// // Created by Bradley Austin Davis on 2016/05/16 // Copyright 2014 High Fidelity, Inc. // // Distributed under the Apache License, Version 2.0. // See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html // #pragma once #include #include #include #include #include #include #include #include #include class GpuTestBase { public: virtual ~GpuTestBase() {} virtual bool isReady() const { return true; } virtual size_t getTestCount() const { return 1; } virtual void renderTest(size_t test, RenderArgs* args) = 0; }; uint32_t toCompactColor(const glm::vec4& color); gpu::ShaderPointer makeShader(const std::string & vertexShaderSrc, const std::string & fragmentShaderSrc, const gpu::Shader::BindingSet & bindings);