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* Swapchain resize
* Fix.
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* Refactor `gfx` to surface `CommandBuffer` interface.
* Fixes.
* Fix code review issues, and make vulkan runnable on devices without VK_EXT_extended_dynamic_states.
* Update solution files
* Move out-of-date examples to examples/experimental
Co-authored-by: Yong He <yhe@nvidia.com>
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* Explicit swapchain interface in `gfx`.
* Correctly return nullptr when `IRenderer` creation failed.
* Fix crashes on CUDA tests.
* Cleanups.
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* Make gfx library visible to external user.
* Fixup
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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.
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