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path: root/tools/gfx/render-d3d11.cpp
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Diffstat (limited to 'tools/gfx/render-d3d11.cpp')
-rw-r--r--tools/gfx/render-d3d11.cpp28
1 files changed, 14 insertions, 14 deletions
diff --git a/tools/gfx/render-d3d11.cpp b/tools/gfx/render-d3d11.cpp
index afb8c3e5f..5911d6e9c 100644
--- a/tools/gfx/render-d3d11.cpp
+++ b/tools/gfx/render-d3d11.cpp
@@ -475,11 +475,11 @@ SlangResult D3D11Renderer::initialize(const Desc& desc, void* inWindowHandle)
// If we have an adapter set on the desc, look it up. We only need to do so for hardware
ComPtr<IDXGIAdapter> adapter;
- if (desc.adapter.Length() && (deviceCheckFlags & DeviceCheckFlag::UseHardwareDevice))
+ if (desc.adapter.getLength() && (deviceCheckFlags & DeviceCheckFlag::UseHardwareDevice))
{
List<ComPtr<IDXGIAdapter>> dxgiAdapters;
D3DUtil::findAdapters(deviceCheckFlags, desc.adapter.getUnownedSlice(), dxgiAdapters);
- if (dxgiAdapters.Count() == 0)
+ if (dxgiAdapters.getCount() == 0)
{
continue;
}
@@ -695,7 +695,7 @@ Result D3D11Renderer::createTextureResource(Resource::Usage initialUsage, const
D3D11_SUBRESOURCE_DATA* subResourcesPtr = nullptr;
if(initData)
{
- subRes.SetSize(srcDesc.numMipLevels * effectiveArraySize);
+ subRes.setCount(srcDesc.numMipLevels * effectiveArraySize);
{
int subResourceIndex = 0;
for (int i = 0; i < effectiveArraySize; i++)
@@ -715,7 +715,7 @@ Result D3D11Renderer::createTextureResource(Resource::Usage initialUsage, const
}
}
}
- subResourcesPtr = subRes.Buffer();
+ subResourcesPtr = subRes.getBuffer();
}
const int accessFlags = _calcResourceAccessFlags(srcDesc.cpuAccessFlags);
@@ -816,9 +816,9 @@ Result D3D11Renderer::createBufferResource(Resource::Usage initialUsage, const B
List<uint8_t> initDataBuffer;
if (initData && alignedSizeInBytes > srcDesc.sizeInBytes)
{
- initDataBuffer.SetSize(alignedSizeInBytes);
- ::memcpy(initDataBuffer.Buffer(), initData, srcDesc.sizeInBytes);
- initData = initDataBuffer.Buffer();
+ initDataBuffer.setCount(alignedSizeInBytes);
+ ::memcpy(initDataBuffer.getBuffer(), initData, srcDesc.sizeInBytes);
+ initData = initDataBuffer.getBuffer();
}
D3D11_BUFFER_DESC bufferDesc = { 0 };
@@ -1813,7 +1813,7 @@ Result D3D11Renderer::createDescriptorSetLayout(const DescriptorSetLayout::Desc&
rangeInfo.arrayIndex = counts[typeIndex];
counts[typeIndex] += rangeDesc.count;
}
- descriptorSetLayoutImpl->m_ranges.Add(rangeInfo);
+ descriptorSetLayoutImpl->m_ranges.add(rangeInfo);
}
for(int ii = 0; ii < int(D3D11DescriptorSlotType::CountOf); ++ii)
@@ -1845,7 +1845,7 @@ Result D3D11Renderer::createPipelineLayout(const PipelineLayout::Desc& desc, Pip
counts[jj] += setInfo.layout->m_counts[jj];
}
- pipelineLayoutImpl->m_descriptorSets.Add(setInfo);
+ pipelineLayoutImpl->m_descriptorSets.add(setInfo);
}
pipelineLayoutImpl->m_uavCount = UINT(counts[int(D3D11DescriptorSlotType::UnorderedAccessView)]);
@@ -1861,10 +1861,10 @@ Result D3D11Renderer::createDescriptorSet(DescriptorSetLayout* layout, Descripto
RefPtr<DescriptorSetImpl> descriptorSetImpl = new DescriptorSetImpl();
descriptorSetImpl->m_layout = layoutImpl;
- descriptorSetImpl->m_cbs .SetSize(layoutImpl->m_counts[int(D3D11DescriptorSlotType::ConstantBuffer)]);
- descriptorSetImpl->m_srvs .SetSize(layoutImpl->m_counts[int(D3D11DescriptorSlotType::ShaderResourceView)]);
- descriptorSetImpl->m_uavs .SetSize(layoutImpl->m_counts[int(D3D11DescriptorSlotType::UnorderedAccessView)]);
- descriptorSetImpl->m_samplers.SetSize(layoutImpl->m_counts[int(D3D11DescriptorSlotType::Sampler)]);
+ descriptorSetImpl->m_cbs .setCount(layoutImpl->m_counts[int(D3D11DescriptorSlotType::ConstantBuffer)]);
+ descriptorSetImpl->m_srvs .setCount(layoutImpl->m_counts[int(D3D11DescriptorSlotType::ShaderResourceView)]);
+ descriptorSetImpl->m_uavs .setCount(layoutImpl->m_counts[int(D3D11DescriptorSlotType::UnorderedAccessView)]);
+ descriptorSetImpl->m_samplers.setCount(layoutImpl->m_counts[int(D3D11DescriptorSlotType::Sampler)]);
*outDescriptorSet = descriptorSetImpl.detach();
return SLANG_OK;
@@ -2097,7 +2097,7 @@ void D3D11Renderer::_applyBindingState(bool isCompute)
else
context->OMSetRenderTargetsAndUnorderedAccessViews(
m_currentBindings->getDesc().m_numRenderTargets,
- m_renderTargetViews.Buffer()->readRef(),
+ m_renderTargetViews.getBuffer()->readRef(),
m_depthStencilView,
bindingIndex,
1,