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| author | Yong He <yonghe@outlook.com> | 2020-12-10 09:43:09 -0800 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2020-12-10 09:43:09 -0800 |
| commit | e4a8251749cf1fbf005b045e26e25f3ef7cccb8b (patch) | |
| tree | 209bb9617acb91c9cc1a9cc14f9aab5e92ca9871 /tools/gfx/d3d11/render-d3d11.cpp | |
| parent | b8e1f62fb9cc66481b35231149448e47f096d257 (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.cpp | 13 |
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; |
