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| author | Yong He <yonghe@outlook.com> | 2021-03-24 13:57:55 -0700 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2021-03-24 13:57:55 -0700 |
| commit | 98afb421f408aa8651afff3dba1b21fad71131fe (patch) | |
| tree | a8610d12ac7d74a8772cb6ecdd810da8216baa67 /examples/shader-object/main.cpp | |
| parent | d0f7b7f0ed1d0d1388ce944cd1ad906bbd9afb35 (diff) | |
Reimplement Vulkan shader objects. (#1764)
* Reimplement Vulkan shader objects.
This change reimplements Vulkan shader objects in the `gfx` layer so that it is no longer layered on top of the `DescriptorSet` abstraction. Since this is the last implementation that uses `DescriptorSet`, the change also removes all `DescriptorSet` related API from public `gfx` interface.
The Vulkan implementation now passes all test cases, but it still have two issues:
1. The PushConstant setting is not correct, this is because we don't seem to be able to get correct reflection data about the size of push constants for an entry-point.
2. The `shader-toy` example can't run on Vulkan, because it currently sets nullptr to `Texture` bindings, and this change doesn't properly handle setting resource to null in `ShaderObject`s yet. If we can use the `nullDescriptor` feature on vulkan, this implementation will be simple. However we still want to decide whether we want to use a Vulkan 1.2 feature for this.
* Fix up
Diffstat (limited to 'examples/shader-object/main.cpp')
| -rw-r--r-- | examples/shader-object/main.cpp | 1 |
1 files changed, 1 insertions, 0 deletions
diff --git a/examples/shader-object/main.cpp b/examples/shader-object/main.cpp index aaafc010a..4945de27b 100644 --- a/examples/shader-object/main.cpp +++ b/examples/shader-object/main.cpp @@ -136,6 +136,7 @@ int main() // interacting with the graphics API. Slang::ComPtr<gfx::IDevice> device; IDevice::Desc deviceDesc = {}; + deviceDesc.deviceType = DeviceType::Vulkan; SLANG_RETURN_ON_FAIL(gfxCreateDevice(&deviceDesc, device.writeRef())); // Now we can load the shader code. |
