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authorTim Foley <tfoleyNV@users.noreply.github.com>2021-02-17 18:42:23 -0800
committerGitHub <noreply@github.com>2021-02-17 18:42:23 -0800
commitb1e376fa1e7dd0ff59991bdf1d3d859d3b63a74a (patch)
tree94245294fd9e569ed5a231afff44bd5e06203078 /tools/gfx/renderer-shared.cpp
parentbdb0c0bb4c22b7956e1d8062c5bdde1caab44255 (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/renderer-shared.cpp')
-rw-r--r--tools/gfx/renderer-shared.cpp32
1 files changed, 24 insertions, 8 deletions
diff --git a/tools/gfx/renderer-shared.cpp b/tools/gfx/renderer-shared.cpp
index 741b1eba5..fdee8b776 100644
--- a/tools/gfx/renderer-shared.cpp
+++ b/tools/gfx/renderer-shared.cpp
@@ -21,7 +21,6 @@ const Slang::Guid GfxGUID::IID_IResource = SLANG_UUID_IResource;
const Slang::Guid GfxGUID::IID_IBufferResource = SLANG_UUID_IBufferResource;
const Slang::Guid GfxGUID::IID_ITextureResource = SLANG_UUID_ITextureResource;
const Slang::Guid GfxGUID::IID_IRenderer = SLANG_UUID_IRenderer;
-const Slang::Guid GfxGUID::IID_IShaderObjectLayout = SLANG_UUID_IShaderObjectLayout;
const Slang::Guid GfxGUID::IID_IShaderObject = SLANG_UUID_IShaderObject;
gfx::StageType translateStage(SlangStage slangStage)
@@ -216,6 +215,30 @@ SLANG_NO_THROW Result SLANG_MCALL RendererBase::getSlangSession(slang::ISession*
return SLANG_OK;
}
+SLANG_NO_THROW Result SLANG_MCALL RendererBase::createShaderObject(slang::TypeReflection* type, IShaderObject** outObject)
+{
+ RefPtr<ShaderObjectLayoutBase> shaderObjectLayout;
+ SLANG_RETURN_FALSE_ON_FAIL(getShaderObjectLayout(type, shaderObjectLayout.writeRef()));
+ return createShaderObject(shaderObjectLayout, outObject);
+}
+
+Result RendererBase::getShaderObjectLayout(
+ slang::TypeReflection* type,
+ ShaderObjectLayoutBase** outLayout)
+{
+ RefPtr<ShaderObjectLayoutBase> shaderObjectLayout;
+ if( !m_shaderObjectLayoutCache.TryGetValue(type, shaderObjectLayout) )
+ {
+ auto typeLayout = slangContext.session->getTypeLayout(type);
+ SLANG_RETURN_ON_FAIL(createShaderObjectLayout(typeLayout, shaderObjectLayout.writeRef()));
+ m_shaderObjectLayoutCache.Add(type, shaderObjectLayout);
+ }
+ *outLayout = shaderObjectLayout.detach();
+ return SLANG_OK;
+}
+
+
+
ShaderComponentID ShaderCache::getComponentId(slang::TypeReflection* type)
{
ComponentKey key;
@@ -363,13 +386,6 @@ Result ShaderBinary::writeToBlob(ISlangBlob** outBlob)
return SLANG_OK;
}
-IShaderObjectLayout* ShaderObjectLayoutBase::getInterface(const Slang::Guid& guid)
-{
- if (guid == GfxGUID::IID_ISlangUnknown || guid == GfxGUID::IID_IShaderObjectLayout)
- return static_cast<IShaderObjectLayout*>(this);
- return nullptr;
-}
-
void ShaderObjectLayoutBase::initBase(RendererBase* renderer, slang::TypeLayoutReflection* elementTypeLayout)
{
m_renderer = renderer;