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#ifndef _VKTPIPELINEVERTEXUTIL_HPP
#define _VKTPIPELINEVERTEXUTIL_HPP
/*------------------------------------------------------------------------
* Vulkan Conformance Tests
* ------------------------
*
* Copyright (c) 2015 The Khronos Group Inc.
* Copyright (c) 2015 Imagination Technologies Ltd.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*
*//*!
* \file
* \brief Utilities for vertex buffers.
*//*--------------------------------------------------------------------*/
#include "vkDefs.hpp"
#include "tcuDefs.hpp"
#include "tcuVectorUtil.hpp"
#include <vector>
namespace vkt
{
namespace pipeline
{
struct Vertex4RGBA
{
tcu::Vec4 position;
tcu::Vec4 color;
};
struct Vertex4Tex4
{
tcu::Vec4 position;
tcu::Vec4 texCoord;
};
deUint32 getVertexFormatSize (vk::VkFormat format);
deUint32 getVertexFormatComponentCount (vk::VkFormat format);
deUint32 getVertexFormatComponentSize (vk::VkFormat format);
bool isVertexFormatComponentOrderBGR (vk::VkFormat format);
bool isVertexFormatSint (vk::VkFormat format);
bool isVertexFormatUint (vk::VkFormat format);
bool isVertexFormatSfloat (vk::VkFormat format);
bool isVertexFormatUfloat (vk::VkFormat format);
bool isVertexFormatUnorm (vk::VkFormat format);
bool isVertexFormatSnorm (vk::VkFormat format);
bool isVertexFormatSRGB (vk::VkFormat format);
bool isVertexFormatSscaled (vk::VkFormat format);
bool isVertexFormatUscaled (vk::VkFormat format);
bool isVertexFormatDouble (vk::VkFormat format);
/*! \brief Creates a pattern of 4 overlapping quads.
*
* The quads are alined along the plane Z = 0, with X,Y taking values between -1 and 1.
* Each quad covers one of the quadrants of the scene and partially extends to the other 3 quadrants.
* The triangles of each quad have different winding orders (CW/CCW).
*/
std::vector<Vertex4RGBA> createOverlappingQuads (void);
std::vector<Vertex4Tex4> createFullscreenQuad (void);
std::vector<Vertex4Tex4> createQuadMosaic (int rows, int columns);
std::vector<Vertex4Tex4> createQuadMosaicCube (void);
std::vector<Vertex4Tex4> createQuadMosaicCubeArray (int faceArrayIndices[6]);
std::vector<Vertex4Tex4> createTestQuadMosaic (vk::VkImageViewType viewType);
} // pipeline
} // vkt
#endif // _VKTPIPELINEVERTEXUTIL_HPP