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| author | Yong He <yonghe@outlook.com> | 2022-02-28 18:09:27 -0800 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2022-02-28 18:09:27 -0800 |
| commit | e6c9625e0f0d5d9703451fd2ebb8b206d210009c (patch) | |
| tree | ad2c46f5e9a5f7a6e67cacf5b7227d726f392088 /tools/gfx/renderer-shared.h | |
| parent | c31577953d5041c82375c22d847c2eba06106c58 (diff) | |
Use GLSL scalar layout for constant buffers. (#2147)
Diffstat (limited to 'tools/gfx/renderer-shared.h')
| -rw-r--r-- | tools/gfx/renderer-shared.h | 12 |
1 files changed, 11 insertions, 1 deletions
diff --git a/tools/gfx/renderer-shared.h b/tools/gfx/renderer-shared.h index e82bc83d0..0462b802b 100644 --- a/tools/gfx/renderer-shared.h +++ b/tools/gfx/renderer-shared.h @@ -1240,6 +1240,12 @@ public: ShaderObjectContainerType containerType, IShaderObject** outObject) SLANG_OVERRIDE; + virtual SLANG_NO_THROW Result SLANG_MCALL createShaderObjectFromTypeLayout( + slang::TypeLayoutReflection* typeLayout, IShaderObject** outObject) override; + + virtual SLANG_NO_THROW Result SLANG_MCALL createMutableShaderObjectFromTypeLayout( + slang::TypeLayoutReflection* typeLayout, IShaderObject** outObject) override; + // Provides a default implementation that returns SLANG_E_NOT_AVAILABLE for platforms // without ray tracing support. virtual SLANG_NO_THROW Result SLANG_MCALL getAccelerationStructurePrebuildInfo( @@ -1283,6 +1289,10 @@ public: ShaderObjectContainerType container, ShaderObjectLayoutBase** outLayout); + Result getShaderObjectLayout( + slang::TypeLayoutReflection* typeLayout, + ShaderObjectLayoutBase** outLayout); + public: ExtendedShaderObjectTypeList specializationArgs; // Given current pipeline and root shader object binding, generate and bind a specialized pipeline if necessary. @@ -1316,7 +1326,7 @@ public: SlangContext slangContext; ShaderCache shaderCache; - Slang::Dictionary<slang::TypeReflection*, Slang::RefPtr<ShaderObjectLayoutBase>> m_shaderObjectLayoutCache; + Slang::Dictionary<slang::TypeLayoutReflection*, Slang::RefPtr<ShaderObjectLayoutBase>> m_shaderObjectLayoutCache; }; bool isDepthFormat(Format format); |
