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| author | Yong He <yonghe@outlook.com> | 2021-01-11 09:11:52 -0800 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2021-01-11 09:11:52 -0800 |
| commit | 5554777188225266e2295db3588f6cb17cae0c4d (patch) | |
| tree | 9d15992cd24d752cde1047745cf75a25e841f494 /examples/shader-toy/main.cpp | |
| parent | e24c5a6cb9c3347477b83abe084a09ae8f9fde0a (diff) | |
Make `gfx::Renderer` a COM interface. (#1653)
* Make `gfx::Renderer` a COM interface.
This is a first step towards making the `gfx` library expose a COM compatible DLL interface. Remaining classes will come as separate PRs.
* Fixup project files
* Fix calling conventions
* Make gfx::create*Renderer() functions increase ref count by 1
* Make renderer createFunc return via out parameter
Diffstat (limited to 'examples/shader-toy/main.cpp')
| -rw-r--r-- | examples/shader-toy/main.cpp | 8 |
1 files changed, 4 insertions, 4 deletions
diff --git a/examples/shader-toy/main.cpp b/examples/shader-toy/main.cpp index 403456036..89a40b794 100644 --- a/examples/shader-toy/main.cpp +++ b/examples/shader-toy/main.cpp @@ -88,7 +88,7 @@ void diagnoseIfNeeded(slang::IBlob* diagnosticsBlob) // The main interesting part of the host application code is where we // load, compile, inspect, and compose the Slang shader code. // -Result loadShaderProgram(gfx::Renderer* renderer, RefPtr<gfx::ShaderProgram>& outShaderProgram) +Result loadShaderProgram(gfx::IRenderer* renderer, RefPtr<gfx::ShaderProgram>& outShaderProgram) { // The first step in interacting with the Slang API is to create a "global session," // which represents an instance of the Slang API loaded from the library. @@ -366,7 +366,7 @@ int gWindowHeight = 768; gfx::ApplicationContext* gAppContext; gfx::Window* gWindow; -RefPtr<gfx::Renderer> gRenderer; +Slang::ComPtr<gfx::IRenderer> gRenderer; RefPtr<gfx::BufferResource> gConstantBuffer; RefPtr<gfx::PipelineLayout> gPipelineLayout; @@ -385,8 +385,8 @@ Result initialize() windowDesc.userData = this; gWindow = createWindow(windowDesc); - gRenderer = createD3D11Renderer(); - Renderer::Desc rendererDesc; + createD3D11Renderer(gRenderer.writeRef()); + IRenderer::Desc rendererDesc; rendererDesc.width = gWindowWidth; rendererDesc.height = gWindowHeight; { |
