tests:Port indexed test to use new cmdbuffer methods
diff --git a/tests/render_tests.cpp b/tests/render_tests.cpp
index 2d1301d..88a701c 100644
--- a/tests/render_tests.cpp
+++ b/tests/render_tests.cpp
@@ -1039,38 +1039,35 @@
pipelineobj.AddVertexInputAttribs(vi_attribs,2);
pipelineobj.AddVertexInputBindings(&vi_binding,1);
-
- XGL_RESULT err = XGL_SUCCESS;
+ pipelineobj.CreateXGLPipeline(&descriptorSet);
+ descriptorSet.CreateXGLDescriptorSet();
ASSERT_NO_FATAL_FAILURE(InitRenderTarget());
- // Build command buffer
- // TODO: SetMemoryState above also uses this command buffer, do we need to make sure
- // that job is complete? Or maybe we shouldn't queue those actions?
- err = xglBeginCommandBuffer(m_cmdBuffer, 0);
- ASSERT_XGL_SUCCESS(err);
+ XglCommandBufferObj cmdBuffer(m_device);
+ cmdBuffer.AddRenderTarget(m_renderTargets[0]);
+ ASSERT_XGL_SUCCESS(cmdBuffer.BeginCommandBuffer(0));
+ cmdBuffer.ClearAllBuffers(NULL, NULL);
+ cmdBuffer.BindAttachments(NULL);
- GenerateClearAndPrepareBufferCmds();
- GenerateBindRenderTargetCmd();
#ifdef DUMP_STATE_DOT
DRAW_STATE_DUMP_DOT_FILE pDSDumpDot = (DRAW_STATE_DUMP_DOT_FILE)xglGetProcAddr(gpu(), (XGL_CHAR*)"drawStateDumpDotFile");
pDSDumpDot((char*)"triTest2.dot");
#endif
- GenerateBindStateAndPipelineCmds();
-
- pipelineobj.BindPipelineCommandBuffer(m_cmdBuffer,&descriptorSet);
- descriptorSet.BindCommandBuffer(m_cmdBuffer);
-
- meshBuffer.Bind(m_cmdBuffer, 0, 0);
- indexBuffer.Bind(m_cmdBuffer, /* offset */ 0);
+ cmdBuffer.BindState(m_stateRaster, m_stateViewport, m_colorBlend, m_stateDepthStencil, m_stateMsaa);
+ cmdBuffer.BindPipeline(pipelineobj.GetPipelineHandle());
+ cmdBuffer.BindDescriptorSet(descriptorSet.GetDescriptorSetHandle());
+ cmdBuffer.BindVertexBuffer(&meshBuffer, 0, 0);
+ cmdBuffer.BindIndexBuffer(&indexBuffer,0);
// render two triangles
- xglCmdDrawIndexed(m_cmdBuffer, 0, 6, 0, 0, 1);
+ cmdBuffer.DrawIndexed(0, 6, 0, 0, 1);
// finalize recording of the command buffer
- err = xglEndCommandBuffer( m_cmdBuffer );
- ASSERT_XGL_SUCCESS( err );
+ cmdBuffer.EndCommandBuffer();
+ cmdBuffer.QueueCommandBuffer(NULL, 0);
- QueueCommandBuffer(NULL, 0);
+ for (int i = 0; i < m_renderTargetCount; i++)
+ RecordImage(m_renderTargets[i]);
}