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.h b/tests/xglrenderframework.h
index 1fd2e6c..c141082 100644
--- a/tests/xglrenderframework.h
+++ b/tests/xglrenderframework.h
@@ -205,7 +205,7 @@
void CreateXGLDescriptorSet();
XGL_DESCRIPTOR_SET GetDescriptorSetHandle();
int GetTotalSlots();
- XGL_DESCRIPTOR_SLOT_INFO * GetSlotInfo(vector<int>slots, vector<XGL_DESCRIPTOR_SET_SLOT_TYPE>types, vector<XGL_OBJECT>objs );
+ XGL_DESCRIPTOR_SLOT_INFO * GetSlotInfo(vector<int>slots, vector<XGL_DESCRIPTOR_SET_SLOT_TYPE>types, vector<void*>objs );
protected:
XGL_DESCRIPTOR_SET_CREATE_INFO m_descriptorInfo;
@@ -217,7 +217,7 @@
vector<int> m_memorySlots;
vector<XGL_MEMORY_VIEW_ATTACH_INFO*> m_memoryViews;
vector<int> m_samplerSlots;
- vector<XGL_SAMPLER*> m_samplers;
+ vector<XglSamplerObj*> m_samplers;
vector<int> m_imageSlots;
vector<XGL_IMAGE_VIEW_ATTACH_INFO*> m_imageViews;
};
@@ -240,13 +240,13 @@
XglDevice *m_device;
vector<int> m_memSlots;
vector<XGL_DESCRIPTOR_SET_SLOT_TYPE> m_memTypes;
- vector<XGL_OBJECT> m_memObjs;
+ vector<XGL_MEMORY_VIEW_ATTACH_INFO*> m_memObjs;
vector<int> m_samplerSlots;
vector<XGL_DESCRIPTOR_SET_SLOT_TYPE> m_samplerTypes;
- vector<XGL_OBJECT> m_samplerObjs;
+ vector<XglSamplerObj*> m_samplerObjs;
vector<int> m_imageSlots;
vector<XGL_DESCRIPTOR_SET_SLOT_TYPE> m_imageTypes;
- vector<XGL_OBJECT> m_imageObjs;
+ vector<XGL_IMAGE_VIEW_ATTACH_INFO*> m_imageObjs;
};