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authorTim Foley <tfoleyNV@users.noreply.github.com>2021-02-17 18:42:23 -0800
committerGitHub <noreply@github.com>2021-02-17 18:42:23 -0800
commitb1e376fa1e7dd0ff59991bdf1d3d859d3b63a74a (patch)
tree94245294fd9e569ed5a231afff44bd5e06203078 /examples/hello-world/main.cpp
parentbdb0c0bb4c22b7956e1d8062c5bdde1caab44255 (diff)
Streamline shader object creation (#1717)
This change kind of rolls together two different simplifications: 1. The `createShaderObject()` shouldn't really need to take an `IShaderObjectLayout` because it could just take the `slang::TypeLayoutReflection` instead and create the shader-object layout behind the scenes. 2. For that matter, it needn't take a `slang::TypeLayoutReflection` either, becaues it could just take a `slang::TypeReflection` and query the layout of that type behind the scenes. The combination of these two changes means: * `IShaderObjectLayout` is gone from the public API, as is `createShaderObjectLayout()` * `createShaderObject()` directly takes a `slang::TypeReflection` and allocates a shader object of that type The result is simpler and more streamlined application code. Note that under the hood the implementation still has shader-object layouts, using the `ShaderObjectLayoutBase` class. A few locations had to change to use `RefPtr`s instead of `ComPtr`s now that the class is no longer a public COM-lite API type. The hope is that this change makes it easier to allocate/cache layouts for things like specialized types "under the hood," as is needed to implement parameter setting for static specialization.
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