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fix : update sample with recent api

Heedong Lee 3 years ago
parent
commit
d811fe8ccd
2 changed files with 18 additions and 18 deletions
  1. 14
    14
      Samples/ComputeShader/ComputeShader.cpp
  2. 4
    4
      Samples/Texture/Texture.cpp

+ 14
- 14
Samples/ComputeShader/ComputeShader.cpp View File

@@ -23,7 +23,7 @@ private:
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 public:
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     UVQuad() = default;
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-    
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+
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     size_t VerticesCount() const { return vertices.Count(); }
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     size_t IndicesCount() const { return indices.Count(); }
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     UVQuad::Vertex* VerticesData() { return vertices; }
@@ -134,7 +134,7 @@ public:
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         descriptorSetPostCompute = device->CreateShaderBindingSet(descriptorSetLayout);
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         uniformBuffer = device->CreateBuffer(sizeof(GraphicShaderBindingSet::UBO), DKGpuBuffer::StorageModeShared, DKCpuCacheModeReadWrite);
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-        
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+
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         if (descriptorSetPreCompute)
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         {
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             if (uniformBuffer)
@@ -203,7 +203,7 @@ public:
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                 size_t bufferLength = bytesPerPixel * width * height;
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                 DKObject<DKGpuBuffer> stagingBuffer = device->CreateBuffer(bufferLength, DKGpuBuffer::StorageModeShared, DKCpuCacheModeReadWrite);
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-                
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+
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                 memcpy(stagingBuffer->Contents(), image->Contents(), bufferLength);
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                 stagingBuffer->Flush();
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@@ -295,7 +295,7 @@ public:
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                             DKTexture::UsageSampled;    // For FragmentShader
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             return device->CreateTexture(texDesc);
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         }(graphicsQueue->Device(), sourceTexture->Width(), sourceTexture->Height());
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-		
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+
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         // create sampler for fragment-shader
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 		DKSamplerDescriptor samplerDesc = {};
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 		samplerDesc.magFilter = DKSamplerDescriptor::MinMagFilterLinear;
@@ -306,7 +306,7 @@ public:
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 		samplerDesc.maxAnisotropy = 1;
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         DKObject<DKSamplerState> sampler = device->CreateSamplerState(samplerDesc);
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-		
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+
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 		DKObject<DKSwapChain> swapChain = graphicsQueue->CreateSwapChain(window);
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 		DKLog("VertexFunction.VertexAttributes: %d", vsf->StageInputAttributes().Count());
@@ -316,23 +316,23 @@ public:
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 			DKLog("  --> VertexAttribute[%d]: \"%ls\" (location:%u)", i, (const wchar_t*)attr.name, attr.location);
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 		}
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-		
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+
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         DKRenderPipelineDescriptor pipelineDescriptor = {};
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         // setup shader
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         pipelineDescriptor.vertexFunction = vsf;
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 		pipelineDescriptor.fragmentFunction = fsf;
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-        
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+
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         // setup color-attachment render-targets
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 		pipelineDescriptor.colorAttachments.Resize(1);
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 		pipelineDescriptor.colorAttachments.Value(0).pixelFormat = swapChain->ColorPixelFormat();
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-        pipelineDescriptor.colorAttachments.Value(0).blendingEnabled = false;
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-        pipelineDescriptor.colorAttachments.Value(0).sourceRGBBlendFactor = DKBlendFactor::SourceAlpha;
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-        pipelineDescriptor.colorAttachments.Value(0).destinationRGBBlendFactor = DKBlendFactor::OneMinusSourceAlpha;
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+        pipelineDescriptor.colorAttachments.Value(0).blendState.enabled = false;
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+        pipelineDescriptor.colorAttachments.Value(0).blendState.sourceRGBBlendFactor = DKBlendFactor::SourceAlpha;
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+        pipelineDescriptor.colorAttachments.Value(0).blendState.destinationRGBBlendFactor = DKBlendFactor::OneMinusSourceAlpha;
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         // setup depth-stencil
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 		pipelineDescriptor.depthStencilAttachmentPixelFormat = DKPixelFormat::D32Float;
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         pipelineDescriptor.depthStencilDescriptor.depthWriteEnabled = true;
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         pipelineDescriptor.depthStencilDescriptor.depthCompareFunction = DKCompareFunctionLessEqual;
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-   
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+
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         // setup vertex buffer and attributes
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         pipelineDescriptor.vertexDescriptor = quad->VertexDescriptor();
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@@ -385,9 +385,9 @@ public:
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         DKComputePipelineDescriptor embossComputePipelineDescriptor = {};
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         embossComputePipelineDescriptor.computeFunction = cs_ef;
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         DKObject<DKComputePipelineState> emboss = device->CreateComputePipeline(embossComputePipelineDescriptor);
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-        
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+
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         DKObject<DKTexture> depthBuffer = nullptr;
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-      
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+
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         DKTimer timer;
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 		timer.Reset();
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@@ -426,7 +426,7 @@ public:
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             rpd.depthStencilAttachment.loadAction = DKRenderPassAttachmentDescriptor::LoadActionClear;
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             rpd.depthStencilAttachment.storeAction = DKRenderPassAttachmentDescriptor::StoreActionDontCare;
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-            
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+
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             DKObject<DKComputeCommandEncoder> computeEncoder = nullptr;
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             DKObject<DKRenderCommandEncoder> renderEncoder = nullptr;
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+ 4
- 4
Samples/Texture/Texture.cpp View File

@@ -35,7 +35,7 @@ public:
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                 size_t bufferLength = bytesPerPixel * width * height;
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                 DKObject<DKGpuBuffer> stagingBuffer = device->CreateBuffer(bufferLength, DKGpuBuffer::StorageModeShared, DKCpuCacheModeReadWrite);
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-                
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+
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                 memcpy(stagingBuffer->Contents(), image->Contents(), bufferLength);
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                 stagingBuffer->Flush();
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@@ -111,9 +111,9 @@ public:
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 		pipelineDescriptor.fragmentFunction = fragShaderFunction;
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 		pipelineDescriptor.colorAttachments.Resize(1);
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 		pipelineDescriptor.colorAttachments.Value(0).pixelFormat = swapChain->ColorPixelFormat();
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-        pipelineDescriptor.colorAttachments.Value(0).blendingEnabled = true;
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-        pipelineDescriptor.colorAttachments.Value(0).sourceRGBBlendFactor = DKBlendFactor::SourceAlpha;
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-        pipelineDescriptor.colorAttachments.Value(0).destinationRGBBlendFactor = DKBlendFactor::OneMinusSourceAlpha;
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+        pipelineDescriptor.colorAttachments.Value(0).blendState.enabled = true;
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+        pipelineDescriptor.colorAttachments.Value(0).blendState.sourceRGBBlendFactor = DKBlendFactor::SourceAlpha;
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+        pipelineDescriptor.colorAttachments.Value(0).blendState.destinationRGBBlendFactor = DKBlendFactor::OneMinusSourceAlpha;
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 		pipelineDescriptor.depthStencilAttachmentPixelFormat = DKPixelFormat::Invalid; // no depth buffer
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 		pipelineDescriptor.vertexDescriptor.attributes = {
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 			{ DKVertexFormat::Float3, 0, 0, 0 },