WIP bug-14815: VkShaderStage
diff --git a/tests/init.cpp b/tests/init.cpp
index a8adbe8..031f759 100644
--- a/tests/init.cpp
+++ b/tests/init.cpp
@@ -72,7 +72,7 @@
void CreateCommandBufferTest();
void CreatePipelineTest();
void CreateShaderTest();
- void CreateShader(VkShader *pshader, VkShaderStage stage);
+ void CreateShader(VkShader *pshader, VkShaderStageFlagBits stage);
VkDevice device() {return m_device->handle();}
@@ -518,7 +518,7 @@
CreateCommandBufferTest();
}
-void VkTest::CreateShader(VkShader *pshader, VkShaderStage stage)
+void VkTest::CreateShader(VkShader *pshader, VkShaderStageFlagBits stage)
{
void *code;
uint32_t codeSize;
diff --git a/tests/layer_validation_tests.cpp b/tests/layer_validation_tests.cpp
index 6325f87..bdf3871 100644
--- a/tests/layer_validation_tests.cpp
+++ b/tests/layer_validation_tests.cpp
@@ -288,8 +288,8 @@
VkConstantBufferObj constantBuffer(m_device, bufSize*2, sizeof(float), (const void*) &data);
- VkShaderObj vs(m_device,vertShaderText,VK_SHADER_STAGE_VERTEX, this);
- VkShaderObj ps(m_device,fragShaderText, VK_SHADER_STAGE_FRAGMENT, this);
+ VkShaderObj vs(m_device,vertShaderText,VK_SHADER_STAGE_VERTEX_BIT, this);
+ VkShaderObj ps(m_device,fragShaderText, VK_SHADER_STAGE_FRAGMENT_BIT, this);
VkPipelineObj pipelineobj(m_device);
pipelineobj.AddColorAttachment();
@@ -1308,8 +1308,8 @@
err = vkCreatePipelineLayout(m_device->device(), &pipeline_layout_ci, &pipeline_layout);
ASSERT_VK_SUCCESS(err);
- VkShaderObj vs(m_device, bindStateVertShaderText, VK_SHADER_STAGE_VERTEX, this);
- VkShaderObj fs(m_device, bindStateFragShaderText, VK_SHADER_STAGE_FRAGMENT, this); // TODO - We shouldn't need a fragment shader
+ VkShaderObj vs(m_device, bindStateVertShaderText, VK_SHADER_STAGE_VERTEX_BIT, this);
+ VkShaderObj fs(m_device, bindStateFragShaderText, VK_SHADER_STAGE_FRAGMENT_BIT, this); // TODO - We shouldn't need a fragment shader
// but add it to be able to run on more devices
VkPipelineObj pipe(m_device);
pipe.AddShader(&vs);
@@ -1562,8 +1562,8 @@
err = vkCreatePipelineLayout(m_device->device(), &pipeline_layout_ci, &pipeline_layout);
ASSERT_VK_SUCCESS(err);
- VkShaderObj vs(m_device, bindStateVertShaderText, VK_SHADER_STAGE_VERTEX, this);
- VkShaderObj fs(m_device, bindStateFragShaderText, VK_SHADER_STAGE_FRAGMENT, this); // TODO - We shouldn't need a fragment shader
+ VkShaderObj vs(m_device, bindStateVertShaderText, VK_SHADER_STAGE_VERTEX_BIT, this);
+ VkShaderObj fs(m_device, bindStateFragShaderText, VK_SHADER_STAGE_FRAGMENT_BIT, this); // TODO - We shouldn't need a fragment shader
// but add it to be able to run on more devices
VkPipelineObj pipe(m_device);
@@ -1829,19 +1829,19 @@
VkPipelineShaderStageCreateInfo shaderStages[3];
memset(&shaderStages, 0, 3 * sizeof(VkPipelineShaderStageCreateInfo));
- VkShaderObj vs(m_device,bindStateVertShaderText,VK_SHADER_STAGE_VERTEX, this);
+ VkShaderObj vs(m_device,bindStateVertShaderText,VK_SHADER_STAGE_VERTEX_BIT, this);
// Just using VS txt for Tess shaders as we don't care about functionality
- VkShaderObj tc(m_device,bindStateVertShaderText,VK_SHADER_STAGE_TESSELLATION_CONTROL, this);
- VkShaderObj te(m_device,bindStateVertShaderText,VK_SHADER_STAGE_TESSELLATION_EVALUATION, this);
+ VkShaderObj tc(m_device,bindStateVertShaderText,VK_SHADER_STAGE_TESSELLATION_CONTROL_BIT, this);
+ VkShaderObj te(m_device,bindStateVertShaderText,VK_SHADER_STAGE_TESSELLATION_EVALUATION_BIT, this);
shaderStages[0].sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
- shaderStages[0].stage = VK_SHADER_STAGE_VERTEX;
+ shaderStages[0].stage = VK_SHADER_STAGE_VERTEX_BIT;
shaderStages[0].shader = vs.handle();
shaderStages[1].sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
- shaderStages[1].stage = VK_SHADER_STAGE_TESSELLATION_CONTROL;
+ shaderStages[1].stage = VK_SHADER_STAGE_TESSELLATION_CONTROL_BIT;
shaderStages[1].shader = tc.handle();
shaderStages[2].sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
- shaderStages[2].stage = VK_SHADER_STAGE_TESSELLATION_EVALUATION;
+ shaderStages[2].stage = VK_SHADER_STAGE_TESSELLATION_EVALUATION_BIT;
shaderStages[2].shader = te.handle();
VkPipelineInputAssemblyStateCreateInfo iaCI = {};
@@ -1960,15 +1960,15 @@
VkPipelineShaderStageCreateInfo shaderStages[2];
memset(&shaderStages, 0, 2 * sizeof(VkPipelineShaderStageCreateInfo));
- VkShaderObj vs(m_device,bindStateVertShaderText,VK_SHADER_STAGE_VERTEX, this);
- VkShaderObj fs(m_device, bindStateFragShaderText, VK_SHADER_STAGE_FRAGMENT, this); // TODO - We shouldn't need a fragment shader
+ VkShaderObj vs(m_device,bindStateVertShaderText,VK_SHADER_STAGE_VERTEX_BIT, this);
+ VkShaderObj fs(m_device, bindStateFragShaderText, VK_SHADER_STAGE_FRAGMENT_BIT, this); // TODO - We shouldn't need a fragment shader
// but add it to be able to run on more devices
shaderStages[0].sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
- shaderStages[0].stage = VK_SHADER_STAGE_VERTEX;
+ shaderStages[0].stage = VK_SHADER_STAGE_VERTEX_BIT;
shaderStages[0].shader = vs.handle();
shaderStages[1].sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
- shaderStages[1].stage = VK_SHADER_STAGE_FRAGMENT;
+ shaderStages[1].stage = VK_SHADER_STAGE_FRAGMENT_BIT;
shaderStages[1].shader = fs.handle();
VkGraphicsPipelineCreateInfo gp_ci = {};
@@ -2066,15 +2066,15 @@
VkPipelineShaderStageCreateInfo shaderStages[2];
memset(&shaderStages, 0, 2 * sizeof(VkPipelineShaderStageCreateInfo));
- VkShaderObj vs(m_device,bindStateVertShaderText,VK_SHADER_STAGE_VERTEX, this);
- VkShaderObj fs(m_device, bindStateFragShaderText, VK_SHADER_STAGE_FRAGMENT, this); // TODO - We shouldn't need a fragment shader
+ VkShaderObj vs(m_device,bindStateVertShaderText,VK_SHADER_STAGE_VERTEX_BIT, this);
+ VkShaderObj fs(m_device, bindStateFragShaderText, VK_SHADER_STAGE_FRAGMENT_BIT, this); // TODO - We shouldn't need a fragment shader
// but add it to be able to run on more devices
shaderStages[0].sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
- shaderStages[0].stage = VK_SHADER_STAGE_VERTEX;
+ shaderStages[0].stage = VK_SHADER_STAGE_VERTEX_BIT;
shaderStages[0].shader = vs.handle();
shaderStages[1].sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
- shaderStages[1].stage = VK_SHADER_STAGE_FRAGMENT;
+ shaderStages[1].stage = VK_SHADER_STAGE_FRAGMENT_BIT;
shaderStages[1].shader = fs.handle();
VkGraphicsPipelineCreateInfo gp_ci = {};
@@ -2179,15 +2179,15 @@
VkPipelineShaderStageCreateInfo shaderStages[2];
memset(&shaderStages, 0, 2 * sizeof(VkPipelineShaderStageCreateInfo));
- VkShaderObj vs(m_device,bindStateVertShaderText,VK_SHADER_STAGE_VERTEX, this);
- VkShaderObj fs(m_device, bindStateFragShaderText, VK_SHADER_STAGE_FRAGMENT, this); // TODO - We shouldn't need a fragment shader
+ VkShaderObj vs(m_device,bindStateVertShaderText,VK_SHADER_STAGE_VERTEX_BIT, this);
+ VkShaderObj fs(m_device, bindStateFragShaderText, VK_SHADER_STAGE_FRAGMENT_BIT, this); // TODO - We shouldn't need a fragment shader
// but add it to be able to run on more devices
shaderStages[0].sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
- shaderStages[0].stage = VK_SHADER_STAGE_VERTEX;
+ shaderStages[0].stage = VK_SHADER_STAGE_VERTEX_BIT;
shaderStages[0].shader = vs.handle();
shaderStages[1].sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
- shaderStages[1].stage = VK_SHADER_STAGE_FRAGMENT;
+ shaderStages[1].stage = VK_SHADER_STAGE_FRAGMENT_BIT;
shaderStages[1].shader = fs.handle();
VkPipelineVertexInputStateCreateInfo vi_ci = {};
@@ -2335,15 +2335,15 @@
VkPipelineShaderStageCreateInfo shaderStages[2];
memset(&shaderStages, 0, 2 * sizeof(VkPipelineShaderStageCreateInfo));
- VkShaderObj vs(m_device,bindStateVertShaderText,VK_SHADER_STAGE_VERTEX, this);
- VkShaderObj fs(m_device, bindStateFragShaderText, VK_SHADER_STAGE_FRAGMENT, this); // TODO - We shouldn't need a fragment shader
+ VkShaderObj vs(m_device,bindStateVertShaderText,VK_SHADER_STAGE_VERTEX_BIT, this);
+ VkShaderObj fs(m_device, bindStateFragShaderText, VK_SHADER_STAGE_FRAGMENT_BIT, this); // TODO - We shouldn't need a fragment shader
// but add it to be able to run on more devices
shaderStages[0].sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
- shaderStages[0].stage = VK_SHADER_STAGE_VERTEX;
+ shaderStages[0].stage = VK_SHADER_STAGE_VERTEX_BIT;
shaderStages[0].shader = vs.handle();
shaderStages[1].sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
- shaderStages[1].stage = VK_SHADER_STAGE_FRAGMENT;
+ shaderStages[1].stage = VK_SHADER_STAGE_FRAGMENT_BIT;
shaderStages[1].shader = fs.handle();
VkPipelineVertexInputStateCreateInfo vi_ci = {};
@@ -3166,8 +3166,8 @@
err = vkCreatePipelineLayout(m_device->device(), &pipeline_layout_ci, &pipeline_layout);
ASSERT_VK_SUCCESS(err);
- VkShaderObj vs(m_device, bindStateVertShaderText, VK_SHADER_STAGE_VERTEX, this);
- VkShaderObj fs(m_device, bindStateFragShaderText, VK_SHADER_STAGE_FRAGMENT, this); // TODO - We shouldn't need a fragment shader
+ VkShaderObj vs(m_device, bindStateVertShaderText, VK_SHADER_STAGE_VERTEX_BIT, this);
+ VkShaderObj fs(m_device, bindStateFragShaderText, VK_SHADER_STAGE_FRAGMENT_BIT, this); // TODO - We shouldn't need a fragment shader
// but add it to be able to run on more devices
VkPipelineObj pipe(m_device);
pipe.AddShader(&vs);
@@ -3254,8 +3254,8 @@
err = vkCreatePipelineLayout(m_device->device(), &pipeline_layout_ci, &pipeline_layout);
ASSERT_VK_SUCCESS(err);
- VkShaderObj vs(m_device, bindStateVertShaderText, VK_SHADER_STAGE_VERTEX, this);
- VkShaderObj fs(m_device, bindStateFragShaderText, VK_SHADER_STAGE_FRAGMENT, this); // TODO - We shouldn't need a fragment shader
+ VkShaderObj vs(m_device, bindStateVertShaderText, VK_SHADER_STAGE_VERTEX_BIT, this);
+ VkShaderObj fs(m_device, bindStateFragShaderText, VK_SHADER_STAGE_FRAGMENT_BIT, this); // TODO - We shouldn't need a fragment shader
// but add it to be able to run on more devices
VkPipelineObj pipe(m_device);
pipe.AddShader(&vs);
@@ -3355,8 +3355,8 @@
err = vkCreatePipelineLayout(m_device->device(), &pipeline_layout_ci, &pipeline_layout);
ASSERT_VK_SUCCESS(err);
- VkShaderObj vs(m_device, bindStateVertShaderText, VK_SHADER_STAGE_VERTEX, this);
- VkShaderObj fs(m_device, bindStateFragShaderText, VK_SHADER_STAGE_FRAGMENT, this); // TODO - We shouldn't need a fragment shader
+ VkShaderObj vs(m_device, bindStateVertShaderText, VK_SHADER_STAGE_VERTEX_BIT, this);
+ VkShaderObj fs(m_device, bindStateFragShaderText, VK_SHADER_STAGE_FRAGMENT_BIT, this); // TODO - We shouldn't need a fragment shader
// but add it to be able to run on more devices
VkPipelineObj pipe(m_device);
pipe.AddShader(&vs);
@@ -3588,8 +3588,8 @@
" color = vec4(1);\n"
"}\n";
- VkShaderObj vs(m_device, vsSource, VK_SHADER_STAGE_VERTEX, this);
- VkShaderObj fs(m_device, fsSource, VK_SHADER_STAGE_FRAGMENT, this);
+ VkShaderObj vs(m_device, vsSource, VK_SHADER_STAGE_VERTEX_BIT, this);
+ VkShaderObj fs(m_device, fsSource, VK_SHADER_STAGE_FRAGMENT_BIT, this);
VkPipelineObj pipe(m_device);
pipe.AddColorAttachment();
@@ -3637,8 +3637,8 @@
" color = vec4(x);\n"
"}\n";
- VkShaderObj vs(m_device, vsSource, VK_SHADER_STAGE_VERTEX, this);
- VkShaderObj fs(m_device, fsSource, VK_SHADER_STAGE_FRAGMENT, this);
+ VkShaderObj vs(m_device, vsSource, VK_SHADER_STAGE_VERTEX_BIT, this);
+ VkShaderObj fs(m_device, fsSource, VK_SHADER_STAGE_FRAGMENT_BIT, this);
VkPipelineObj pipe(m_device);
pipe.AddColorAttachment();
@@ -3688,8 +3688,8 @@
" color = vec4(x);\n"
"}\n";
- VkShaderObj vs(m_device, vsSource, VK_SHADER_STAGE_VERTEX, this);
- VkShaderObj fs(m_device, fsSource, VK_SHADER_STAGE_FRAGMENT, this);
+ VkShaderObj vs(m_device, vsSource, VK_SHADER_STAGE_VERTEX_BIT, this);
+ VkShaderObj fs(m_device, fsSource, VK_SHADER_STAGE_FRAGMENT_BIT, this);
VkPipelineObj pipe(m_device);
pipe.AddColorAttachment();
@@ -3743,8 +3743,8 @@
" color = vec4(1);\n"
"}\n";
- VkShaderObj vs(m_device, vsSource, VK_SHADER_STAGE_VERTEX, this);
- VkShaderObj fs(m_device, fsSource, VK_SHADER_STAGE_FRAGMENT, this);
+ VkShaderObj vs(m_device, vsSource, VK_SHADER_STAGE_VERTEX_BIT, this);
+ VkShaderObj fs(m_device, fsSource, VK_SHADER_STAGE_FRAGMENT_BIT, this);
VkPipelineObj pipe(m_device);
pipe.AddColorAttachment();
@@ -3795,8 +3795,8 @@
" color = vec4(1);\n"
"}\n";
- VkShaderObj vs(m_device, vsSource, VK_SHADER_STAGE_VERTEX, this);
- VkShaderObj fs(m_device, fsSource, VK_SHADER_STAGE_FRAGMENT, this);
+ VkShaderObj vs(m_device, vsSource, VK_SHADER_STAGE_VERTEX_BIT, this);
+ VkShaderObj fs(m_device, fsSource, VK_SHADER_STAGE_FRAGMENT_BIT, this);
VkPipelineObj pipe(m_device);
pipe.AddColorAttachment();
@@ -3851,8 +3851,8 @@
" color = vec4(1);\n"
"}\n";
- VkShaderObj vs(m_device, vsSource, VK_SHADER_STAGE_VERTEX, this);
- VkShaderObj fs(m_device, fsSource, VK_SHADER_STAGE_FRAGMENT, this);
+ VkShaderObj vs(m_device, vsSource, VK_SHADER_STAGE_VERTEX_BIT, this);
+ VkShaderObj fs(m_device, fsSource, VK_SHADER_STAGE_FRAGMENT_BIT, this);
VkPipelineObj pipe(m_device);
pipe.AddColorAttachment();
@@ -3911,8 +3911,8 @@
" color = vec4(1);\n"
"}\n";
- VkShaderObj vs(m_device, vsSource, VK_SHADER_STAGE_VERTEX, this);
- VkShaderObj fs(m_device, fsSource, VK_SHADER_STAGE_FRAGMENT, this);
+ VkShaderObj vs(m_device, vsSource, VK_SHADER_STAGE_VERTEX_BIT, this);
+ VkShaderObj fs(m_device, fsSource, VK_SHADER_STAGE_FRAGMENT_BIT, this);
VkPipelineObj pipe(m_device);
pipe.AddColorAttachment();
@@ -3962,8 +3962,8 @@
"void main(){\n"
"}\n";
- VkShaderObj vs(m_device, vsSource, VK_SHADER_STAGE_VERTEX, this);
- VkShaderObj fs(m_device, fsSource, VK_SHADER_STAGE_FRAGMENT, this);
+ VkShaderObj vs(m_device, vsSource, VK_SHADER_STAGE_VERTEX_BIT, this);
+ VkShaderObj fs(m_device, fsSource, VK_SHADER_STAGE_FRAGMENT_BIT, this);
VkPipelineObj pipe(m_device);
pipe.AddShader(&vs);
@@ -4014,8 +4014,8 @@
" y = vec4(1);\n"
"}\n";
- VkShaderObj vs(m_device, vsSource, VK_SHADER_STAGE_VERTEX, this);
- VkShaderObj fs(m_device, fsSource, VK_SHADER_STAGE_FRAGMENT, this);
+ VkShaderObj vs(m_device, vsSource, VK_SHADER_STAGE_VERTEX_BIT, this);
+ VkShaderObj fs(m_device, fsSource, VK_SHADER_STAGE_FRAGMENT_BIT, this);
VkPipelineObj pipe(m_device);
pipe.AddShader(&vs);
@@ -4065,8 +4065,8 @@
" x = ivec4(1);\n"
"}\n";
- VkShaderObj vs(m_device, vsSource, VK_SHADER_STAGE_VERTEX, this);
- VkShaderObj fs(m_device, fsSource, VK_SHADER_STAGE_FRAGMENT, this);
+ VkShaderObj vs(m_device, vsSource, VK_SHADER_STAGE_VERTEX_BIT, this);
+ VkShaderObj fs(m_device, fsSource, VK_SHADER_STAGE_FRAGMENT_BIT, this);
VkPipelineObj pipe(m_device);
pipe.AddShader(&vs);
@@ -4118,8 +4118,8 @@
m_errorMonitor->ClearState();
- VkShaderObj vs(m_device, vsSource, VK_SHADER_STAGE_VERTEX, this);
- VkShaderObj fs(m_device, fsSource, VK_SHADER_STAGE_FRAGMENT, this);
+ VkShaderObj vs(m_device, vsSource, VK_SHADER_STAGE_VERTEX_BIT, this);
+ VkShaderObj fs(m_device, fsSource, VK_SHADER_STAGE_FRAGMENT_BIT, this);
VkPipelineObj pipe(m_device);
diff --git a/tests/render_tests.cpp b/tests/render_tests.cpp
index 022d1b1..59548cc 100644
--- a/tests/render_tests.cpp
+++ b/tests/render_tests.cpp
@@ -493,8 +493,8 @@
VkConstantBufferObj constantBuffer(m_device, bufSize*2, sizeof(float), (const void*) &data);
- VkShaderObj vs(m_device,vertShaderText,VK_SHADER_STAGE_VERTEX, this);
- VkShaderObj ps(m_device,fragShaderText, VK_SHADER_STAGE_FRAGMENT, this);
+ VkShaderObj vs(m_device,vertShaderText,VK_SHADER_STAGE_VERTEX_BIT, this);
+ VkShaderObj ps(m_device,fragShaderText, VK_SHADER_STAGE_FRAGMENT_BIT, this);
VkPipelineObj pipelineobj(m_device);
pipelineobj.AddColorAttachment();
@@ -752,8 +752,8 @@
VkConstantBufferObj meshBuffer(m_device,sizeof(g_vbData)/sizeof(g_vbData[0]),sizeof(g_vbData[0]), g_vbData);
meshBuffer.BufferMemoryBarrier();
- VkShaderObj vs(m_device,vertShaderText,VK_SHADER_STAGE_VERTEX, this);
- VkShaderObj ps(m_device,fragShaderText, VK_SHADER_STAGE_FRAGMENT, this);
+ VkShaderObj vs(m_device,vertShaderText,VK_SHADER_STAGE_VERTEX_BIT, this);
+ VkShaderObj ps(m_device,fragShaderText, VK_SHADER_STAGE_FRAGMENT_BIT, this);
VkPipelineObj pipelineobj(m_device);
pipelineobj.AddColorAttachment();
@@ -833,8 +833,8 @@
VkConstantBufferObj meshBuffer(m_device, sizeof(vb_data) / sizeof(vb_data[0]), sizeof(vb_data[0]), vb_data);
meshBuffer.BufferMemoryBarrier();
- VkShaderObj vs(m_device,vertShaderText,VK_SHADER_STAGE_VERTEX, this);
- VkShaderObj ps(m_device,fragShaderText, VK_SHADER_STAGE_FRAGMENT, this);
+ VkShaderObj vs(m_device,vertShaderText,VK_SHADER_STAGE_VERTEX_BIT, this);
+ VkShaderObj ps(m_device,fragShaderText, VK_SHADER_STAGE_FRAGMENT_BIT, this);
VkPipelineObj pipelineobj(m_device);
pipelineobj.AddColorAttachment();
@@ -939,8 +939,8 @@
indexBuffer.CreateAndInitBuffer(sizeof(g_idxData)/sizeof(g_idxData[0]), VK_INDEX_TYPE_UINT16, g_idxData);
indexBuffer.BufferMemoryBarrier();
- VkShaderObj vs(m_device,vertShaderText,VK_SHADER_STAGE_VERTEX, this);
- VkShaderObj ps(m_device,fragShaderText, VK_SHADER_STAGE_FRAGMENT, this);
+ VkShaderObj vs(m_device,vertShaderText,VK_SHADER_STAGE_VERTEX_BIT, this);
+ VkShaderObj ps(m_device,fragShaderText, VK_SHADER_STAGE_FRAGMENT_BIT, this);
VkPipelineObj pipelineobj(m_device);
pipelineobj.AddColorAttachment();
@@ -1033,8 +1033,8 @@
VkConstantBufferObj meshBuffer(m_device,sizeof(g_vbData)/sizeof(g_vbData[0]),sizeof(g_vbData[0]), g_vbData);
meshBuffer.BufferMemoryBarrier();
- VkShaderObj vs(m_device,vertShaderText,VK_SHADER_STAGE_VERTEX, this);
- VkShaderObj ps(m_device,fragShaderText, VK_SHADER_STAGE_FRAGMENT, this);
+ VkShaderObj vs(m_device,vertShaderText,VK_SHADER_STAGE_VERTEX_BIT, this);
+ VkShaderObj ps(m_device,fragShaderText, VK_SHADER_STAGE_FRAGMENT_BIT, this);
VkPipelineObj pipelineobj(m_device);
pipelineobj.AddColorAttachment();
@@ -1121,8 +1121,8 @@
VkConstantBufferObj meshBuffer(m_device,sizeof(g_vbData)/sizeof(g_vbData[0]),sizeof(g_vbData[0]), g_vbData);
meshBuffer.BufferMemoryBarrier();
- VkShaderObj vs(m_device,vertShaderText,VK_SHADER_STAGE_VERTEX, this);
- VkShaderObj ps(m_device,fragShaderText, VK_SHADER_STAGE_FRAGMENT, this);
+ VkShaderObj vs(m_device,vertShaderText,VK_SHADER_STAGE_VERTEX_BIT, this);
+ VkShaderObj ps(m_device,fragShaderText, VK_SHADER_STAGE_FRAGMENT_BIT, this);
VkPipelineObj pipelineobj(m_device);
pipelineobj.AddColorAttachment();
@@ -1219,8 +1219,8 @@
VkConstantBufferObj meshBuffer(m_device,sizeof(g_vbData)/sizeof(g_vbData[0]),sizeof(g_vbData[0]), g_vbData);
meshBuffer.BufferMemoryBarrier();
- VkShaderObj vs(m_device,vertShaderText,VK_SHADER_STAGE_VERTEX, this);
- VkShaderObj ps(m_device,fragShaderText, VK_SHADER_STAGE_FRAGMENT, this);
+ VkShaderObj vs(m_device,vertShaderText,VK_SHADER_STAGE_VERTEX_BIT, this);
+ VkShaderObj ps(m_device,fragShaderText, VK_SHADER_STAGE_FRAGMENT_BIT, this);
VkPipelineObj pipelineobj(m_device);
pipelineobj.AddColorAttachment();
@@ -1308,8 +1308,8 @@
VkConstantBufferObj meshBuffer(m_device,sizeof(g_vbData)/sizeof(g_vbData[0]),sizeof(g_vbData[0]), g_vbData);
meshBuffer.BufferMemoryBarrier();
- VkShaderObj vs(m_device,vertShaderText,VK_SHADER_STAGE_VERTEX, this);
- VkShaderObj ps(m_device,fragShaderText, VK_SHADER_STAGE_FRAGMENT, this);
+ VkShaderObj vs(m_device,vertShaderText,VK_SHADER_STAGE_VERTEX_BIT, this);
+ VkShaderObj ps(m_device,fragShaderText, VK_SHADER_STAGE_FRAGMENT_BIT, this);
VkPipelineObj pipelineobj(m_device);
pipelineobj.AddColorAttachment();
@@ -1395,8 +1395,8 @@
const int matrixSize = sizeof(MVP) / sizeof(MVP[0]);
VkConstantBufferObj MVPBuffer(m_device, matrixSize, sizeof(MVP[0]), (const void*) &MVP[0][0]);
- VkShaderObj vs(m_device,vertShaderText,VK_SHADER_STAGE_VERTEX, this);
- VkShaderObj ps(m_device,fragShaderText, VK_SHADER_STAGE_FRAGMENT, this);
+ VkShaderObj vs(m_device,vertShaderText,VK_SHADER_STAGE_VERTEX_BIT, this);
+ VkShaderObj ps(m_device,fragShaderText, VK_SHADER_STAGE_FRAGMENT_BIT, this);
VkPipelineObj pipelineobj(m_device);
pipelineobj.AddColorAttachment();
@@ -1476,8 +1476,8 @@
ASSERT_NO_FATAL_FAILURE(InitState());
ASSERT_NO_FATAL_FAILURE(InitViewport());
- VkShaderObj vs(m_device,vertShaderText,VK_SHADER_STAGE_VERTEX, this);
- VkShaderObj ps(m_device,fragShaderText, VK_SHADER_STAGE_FRAGMENT, this);
+ VkShaderObj vs(m_device,vertShaderText,VK_SHADER_STAGE_VERTEX_BIT, this);
+ VkShaderObj ps(m_device,fragShaderText, VK_SHADER_STAGE_FRAGMENT_BIT, this);
VkPipelineObj pipelineobj(m_device);
pipelineobj.AddColorAttachment();
@@ -1545,8 +1545,8 @@
VkConstantBufferObj meshBuffer(m_device,sizeof(g_vbData)/sizeof(g_vbData[0]),sizeof(g_vbData[0]), g_vbData);
meshBuffer.BufferMemoryBarrier();
- VkShaderObj vs(m_device,vertShaderText,VK_SHADER_STAGE_VERTEX, this);
- VkShaderObj ps(m_device,fragShaderText, VK_SHADER_STAGE_FRAGMENT, this);
+ VkShaderObj vs(m_device,vertShaderText,VK_SHADER_STAGE_VERTEX_BIT, this);
+ VkShaderObj ps(m_device,fragShaderText, VK_SHADER_STAGE_FRAGMENT_BIT, this);
VkPipelineObj pipelineobj(m_device);
pipelineobj.AddColorAttachment();
@@ -1648,8 +1648,8 @@
VkConstantBufferObj meshBuffer(m_device,sizeof(vData)/sizeof(vData[0]),sizeof(vData[0]), vData);
meshBuffer.BufferMemoryBarrier();
- VkShaderObj vs(m_device,vertShaderText,VK_SHADER_STAGE_VERTEX, this);
- VkShaderObj ps(m_device,fragShaderText, VK_SHADER_STAGE_FRAGMENT, this);
+ VkShaderObj vs(m_device,vertShaderText,VK_SHADER_STAGE_VERTEX_BIT, this);
+ VkShaderObj ps(m_device,fragShaderText, VK_SHADER_STAGE_FRAGMENT_BIT, this);
VkPipelineObj pipelineobj(m_device);
pipelineobj.AddColorAttachment();
@@ -1741,8 +1741,8 @@
VkConstantBufferObj meshBuffer(m_device,sizeof(g_vbData)/sizeof(g_vbData[0]),sizeof(g_vbData[0]), g_vbData);
meshBuffer.BufferMemoryBarrier();
- VkShaderObj vs(m_device,vertShaderText,VK_SHADER_STAGE_VERTEX, this);
- VkShaderObj ps(m_device,fragShaderText, VK_SHADER_STAGE_FRAGMENT, this);
+ VkShaderObj vs(m_device,vertShaderText,VK_SHADER_STAGE_VERTEX_BIT, this);
+ VkShaderObj ps(m_device,fragShaderText, VK_SHADER_STAGE_FRAGMENT_BIT, this);
VkPipelineObj pipelineobj(m_device);
pipelineobj.AddColorAttachment();
@@ -1844,8 +1844,8 @@
const int buf_size = sizeof(MVP) / sizeof(float);
VkConstantBufferObj MVPBuffer(m_device, buf_size, sizeof(MVP[0]), (const void*) &MVP[0][0]);
- VkShaderObj vs(m_device,vertShaderText,VK_SHADER_STAGE_VERTEX, this);
- VkShaderObj ps(m_device,fragShaderText, VK_SHADER_STAGE_FRAGMENT, this);
+ VkShaderObj vs(m_device,vertShaderText,VK_SHADER_STAGE_VERTEX_BIT, this);
+ VkShaderObj ps(m_device,fragShaderText, VK_SHADER_STAGE_FRAGMENT_BIT, this);
VkPipelineObj pipelineobj(m_device);
pipelineobj.AddColorAttachment();
@@ -1947,8 +1947,8 @@
ASSERT_NO_FATAL_FAILURE(InitState());
ASSERT_NO_FATAL_FAILURE(InitViewport());
- VkShaderObj vs(m_device,vertShaderText,VK_SHADER_STAGE_VERTEX, this);
- VkShaderObj ps(m_device,fragShaderText, VK_SHADER_STAGE_FRAGMENT, this);
+ VkShaderObj vs(m_device,vertShaderText,VK_SHADER_STAGE_VERTEX_BIT, this);
+ VkShaderObj ps(m_device,fragShaderText, VK_SHADER_STAGE_FRAGMENT_BIT, this);
VkSamplerObj sampler(m_device);
VkTextureObj texture(m_device);
@@ -2018,8 +2018,8 @@
ASSERT_NO_FATAL_FAILURE(InitState());
ASSERT_NO_FATAL_FAILURE(InitViewport());
- VkShaderObj vs(m_device,vertShaderText,VK_SHADER_STAGE_VERTEX, this);
- VkShaderObj ps(m_device,fragShaderText, VK_SHADER_STAGE_FRAGMENT, this);
+ VkShaderObj vs(m_device,vertShaderText,VK_SHADER_STAGE_VERTEX_BIT, this);
+ VkShaderObj ps(m_device,fragShaderText, VK_SHADER_STAGE_FRAGMENT_BIT, this);
VkSamplerObj sampler(m_device);
VkTextureObj texture(m_device);
@@ -2096,8 +2096,8 @@
ASSERT_NO_FATAL_FAILURE(InitState());
ASSERT_NO_FATAL_FAILURE(InitViewport());
- VkShaderObj vs(m_device,vertShaderText,VK_SHADER_STAGE_VERTEX, this);
- VkShaderObj ps(m_device,fragShaderText, VK_SHADER_STAGE_FRAGMENT, this);
+ VkShaderObj vs(m_device,vertShaderText,VK_SHADER_STAGE_VERTEX_BIT, this);
+ VkShaderObj ps(m_device,fragShaderText, VK_SHADER_STAGE_FRAGMENT_BIT, this);
VkSamplerObj sampler(m_device);
VkTextureObj texture(m_device);
@@ -2164,8 +2164,8 @@
ASSERT_NO_FATAL_FAILURE(InitState());
ASSERT_NO_FATAL_FAILURE(InitViewport());
- VkShaderObj vs(m_device,vertShaderText,VK_SHADER_STAGE_VERTEX, this);
- VkShaderObj ps(m_device,fragShaderText, VK_SHADER_STAGE_FRAGMENT, this);
+ VkShaderObj vs(m_device,vertShaderText,VK_SHADER_STAGE_VERTEX_BIT, this);
+ VkShaderObj ps(m_device,fragShaderText, VK_SHADER_STAGE_FRAGMENT_BIT, this);
VkSamplerObj sampler(m_device);
VkTextureObj texture(m_device);
@@ -2238,8 +2238,8 @@
ASSERT_NO_FATAL_FAILURE(InitState());
ASSERT_NO_FATAL_FAILURE(InitViewport());
- VkShaderObj vs(m_device,vertShaderText,VK_SHADER_STAGE_VERTEX, this);
- VkShaderObj ps(m_device,fragShaderText, VK_SHADER_STAGE_FRAGMENT, this);
+ VkShaderObj vs(m_device,vertShaderText,VK_SHADER_STAGE_VERTEX_BIT, this);
+ VkShaderObj ps(m_device,fragShaderText, VK_SHADER_STAGE_FRAGMENT_BIT, this);
VkSamplerObj sampler1(m_device);
VkSamplerObj sampler2(m_device);
@@ -2320,8 +2320,8 @@
ASSERT_NO_FATAL_FAILURE(InitState());
ASSERT_NO_FATAL_FAILURE(InitViewport());
- VkShaderObj vs(m_device,vertShaderText,VK_SHADER_STAGE_VERTEX, this);
- VkShaderObj ps(m_device,fragShaderText, VK_SHADER_STAGE_FRAGMENT, this);
+ VkShaderObj vs(m_device,vertShaderText,VK_SHADER_STAGE_VERTEX_BIT, this);
+ VkShaderObj ps(m_device,fragShaderText, VK_SHADER_STAGE_FRAGMENT_BIT, this);
// Let's populate our buffer with the following:
// vec4 red;
@@ -2402,8 +2402,8 @@
ASSERT_NO_FATAL_FAILURE(InitState());
ASSERT_NO_FATAL_FAILURE(InitViewport());
- VkShaderObj vs(m_device,vertShaderText,VK_SHADER_STAGE_VERTEX, this);
- VkShaderObj ps(m_device,fragShaderText, VK_SHADER_STAGE_FRAGMENT, this);
+ VkShaderObj vs(m_device,vertShaderText,VK_SHADER_STAGE_VERTEX_BIT, this);
+ VkShaderObj ps(m_device,fragShaderText, VK_SHADER_STAGE_FRAGMENT_BIT, 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
@@ -2496,8 +2496,8 @@
ASSERT_NO_FATAL_FAILURE(InitState());
ASSERT_NO_FATAL_FAILURE(InitViewport());
- VkShaderObj vs(m_device,vertShaderText,VK_SHADER_STAGE_VERTEX, this);
- VkShaderObj ps(m_device,fragShaderText, VK_SHADER_STAGE_FRAGMENT, this);
+ VkShaderObj vs(m_device,vertShaderText,VK_SHADER_STAGE_VERTEX_BIT, this);
+ VkShaderObj ps(m_device,fragShaderText, VK_SHADER_STAGE_FRAGMENT_BIT, 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
@@ -2614,8 +2614,8 @@
ASSERT_NO_FATAL_FAILURE(InitState());
ASSERT_NO_FATAL_FAILURE(InitViewport());
- VkShaderObj vs(m_device,vertShaderText,VK_SHADER_STAGE_VERTEX, this);
- VkShaderObj ps(m_device,fragShaderText, VK_SHADER_STAGE_FRAGMENT, this);
+ VkShaderObj vs(m_device,vertShaderText,VK_SHADER_STAGE_VERTEX_BIT, this);
+ VkShaderObj ps(m_device,fragShaderText, VK_SHADER_STAGE_FRAGMENT_BIT, 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
@@ -2729,8 +2729,8 @@
const int buf_size = sizeof(MVP) / sizeof(float);
VkConstantBufferObj mvpBuffer(m_device, buf_size, sizeof(MVP[0]), (const void*) &MVP[0][0]);
- VkShaderObj vs(m_device,vertShaderText,VK_SHADER_STAGE_VERTEX, this);
- VkShaderObj ps(m_device,fragShaderText, VK_SHADER_STAGE_FRAGMENT, this);
+ VkShaderObj vs(m_device,vertShaderText,VK_SHADER_STAGE_VERTEX_BIT, this);
+ VkShaderObj ps(m_device,fragShaderText, VK_SHADER_STAGE_FRAGMENT_BIT, this);
VkSamplerObj sampler(m_device);
VkTextureObj texture(m_device);
@@ -2845,8 +2845,8 @@
ASSERT_NO_FATAL_FAILURE(InitState());
ASSERT_NO_FATAL_FAILURE(InitViewport());
- VkShaderObj vs(m_device,vertShaderText,VK_SHADER_STAGE_VERTEX, this);
- VkShaderObj ps(m_device,fragShaderText, VK_SHADER_STAGE_FRAGMENT, this);
+ VkShaderObj vs(m_device,vertShaderText,VK_SHADER_STAGE_VERTEX_BIT, this);
+ VkShaderObj ps(m_device,fragShaderText, VK_SHADER_STAGE_FRAGMENT_BIT, 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 };
@@ -2955,8 +2955,8 @@
ASSERT_NO_FATAL_FAILURE(InitState());
ASSERT_NO_FATAL_FAILURE(InitViewport());
- VkShaderObj vs(m_device,vertShaderText,VK_SHADER_STAGE_VERTEX, this);
- VkShaderObj ps(m_device,fragShaderText, VK_SHADER_STAGE_FRAGMENT, this);
+ VkShaderObj vs(m_device,vertShaderText,VK_SHADER_STAGE_VERTEX_BIT, this);
+ VkShaderObj ps(m_device,fragShaderText, VK_SHADER_STAGE_FRAGMENT_BIT, 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 };
@@ -3237,8 +3237,8 @@
const int constCount = sizeof(mixedVals) / sizeof(float);
- VkShaderObj vs(m_device,vertShaderText,VK_SHADER_STAGE_VERTEX, this);
- VkShaderObj ps(m_device,fragShaderText, VK_SHADER_STAGE_FRAGMENT, this);
+ VkShaderObj vs(m_device,vertShaderText,VK_SHADER_STAGE_VERTEX_BIT, this);
+ VkShaderObj ps(m_device,fragShaderText, VK_SHADER_STAGE_FRAGMENT_BIT, this);
VkConstantBufferObj mixedBuffer(m_device, constCount, sizeof(mixedVals[0]), (const void*) mixedVals);
@@ -3334,8 +3334,8 @@
ASSERT_NO_FATAL_FAILURE(InitState());
ASSERT_NO_FATAL_FAILURE(InitViewport());
- VkShaderObj vs(m_device,vertShaderText,VK_SHADER_STAGE_VERTEX, this);
- VkShaderObj ps(m_device,fragShaderText, VK_SHADER_STAGE_FRAGMENT, this);
+ VkShaderObj vs(m_device,vertShaderText,VK_SHADER_STAGE_VERTEX_BIT, this);
+ VkShaderObj ps(m_device,fragShaderText, VK_SHADER_STAGE_FRAGMENT_BIT, this);
uint32_t tex_colors[2] = { 0xffff0000, 0xffff0000 };
VkSamplerObj sampler0(m_device);
@@ -3453,9 +3453,9 @@
ASSERT_NO_FATAL_FAILURE(InitState());
ASSERT_NO_FATAL_FAILURE(InitViewport());
- VkShaderObj vs(m_device, vertShaderText, VK_SHADER_STAGE_VERTEX, this);
- VkShaderObj gs(m_device, geomShaderText, VK_SHADER_STAGE_GEOMETRY, this);
- VkShaderObj ps(m_device, fragShaderText, VK_SHADER_STAGE_FRAGMENT, this);
+ VkShaderObj vs(m_device, vertShaderText, VK_SHADER_STAGE_VERTEX_BIT, this);
+ VkShaderObj gs(m_device, geomShaderText, VK_SHADER_STAGE_GEOMETRY_BIT, this);
+ VkShaderObj ps(m_device, fragShaderText, VK_SHADER_STAGE_FRAGMENT_BIT, this);
VkPipelineObj pipelineobj(m_device);
pipelineobj.AddColorAttachment();
@@ -3801,9 +3801,9 @@
const int constCount = sizeof(mixedVals) / sizeof(float);
- VkShaderObj vs(m_device, vertShaderText, VK_SHADER_STAGE_VERTEX, this);
- VkShaderObj gs(m_device, geomShaderText, VK_SHADER_STAGE_GEOMETRY, this);
- VkShaderObj ps(m_device, fragShaderText, VK_SHADER_STAGE_FRAGMENT, this);
+ VkShaderObj vs(m_device, vertShaderText, VK_SHADER_STAGE_VERTEX_BIT, this);
+ VkShaderObj gs(m_device, geomShaderText, VK_SHADER_STAGE_GEOMETRY_BIT, this);
+ VkShaderObj ps(m_device, fragShaderText, VK_SHADER_STAGE_FRAGMENT_BIT, this);
VkConstantBufferObj mixedBuffer(m_device, constCount, sizeof(mixedVals[0]), (const void*) mixedVals);
@@ -3929,9 +3929,9 @@
ASSERT_NO_FATAL_FAILURE(InitState());
ASSERT_NO_FATAL_FAILURE(InitViewport());
- VkShaderObj vs(m_device, vertShaderText, VK_SHADER_STAGE_VERTEX, this);
- VkShaderObj gs(m_device, geomShaderText, VK_SHADER_STAGE_GEOMETRY, this);
- VkShaderObj ps(m_device, fragShaderText, VK_SHADER_STAGE_FRAGMENT, this);
+ VkShaderObj vs(m_device, vertShaderText, VK_SHADER_STAGE_VERTEX_BIT, this);
+ VkShaderObj gs(m_device, geomShaderText, VK_SHADER_STAGE_GEOMETRY_BIT, this);
+ VkShaderObj ps(m_device, fragShaderText, VK_SHADER_STAGE_FRAGMENT_BIT, this);
VkPipelineObj pipelineobj(m_device);
pipelineobj.AddColorAttachment();
@@ -4059,9 +4059,9 @@
ASSERT_NO_FATAL_FAILURE(InitState());
ASSERT_NO_FATAL_FAILURE(InitViewport());
- VkShaderObj vs(m_device, vertShaderText, VK_SHADER_STAGE_VERTEX, this);
- VkShaderObj gs(m_device, geomShaderText, VK_SHADER_STAGE_GEOMETRY, this);
- VkShaderObj ps(m_device, fragShaderText, VK_SHADER_STAGE_FRAGMENT, this);
+ VkShaderObj vs(m_device, vertShaderText, VK_SHADER_STAGE_VERTEX_BIT, this);
+ VkShaderObj gs(m_device, geomShaderText, VK_SHADER_STAGE_GEOMETRY_BIT, this);
+ VkShaderObj ps(m_device, fragShaderText, VK_SHADER_STAGE_FRAGMENT_BIT, this);
VkPipelineObj pipelineobj(m_device);
pipelineobj.AddColorAttachment();
diff --git a/tests/vkrenderframework.cpp b/tests/vkrenderframework.cpp
index ce7f112..b435d25 100644
--- a/tests/vkrenderframework.cpp
+++ b/tests/vkrenderframework.cpp
@@ -1071,7 +1071,7 @@
return stageInfo;
}
-VkShaderObj::VkShaderObj(VkDeviceObj *device, const char * shader_code, VkShaderStage stage, VkRenderFramework *framework)
+VkShaderObj::VkShaderObj(VkDeviceObj *device, const char * shader_code, VkShaderStageFlagBits stage, VkRenderFramework *framework)
{
VkResult U_ASSERT_ONLY err = VK_SUCCESS;
std::vector<unsigned int> spv;
diff --git a/tests/vkrenderframework.h b/tests/vkrenderframework.h
index 37d0e4a..c6914a2 100644
--- a/tests/vkrenderframework.h
+++ b/tests/vkrenderframework.h
@@ -405,12 +405,12 @@
class VkShaderObj : public vk_testing::Shader
{
public:
- VkShaderObj(VkDeviceObj *device, const char * shaderText, VkShaderStage stage, VkRenderFramework *framework);
+ VkShaderObj(VkDeviceObj *device, const char * shaderText, VkShaderStageFlagBits stage, VkRenderFramework *framework);
VkPipelineShaderStageCreateInfo* GetStageCreateInfo();
protected:
VkPipelineShaderStageCreateInfo stage_info;
- VkShaderStage m_stage;
+ VkShaderStageFlagBits m_stage;
VkDeviceObj *m_device;
};
diff --git a/tests/vktestbinding.h b/tests/vktestbinding.h
index 7397e59..6ca8e26 100644
--- a/tests/vktestbinding.h
+++ b/tests/vktestbinding.h
@@ -468,7 +468,7 @@
void init(const Device &dev, const VkShaderCreateInfo &info);
VkResult init_try(const Device &dev, const VkShaderCreateInfo &info);
- static VkShaderCreateInfo create_info(VkShaderModule module, const char *pName, VkFlags flags, VkShaderStage stage);
+ static VkShaderCreateInfo create_info(VkShaderModule module, const char *pName, VkFlags flags, VkShaderStageFlagBits stage);
};
class Pipeline : public internal::NonDispHandle<VkPipeline> {
@@ -793,7 +793,7 @@
return info;
}
-inline VkShaderCreateInfo Shader::create_info(VkShaderModule module, const char *pName, VkFlags flags, VkShaderStage stage)
+inline VkShaderCreateInfo Shader::create_info(VkShaderModule module, const char *pName, VkFlags flags, VkShaderStageFlagBits stage)
{
VkShaderCreateInfo info = {};
info.sType = VK_STRUCTURE_TYPE_SHADER_CREATE_INFO;
diff --git a/tests/vktestframework.cpp b/tests/vktestframework.cpp
index 0d13a5c..e61efb8 100644
--- a/tests/vktestframework.cpp
+++ b/tests/vktestframework.cpp
@@ -1674,25 +1674,25 @@
//
// Convert VK shader type to compiler's
//
-EShLanguage VkTestFramework::FindLanguage(const VkShaderStage shader_type)
+EShLanguage VkTestFramework::FindLanguage(const VkShaderStageFlagBits shader_type)
{
switch (shader_type) {
- case VK_SHADER_STAGE_VERTEX:
+ case VK_SHADER_STAGE_VERTEX_BIT:
return EShLangVertex;
- case VK_SHADER_STAGE_TESSELLATION_CONTROL:
+ case VK_SHADER_STAGE_TESSELLATION_CONTROL_BIT:
return EShLangTessControl;
- case VK_SHADER_STAGE_TESSELLATION_EVALUATION:
+ case VK_SHADER_STAGE_TESSELLATION_EVALUATION_BIT:
return EShLangTessEvaluation;
- case VK_SHADER_STAGE_GEOMETRY:
+ case VK_SHADER_STAGE_GEOMETRY_BIT:
return EShLangGeometry;
- case VK_SHADER_STAGE_FRAGMENT:
+ case VK_SHADER_STAGE_FRAGMENT_BIT:
return EShLangFragment;
- case VK_SHADER_STAGE_COMPUTE:
+ case VK_SHADER_STAGE_COMPUTE_BIT:
return EShLangCompute;
default:
@@ -1705,7 +1705,7 @@
// Compile a given string containing GLSL into SPV for use by VK
// Return value of false means an error was encountered.
//
-bool VkTestFramework::GLSLtoSPV(const VkShaderStage shader_type,
+bool VkTestFramework::GLSLtoSPV(const VkShaderStageFlagBits shader_type,
const char *pshader,
std::vector<unsigned int> &spirv)
{
diff --git a/tests/vktestframework.h b/tests/vktestframework.h
index 99ca276..3b2264a 100644
--- a/tests/vktestframework.h
+++ b/tests/vktestframework.h
@@ -91,7 +91,7 @@
void Compare(const char *comment, VkImageObj *image);
void RecordImage(VkImageObj * image);
void RecordImages(vector<VkImageObj *> image);
- bool GLSLtoSPV(const VkShaderStage shader_type,
+ bool GLSLtoSPV(const VkShaderStageFlagBits shader_type,
const char *pshader,
std::vector<unsigned int> &spv);
static bool m_use_glsl;
@@ -109,7 +109,7 @@
void SetMessageOptions(EShMessages& messages);
void ProcessConfigFile();
EShLanguage FindLanguage(const std::string& name);
- EShLanguage FindLanguage(const VkShaderStage shader_type);
+ EShLanguage FindLanguage(const VkShaderStageFlagBits shader_type);
std::string ConfigFile;
bool SetConfigFile(const std::string& name);