_INPUT_ATTRIBUTE_DESCRIPTION vi_attribs[2];
vi_attribs[0].binding = MESH_BIND_ID; // Binding ID
vi_attribs[0].location = 0; // location, position
- vi_attribs[0].format = XGL_FMT_R32G32B32A32_SFLOAT; // format of source data
+ vi_attribs[0].format = VK_FMT_R32G32B32A32_SFLOAT; // format of source data
vi_attribs[0].offsetInBytes = 0; // Offset of first element in bytes from base of vertex
vi_attribs[1].binding = MESH_BIND_ID; // Binding ID
vi_attribs[1].location = 1; // location, color
- vi_attribs[1].format = XGL_FMT_R32G32B32A32_SFLOAT; // format of source data
+ vi_attribs[1].format = VK_FMT_R32G32B32A32_SFLOAT; // format of source data
vi_attribs[1].offsetInBytes = 1*sizeof(float)*4; // Offset of first element in bytes from base of vertex
pipelineobj.AddVertexInputAttribs(vi_attribs,2);
@@ -716,7 +716,7 @@
XglCommandBufferObj cmdBuffer(m_device);
cmdBuffer.AddRenderTarget(m_renderTargets[0]);
- ASSERT_XGL_SUCCESS(BeginCommandBuffer(cmdBuffer));
+ ASSERT_VK_SUCCESS(BeginCommandBuffer(cmdBuffer));
GenericDrawPreparation(&cmdBuffer, pipelineobj, descriptorSet);
@@ -762,24 +762,24 @@
XglConstantBufferObj meshBuffer(m_device, sizeof(vb_data) / sizeof(vb_data[0]), sizeof(vb_data[0]), vb_data);
meshBuffer.BufferMemoryBarrier();
- XglShaderObj vs(m_device,vertShaderText,XGL_SHADER_STAGE_VERTEX, this);
- XglShaderObj ps(m_device,fragShaderText, XGL_SHADER_STAGE_FRAGMENT, this);
+ XglShaderObj vs(m_device,vertShaderText,VK_SHADER_STAGE_VERTEX, this);
+ XglShaderObj ps(m_device,fragShaderText, VK_SHADER_STAGE_FRAGMENT, this);
XglPipelineObj pipelineobj(m_device);
pipelineobj.AddShader(&vs);
pipelineobj.AddShader(&ps);
#define MESH_BUF_ID 0
- XGL_VERTEX_INPUT_BINDING_DESCRIPTION vi_binding = {
+ VK_VERTEX_INPUT_BINDING_DESCRIPTION vi_binding = {
MESH_BUF_ID, // Binding ID
sizeof(vb_data[0]), // strideInBytes; Distance between vertices in bytes (0 = no advancement)
- XGL_VERTEX_INPUT_STEP_RATE_VERTEX // stepRate; // Rate at which binding is incremented
+ VK_VERTEX_INPUT_STEP_RATE_VERTEX // stepRate; // Rate at which binding is incremented
};
- XGL_VERTEX_INPUT_ATTRIBUTE_DESCRIPTION vi_attrib;
+ VK_VERTEX_INPUT_ATTRIBUTE_DESCRIPTION vi_attrib;
vi_attrib.binding = MESH_BUF_ID; // index into vertexBindingDescriptions
vi_attrib.location = 0;
- vi_attrib.format = XGL_FMT_R32G32_SFLOAT; // format of source data
+ vi_attrib.format = VK_FMT_R32G32_SFLOAT; // format of source data
vi_attrib.offsetInBytes = 0; // Offset of first element in bytes from base of vertex
pipelineobj.AddVertexInputAttribs(&vi_attrib, 1);
@@ -787,12 +787,12 @@
pipelineobj.AddVertexDataBuffer(&meshBuffer, MESH_BUF_ID);
XglDescriptorSetObj descriptorSet(m_device);
- descriptorSet.AppendBuffer(XGL_DESCRIPTOR_TYPE_UNIFORM_BUFFER, meshBuffer);
+ descriptorSet.AppendBuffer(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, meshBuffer);
ASSERT_NO_FATAL_FAILURE(InitRenderTarget(2));
- XGL_PIPELINE_CB_ATTACHMENT_STATE att = {};
- att.blendEnable = XGL_FALSE;
+ VK_PIPELINE_CB_ATTACHMENT_STATE att = {};
+ att.blendEnable = VK_FALSE;
att.format = m_render_target_fmt;
att.channelWriteMask = 0xf;
pipelineobj.AddColorAttachment(1, &att);
@@ -802,13 +802,13 @@
cmdBuffer.AddRenderTarget(m_renderTargets[0]);
cmdBuffer.AddRenderTarget(m_renderTargets[1]);
- ASSERT_XGL_SUCCESS(BeginCommandBuffer(cmdBuffer));
+ ASSERT_VK_SUCCESS(BeginCommandBuffer(cmdBuffer));
GenericDrawPreparation(&cmdBuffer, pipelineobj, descriptorSet);
cmdBuffer.BindVertexBuffer(&meshBuffer, 0, 0);
#ifdef DUMP_STATE_DOT
- DRAW_STATE_DUMP_DOT_FILE pDSDumpDot = (DRAW_STATE_DUMP_DOT_FILE)xglGetProcAddr(gpu(), (char*)"drawStateDumpDotFile");
+ DRAW_STATE_DUMP_DOT_FILE pDSDumpDot = (DRAW_STATE_DUMP_DOT_FILE)vkGetProcAddr(gpu(), (char*)"drawStateDumpDotFile");
pDSDumpDot((char*)"triTest2.dot");
#endif
@@ -871,36 +871,36 @@
meshBuffer.BufferMemoryBarrier();
XglIndexBufferObj indexBuffer(m_device);
- indexBuffer.CreateAndInitBuffer(sizeof(g_idxData)/sizeof(g_idxData[0]), XGL_INDEX_16, g_idxData);
+ indexBuffer.CreateAndInitBuffer(sizeof(g_idxData)/sizeof(g_idxData[0]), VK_INDEX_16, g_idxData);
indexBuffer.BufferMemoryBarrier();
- XglShaderObj vs(m_device,vertShaderText,XGL_SHADER_STAGE_VERTEX, this);
- XglShaderObj ps(m_device,fragShaderText, XGL_SHADER_STAGE_FRAGMENT, this);
+ XglShaderObj vs(m_device,vertShaderText,VK_SHADER_STAGE_VERTEX, this);
+ XglShaderObj ps(m_device,fragShaderText, VK_SHADER_STAGE_FRAGMENT, this);
XglPipelineObj pipelineobj(m_device);
pipelineobj.AddShader(&vs);
pipelineobj.AddShader(&ps);
XglDescriptorSetObj descriptorSet(m_device);
- descriptorSet.AppendBuffer(XGL_DESCRIPTOR_TYPE_UNIFORM_BUFFER, meshBuffer);
- descriptorSet.AppendBuffer(XGL_DESCRIPTOR_TYPE_UNIFORM_BUFFER, indexBuffer);
+ descriptorSet.AppendBuffer(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, meshBuffer);
+ descriptorSet.AppendBuffer(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, indexBuffer);
#define MESH_BIND_ID 0
- XGL_VERTEX_INPUT_BINDING_DESCRIPTION vi_binding = {
+ VK_VERTEX_INPUT_BINDING_DESCRIPTION vi_binding = {
MESH_BIND_ID, // binding ID
sizeof(g_vbData[0]), // strideInBytes; Distance between vertices in bytes (0 = no advancement)
- XGL_VERTEX_INPUT_STEP_RATE_VERTEX // stepRate; // Rate at which binding is incremented
+ VK_VERTEX_INPUT_STEP_RATE_VERTEX // stepRate; // Rate at which binding is incremented
};
- XGL_VERTEX_INPUT_ATTRIBUTE_DESCRIPTION vi_attribs[2];
+ VK_VERTEX_INPUT_ATTRIBUTE_DESCRIPTION vi_attribs[2];
vi_attribs[0].binding = MESH_BIND_ID; // binding ID from BINDING_DESCRIPTION array to use for this attribute
vi_attribs[0].location = 0; // layout location of vertex attribute
- vi_attribs[0].format = XGL_FMT_R32G32B32A32_SFLOAT; // format of source data
+ vi_attribs[0].format = VK_FMT_R32G32B32A32_SFLOAT; // format of source data
vi_attribs[0].offsetInBytes = 0; // Offset of first element in bytes from base of vertex
vi_attribs[1].binding = MESH_BIND_ID; // binding ID from BINDING_DESCRIPTION array to use for this attribute
vi_attribs[1].location = 1; // layout location of vertex attribute
- vi_attribs[1].format = XGL_FMT_R32G32B32A32_SFLOAT; // format of source data
+ vi_attribs[1].format = VK_FMT_R32G32B32A32_SFLOAT; // format of source data
vi_attribs[1].offsetInBytes = 16; // Offset of first element in bytes from base of vertex
pipelineobj.AddVertexInputAttribs(vi_attribs,2);
@@ -909,12 +909,12 @@
ASSERT_NO_FATAL_FAILURE(InitRenderTarget());
XglCommandBufferObj cmdBuffer(m_device);
cmdBuffer.AddRenderTarget(m_renderTargets[0]);
- ASSERT_XGL_SUCCESS(BeginCommandBuffer(cmdBuffer));
+ ASSERT_VK_SUCCESS(BeginCommandBuffer(cmdBuffer));
GenericDrawPreparation(&cmdBuffer, pipelineobj, descriptorSet);
#ifdef DUMP_STATE_DOT
- DRAW_STATE_DUMP_DOT_FILE pDSDumpDot = (DRAW_STATE_DUMP_DOT_FILE)xglGetProcAddr(gpu(), (char*)"drawStateDumpDotFile");
+ DRAW_STATE_DUMP_DOT_FILE pDSDumpDot = (DRAW_STATE_DUMP_DOT_FILE)vkGetProcAddr(gpu(), (char*)"drawStateDumpDotFile");
pDSDumpDot((char*)"triTest2.dot");
#endif
@@ -970,27 +970,27 @@
XglConstantBufferObj meshBuffer(m_device,sizeof(g_vbData)/sizeof(g_vbData[0]),sizeof(g_vbData[0]), g_vbData);
meshBuffer.BufferMemoryBarrier();
- XglShaderObj vs(m_device,vertShaderText,XGL_SHADER_STAGE_VERTEX, this);
- XglShaderObj ps(m_device,fragShaderText, XGL_SHADER_STAGE_FRAGMENT, this);
+ XglShaderObj vs(m_device,vertShaderText,VK_SHADER_STAGE_VERTEX, this);
+ XglShaderObj ps(m_device,fragShaderText, VK_SHADER_STAGE_FRAGMENT, this);
XglPipelineObj pipelineobj(m_device);
pipelineobj.AddShader(&vs);
pipelineobj.AddShader(&ps);
XglDescriptorSetObj descriptorSet(m_device);
- descriptorSet.AppendBuffer(XGL_DESCRIPTOR_TYPE_UNIFORM_BUFFER, meshBuffer);
+ descriptorSet.AppendBuffer(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, meshBuffer);
#define MESH_BIND_ID 0
- XGL_VERTEX_INPUT_BINDING_DESCRIPTION vi_binding = {
+ VK_VERTEX_INPUT_BINDING_DESCRIPTION vi_binding = {
MESH_BIND_ID, // binding ID
sizeof(g_vbData[0]), // strideInBytes; Distance between vertices in bytes (0 = no advancement)
- XGL_VERTEX_INPUT_STEP_RATE_VERTEX // stepRate; // Rate at which binding is incremented
+ VK_VERTEX_INPUT_STEP_RATE_VERTEX // stepRate; // Rate at which binding is incremented
};
- XGL_VERTEX_INPUT_ATTRIBUTE_DESCRIPTION vi_attribs[1];
+ VK_VERTEX_INPUT_ATTRIBUTE_DESCRIPTION vi_attribs[1];
vi_attribs[0].binding = MESH_BIND_ID; // binding ID
vi_attribs[0].location = 0;
- vi_attribs[0].format = XGL_FMT_R32G32B32A32_SFLOAT; // format of source data
+ vi_attribs[0].format = VK_FMT_R32G32B32A32_SFLOAT; // format of source data
vi_attribs[0].offsetInBytes = 0; // Offset of first element in bytes from base of vertex
pipelineobj.AddVertexInputAttribs(vi_attribs,1);
@@ -1001,13 +1001,13 @@
XglCommandBufferObj cmdBuffer(m_device);
cmdBuffer.AddRenderTarget(m_renderTargets[0]);
- ASSERT_XGL_SUCCESS(BeginCommandBuffer(cmdBuffer));
+ ASSERT_VK_SUCCESS(BeginCommandBuffer(cmdBuffer));
GenericDrawPreparation(&cmdBuffer, pipelineobj, descriptorSet);
cmdBuffer.BindVertexBuffer(&meshBuffer, 0, 0);
#ifdef DUMP_STATE_DOT
- DRAW_STATE_DUMP_DOT_FILE pDSDumpDot = (DRAW_STATE_DUMP_DOT_FILE)xglGetProcAddr(gpu(), (char*)"drawStateDumpDotFile");
+ DRAW_STATE_DUMP_DOT_FILE pDSDumpDot = (DRAW_STATE_DUMP_DOT_FILE)vkGetProcAddr(gpu(), (char*)"drawStateDumpDotFile");
pDSDumpDot((char*)"triTest2.dot");
#endif
@@ -1060,27 +1060,27 @@
XglConstantBufferObj meshBuffer(m_device,sizeof(g_vbData)/sizeof(g_vbData[0]),sizeof(g_vbData[0]), g_vbData);
meshBuffer.BufferMemoryBarrier();
- XglShaderObj vs(m_device,vertShaderText,XGL_SHADER_STAGE_VERTEX, this);
- XglShaderObj ps(m_device,fragShaderText, XGL_SHADER_STAGE_FRAGMENT, this);
+ XglShaderObj vs(m_device,vertShaderText,VK_SHADER_STAGE_VERTEX, this);
+ XglShaderObj ps(m_device,fragShaderText, VK_SHADER_STAGE_FRAGMENT, this);
XglPipelineObj pipelineobj(m_device);
pipelineobj.AddShader(&vs);
pipelineobj.AddShader(&ps);
XglDescriptorSetObj descriptorSet(m_device);
- descriptorSet.AppendBuffer(XGL_DESCRIPTOR_TYPE_UNIFORM_BUFFER, meshBuffer);
+ descriptorSet.AppendBuffer(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, meshBuffer);
#define MESH_BIND_ID 0
- XGL_VERTEX_INPUT_BINDING_DESCRIPTION vi_binding = {
+ VK_VERTEX_INPUT_BINDING_DESCRIPTION vi_binding = {
MESH_BIND_ID, // binding ID
sizeof(g_vbData[0]), // strideInBytes; Distance between vertices in bytes (0 = no advancement)
- XGL_VERTEX_INPUT_STEP_RATE_VERTEX // stepRate; // Rate at which binding is incremented
+ VK_VERTEX_INPUT_STEP_RATE_VERTEX // stepRate; // Rate at which binding is incremented
};
- XGL_VERTEX_INPUT_ATTRIBUTE_DESCRIPTION vi_attribs[1];
+ VK_VERTEX_INPUT_ATTRIBUTE_DESCRIPTION vi_attribs[1];
vi_attribs[0].binding = MESH_BIND_ID; // binding ID
vi_attribs[0].location = 0;
- vi_attribs[0].format = XGL_FMT_R32G32B32A32_SFLOAT; // format of source data
+ vi_attribs[0].format = VK_FMT_R32G32B32A32_SFLOAT; // format of source data
vi_attribs[0].offsetInBytes = 0; // Offset of first element in bytes from base of vertex
pipelineobj.AddVertexInputAttribs(vi_attribs,1);
@@ -1091,13 +1091,13 @@
XglCommandBufferObj cmdBuffer(m_device);
cmdBuffer.AddRenderTarget(m_renderTargets[0]);
- ASSERT_XGL_SUCCESS(BeginCommandBuffer(cmdBuffer));
+ ASSERT_VK_SUCCESS(BeginCommandBuffer(cmdBuffer));
GenericDrawPreparation(&cmdBuffer, pipelineobj, descriptorSet);
cmdBuffer.BindVertexBuffer(&meshBuffer, 0, 0);
#ifdef DUMP_STATE_DOT
- DRAW_STATE_DUMP_DOT_FILE pDSDumpDot = (DRAW_STATE_DUMP_DOT_FILE)xglGetProcAddr(gpu(), (char*)"drawStateDumpDotFile");
+ DRAW_STATE_DUMP_DOT_FILE pDSDumpDot = (DRAW_STATE_DUMP_DOT_FILE)vkGetProcAddr(gpu(), (char*)"drawStateDumpDotFile");
pDSDumpDot((char*)"triTest2.dot");
#endif
// render two triangles
@@ -1160,27 +1160,27 @@
XglConstantBufferObj meshBuffer(m_device,sizeof(g_vbData)/sizeof(g_vbData[0]),sizeof(g_vbData[0]), g_vbData);
meshBuffer.BufferMemoryBarrier();
- XglShaderObj vs(m_device,vertShaderText,XGL_SHADER_STAGE_VERTEX, this);
- XglShaderObj ps(m_device,fragShaderText, XGL_SHADER_STAGE_FRAGMENT, this);
+ XglShaderObj vs(m_device,vertShaderText,VK_SHADER_STAGE_VERTEX, this);
+ XglShaderObj ps(m_device,fragShaderText, VK_SHADER_STAGE_FRAGMENT, this);
XglPipelineObj pipelineobj(m_device);
pipelineobj.AddShader(&vs);
pipelineobj.AddShader(&ps);
XglDescriptorSetObj descriptorSet(m_device);
- descriptorSet.AppendBuffer(XGL_DESCRIPTOR_TYPE_UNIFORM_BUFFER, meshBuffer);
+ descriptorSet.AppendBuffer(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, meshBuffer);
#define MESH_BIND_ID 0
- XGL_VERTEX_INPUT_BINDING_DESCRIPTION vi_binding = {
+ VK_VERTEX_INPUT_BINDING_DESCRIPTION vi_binding = {
MESH_BIND_ID, // binding ID
sizeof(g_vbData[0]), // strideInBytes; Distance between vertices in bytes (0 = no advancement)
- XGL_VERTEX_INPUT_STEP_RATE_VERTEX // stepRate; // Rate at which binding is incremented
+ VK_VERTEX_INPUT_STEP_RATE_VERTEX // stepRate; // Rate at which binding is incremented
};
- XGL_VERTEX_INPUT_ATTRIBUTE_DESCRIPTION vi_attribs[1];
+ VK_VERTEX_INPUT_ATTRIBUTE_DESCRIPTION vi_attribs[1];
vi_attribs[0].binding = MESH_BIND_ID; // binding ID
vi_attribs[0].location = 0;
- vi_attribs[0].format = XGL_FMT_R32G32B32A32_SFLOAT; // format of source data
+ vi_attribs[0].format = VK_FMT_R32G32B32A32_SFLOAT; // format of source data
vi_attribs[0].offsetInBytes = 0; // Offset of first element in bytes from base of vertex
pipelineobj.AddVertexInputAttribs(vi_attribs,1);
@@ -1191,13 +1191,13 @@
XglCommandBufferObj cmdBuffer(m_device);
cmdBuffer.AddRenderTarget(m_renderTargets[0]);
- ASSERT_XGL_SUCCESS(BeginCommandBuffer(cmdBuffer));
+ ASSERT_VK_SUCCESS(BeginCommandBuffer(cmdBuffer));
GenericDrawPreparation(&cmdBuffer, pipelineobj, descriptorSet);
cmdBuffer.BindVertexBuffer(&meshBuffer, 0, 0);
#ifdef DUMP_STATE_DOT
- DRAW_STATE_DUMP_DOT_FILE pDSDumpDot = (DRAW_STATE_DUMP_DOT_FILE)xglGetProcAddr(gpu(), (char*)"drawStateDumpDotFile");
+ DRAW_STATE_DUMP_DOT_FILE pDSDumpDot = (DRAW_STATE_DUMP_DOT_FILE)vkGetProcAddr(gpu(), (char*)"drawStateDumpDotFile");
pDSDumpDot((char*)"triTest2.dot");
#endif
@@ -1251,27 +1251,27 @@
XglConstantBufferObj meshBuffer(m_device,sizeof(g_vbData)/sizeof(g_vbData[0]),sizeof(g_vbData[0]), g_vbData);
meshBuffer.BufferMemoryBarrier();
- XglShaderObj vs(m_device,vertShaderText,XGL_SHADER_STAGE_VERTEX, this);
- XglShaderObj ps(m_device,fragShaderText, XGL_SHADER_STAGE_FRAGMENT, this);
+ XglShaderObj vs(m_device,vertShaderText,VK_SHADER_STAGE_VERTEX, this);
+ XglShaderObj ps(m_device,fragShaderText, VK_SHADER_STAGE_FRAGMENT, this);
XglPipelineObj pipelineobj(m_device);
pipelineobj.AddShader(&vs);
pipelineobj.AddShader(&ps);
XglDescriptorSetObj descriptorSet(m_device);
- descriptorSet.AppendBuffer(XGL_DESCRIPTOR_TYPE_UNIFORM_BUFFER, meshBuffer);
+ descriptorSet.AppendBuffer(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, meshBuffer);
#define MESH_BIND_ID 0
- XGL_VERTEX_INPUT_BINDING_DESCRIPTION vi_binding = {
+ VK_VERTEX_INPUT_BINDING_DESCRIPTION vi_binding = {
MESH_BIND_ID, // binding ID
sizeof(g_vbData[0]), // strideInBytes; Distance between vertices in bytes (0 = no advancement)
- XGL_VERTEX_INPUT_STEP_RATE_VERTEX // stepRate; // Rate at which binding is incremented
+ VK_VERTEX_INPUT_STEP_RATE_VERTEX // stepRate; // Rate at which binding is incremented
};
- XGL_VERTEX_INPUT_ATTRIBUTE_DESCRIPTION vi_attribs[1];
+ VK_VERTEX_INPUT_ATTRIBUTE_DESCRIPTION vi_attribs[1];
vi_attribs[0].binding = MESH_BIND_ID; // binding ID
vi_attribs[0].location = 0;
- vi_attribs[0].format = XGL_FMT_R32G32B32A32_SFLOAT; // format of source data
+ vi_attribs[0].format = VK_FMT_R32G32B32A32_SFLOAT; // format of source data
vi_attribs[0].offsetInBytes = 0; // Offset of first element in bytes from base of vertex
pipelineobj.AddVertexInputAttribs(vi_attribs,1);
@@ -1282,13 +1282,13 @@
XglCommandBufferObj cmdBuffer(m_device);
cmdBuffer.AddRenderTarget(m_renderTargets[0]);
- ASSERT_XGL_SUCCESS(BeginCommandBuffer(cmdBuffer));
+ ASSERT_VK_SUCCESS(BeginCommandBuffer(cmdBuffer));
GenericDrawPreparation(&cmdBuffer, pipelineobj, descriptorSet);
cmdBuffer.BindVertexBuffer(&meshBuffer, 0, 0);
#ifdef DUMP_STATE_DOT
- DRAW_STATE_DUMP_DOT_FILE pDSDumpDot = (DRAW_STATE_DUMP_DOT_FILE)xglGetProcAddr(gpu(), (char*)"drawStateDumpDotFile");
+ DRAW_STATE_DUMP_DOT_FILE pDSDumpDot = (DRAW_STATE_DUMP_DOT_FILE)vkGetProcAddr(gpu(), (char*)"drawStateDumpDotFile");
pDSDumpDot((char*)"triTest2.dot");
#endif
@@ -1338,8 +1338,8 @@
const int matrixSize = sizeof(MVP) / sizeof(MVP[0]);
XglConstantBufferObj MVPBuffer(m_device, matrixSize, sizeof(MVP[0]), (const void*) &MVP[0][0]);
- XglShaderObj vs(m_device,vertShaderText,XGL_SHADER_STAGE_VERTEX, this);
- XglShaderObj ps(m_device,fragShaderText, XGL_SHADER_STAGE_FRAGMENT, this);
+ XglShaderObj vs(m_device,vertShaderText,VK_SHADER_STAGE_VERTEX, this);
+ XglShaderObj ps(m_device,fragShaderText, VK_SHADER_STAGE_FRAGMENT, this);
XglPipelineObj pipelineobj(m_device);
pipelineobj.AddShader(&vs);
@@ -1347,19 +1347,19 @@
// Create descriptor set and attach the constant buffer to it
XglDescriptorSetObj descriptorSet(m_device);
- descriptorSet.AppendBuffer(XGL_DESCRIPTOR_TYPE_UNIFORM_BUFFER, MVPBuffer);
+ descriptorSet.AppendBuffer(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, MVPBuffer);
ASSERT_NO_FATAL_FAILURE(InitRenderTarget());
XglCommandBufferObj cmdBuffer(m_device);
cmdBuffer.AddRenderTarget(m_renderTargets[0]);
- ASSERT_XGL_SUCCESS(BeginCommandBuffer(cmdBuffer));
+ ASSERT_VK_SUCCESS(BeginCommandBuffer(cmdBuffer));
GenericDrawPreparation(&cmdBuffer, pipelineobj, descriptorSet);
// cmdBuffer.BindVertexBuffer(&meshBuffer, 0, 0);
#ifdef DUMP_STATE_DOT
- DRAW_STATE_DUMP_DOT_FILE pDSDumpDot = (DRAW_STATE_DUMP_DOT_FILE)xglGetProcAddr(gpu(), (char*)"drawStateDumpDotFile");
+ DRAW_STATE_DUMP_DOT_FILE pDSDumpDot = (DRAW_STATE_DUMP_DOT_FILE)vkGetProcAddr(gpu(), (char*)"drawStateDumpDotFile");
pDSDumpDot((char*)"triTest2.dot");
#endif
@@ -1416,8 +1416,8 @@
ASSERT_NO_FATAL_FAILURE(InitState());
ASSERT_NO_FATAL_FAILURE(InitViewport());
- XglShaderObj vs(m_device,vertShaderText,XGL_SHADER_STAGE_VERTEX, this);
- XglShaderObj ps(m_device,fragShaderText, XGL_SHADER_STAGE_FRAGMENT, this);
+ XglShaderObj vs(m_device,vertShaderText,VK_SHADER_STAGE_VERTEX, this);
+ XglShaderObj ps(m_device,fragShaderText, VK_SHADER_STAGE_FRAGMENT, this);
XglPipelineObj pipelineobj(m_device);
pipelineobj.AddShader(&vs);
@@ -1430,12 +1430,12 @@
XglCommandBufferObj cmdBuffer(m_device);
cmdBuffer.AddRenderTarget(m_renderTargets[0]);
- ASSERT_XGL_SUCCESS(BeginCommandBuffer(cmdBuffer));
+ ASSERT_VK_SUCCESS(BeginCommandBuffer(cmdBuffer));
GenericDrawPreparation(&cmdBuffer, pipelineobj, descriptorSet);
#ifdef DUMP_STATE_DOT
- DRAW_STATE_DUMP_DOT_FILE pDSDumpDot = (DRAW_STATE_DUMP_DOT_FILE)xglGetProcAddr(gpu(), (char*)"drawStateDumpDotFile");
+ DRAW_STATE_DUMP_DOT_FILE pDSDumpDot = (DRAW_STATE_DUMP_DOT_FILE)vkGetProcAddr(gpu(), (char*)"drawStateDumpDotFile");
pDSDumpDot((char*)"triTest2.dot");
#endif
@@ -1485,31 +1485,31 @@
XglConstantBufferObj meshBuffer(m_device,sizeof(g_vbData)/sizeof(g_vbData[0]),sizeof(g_vbData[0]), g_vbData);
meshBuffer.BufferMemoryBarrier();
- XglShaderObj vs(m_device,vertShaderText,XGL_SHADER_STAGE_VERTEX, this);
- XglShaderObj ps(m_device,fragShaderText, XGL_SHADER_STAGE_FRAGMENT, this);
+ XglShaderObj vs(m_device,vertShaderText,VK_SHADER_STAGE_VERTEX, this);
+ XglShaderObj ps(m_device,fragShaderText, VK_SHADER_STAGE_FRAGMENT, this);
XglPipelineObj pipelineobj(m_device);
pipelineobj.AddShader(&vs);
pipelineobj.AddShader(&ps);
XglDescriptorSetObj descriptorSet(m_device);
- descriptorSet.AppendBuffer(XGL_DESCRIPTOR_TYPE_UNIFORM_BUFFER, meshBuffer);
+ descriptorSet.AppendBuffer(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, meshBuffer);
#define MESH_BUF_ID 0
- XGL_VERTEX_INPUT_BINDING_DESCRIPTION vi_binding = {
+ VK_VERTEX_INPUT_BINDING_DESCRIPTION vi_binding = {
MESH_BUF_ID, // Binding ID
sizeof(g_vbData[0]), // strideInBytes; Distance between vertices in bytes (0 = no advancement)
- XGL_VERTEX_INPUT_STEP_RATE_VERTEX // stepRate; // Rate at which binding is incremented
+ VK_VERTEX_INPUT_STEP_RATE_VERTEX // stepRate; // Rate at which binding is incremented
};
- XGL_VERTEX_INPUT_ATTRIBUTE_DESCRIPTION vi_attribs[2];
+ VK_VERTEX_INPUT_ATTRIBUTE_DESCRIPTION vi_attribs[2];
vi_attribs[0].binding = MESH_BUF_ID; // binding ID
vi_attribs[0].location = 0;
- vi_attribs[0].format = XGL_FMT_R32G32_SFLOAT; // format of source data
+ vi_attribs[0].format = VK_FMT_R32G32_SFLOAT; // format of source data
vi_attribs[0].offsetInBytes = 0; // Offset of first element in bytes from base of vertex
vi_attribs[1].binding = MESH_BUF_ID; // binding ID
vi_attribs[1].location = 1;
- vi_attribs[1].format = XGL_FMT_R32G32_SFLOAT; // format of source data
+ vi_attribs[1].format = VK_FMT_R32G32_SFLOAT; // format of source data
vi_attribs[1].offsetInBytes = 16; // Offset of first element in bytes from base of vertex
pipelineobj.AddVertexInputAttribs(vi_attribs, 2);
@@ -1520,13 +1520,13 @@
XglCommandBufferObj cmdBuffer(m_device);
cmdBuffer.AddRenderTarget(m_renderTargets[0]);
- ASSERT_XGL_SUCCESS(BeginCommandBuffer(cmdBuffer));
+ ASSERT_VK_SUCCESS(BeginCommandBuffer(cmdBuffer));
GenericDrawPreparation(&cmdBuffer, pipelineobj, descriptorSet);
cmdBuffer.BindVertexBuffer(&meshBuffer, 0, 0);
#ifdef DUMP_STATE_DOT
- DRAW_STATE_DUMP_DOT_FILE pDSDumpDot = (DRAW_STATE_DUMP_DOT_FILE)xglGetProcAddr(gpu(), (char*)"drawStateDumpDotFile");
+ DRAW_STATE_DUMP_DOT_FILE pDSDumpDot = (DRAW_STATE_DUMP_DOT_FILE)vkGetProcAddr(gpu(), (char*)"drawStateDumpDotFile");
pDSDumpDot((char*)"triTest2.dot");
#endif
@@ -1590,31 +1590,31 @@
XglConstantBufferObj meshBuffer(m_device,sizeof(vData)/sizeof(vData[0]),sizeof(vData[0]), vData);
meshBuffer.BufferMemoryBarrier();
- XglShaderObj vs(m_device,vertShaderText,XGL_SHADER_STAGE_VERTEX, this);
- XglShaderObj ps(m_device,fragShaderText, XGL_SHADER_STAGE_FRAGMENT, this);
+ XglShaderObj vs(m_device,vertShaderText,VK_SHADER_STAGE_VERTEX, this);
+ XglShaderObj ps(m_device,fragShaderText, VK_SHADER_STAGE_FRAGMENT, this);
XglPipelineObj pipelineobj(m_device);
pipelineobj.AddShader(&vs);
pipelineobj.AddShader(&ps);
XglDescriptorSetObj descriptorSet(m_device);
- descriptorSet.AppendBuffer(XGL_DESCRIPTOR_TYPE_UNIFORM_BUFFER, meshBuffer);
+ descriptorSet.AppendBuffer(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, meshBuffer);
#define MESH_BUF_ID 0
- XGL_VERTEX_INPUT_BINDING_DESCRIPTION vi_binding = {
+ VK_VERTEX_INPUT_BINDING_DESCRIPTION vi_binding = {
MESH_BUF_ID, // Binding ID
sizeof(vData[0]), // strideInBytes; Distance between vertices in bytes (0 = no advancement)
- XGL_VERTEX_INPUT_STEP_RATE_VERTEX // stepRate; // Rate at which binding is incremented
+ VK_VERTEX_INPUT_STEP_RATE_VERTEX // stepRate; // Rate at which binding is incremented
};
- XGL_VERTEX_INPUT_ATTRIBUTE_DESCRIPTION vi_attribs[2];
+ VK_VERTEX_INPUT_ATTRIBUTE_DESCRIPTION vi_attribs[2];
vi_attribs[0].binding = MESH_BUF_ID; // binding ID
vi_attribs[0].location = 4;
- vi_attribs[0].format = XGL_FMT_R32G32B32A32_SFLOAT; // format of source data
+ vi_attribs[0].format = VK_FMT_R32G32B32A32_SFLOAT; // format of source data
vi_attribs[0].offsetInBytes = sizeof(float) * 4 * 2; // Offset of first element in bytes from base of vertex
vi_attribs[1].binding = MESH_BUF_ID; // binding ID
vi_attribs[1].location = 1;
- vi_attribs[1].format = XGL_FMT_R32G32B32A32_SFLOAT; // format of source data
+ vi_attribs[1].format = VK_FMT_R32G32B32A32_SFLOAT; // format of source data
vi_attribs[1].offsetInBytes = sizeof(float) * 4 * 1; // Offset of first element in bytes from base of vertex
pipelineobj.AddVertexInputAttribs(vi_attribs, 2);
@@ -1625,13 +1625,13 @@
XglCommandBufferObj cmdBuffer(m_device);
cmdBuffer.AddRenderTarget(m_renderTargets[0]);
- ASSERT_XGL_SUCCESS(BeginCommandBuffer(cmdBuffer));
+ ASSERT_VK_SUCCESS(BeginCommandBuffer(cmdBuffer));
GenericDrawPreparation(&cmdBuffer, pipelineobj, descriptorSet);
cmdBuffer.BindVertexBuffer(&meshBuffer, 0, MESH_BUF_ID);
#ifdef DUMP_STATE_DOT
- DRAW_STATE_DUMP_DOT_FILE pDSDumpDot = (DRAW_STATE_DUMP_DOT_FILE)xglGetProcAddr(gpu(), (char*)"drawStateDumpDotFile");
+ DRAW_STATE_DUMP_DOT_FILE pDSDumpDot = (DRAW_STATE_DUMP_DOT_FILE)vkGetProcAddr(gpu(), (char*)"drawStateDumpDotFile");
pDSDumpDot((char*)"triTest2.dot");
#endif
@@ -1685,31 +1685,31 @@
XglConstantBufferObj meshBuffer(m_device,sizeof(g_vbData)/sizeof(g_vbData[0]),sizeof(g_vbData[0]), g_vbData);
meshBuffer.BufferMemoryBarrier();
- XglShaderObj vs(m_device,vertShaderText,XGL_SHADER_STAGE_VERTEX, this);
- XglShaderObj ps(m_device,fragShaderText, XGL_SHADER_STAGE_FRAGMENT, this);
+ XglShaderObj vs(m_device,vertShaderText,VK_SHADER_STAGE_VERTEX, this);
+ XglShaderObj ps(m_device,fragShaderText, VK_SHADER_STAGE_FRAGMENT, this);
XglPipelineObj pipelineobj(m_device);
pipelineobj.AddShader(&vs);
pipelineobj.AddShader(&ps);
XglDescriptorSetObj descriptorSet(m_device);
- descriptorSet.AppendBuffer(XGL_DESCRIPTOR_TYPE_UNIFORM_BUFFER, meshBuffer);
+ descriptorSet.AppendBuffer(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, meshBuffer);
#define MESH_BUF_ID 0
- XGL_VERTEX_INPUT_BINDING_DESCRIPTION vi_binding = {
+ VK_VERTEX_INPUT_BINDING_DESCRIPTION vi_binding = {
MESH_BUF_ID, // Binding ID
sizeof(g_vbData[0]), // strideInBytes; Distance between vertices in bytes (0 = no advancement)
- XGL_VERTEX_INPUT_STEP_RATE_VERTEX // stepRate; // Rate at which binding is incremented
+ VK_VERTEX_INPUT_STEP_RATE_VERTEX // stepRate; // Rate at which binding is incremented
};
- XGL_VERTEX_INPUT_ATTRIBUTE_DESCRIPTION vi_attribs[2];
+ VK_VERTEX_INPUT_ATTRIBUTE_DESCRIPTION vi_attribs[2];
vi_attribs[0].binding = MESH_BUF_ID; // binding ID
vi_attribs[0].location = 0;
- vi_attribs[0].format = XGL_FMT_R32G32B32A32_SFLOAT; // format of source data
+ vi_attribs[0].format = VK_FMT_R32G32B32A32_SFLOAT; // format of source data
vi_attribs[0].offsetInBytes = 0; // Offset of first element in bytes from base of vertex
vi_attribs[1].binding = MESH_BUF_ID; // binding ID
vi_attribs[1].location = 1;
- vi_attribs[1].format = XGL_FMT_R32G32B32A32_SFLOAT; // format of source data
+ vi_attribs[1].format = VK_FMT_R32G32B32A32_SFLOAT; // format of source data
vi_attribs[1].offsetInBytes = 16; // Offset of first element in bytes from base of vertex
pipelineobj.AddVertexInputAttribs(vi_attribs, 2);
@@ -1720,13 +1720,13 @@
XglCommandBufferObj cmdBuffer(m_device);
cmdBuffer.AddRenderTarget(m_renderTargets[0]);
- ASSERT_XGL_SUCCESS(BeginCommandBuffer(cmdBuffer));
+ ASSERT_VK_SUCCESS(BeginCommandBuffer(cmdBuffer));
GenericDrawPreparation(&cmdBuffer, pipelineobj, descriptorSet);
cmdBuffer.BindVertexBuffer(&meshBuffer, 0, 0);
#ifdef DUMP_STATE_DOT
- DRAW_STATE_DUMP_DOT_FILE pDSDumpDot = (DRAW_STATE_DUMP_DOT_FILE)xglGetProcAddr(gpu(), (char*)"drawStateDumpDotFile");
+ DRAW_STATE_DUMP_DOT_FILE pDSDumpDot = (DRAW_STATE_DUMP_DOT_FILE)vkGetProcAddr(gpu(), (char*)"drawStateDumpDotFile");
pDSDumpDot((char*)"triTest2.dot");
#endif
@@ -1785,45 +1785,45 @@
const int buf_size = sizeof(MVP) / sizeof(float);
XglConstantBufferObj MVPBuffer(m_device, buf_size, sizeof(MVP[0]), (const void*) &MVP[0][0]);
- XglShaderObj vs(m_device,vertShaderText,XGL_SHADER_STAGE_VERTEX, this);
- XglShaderObj ps(m_device,fragShaderText, XGL_SHADER_STAGE_FRAGMENT, this);
+ XglShaderObj vs(m_device,vertShaderText,VK_SHADER_STAGE_VERTEX, this);
+ XglShaderObj ps(m_device,fragShaderText, VK_SHADER_STAGE_FRAGMENT, this);
XglPipelineObj pipelineobj(m_device);
pipelineobj.AddShader(&vs);
pipelineobj.AddShader(&ps);
- XGL_PIPELINE_DS_STATE_CREATE_INFO ds_state;
- ds_state.depthTestEnable = XGL_TRUE;
- ds_state.depthWriteEnable = XGL_TRUE;
- ds_state.depthFunc = XGL_COMPARE_LESS_EQUAL;
- ds_state.depthBoundsEnable = XGL_FALSE;
- ds_state.stencilTestEnable = XGL_FALSE;
- ds_state.back.stencilDepthFailOp = XGL_STENCIL_OP_KEEP;
- ds_state.back.stencilFailOp = XGL_STENCIL_OP_KEEP;
- ds_state.back.stencilPassOp = XGL_STENCIL_OP_KEEP;
- ds_state.back.stencilFunc = XGL_COMPARE_ALWAYS;
- ds_state.format = XGL_FMT_D32_SFLOAT;
+ VK_PIPELINE_DS_STATE_CREATE_INFO ds_state;
+ ds_state.depthTestEnable = VK_TRUE;
+ ds_state.depthWriteEnable = VK_TRUE;
+ ds_state.depthFunc = VK_COMPARE_LESS_EQUAL;
+ ds_state.depthBoundsEnable = VK_FALSE;
+ ds_state.stencilTestEnable = VK_FALSE;
+ ds_state.back.stencilDepthFailOp = VK_STENCIL_OP_KEEP;
+ ds_state.back.stencilFailOp = VK_STENCIL_OP_KEEP;
+ ds_state.back.stencilPassOp = VK_STENCIL_OP_KEEP;
+ ds_state.back.stencilFunc = VK_COMPARE_ALWAYS;
+ ds_state.format = VK_FMT_D32_SFLOAT;
ds_state.front = ds_state.back;
pipelineobj.SetDepthStencil(&ds_state);
XglDescriptorSetObj descriptorSet(m_device);
- descriptorSet.AppendBuffer(XGL_DESCRIPTOR_TYPE_UNIFORM_BUFFER, MVPBuffer);
+ descriptorSet.AppendBuffer(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, MVPBuffer);
#define MESH_BUF_ID 0
- XGL_VERTEX_INPUT_BINDING_DESCRIPTION vi_binding = {
+ VK_VERTEX_INPUT_BINDING_DESCRIPTION vi_binding = {
MESH_BUF_ID, // Binding ID
sizeof(g_vbData[0]), // strideInBytes; Distance between vertices in bytes (0 = no advancement)
- XGL_VERTEX_INPUT_STEP_RATE_VERTEX // stepRate; // Rate at which binding is incremented
+ VK_VERTEX_INPUT_STEP_RATE_VERTEX // stepRate; // Rate at which binding is incremented
};
- XGL_VERTEX_INPUT_ATTRIBUTE_DESCRIPTION vi_attribs[2];
+ VK_VERTEX_INPUT_ATTRIBUTE_DESCRIPTION vi_attribs[2];
vi_attribs[0].binding = MESH_BUF_ID; // binding ID
vi_attribs[0].location = 0;
- vi_attribs[0].format = XGL_FMT_R32G32B32A32_SFLOAT; // format of source data
+ vi_attribs[0].format = VK_FMT_R32G32B32A32_SFLOAT; // format of source data
vi_attribs[0].offsetInBytes = 0; // Offset of first element in bytes from base of vertex
vi_attribs[1].binding = MESH_BUF_ID; // binding ID
vi_attribs[1].location = 1;
- vi_attribs[1].format = XGL_FMT_R32G32B32A32_SFLOAT; // format of source data
+ vi_attribs[1].format = VK_FMT_R32G32B32A32_SFLOAT; // format of source data
vi_attribs[1].offsetInBytes = 16; // Offset of first element in bytes from base of vertex
pipelineobj.AddVertexInputAttribs(vi_attribs, 2);
@@ -1835,12 +1835,12 @@
XglCommandBufferObj cmdBuffer(m_device);
cmdBuffer.AddRenderTarget(m_renderTargets[0]);
- ASSERT_XGL_SUCCESS(BeginCommandBuffer(cmdBuffer));
+ ASSERT_VK_SUCCESS(BeginCommandBuffer(cmdBuffer));
GenericDrawPreparation(&cmdBuffer, pipelineobj, descriptorSet);
cmdBuffer.BindVertexBuffer(&meshBuffer, 0, 0);
#ifdef DUMP_STATE_DOT
- DRAW_STATE_DUMP_DOT_FILE pDSDumpDot = (DRAW_STATE_DUMP_DOT_FILE)xglGetProcAddr(gpu(), (char*)"drawStateDumpDotFile");
+ DRAW_STATE_DUMP_DOT_FILE pDSDumpDot = (DRAW_STATE_DUMP_DOT_FILE)vkGetProcAddr(gpu(), (char*)"drawStateDumpDotFile");
pDSDumpDot((char*)"triTest2.dot");
#endif
@@ -1887,8 +1887,8 @@
ASSERT_NO_FATAL_FAILURE(InitState());
ASSERT_NO_FATAL_FAILURE(InitViewport());
- XglShaderObj vs(m_device,vertShaderText,XGL_SHADER_STAGE_VERTEX, this);
- XglShaderObj ps(m_device,fragShaderText, XGL_SHADER_STAGE_FRAGMENT, this);
+ XglShaderObj vs(m_device,vertShaderText,VK_SHADER_STAGE_VERTEX, this);
+ XglShaderObj ps(m_device,fragShaderText, VK_SHADER_STAGE_FRAGMENT, this);
XglSamplerObj sampler(m_device);
XglTextureObj texture(m_device);
@@ -1903,12 +1903,12 @@
XglCommandBufferObj cmdBuffer(m_device);
cmdBuffer.AddRenderTarget(m_renderTargets[0]);
- ASSERT_XGL_SUCCESS(BeginCommandBuffer(cmdBuffer));
+ ASSERT_VK_SUCCESS(BeginCommandBuffer(cmdBuffer));
GenericDrawPreparation(&cmdBuffer, pipelineobj, descriptorSet);
#ifdef DUMP_STATE_DOT
- DRAW_STATE_DUMP_DOT_FILE pDSDumpDot = (DRAW_STATE_DUMP_DOT_FILE)xglGetProcAddr(gpu(), (char*)"drawStateDumpDotFile");
+ DRAW_STATE_DUMP_DOT_FILE pDSDumpDot = (DRAW_STATE_DUMP_DOT_FILE)vkGetProcAddr(gpu(), (char*)"drawStateDumpDotFile");
pDSDumpDot((char*)"triTest2.dot");
#endif
@@ -1957,8 +1957,8 @@
ASSERT_NO_FATAL_FAILURE(InitState());
ASSERT_NO_FATAL_FAILURE(InitViewport());
- XglShaderObj vs(m_device,vertShaderText,XGL_SHADER_STAGE_VERTEX, this);
- XglShaderObj ps(m_device,fragShaderText, XGL_SHADER_STAGE_FRAGMENT, this);
+ XglShaderObj vs(m_device,vertShaderText,VK_SHADER_STAGE_VERTEX, this);
+ XglShaderObj ps(m_device,fragShaderText, VK_SHADER_STAGE_FRAGMENT, this);
XglSamplerObj sampler(m_device);
XglTextureObj texture(m_device);
@@ -1973,12 +1973,12 @@
XglCommandBufferObj cmdBuffer(m_device);
cmdBuffer.AddRenderTarget(m_renderTargets[0]);
- ASSERT_XGL_SUCCESS(BeginCommandBuffer(cmdBuffer));
+ ASSERT_VK_SUCCESS(BeginCommandBuffer(cmdBuffer));
GenericDrawPreparation(&cmdBuffer, pipelineobj, descriptorSet);
#ifdef DUMP_STATE_DOT
- DRAW_STATE_DUMP_DOT_FILE pDSDumpDot = (DRAW_STATE_DUMP_DOT_FILE)xglGetProcAddr(gpu(), (char*)"drawStateDumpDotFile");
+ DRAW_STATE_DUMP_DOT_FILE pDSDumpDot = (DRAW_STATE_DUMP_DOT_FILE)vkGetProcAddr(gpu(), (char*)"drawStateDumpDotFile");
pDSDumpDot((char*)"triTest2.dot");
#endif
// render triangle
@@ -2037,8 +2037,8 @@
ASSERT_NO_FATAL_FAILURE(InitState());
ASSERT_NO_FATAL_FAILURE(InitViewport());
- XglShaderObj vs(m_device,vertShaderText,XGL_SHADER_STAGE_VERTEX, this);
- XglShaderObj ps(m_device,fragShaderText, XGL_SHADER_STAGE_FRAGMENT, this);
+ XglShaderObj vs(m_device,vertShaderText,VK_SHADER_STAGE_VERTEX, this);
+ XglShaderObj ps(m_device,fragShaderText, VK_SHADER_STAGE_FRAGMENT, this);
XglSamplerObj sampler(m_device);
XglTextureObj texture(m_device);
@@ -2053,12 +2053,12 @@
XglCommandBufferObj cmdBuffer(m_device);
cmdBuffer.AddRenderTarget(m_renderTargets[0]);
- ASSERT_XGL_SUCCESS(BeginCommandBuffer(cmdBuffer));
+ ASSERT_VK_SUCCESS(BeginCommandBuffer(cmdBuffer));
GenericDrawPreparation(&cmdBuffer, pipelineobj, descriptorSet);
#ifdef DUMP_STATE_DOT
- DRAW_STATE_DUMP_DOT_FILE pDSDumpDot = (DRAW_STATE_DUMP_DOT_FILE)xglGetProcAddr(gpu(), (char*)"drawStateDumpDotFile");
+ DRAW_STATE_DUMP_DOT_FILE pDSDumpDot = (DRAW_STATE_DUMP_DOT_FILE)vkGetProcAddr(gpu(), (char*)"drawStateDumpDotFile");
pDSDumpDot((char*)"triTest2.dot");
#endif
// render triangle
@@ -2106,8 +2106,8 @@
ASSERT_NO_FATAL_FAILURE(InitState());
ASSERT_NO_FATAL_FAILURE(InitViewport());
- XglShaderObj vs(m_device,vertShaderText,XGL_SHADER_STAGE_VERTEX, this);
- XglShaderObj ps(m_device,fragShaderText, XGL_SHADER_STAGE_FRAGMENT, this);
+ XglShaderObj vs(m_device,vertShaderText,VK_SHADER_STAGE_VERTEX, this);
+ XglShaderObj ps(m_device,fragShaderText, VK_SHADER_STAGE_FRAGMENT, this);
XglSamplerObj sampler(m_device);
XglTextureObj texture(m_device);
@@ -2122,12 +2122,12 @@
XglCommandBufferObj cmdBuffer(m_device);
cmdBuffer.AddRenderTarget(m_renderTargets[0]);
- ASSERT_XGL_SUCCESS(BeginCommandBuffer(cmdBuffer));
+ ASSERT_VK_SUCCESS(BeginCommandBuffer(cmdBuffer));
GenericDrawPreparation(&cmdBuffer, pipelineobj, descriptorSet);
#ifdef DUMP_STATE_DOT
- DRAW_STATE_DUMP_DOT_FILE pDSDumpDot = (DRAW_STATE_DUMP_DOT_FILE)xglGetProcAddr(gpu(), (char*)"drawStateDumpDotFile");
+ DRAW_STATE_DUMP_DOT_FILE pDSDumpDot = (DRAW_STATE_DUMP_DOT_FILE)vkGetProcAddr(gpu(), (char*)"drawStateDumpDotFile");
pDSDumpDot((char*)"triTest2.dot");
#endif
// render triangle
@@ -2181,8 +2181,8 @@
ASSERT_NO_FATAL_FAILURE(InitState());
ASSERT_NO_FATAL_FAILURE(InitViewport());
- XglShaderObj vs(m_device,vertShaderText,XGL_SHADER_STAGE_VERTEX, this);
- XglShaderObj ps(m_device,fragShaderText, XGL_SHADER_STAGE_FRAGMENT, this);
+ XglShaderObj vs(m_device,vertShaderText,VK_SHADER_STAGE_VERTEX, this);
+ XglShaderObj ps(m_device,fragShaderText, VK_SHADER_STAGE_FRAGMENT, this);
XglSamplerObj sampler1(m_device);
XglSamplerObj sampler2(m_device);
@@ -2210,12 +2210,12 @@
XglCommandBufferObj cmdBuffer(m_device);
cmdBuffer.AddRenderTarget(m_renderTargets[0]);
- ASSERT_XGL_SUCCESS(BeginCommandBuffer(cmdBuffer));
+ ASSERT_VK_SUCCESS(BeginCommandBuffer(cmdBuffer));
GenericDrawPreparation(&cmdBuffer, pipelineobj, descriptorSet);
#ifdef DUMP_STATE_DOT
- DRAW_STATE_DUMP_DOT_FILE pDSDumpDot = (DRAW_STATE_DUMP_DOT_FILE)xglGetProcAddr(gpu(), (char*)"drawStateDumpDotFile");
+ DRAW_STATE_DUMP_DOT_FILE pDSDumpDot = (DRAW_STATE_DUMP_DOT_FILE)vkGetProcAddr(gpu(), (char*)"drawStateDumpDotFile");
pDSDumpDot((char*)"triTest2.dot");
#endif
// render triangle
@@ -2264,8 +2264,8 @@
ASSERT_NO_FATAL_FAILURE(InitState());
ASSERT_NO_FATAL_FAILURE(InitViewport());
- XglShaderObj vs(m_device,vertShaderText,XGL_SHADER_STAGE_VERTEX, this);
- XglShaderObj ps(m_device,fragShaderText, XGL_SHADER_STAGE_FRAGMENT, this);
+ XglShaderObj vs(m_device,vertShaderText,VK_SHADER_STAGE_VERTEX, this);
+ XglShaderObj ps(m_device,fragShaderText, VK_SHADER_STAGE_FRAGMENT, this);
// Let's populate our buffer with the following:
// vec4 red;
@@ -2285,18 +2285,18 @@
pipelineobj.AddShader(&ps);
XglDescriptorSetObj descriptorSet(m_device);
- descriptorSet.AppendBuffer(XGL_DESCRIPTOR_TYPE_UNIFORM_BUFFER, colorBuffer);
+ descriptorSet.AppendBuffer(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, colorBuffer);
ASSERT_NO_FATAL_FAILURE(InitRenderTarget());
XglCommandBufferObj cmdBuffer(m_device);
cmdBuffer.AddRenderTarget(m_renderTargets[0]);
- ASSERT_XGL_SUCCESS(BeginCommandBuffer(cmdBuffer));
+ ASSERT_VK_SUCCESS(BeginCommandBuffer(cmdBuffer));
GenericDrawPreparation(&cmdBuffer, pipelineobj, descriptorSet);
#ifdef DUMP_STATE_DOT
- DRAW_STATE_DUMP_DOT_FILE pDSDumpDot = (DRAW_STATE_DUMP_DOT_FILE)xglGetProcAddr(gpu(), (char*)"drawStateDumpDotFile");
+ DRAW_STATE_DUMP_DOT_FILE pDSDumpDot = (DRAW_STATE_DUMP_DOT_FILE)vkGetProcAddr(gpu(), (char*)"drawStateDumpDotFile");
pDSDumpDot((char*)"triTest2.dot");
#endif
// render triangle
@@ -2347,8 +2347,8 @@
ASSERT_NO_FATAL_FAILURE(InitState());
ASSERT_NO_FATAL_FAILURE(InitViewport());
- XglShaderObj vs(m_device,vertShaderText,XGL_SHADER_STAGE_VERTEX, this);
- XglShaderObj ps(m_device,fragShaderText, XGL_SHADER_STAGE_FRAGMENT, this);
+ XglShaderObj vs(m_device,vertShaderText,VK_SHADER_STAGE_VERTEX, this);
+ XglShaderObj ps(m_device,fragShaderText, VK_SHADER_STAGE_FRAGMENT, this);
// We're going to create a number of uniform buffers, and then allow
// the shader to select which it wants to read from with a binding
@@ -2382,21 +2382,21 @@
pipelineobj.AddShader(&ps);
XglDescriptorSetObj descriptorSet(m_device);
- descriptorSet.AppendBuffer(XGL_DESCRIPTOR_TYPE_UNIFORM_BUFFER, redBuffer);
- descriptorSet.AppendBuffer(XGL_DESCRIPTOR_TYPE_UNIFORM_BUFFER, greenBuffer);
- descriptorSet.AppendBuffer(XGL_DESCRIPTOR_TYPE_UNIFORM_BUFFER, blueBuffer);
- descriptorSet.AppendBuffer(XGL_DESCRIPTOR_TYPE_UNIFORM_BUFFER, whiteBuffer);
+ descriptorSet.AppendBuffer(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, redBuffer);
+ descriptorSet.AppendBuffer(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, greenBuffer);
+ descriptorSet.AppendBuffer(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, blueBuffer);
+ descriptorSet.AppendBuffer(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, whiteBuffer);
ASSERT_NO_FATAL_FAILURE(InitRenderTarget());
XglCommandBufferObj cmdBuffer(m_device);
cmdBuffer.AddRenderTarget(m_renderTargets[0]);
- ASSERT_XGL_SUCCESS(BeginCommandBuffer(cmdBuffer));
+ ASSERT_VK_SUCCESS(BeginCommandBuffer(cmdBuffer));
GenericDrawPreparation(&cmdBuffer, pipelineobj, descriptorSet);
#ifdef DUMP_STATE_DOT
- DRAW_STATE_DUMP_DOT_FILE pDSDumpDot = (DRAW_STATE_DUMP_DOT_FILE)xglGetProcAddr(gpu(), (char*)"drawStateDumpDotFile");
+ DRAW_STATE_DUMP_DOT_FILE pDSDumpDot = (DRAW_STATE_DUMP_DOT_FILE)vkGetProcAddr(gpu(), (char*)"drawStateDumpDotFile");
pDSDumpDot((char*)"triTest2.dot");
#endif
// render triangle
@@ -2443,8 +2443,8 @@
ASSERT_NO_FATAL_FAILURE(InitState());
ASSERT_NO_FATAL_FAILURE(InitViewport());
- XglShaderObj vs(m_device,vertShaderText,XGL_SHADER_STAGE_VERTEX, this);
- XglShaderObj ps(m_device,fragShaderText, XGL_SHADER_STAGE_FRAGMENT, this);
+ XglShaderObj vs(m_device,vertShaderText,VK_SHADER_STAGE_VERTEX, this);
+ XglShaderObj ps(m_device,fragShaderText, VK_SHADER_STAGE_FRAGMENT, this);
// We're going to create a number of uniform buffers, and then allow
// the shader to select which it wants to read from with a binding
@@ -2478,21 +2478,21 @@
pipelineobj.AddShader(&ps);
XglDescriptorSetObj descriptorSet(m_device);
- descriptorSet.AppendBuffer(XGL_DESCRIPTOR_TYPE_UNIFORM_BUFFER, redBuffer);
- descriptorSet.AppendBuffer(XGL_DESCRIPTOR_TYPE_UNIFORM_BUFFER, greenBuffer);
- descriptorSet.AppendBuffer(XGL_DESCRIPTOR_TYPE_UNIFORM_BUFFER, blueBuffer);
- descriptorSet.AppendBuffer(XGL_DESCRIPTOR_TYPE_UNIFORM_BUFFER, whiteBuffer);
+ descriptorSet.AppendBuffer(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, redBuffer);
+ descriptorSet.AppendBuffer(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, greenBuffer);
+ descriptorSet.AppendBuffer(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, blueBuffer);
+ descriptorSet.AppendBuffer(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, whiteBuffer);
ASSERT_NO_FATAL_FAILURE(InitRenderTarget());
XglCommandBufferObj cmdBuffer(m_device);
cmdBuffer.AddRenderTarget(m_renderTargets[0]);
- ASSERT_XGL_SUCCESS(BeginCommandBuffer(cmdBuffer));
+ ASSERT_VK_SUCCESS(BeginCommandBuffer(cmdBuffer));
GenericDrawPreparation(&cmdBuffer, pipelineobj, descriptorSet);
#ifdef DUMP_STATE_DOT
- DRAW_STATE_DUMP_DOT_FILE pDSDumpDot = (DRAW_STATE_DUMP_DOT_FILE)xglGetProcAddr(gpu(), (char*)"drawStateDumpDotFile");
+ DRAW_STATE_DUMP_DOT_FILE pDSDumpDot = (DRAW_STATE_DUMP_DOT_FILE)vkGetProcAddr(gpu(), (char*)"drawStateDumpDotFile");
pDSDumpDot((char*)"triTest2.dot");
#endif
// render triangle
@@ -2559,8 +2559,8 @@
const int buf_size = sizeof(MVP) / sizeof(float);
XglConstantBufferObj mvpBuffer(m_device, buf_size, sizeof(MVP[0]), (const void*) &MVP[0][0]);
- XglShaderObj vs(m_device,vertShaderText,XGL_SHADER_STAGE_VERTEX, this);
- XglShaderObj ps(m_device,fragShaderText, XGL_SHADER_STAGE_FRAGMENT, this);
+ XglShaderObj vs(m_device,vertShaderText,VK_SHADER_STAGE_VERTEX, this);
+ XglShaderObj ps(m_device,fragShaderText, VK_SHADER_STAGE_FRAGMENT, this);
XglSamplerObj sampler(m_device);
XglTextureObj texture(m_device);
@@ -2569,41 +2569,41 @@
pipelineobj.AddShader(&ps);
XglDescriptorSetObj descriptorSet(m_device);
- descriptorSet.AppendBuffer(XGL_DESCRIPTOR_TYPE_UNIFORM_BUFFER, mvpBuffer);
+ descriptorSet.AppendBuffer(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, mvpBuffer);
descriptorSet.AppendSamplerTexture(&sampler, &texture);
#define MESH_BIND_ID 0
- XGL_VERTEX_INPUT_BINDING_DESCRIPTION vi_binding = {
+ VK_VERTEX_INPUT_BINDING_DESCRIPTION vi_binding = {
MESH_BIND_ID, // binding ID
sizeof(g_vbData[0]), // strideInBytes; Distance between vertices in bytes (0 = no advancement)
- XGL_VERTEX_INPUT_STEP_RATE_VERTEX // stepRate; // Rate at which binding is incremented
+ VK_VERTEX_INPUT_STEP_RATE_VERTEX // stepRate; // Rate at which binding is incremented
};
- XGL_VERTEX_INPUT_ATTRIBUTE_DESCRIPTION vi_attribs[2];
+ VK_VERTEX_INPUT_ATTRIBUTE_DESCRIPTION vi_attribs[2];
vi_attribs[0].binding = MESH_BIND_ID; // Binding ID
vi_attribs[0].location = 0; // location
- vi_attribs[0].format = XGL_FMT_R32G32B32A32_SFLOAT; // format of source data
+ vi_attribs[0].format = VK_FMT_R32G32B32A32_SFLOAT; // format of source data
vi_attribs[0].offsetInBytes = 0; // Offset of first element in bytes from base of vertex
vi_attribs[1].binding = MESH_BIND_ID; // Binding ID
vi_attribs[1].location = 1; // location
- vi_attribs[1].format = XGL_FMT_R32G32B32A32_SFLOAT; // format of source data
+ vi_attribs[1].format = VK_FMT_R32G32B32A32_SFLOAT; // format of source data
vi_attribs[1].offsetInBytes = 16; // Offset of first element in bytes from base of vertex
pipelineobj.AddVertexInputAttribs(vi_attribs,2);
pipelineobj.AddVertexInputBindings(&vi_binding,1);
pipelineobj.AddVertexDataBuffer(&meshBuffer, MESH_BIND_ID);
- XGL_PIPELINE_DS_STATE_CREATE_INFO ds_state;
- ds_state.depthTestEnable = XGL_TRUE;
- ds_state.depthWriteEnable = XGL_TRUE;
- ds_state.depthFunc = XGL_COMPARE_LESS_EQUAL;
- ds_state.depthBoundsEnable = XGL_FALSE;
- ds_state.stencilTestEnable = XGL_FALSE;
- ds_state.back.stencilDepthFailOp = XGL_STENCIL_OP_KEEP;
- ds_state.back.stencilFailOp = XGL_STENCIL_OP_KEEP;
- ds_state.back.stencilPassOp = XGL_STENCIL_OP_KEEP;
- ds_state.back.stencilFunc = XGL_COMPARE_ALWAYS;
- ds_state.format = XGL_FMT_D32_SFLOAT;
+ VK_PIPELINE_DS_STATE_CREATE_INFO ds_state;
+ ds_state.depthTestEnable = VK_TRUE;
+ ds_state.depthWriteEnable = VK_TRUE;
+ ds_state.depthFunc = VK_COMPARE_LESS_EQUAL;
+ ds_state.depthBoundsEnable = VK_FALSE;
+ ds_state.stencilTestEnable = VK_FALSE;
+ ds_state.back.stencilDepthFailOp = VK_STENCIL_OP_KEEP;
+ ds_state.back.stencilFailOp = VK_STENCIL_OP_KEEP;
+ ds_state.back.stencilPassOp = VK_STENCIL_OP_KEEP;
+ ds_state.back.stencilFunc = VK_COMPARE_ALWAYS;
+ ds_state.format = VK_FMT_D32_SFLOAT;
ds_state.front = ds_state.back;
pipelineobj.SetDepthStencil(&ds_state);
@@ -2611,13 +2611,13 @@
XglCommandBufferObj cmdBuffer(m_device);
cmdBuffer.AddRenderTarget(m_renderTargets[0]);
- ASSERT_XGL_SUCCESS(BeginCommandBuffer(cmdBuffer));
+ ASSERT_VK_SUCCESS(BeginCommandBuffer(cmdBuffer));
GenericDrawPreparation(&cmdBuffer, pipelineobj, descriptorSet);
cmdBuffer.BindVertexBuffer(&meshBuffer, 0, 0);
#ifdef DUMP_STATE_DOT
- DRAW_STATE_DUMP_DOT_FILE pDSDumpDot = (DRAW_STATE_DUMP_DOT_FILE)xglGetProcAddr(gpu(), (char*)"drawStateDumpDotFile");
+ DRAW_STATE_DUMP_DOT_FILE pDSDumpDot = (DRAW_STATE_DUMP_DOT_FILE)vkGetProcAddr(gpu(), (char*)"drawStateDumpDotFile");
pDSDumpDot((char*)"triTest2.dot");
#endif
// render triangle
@@ -2673,8 +2673,8 @@
ASSERT_NO_FATAL_FAILURE(InitState());
ASSERT_NO_FATAL_FAILURE(InitViewport());
- XglShaderObj vs(m_device,vertShaderText,XGL_SHADER_STAGE_VERTEX, this);
- XglShaderObj ps(m_device,fragShaderText, XGL_SHADER_STAGE_FRAGMENT, this);
+ XglShaderObj vs(m_device,vertShaderText,VK_SHADER_STAGE_VERTEX, this);
+ XglShaderObj ps(m_device,fragShaderText, VK_SHADER_STAGE_FRAGMENT, this);
const float redVals[4] = { 1.0, 0.0, 0.0, 1.0 };
const float greenVals[4] = { 0.0, 1.0, 0.0, 1.0 };
@@ -2716,22 +2716,22 @@
descriptorSet.AppendSamplerTexture(&sampler2, &texture2);
descriptorSet.AppendSamplerTexture(&sampler4, &texture4);
descriptorSet.AppendSamplerTexture(&sampler7, &texture7);
- descriptorSet.AppendBuffer(XGL_DESCRIPTOR_TYPE_UNIFORM_BUFFER, redBuffer);
+ descriptorSet.AppendBuffer(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, redBuffer);
// swap blue and green
- descriptorSet.AppendBuffer(XGL_DESCRIPTOR_TYPE_UNIFORM_BUFFER, blueBuffer);
- descriptorSet.AppendBuffer(XGL_DESCRIPTOR_TYPE_UNIFORM_BUFFER, greenBuffer);
- descriptorSet.AppendBuffer(XGL_DESCRIPTOR_TYPE_UNIFORM_BUFFER, whiteBuffer);
+ descriptorSet.AppendBuffer(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, blueBuffer);
+ descriptorSet.AppendBuffer(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, greenBuffer);
+ descriptorSet.AppendBuffer(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, whiteBuffer);
ASSERT_NO_FATAL_FAILURE(InitRenderTarget());
XglCommandBufferObj cmdBuffer(m_device);
cmdBuffer.AddRenderTarget(m_renderTargets[0]);
- ASSERT_XGL_SUCCESS(BeginCommandBuffer(cmdBuffer));
+ ASSERT_VK_SUCCESS(BeginCommandBuffer(cmdBuffer));
GenericDrawPreparation(&cmdBuffer, pipelineobj, descriptorSet);
#ifdef DUMP_STATE_DOT
- DRAW_STATE_DUMP_DOT_FILE pDSDumpDot = (DRAW_STATE_DUMP_DOT_FILE)xglGetProcAddr(gpu(), (char*)"drawStateDumpDotFile");
+ DRAW_STATE_DUMP_DOT_FILE pDSDumpDot = (DRAW_STATE_DUMP_DOT_FILE)vkGetProcAddr(gpu(), (char*)"drawStateDumpDotFile");
pDSDumpDot((char*)"triTest2.dot");
#endif
// render triangle
@@ -2785,8 +2785,8 @@
ASSERT_NO_FATAL_FAILURE(InitState());
ASSERT_NO_FATAL_FAILURE(InitViewport());
- XglShaderObj vs(m_device,vertShaderText,XGL_SHADER_STAGE_VERTEX, this);
- XglShaderObj ps(m_device,fragShaderText, XGL_SHADER_STAGE_FRAGMENT, this);
+ XglShaderObj vs(m_device,vertShaderText,VK_SHADER_STAGE_VERTEX, this);
+ XglShaderObj ps(m_device,fragShaderText, VK_SHADER_STAGE_FRAGMENT, this);
const float redVals[4] = { 1.0, 0.0, 0.0, 1.0 };
const float greenVals[4] = { 0.0, 1.0, 0.0, 1.0 };
@@ -2825,21 +2825,21 @@
descriptorSet.AppendSamplerTexture(&sampler2, &texture2);
descriptorSet.AppendSamplerTexture(&sampler4, &texture4);
descriptorSet.AppendSamplerTexture(&sampler7, &texture7);
- descriptorSet.AppendBuffer(XGL_DESCRIPTOR_TYPE_UNIFORM_BUFFER, redBuffer);
- descriptorSet.AppendBuffer(XGL_DESCRIPTOR_TYPE_UNIFORM_BUFFER, greenBuffer);
- descriptorSet.AppendBuffer(XGL_DESCRIPTOR_TYPE_UNIFORM_BUFFER, blueBuffer);
- descriptorSet.AppendBuffer(XGL_DESCRIPTOR_TYPE_UNIFORM_BUFFER, whiteBuffer);
+ descriptorSet.AppendBuffer(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, redBuffer);
+ descriptorSet.AppendBuffer(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, greenBuffer);
+ descriptorSet.AppendBuffer(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, blueBuffer);
+ descriptorSet.AppendBuffer(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, whiteBuffer);
ASSERT_NO_FATAL_FAILURE(InitRenderTarget());
XglCommandBufferObj cmdBuffer(m_device);
cmdBuffer.AddRenderTarget(m_renderTargets[0]);
- ASSERT_XGL_SUCCESS(BeginCommandBuffer(cmdBuffer));
+ ASSERT_VK_SUCCESS(BeginCommandBuffer(cmdBuffer));
GenericDrawPreparation(&cmdBuffer, pipelineobj, descriptorSet);
#ifdef DUMP_STATE_DOT
- DRAW_STATE_DUMP_DOT_FILE pDSDumpDot = (DRAW_STATE_DUMP_DOT_FILE)xglGetProcAddr(gpu(), (char*)"drawStateDumpDotFile");
+ DRAW_STATE_DUMP_DOT_FILE pDSDumpDot = (DRAW_STATE_DUMP_DOT_FILE)vkGetProcAddr(gpu(), (char*)"drawStateDumpDotFile");
pDSDumpDot((char*)"triTest2.dot");
#endif
// render triangle
@@ -3068,8 +3068,8 @@
const int constCount = sizeof(mixedVals) / sizeof(float);
- XglShaderObj vs(m_device,vertShaderText,XGL_SHADER_STAGE_VERTEX, this);
- XglShaderObj ps(m_device,fragShaderText, XGL_SHADER_STAGE_FRAGMENT, this);
+ XglShaderObj vs(m_device,vertShaderText,VK_SHADER_STAGE_VERTEX, this);
+ XglShaderObj ps(m_device,fragShaderText, VK_SHADER_STAGE_FRAGMENT, this);
XglConstantBufferObj mixedBuffer(m_device, constCount, sizeof(mixedVals[0]), (const void*) mixedVals);
@@ -3078,18 +3078,18 @@
pipelineobj.AddShader(&ps);
XglDescriptorSetObj descriptorSet(m_device);
- descriptorSet.AppendBuffer(XGL_DESCRIPTOR_TYPE_UNIFORM_BUFFER, mixedBuffer);
+ descriptorSet.AppendBuffer(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, mixedBuffer);
ASSERT_NO_FATAL_FAILURE(InitRenderTarget());
XglCommandBufferObj cmdBuffer(m_device);
cmdBuffer.AddRenderTarget(m_renderTargets[0]);
- ASSERT_XGL_SUCCESS(BeginCommandBuffer(cmdBuffer));
+ ASSERT_VK_SUCCESS(BeginCommandBuffer(cmdBuffer));
GenericDrawPreparation(&cmdBuffer, pipelineobj, descriptorSet);
#ifdef DUMP_STATE_DOT
- DRAW_STATE_DUMP_DOT_FILE pDSDumpDot = (DRAW_STATE_DUMP_DOT_FILE)xglGetProcAddr(gpu(), (char*)"drawStateDumpDotFile");
+ DRAW_STATE_DUMP_DOT_FILE pDSDumpDot = (DRAW_STATE_DUMP_DOT_FILE)vkGetProcAddr(gpu(), (char*)"drawStateDumpDotFile");
pDSDumpDot((char*)"triTest2.dot");
#endif
// render triangle