Set entry point names during pipeline creation#577
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alan-baker merged 4 commits intogoogle:masterfrom Jul 15, 2019
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* When vulkan::Pipeline is created set the entry point names for all shaders that have had the entry point specified * add a test that previously failed
dneto0
approved these changes
Jul 15, 2019
jaebaek
approved these changes
Jul 15, 2019
| if (!r.IsSuccess()) | ||
| return r; | ||
| const auto& name = shader_info.GetEntryPoint(); | ||
| if (!name.empty()) { |
Contributor
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If it is empty, it would be better to just return an error here?
if (name.empty())
return Result("Vulkan: pipeline entry point is empty");
info.vk_pipeline->SetEntryPointName(stage, name);
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It is valid to not set an entry name if you plan to use the default name.
dj2
reviewed
Jul 16, 2019
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| END | ||
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| BUFFER in_buf DATA_TYPE uint32 DATA |
Collaborator
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For future note, this could have been a single line:
BUFFER in_buf DATA_TYPE uint32 DATA 9 END
dj2
reviewed
Jul 16, 2019
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| RUN my_pipeline 1 1 1 | ||
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| EXPECT out_buf EQ_BUFFER in_buf |
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Awesome, nice to see EQ_BUFFER being useful for tests. @hevrard
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Previously pipeline names were only set if there was an entry point command executed. This doesn't match up with how AmberScript specifies entry point names.
Now, if the entry point name was specified in the attach command, it will get set at pipeline creation.