This can be seen as a workaround for not being able to specify a SpireModule* to spShaderAddModule, but it also seems like a reasonable convenience function to have anyway.
This change was motivated by work I'm doing to port a small D3D11 testbed over to the new official Spire C API (instead of my hacked up home-made version).
This can be seen as a workaround for not being able to specify a
SpireModule*
tospShaderAddModule
, but it also seems like a reasonable convenience function to have anyway.This change was motivated by work I'm doing to port a small D3D11 testbed over to the new official Spire C API (instead of my hacked up home-made version).