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-rw-r--r--examples/shader-toy/main.cpp8
1 files changed, 4 insertions, 4 deletions
diff --git a/examples/shader-toy/main.cpp b/examples/shader-toy/main.cpp
index 403456036..89a40b794 100644
--- a/examples/shader-toy/main.cpp
+++ b/examples/shader-toy/main.cpp
@@ -88,7 +88,7 @@ void diagnoseIfNeeded(slang::IBlob* diagnosticsBlob)
// The main interesting part of the host application code is where we
// load, compile, inspect, and compose the Slang shader code.
//
-Result loadShaderProgram(gfx::Renderer* renderer, RefPtr<gfx::ShaderProgram>& outShaderProgram)
+Result loadShaderProgram(gfx::IRenderer* renderer, RefPtr<gfx::ShaderProgram>& outShaderProgram)
{
// The first step in interacting with the Slang API is to create a "global session,"
// which represents an instance of the Slang API loaded from the library.
@@ -366,7 +366,7 @@ int gWindowHeight = 768;
gfx::ApplicationContext* gAppContext;
gfx::Window* gWindow;
-RefPtr<gfx::Renderer> gRenderer;
+Slang::ComPtr<gfx::IRenderer> gRenderer;
RefPtr<gfx::BufferResource> gConstantBuffer;
RefPtr<gfx::PipelineLayout> gPipelineLayout;
@@ -385,8 +385,8 @@ Result initialize()
windowDesc.userData = this;
gWindow = createWindow(windowDesc);
- gRenderer = createD3D11Renderer();
- Renderer::Desc rendererDesc;
+ createD3D11Renderer(gRenderer.writeRef());
+ IRenderer::Desc rendererDesc;
rendererDesc.width = gWindowWidth;
rendererDesc.height = gWindowHeight;
{