#pragma once #include "Common/System/Display.h" #include "Common/UI/Context.h" #include "Common/UI/View.h" #include "Common/UI/ViewGroup.h" #include "Common/UI/UI.h" #include "Common/LogManager.h" #include "UI/MiscScreens.h" #include "Common/GPU/thin3d.h" class GPUDriverTestScreen : public UIDialogScreenWithBackground { public: GPUDriverTestScreen(); ~GPUDriverTestScreen(); void CreateViews() override; void render() override; private: void DiscardTest(); void ShaderTest(); // Common objects Draw::SamplerState *samplerNearest_ = nullptr; // Discard/depth/stencil stuff // =========================== Draw::ShaderModule *discardFragShader_ = nullptr; Draw::Pipeline *discardWriteDepthStencil_ = nullptr; Draw::Pipeline *discardWriteDepth_ = nullptr; Draw::Pipeline *discardWriteStencil_ = nullptr; // Stencil test, with and without DepthAlways Draw::Pipeline *drawTestStencilEqual_ = nullptr; Draw::Pipeline *drawTestStencilNotEqual_ = nullptr; Draw::Pipeline *drawTestStencilEqualDepthAlways_ = nullptr; Draw::Pipeline *drawTestStencilNotEqualDepthAlways_ = nullptr; // Depth tests with and without StencilAlways Draw::Pipeline *drawTestStencilAlwaysDepthLessEqual_ = nullptr; Draw::Pipeline *drawTestStencilAlwaysDepthGreater_ = nullptr; Draw::Pipeline *drawTestDepthLessEqual_ = nullptr; Draw::Pipeline *drawTestDepthGreater_ = nullptr; // Shader tests // ============ Draw::Pipeline *adrenoLogicDiscardPipeline_ = nullptr; Draw::ShaderModule *adrenoLogicDiscardFragShader_ = nullptr; Draw::ShaderModule *adrenoLogicDiscardVertShader_ = nullptr; Draw::Pipeline *flatShadingPipeline_ = nullptr; Draw::ShaderModule *flatFragShader_ = nullptr; Draw::ShaderModule *flatVertShader_ = nullptr; UI::TabHolder *tabHolder_ = nullptr; };