tests: fix resource types in XglShaderObj
XGL_OBJECT was used as void *. That was confusing. Make the resource types
match what are in XglDescriptorSetObj.
Change XGL_SAMPLER* to XglSamplerObj*. We could as well change XGL_SAMPLER*
to XGL_SAMPLER, which is itself a pointer. But XglSamplerObj* is easier to
work with when we switch to the new C++ binding.
diff --git a/tests/xglrenderframework.cpp b/tests/xglrenderframework.cpp
index 0e2d731..ce900a7 100644
--- a/tests/xglrenderframework.cpp
+++ b/tests/xglrenderframework.cpp
@@ -262,7 +262,7 @@
void XglDescriptorSetObj::AttachSampler(XglSamplerObj *sampler)
{
- m_samplers.push_back(&sampler->m_sampler);
+ m_samplers.push_back(sampler);
m_samplerSlots.push_back(m_nextSlot);
m_nextSlot++;
@@ -278,7 +278,7 @@
XGL_DESCRIPTOR_SLOT_INFO* XglDescriptorSetObj::GetSlotInfo(vector<int>slots,
vector<XGL_DESCRIPTOR_SET_SLOT_TYPE>types,
- vector<XGL_OBJECT>objs )
+ vector<void *>objs )
{
int nSlots = m_memorySlots.size() + m_imageSlots.size() + m_samplerSlots.size();
m_slotInfo = (XGL_DESCRIPTOR_SLOT_INFO*) malloc( nSlots * sizeof(XGL_DESCRIPTOR_SLOT_INFO) );
@@ -293,7 +293,7 @@
{
for (int j=0; j<m_memorySlots.size(); j++)
{
- if ( (XGL_OBJECT) m_memoryViews[j] == objs[i])
+ if ( m_memoryViews[j] == objs[i])
{
m_slotInfo[m_memorySlots[j]].shaderEntityIndex = slots[i];
m_slotInfo[m_memorySlots[j]].slotObjectType = types[i];
@@ -301,7 +301,7 @@
}
for (int j=0; j<m_imageSlots.size(); j++)
{
- if ( (XGL_OBJECT) m_imageViews[j] == objs[i])
+ if ( m_imageViews[j] == objs[i])
{
m_slotInfo[m_imageSlots[j]].shaderEntityIndex = slots[i];
m_slotInfo[m_imageSlots[j]].slotObjectType = types[i];
@@ -309,7 +309,7 @@
}
for (int j=0; j<m_samplerSlots.size(); j++)
{
- if ( (XGL_OBJECT) m_samplers[j] == objs[i])
+ if ( m_samplers[j] == objs[i])
{
m_slotInfo[m_samplerSlots[j]].shaderEntityIndex = slots[i];
m_slotInfo[m_samplerSlots[j]].slotObjectType = types[i];
@@ -351,7 +351,7 @@
}
for (int i=0; i<m_samplers.size();i++)
{
- xglAttachSamplerDescriptors( m_rsrcDescSet, m_samplerSlots[i], 1, m_samplers[i] );
+ xglAttachSamplerDescriptors( m_rsrcDescSet, m_samplerSlots[i], 1, &m_samplers[i]->m_sampler );
}
for (int i=0; i<m_imageViews.size();i++)
{
@@ -395,7 +395,7 @@
}
for (int i=0; i<m_samplers.size();i++)
{
- xglAttachSamplerDescriptors( m_rsrcDescSet, m_samplerSlots[i], 1, m_samplers[i] );
+ xglAttachSamplerDescriptors( m_rsrcDescSet, m_samplerSlots[i], 1, &m_samplers[i]->m_sampler );
}
for (int i=0; i<m_imageViews.size();i++)
{
@@ -751,7 +751,7 @@
{
vector<int> allSlots;
vector<XGL_DESCRIPTOR_SET_SLOT_TYPE> allTypes;
- vector<XGL_OBJECT> allObjs;
+ vector<void *> allObjs;
allSlots.reserve(m_memSlots.size() + m_imageSlots.size() + m_samplerSlots.size());
allTypes.reserve(m_memTypes.size() + m_imageTypes.size() + m_samplerTypes.size());
@@ -786,7 +786,7 @@
{
m_memSlots.push_back(slot);
m_memTypes.push_back(type);
- m_memObjs.push_back((XGL_OBJECT) &constantBuffer->m_constantBufferView);
+ m_memObjs.push_back(&constantBuffer->m_constantBufferView);
}
@@ -794,7 +794,7 @@
{
m_imageSlots.push_back(slot);
m_imageTypes.push_back(type);
- m_imageObjs.push_back((XGL_OBJECT) &texture->m_textureViewInfo);
+ m_imageObjs.push_back(&texture->m_textureViewInfo);
}
@@ -802,7 +802,7 @@
{
m_samplerSlots.push_back(slot);
m_samplerTypes.push_back(XGL_SLOT_SHADER_SAMPLER);
- m_samplerObjs.push_back((XGL_OBJECT) &sampler->m_sampler);
+ m_samplerObjs.push_back(sampler);
}