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@@ -86,23 +86,23 @@ public:
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86
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86
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DKObject<DKRenderPipelineState> pipelineState = device->CreateRenderPipeline(pipelineDescriptor, &reflection);
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87
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87
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if (pipelineState)
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88
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88
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{
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89
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- auto printShaderArg = [](const DKShaderArgument& arg)
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89
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+ auto printShaderArg = [](const DKShaderResource& arg)
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90
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90
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{
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91
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const char* argType = "Unknown";
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92
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92
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switch (arg.type)
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93
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{
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94
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- case DKShaderArgument::TypeBuffer: argType = "Buffer"; break;
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95
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- case DKShaderArgument::TypeTexture: argType = "Texture"; break;
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96
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- case DKShaderArgument::TypeSampler: argType = "Sampler"; break;
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97
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- case DKShaderArgument::TypeThreadgroupMemory: argType = "ThreadMemory"; break;
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94
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+ case DKShaderResource::TypeBuffer: argType = "Buffer"; break;
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95
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+ case DKShaderResource::TypeTexture: argType = "Texture"; break;
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96
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+ case DKShaderResource::TypeSampler: argType = "Sampler"; break;
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97
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+ case DKShaderResource::TypeThreadgroupMemory: argType = "ThreadMemory"; break;
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98
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98
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}
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99
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DKLog(" --> \"%ls\"[%u] binding:%u:%u type:%s", (const wchar_t*)arg.name, uint32_t(arg.count), arg.set, arg.binding, argType);
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100
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100
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};
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101
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- DKLog("PipelineReflection.VertexArguments: %d", reflection.vertexArguments.Count());
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102
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- for (auto& arg : reflection.vertexArguments)
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101
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+ DKLog("PipelineReflection.VertexResources: %d", reflection.vertexResources.Count());
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102
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+ for (auto& arg : reflection.vertexResources)
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103
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printShaderArg(arg);
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104
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- DKLog("PipelineReflection.FragmentArguments: %d", reflection.fragmentArguments.Count());
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105
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- for (auto& arg : reflection.fragmentArguments)
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104
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+ DKLog("PipelineReflection.FragmentResources: %d", reflection.fragmentResources.Count());
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105
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+ for (auto& arg : reflection.fragmentResources)
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printShaderArg(arg);
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}
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108
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