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authorTim Foley <tfoley@nvidia.com>2017-09-25 09:35:34 -0700
committerTim Foley <tfoley@nvidia.com>2017-09-25 09:35:34 -0700
commit0aa440a22ab18bc4a9077fcf17966ed4949d684b (patch)
treebcc781497b36664cbebe10d91f888be674c82f8b /tools/render-test/slang-support.cpp
parent4ea0c261bb73433995951d332b1c0039eb3ee472 (diff)
Fixup: deal with hitting `.obj` size limits for VS
When using the lumped/"unity" build approach for Slang, the resulting `.obj` files run into number-of-sections limits in the VS linker. For now I'm using the `/bigobj` command-line flag to work around this for the `hello` example, just so I can be sure the lumped build still works, but longer term it seems like we need to just drop that approach anyway. The `render-test` application was switched to link against `slang.dll` since there is no reason to have multiple apps use the lumped approach.
Diffstat (limited to 'tools/render-test/slang-support.cpp')
-rw-r--r--tools/render-test/slang-support.cpp11
1 files changed, 1 insertions, 10 deletions
diff --git a/tools/render-test/slang-support.cpp b/tools/render-test/slang-support.cpp
index d87f693eb..dbddd9c4f 100644
--- a/tools/render-test/slang-support.cpp
+++ b/tools/render-test/slang-support.cpp
@@ -1,9 +1,8 @@
// slang-support.cpp
-#define SLANG_INCLUDE_IMPLEMENTATION
-
#include "slang-support.h"
+#include <assert.h>
#include <stdio.h>
namespace renderer_test {
@@ -133,11 +132,3 @@ ShaderCompiler* createSlangShaderCompiler(
} // renderer_test
-
-//
-// In order to actually use Slang in our application, we need to link in its
-// implementation. The easiest way to accomplish this is by directly inlcuding
-// the (concatenated) Slang source code into our app.
-//
-
-#include <slang.h>