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authorYong He <yonghe@outlook.com>2020-12-10 09:43:09 -0800
committerGitHub <noreply@github.com>2020-12-10 09:43:09 -0800
commite4a8251749cf1fbf005b045e26e25f3ef7cccb8b (patch)
tree209bb9617acb91c9cc1a9cc14f9aab5e92ca9871 /tools/gfx/d3d11/render-d3d11.cpp
parentb8e1f62fb9cc66481b35231149448e47f096d257 (diff)
Move ShaderObject to be under renderer interface. (#1633)
* Move ShaderObject to be under renderer interface. * Make `create*PipelineState` take `const PipelineStateDesc&`. * Move ShaderCursor implementation to a cpp file
Diffstat (limited to 'tools/gfx/d3d11/render-d3d11.cpp')
-rw-r--r--tools/gfx/d3d11/render-d3d11.cpp13
1 files changed, 10 insertions, 3 deletions
diff --git a/tools/gfx/d3d11/render-d3d11.cpp b/tools/gfx/d3d11/render-d3d11.cpp
index 6a58501fd..48cf7770d 100644
--- a/tools/gfx/d3d11/render-d3d11.cpp
+++ b/tools/gfx/d3d11/render-d3d11.cpp
@@ -6,6 +6,7 @@
//WORKING: #include "options.h"
#include "../render.h"
+#include "../render-graphics-common.h"
#include "../d3d/d3d-util.h"
#include "../nvapi/nvapi-util.h"
@@ -51,7 +52,7 @@ using namespace Slang;
namespace gfx {
-class D3D11Renderer : public Renderer
+class D3D11Renderer : public GraphicsAPIRenderer
{
public:
enum
@@ -1776,8 +1777,11 @@ D3D11_COLOR_WRITE_ENABLE translateRenderTargetWriteMask(RenderTargetWriteMaskT m
return D3D11_COLOR_WRITE_ENABLE(result);
}
-Result D3D11Renderer::createGraphicsPipelineState(const GraphicsPipelineStateDesc& desc, PipelineState** outState)
+Result D3D11Renderer::createGraphicsPipelineState(const GraphicsPipelineStateDesc& inDesc, PipelineState** outState)
{
+ GraphicsPipelineStateDesc desc = inDesc;
+ preparePipelineDesc(desc);
+
auto programImpl = (ShaderProgramImpl*) desc.program;
ComPtr<ID3D11DepthStencilState> depthStencilState;
@@ -1905,8 +1909,11 @@ Result D3D11Renderer::createGraphicsPipelineState(const GraphicsPipelineStateDes
return SLANG_OK;
}
-Result D3D11Renderer::createComputePipelineState(const ComputePipelineStateDesc& desc, PipelineState** outState)
+Result D3D11Renderer::createComputePipelineState(const ComputePipelineStateDesc& inDesc, PipelineState** outState)
{
+ ComputePipelineStateDesc desc = inDesc;
+ preparePipelineDesc(desc);
+
auto programImpl = (ShaderProgramImpl*) desc.program;
auto pipelineLayoutImpl = (PipelineLayoutImpl*) desc.pipelineLayout;