// ShaderRenderCaseInstance.
-ShaderRenderCaseInstance::ShaderRenderCaseInstance (Context& context, const string& name, bool isVertexCase, ShaderEvaluator& evaluator, UniformSetupFunc uniformFunc, AttributeSetupFunc attribFunc)
+ShaderRenderCaseInstance::ShaderRenderCaseInstance (Context& context, bool isVertexCase, ShaderEvaluator& evaluator, UniformSetupFunc uniformFunc, AttributeSetupFunc attribFunc)
: vkt::TestInstance(context)
, m_clearColor(DEFAULT_CLEAR_COLOR)
, memAlloc(m_context.getDeviceInterface(), m_context.getDevice(), getPhysicalDeviceMemoryProperties(m_context.getInstanceInterface(), m_context.getPhysicalDevice()))
- , m_name(name)
, m_isVertexCase(isVertexCase)
, m_evaluator(evaluator)
, m_uniformFunc(uniformFunc)
// Create shaders
{
- m_vertexShaderModule = createShaderModule(vk, vkDevice, m_context.getBinaryCollection().get(m_name + "_vert"), 0);
- m_fragmentShaderModule = createShaderModule(vk, vkDevice, m_context.getBinaryCollection().get(m_name + "_frag"), 0);
+ m_vertexShaderModule = createShaderModule(vk, vkDevice, m_context.getBinaryCollection().get("vert"), 0);
+ m_fragmentShaderModule = createShaderModule(vk, vkDevice, m_context.getBinaryCollection().get("frag"), 0);
const VkShaderCreateInfo vertexShaderParams =
{
virtual ~ShaderRenderCase (void) {}
virtual void initPrograms (vk::ProgramCollection<glu::ProgramSources>& programCollection) const
{
- programCollection.add(m_name + "_vert") << glu::VertexSource(m_vertShaderSource);
- programCollection.add(m_name + "_frag") << glu::FragmentSource(m_fragShaderSource);
+ programCollection.add("vert") << glu::VertexSource(m_vertShaderSource);
+ programCollection.add("frag") << glu::FragmentSource(m_fragShaderSource);
}
- virtual TestInstance* createInstance (Context& context) const { return new Instance(context, m_name, m_isVertexCase, *m_evaluator, m_uniformFunc, m_attribFunc); }
+ virtual TestInstance* createInstance (Context& context) const { return new Instance(context, m_isVertexCase, *m_evaluator, m_uniformFunc, m_attribFunc); }
protected:
std::string m_vertShaderSource;
{
public:
ShaderRenderCaseInstance (Context& context,
- const std::string& name,
bool isVertexCase,
ShaderEvaluator& evaluator,
UniformSetupFunc uniformFunc,
const tcu::Surface& refImage,
float errorThreshold);
- std::string m_name;
bool m_isVertexCase;
ShaderEvaluator& m_evaluator;
UniformSetupFunc m_uniformFunc;