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authorYong He <yonghe@outlook.com>2021-03-25 09:41:53 -0700
committerGitHub <noreply@github.com>2021-03-25 09:41:53 -0700
commite050035e0b7d3f257a46bc1cb644163026cb1b23 (patch)
treee4a38fa4c2f26313c2d374a19c5a4a1904ffdeb1 /examples/shader-object/main.cpp
parent98afb421f408aa8651afff3dba1b21fad71131fe (diff)
Improve Vulkan shader-objects implementation. (#1765)
* Improve Vulkan shader-objects implementation. 1. Null bindings no longer crashes. 2. No longer copies push constants to staging CPU buffer before setting it into command buffer. The entry-point shader object now directly sets it into command buffer upon `bindObject` call. * Update comments * Fix * Re-enable 3 tests. Improved vulkan implementation so that each shader object is responsible for creating descriptor sets on-demand. Fixed slang reflection to correctly report `ParameterBlock` binding. * Fix gcc compile error.
Diffstat (limited to 'examples/shader-object/main.cpp')
-rw-r--r--examples/shader-object/main.cpp1
1 files changed, 0 insertions, 1 deletions
diff --git a/examples/shader-object/main.cpp b/examples/shader-object/main.cpp
index 4945de27b..aaafc010a 100644
--- a/examples/shader-object/main.cpp
+++ b/examples/shader-object/main.cpp
@@ -136,7 +136,6 @@ 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.