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| author | Tim Foley <tfoleyNV@users.noreply.github.com> | 2021-02-17 18:42:23 -0800 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2021-02-17 18:42:23 -0800 |
| commit | b1e376fa1e7dd0ff59991bdf1d3d859d3b63a74a (patch) | |
| tree | 94245294fd9e569ed5a231afff44bd5e06203078 /tools/gfx/cuda/render-cuda.cpp | |
| parent | bdb0c0bb4c22b7956e1d8062c5bdde1caab44255 (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 'tools/gfx/cuda/render-cuda.cpp')
| -rw-r--r-- | tools/gfx/cuda/render-cuda.cpp | 11 |
1 files changed, 7 insertions, 4 deletions
diff --git a/tools/gfx/cuda/render-cuda.cpp b/tools/gfx/cuda/render-cuda.cpp index 906d553cb..a64c354b5 100644 --- a/tools/gfx/cuda/render-cuda.cpp +++ b/tools/gfx/cuda/render-cuda.cpp @@ -1348,8 +1348,9 @@ private: return SLANG_OK; } - virtual SLANG_NO_THROW Result SLANG_MCALL createShaderObjectLayout( - slang::TypeLayoutReflection* typeLayout, IShaderObjectLayout** outLayout) override + virtual Result createShaderObjectLayout( + slang::TypeLayoutReflection* typeLayout, + ShaderObjectLayoutBase** outLayout) override { RefPtr<CUDAShaderObjectLayout> cudaLayout; cudaLayout = new CUDAShaderObjectLayout(this, typeLayout); @@ -1357,9 +1358,11 @@ private: return SLANG_OK; } - virtual SLANG_NO_THROW Result SLANG_MCALL - createShaderObject(IShaderObjectLayout* layout, IShaderObject** outObject) override + virtual SLANG_NO_THROW Result SLANG_MCALL createShaderObject( + ShaderObjectLayoutBase* layout, + IShaderObject** outObject) override { + RefPtr<CUDAShaderObject> result = new CUDAShaderObject(); SLANG_RETURN_ON_FAIL(result->init(this, dynamic_cast<CUDAShaderObjectLayout*>(layout))); *outObject = result.detach(); |
