Re: [v2 2/2] d3d11/tests: Add test for primitive restart index.
Józef pointed out a couple of issues in the other patches that also apply here. I won't repeat those. On 18 November 2016 at 04:45, Andrew Wesie <awesie(a)gmail.com> wrote:
+ static const struct vec2 vertices[] = + { + { -1.0f, -1.0f }, + { -1.0f, 1.0f }, + { 1.0f, -1.0f }, + { 1.0f, 1.0f }, + { -1.0f, -1.0f }, + { -1.0f, 1.0f }, + { 1.0f, -1.0f }, + { 1.0f, 1.0f }, + }; This works, but for primitive restart in particular it may be more useful to not draw these overlapping and instead use e.g. {-1.0f, -0.25f, 0.25f, 1.0f} for the x-coordinates.
+ static const unsigned int indices[] = + { + 0, 1, 2, 3, 0xFFFFFFFF, 4, 5, 6, 7 + }; We use lowercase hexadecimal constants.
+ hr = ID3D11Device_CreateInputLayout(device, layout_desc, + sizeof(layout_desc) / sizeof(*layout_desc), + vs_code, sizeof(vs_code), &test_context.input_layout); I realise test_cb_relative_addressing() in particular uses test_context's input_layout field in a similar way, but it doesn't strike me as something we'd want to encourage. Likewise for the "vs" and "vb" fields. We use double indentation for line continuations.
+ expected_color = 0xff0000ff; + ID3D11DeviceContext_IASetIndexBuffer(test_context.immediate_context, ib, DXGI_FORMAT_R32_UINT, 0); + ID3D11DeviceContext_DrawIndexed(test_context.immediate_context, 9, 0, 0); + check_texture_color(test_context.backbuffer, expected_color, 0); + + ID3D11DeviceContext_IASetIndexBuffer(test_context.immediate_context, ib16, DXGI_FORMAT_R16_UINT, 0); + ID3D11DeviceContext_DrawIndexed(test_context.immediate_context, 9, 0, 0); + check_texture_color(test_context.backbuffer, expected_color, 0); The "expected_color" variable seems unnecessary here.
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Henri Verbeet