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authorTim Foley <tfoley@nvidia.com>2017-07-17 15:13:37 -0700
committerTim Foley <tfoley@nvidia.com>2017-07-17 15:13:37 -0700
commitff4621460a98f34d74e4275841c313400cbda0dd (patch)
treea8f6a2334397ade3981f35d1ee764a4c325e0927 /source/slang/emit.cpp
parent0059ccb3997c2af87bc3f76524d8cd4787c20b7e (diff)
Handle `Buffer` types more like textures
Fixes #94 We'd been handling HLSL `Buffer` and `RWBuffer` in a one-off fashion, and that led to a lot of code duplication, and also to the issue that we weren't handling `RasterizerOrderedBuffer` at all. This change basically folds `Buffer` in so that it is conceptually a texture type (just with a unique shape). Hopefully all the other logic still works.
Diffstat (limited to 'source/slang/emit.cpp')
-rw-r--r--source/slang/emit.cpp1
1 files changed, 1 insertions, 0 deletions
diff --git a/source/slang/emit.cpp b/source/slang/emit.cpp
index c6efa88dc..ef922c418 100644
--- a/source/slang/emit.cpp
+++ b/source/slang/emit.cpp
@@ -771,6 +771,7 @@ struct EmitVisitor
case TextureType::Shape2D: Emit("Texture2D"); break;
case TextureType::Shape3D: Emit("Texture3D"); break;
case TextureType::ShapeCube: Emit("TextureCube"); break;
+ case TextureType::ShapeBuffer: Emit("Buffer"); break;
default:
assert(!"unreachable");
break;