RHI: Add Compute/Dispatch unit tests (P1-7) and fix shader type bugs
Bug fixes: - D3D12Shader::Compile: Set m_type based on target string (cs_/vs_/ps_/gs_) - OpenGLShader::Compile: Parse target parameter to determine shader type - OpenGLShader::CompileCompute: Set m_type = ShaderType::Compute - D3D12CommandList::SetPipelineState: Use correct PSO handle for Compute New tests (test_compute.cpp, 8 tests): - ComputeShader_Compile_ValidShader - ComputeShader_GetType_ReturnsCompute - ComputeShader_Shutdown_Invalidates - PipelineState_SetComputeShader - PipelineState_HasComputeShader_ReturnsTrue - PipelineState_GetType_Compute - PipelineState_EnsureValid_Compute - CommandList_Dispatch_Basic Test results: 232/232 passed (D3D12: 116, OpenGL: 116)
This commit is contained in:
@@ -55,6 +55,16 @@ bool D3D12Shader::Compile(const void* sourceData, size_t sourceSize, const char*
|
||||
return false;
|
||||
}
|
||||
|
||||
if (strstr(target, "vs_")) {
|
||||
m_type = ShaderType::Vertex;
|
||||
} else if (strstr(target, "ps_")) {
|
||||
m_type = ShaderType::Fragment;
|
||||
} else if (strstr(target, "gs_")) {
|
||||
m_type = ShaderType::Geometry;
|
||||
} else if (strstr(target, "cs_")) {
|
||||
m_type = ShaderType::Compute;
|
||||
}
|
||||
|
||||
m_uniformsCached = false;
|
||||
return true;
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user