Refactor EffectFactory
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Assessment
- Difficulty
- 5/5
- Estimated time
- Over a week
- Newbie friendliness
- 35/100
- Issue type
- Refactor
- Clarity
- Mostly clear
- Activity status
- Quiet
- Tech stack
- cpp
- Domain
- computer-graphics
Research direction
Compare the DX11 EffectFactory implementation with the DX12 split between IEffectFactory and IEffectTextureFactory. Trace how EffectFactory, NPREffectFactory, DGSLEffectFactory, and PBREffectFactory create effects and material textures, then assess the breaking changes for existing client code. Done means reducing duplication while providing either a compatible port or a documented backward-compatibility path.
Written by the indexing model from the issue text.
Description
In DX11, IEffectFactory both creates effects and the textures associated with the materials. In DX12, this is separated into IEffectFactory and IEffectTextureFactory.
Refactoring the DX11 implementation to be similar would reduce some of the code duplication in EffectFactory, NPREffectFactory, DGSLEffectFactory, and PBREffectFactory.
The main challenge is there's no way to do this without introducing breaking changes which could impact client code. A simple port would be needed or some way to maintain backward compat would be ideal.
- Dominant language
- C++
- Stars
- 2.9k
- Forks
- 538
- Avg merge
- 14h 50m
- Merged PRs (30d)
- 4
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