@@ -83,14 +83,14 @@ struct HelloWorld : public WindowedAppBase
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}
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// The main task an application cares about is compiling shader code
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- // from souce (if needed) and loading it through the chosen graphics API.
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+ // from source (if needed) and loading it through the chosen graphics API.
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//
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// In addition, an application may want to receive reflection information
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// about the program, which is what a `slang::ProgramLayout` provides.
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//
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gfx::Result loadShaderProgram (gfx::IDevice* device, gfx::IShaderProgram** outProgram)
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{
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- // We need to obatin a compilation session (`slang::ISession`) that will provide
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+ // We need to obtain a compilation session (`slang::ISession`) that will provide
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// a scope to all the compilation and loading of code we do.
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//
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// Our example application uses the `gfx` graphics API abstraction layer, which already
@@ -125,7 +125,7 @@ struct HelloWorld : public WindowedAppBase
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// Note: If you are using this `loadModule` approach to load your shader code it is
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// important to tag your entry point functions with the `[shader("...")]` attribute
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// (e.g., `[shader("vertex")] void vertexMain(...)`). Without that information there
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- // is no umambiguous way for the compiler to know which functions represent entry
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+ // is no unambiguous way for the compiler to know which functions represent entry
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// points when it parses your code via `loadModule()`.
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//
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ComPtr<slang::IEntryPoint> vertexEntryPoint;
@@ -205,7 +205,7 @@ struct HelloWorld : public WindowedAppBase
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// we have just defined.
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//
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- // We will define global variables for the various platform and
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+ // We will define global variables for the various platforms and
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// graphics API objects that our application needs:
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//
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// As a reminder, *none* of these are Slang API objects. All
@@ -225,7 +225,7 @@ struct HelloWorld : public WindowedAppBase
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//
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SLANG_RETURN_ON_FAIL (initializeBase (" hello-world" , 1024 , 768 ));
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- // We will create objects needed to configur the "input assembler"
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+ // We will create objects needed to configure the "input assembler"
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// (IA) stage of the D3D pipeline.
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//
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// First, we create an input layout:
@@ -330,9 +330,9 @@ struct HelloWorld : public WindowedAppBase
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// We know that `rootObject` is a root shader object created
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// from our program, and that it is set up to hold values for
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- // all the parameter of that program. In order to actually
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+ // all the parameters of that program. In order to actually
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// set values, we need to be able to look up the location
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- // of speciic parameter that we want to set.
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+ // of the specific parameters that we want to set.
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//
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// Our example graphics API layer supports this operation
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// with the idea of a *shader cursor* which can be thought
@@ -343,7 +343,7 @@ struct HelloWorld : public WindowedAppBase
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//
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// We construct an initial shader cursor that points at the
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// entire shader program. You can think of this as akin to
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- // a diretory path of `/` for the root directory in a file
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+ // a directory path of `/` for the root directory in a file
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// system.
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//
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ShaderCursor rootCursor (rootObject);
@@ -365,7 +365,7 @@ struct HelloWorld : public WindowedAppBase
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deviceInfo.identityProjectionMatrix ,
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sizeof (float ) * 16 );
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//
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- // Some readers might be concerned about the performance o
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+ // Some readers might be concerned about the performance of
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// the above operations because of the use of strings. For
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// those readers, here are two things to note:
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//
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