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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/shader-object
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.
Diffstat (limited to 'examples/shader-object')
-rw-r--r--examples/shader-object/main.cpp10
1 files changed, 3 insertions, 7 deletions
diff --git a/examples/shader-object/main.cpp b/examples/shader-object/main.cpp
index 8a5bc8373..88ae24393 100644
--- a/examples/shader-object/main.cpp
+++ b/examples/shader-object/main.cpp
@@ -196,16 +196,12 @@ int main()
// Next, we create a shader object that represents the transformer we want to use.
// To do so, we first need to lookup for the `AddTransformer` type defined in the shader code.
- ComPtr<gfx::IShaderObject> transformer;
- ComPtr<gfx::IShaderObjectLayout> transformerObjectLayout;
- slang::TypeLayoutReflection* addTransformerTypeLayout = slangReflection->getTypeLayout(
- slangReflection->findTypeByName("AddTransformer"));
+ slang::TypeReflection* addTransformerType = slangReflection->findTypeByName("AddTransformer");
// Now we can use this type to create a shader object that can be bound to the root object.
- SLANG_RETURN_ON_FAIL(renderer->createShaderObjectLayout(
- addTransformerTypeLayout, transformerObjectLayout.writeRef()));
+ ComPtr<gfx::IShaderObject> transformer;
SLANG_RETURN_ON_FAIL(
- renderer->createShaderObject(transformerObjectLayout, transformer.writeRef()));
+ renderer->createShaderObject(addTransformerType, transformer.writeRef()));
// Set the `c` field of the `AddTransformer`.
float c = 1.0f;
gfx::ShaderCursor(transformer).getPath("c").setData(&c, sizeof(float));