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Fix the build and the mesh shaders test

Panagiotis Christopoulos Charitos 1 年之前
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17cb366530
共有 2 个文件被更改,包括 6 次插入4 次删除
  1. 3 3
      Tests/Gr/Gr.cpp
  2. 3 1
      Tests/Gr/GrMeshShaders.cpp

+ 3 - 3
Tests/Gr/Gr.cpp

@@ -1211,12 +1211,12 @@ static void drawOffscreenDrawcalls([[maybe_unused]] GrManager& gr, ShaderProgram
 	static F32 ang = -2.5f;
 	static F32 ang = -2.5f;
 	ang += toRad(2.5f);
 	ang += toRad(2.5f);
 
 
-	Mat4 viewMat(Vec4(0.0, 0.0, 5.0, 1.0), Mat3::getIdentity(), 1.0f);
+	Mat4 viewMat(Vec3(0.0, 0.0, 5.0), Mat3::getIdentity(), Vec3(1.0f));
 	viewMat.invert();
 	viewMat.invert();
 
 
 	Mat4 projMat = Mat4::calculatePerspectiveProjectionMatrix(toRad(60.0f), toRad(60.0f), 0.1f, 100.0f);
 	Mat4 projMat = Mat4::calculatePerspectiveProjectionMatrix(toRad(60.0f), toRad(60.0f), 0.1f, 100.0f);
 
 
-	Mat4 modelMat(Vec4(-0.5, -0.5, 0.0, 1.0), Mat3(Euler(ang, ang / 2.0f, ang / 3.0f)), 1.0f);
+	Mat4 modelMat(Vec3(-0.5, -0.5, 0.0), Mat3(Euler(ang, ang / 2.0f, ang / 3.0f)), Vec3(1.0f));
 
 
 	Mat4* mvp = SET_UNIFORMS(Mat4*, sizeof(*mvp), cmdb, 0, 0);
 	Mat4* mvp = SET_UNIFORMS(Mat4*, sizeof(*mvp), cmdb, 0, 0);
 	*mvp = projMat * viewMat * modelMat;
 	*mvp = projMat * viewMat * modelMat;
@@ -1233,7 +1233,7 @@ static void drawOffscreenDrawcalls([[maybe_unused]] GrManager& gr, ShaderProgram
 	cmdb->drawIndexed(PrimitiveTopology::kTriangles, 6 * 2 * 3);
 	cmdb->drawIndexed(PrimitiveTopology::kTriangles, 6 * 2 * 3);
 
 
 	// 2nd draw
 	// 2nd draw
-	modelMat = Mat4(Vec4(0.5, 0.5, 0.0, 1.0), Mat3(Euler(ang * 2.0f, ang, ang / 3.0f * 2.0f)), 1.0f);
+	modelMat = Mat4(Vec3(0.5, 0.5, 0.0), Mat3(Euler(ang * 2.0f, ang, ang / 3.0f * 2.0f)), Vec3(1.0f));
 
 
 	mvp = SET_UNIFORMS(Mat4*, sizeof(*mvp), cmdb, 0, 0);
 	mvp = SET_UNIFORMS(Mat4*, sizeof(*mvp), cmdb, 0, 0);
 	*mvp = projMat * viewMat * modelMat;
 	*mvp = projMat * viewMat * modelMat;

+ 3 - 1
Tests/Gr/GrMeshShaders.cpp

@@ -20,6 +20,7 @@ ANKI_TEST(Gr, MeshShaders)
 	g_meshShadersCVar.set(true);
 	g_meshShadersCVar.set(true);
 
 
 	DefaultMemoryPool::allocateSingleton(allocAligned, nullptr);
 	DefaultMemoryPool::allocateSingleton(allocAligned, nullptr);
+	ShaderCompilerMemoryPool::allocateSingleton(allocAligned, nullptr);
 	NativeWindow* win = createWindow();
 	NativeWindow* win = createWindow();
 	GrManager* gr = createGrManager(win);
 	GrManager* gr = createGrManager(win);
 
 
@@ -182,7 +183,7 @@ float3 main(VertOut input) : SV_TARGET0
 			Vec4* mapped = static_cast<Vec4*>(colorsBuff->map(0, kMaxPtrSize, BufferMapAccessBit::kWrite));
 			Vec4* mapped = static_cast<Vec4*>(colorsBuff->map(0, kMaxPtrSize, BufferMapAccessBit::kWrite));
 
 
 			const Array<Vec4, kTileCount> colors = {Vec4(1.0f, 0.0f, 0.0f, 0.0f), Vec4(0.0f, 1.0f, 0.0f, 0.0f), Vec4(0.0f, 0.0f, 1.0f, 0.0f),
 			const Array<Vec4, kTileCount> colors = {Vec4(1.0f, 0.0f, 0.0f, 0.0f), Vec4(0.0f, 1.0f, 0.0f, 0.0f), Vec4(0.0f, 0.0f, 1.0f, 0.0f),
-													Vec4(1.0f, 0.0f, 1.0f, 0.0f)};
+													Vec4(1.0f, 1.0f, 0.0f, 0.0f)};
 			for(U32 t = 0; t < kTileCount; t++)
 			for(U32 t = 0; t < kTileCount; t++)
 			{
 			{
 				mapped[0] = mapped[1] = mapped[2] = mapped[3] = colors[t];
 				mapped[0] = mapped[1] = mapped[2] = mapped[3] = colors[t];
@@ -269,5 +270,6 @@ float3 main(VertOut input) : SV_TARGET0
 
 
 	GrManager::freeSingleton();
 	GrManager::freeSingleton();
 	NativeWindow::freeSingleton();
 	NativeWindow::freeSingleton();
+	ShaderCompilerMemoryPool::freeSingleton();
 	DefaultMemoryPool::freeSingleton();
 	DefaultMemoryPool::freeSingleton();
 }
 }