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D3D: Uber shader support
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@ -18,7 +18,7 @@ namespace DX11
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namespace D3D
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{
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// bytecode->shader
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ID3D11VertexShader* CreateVertexShaderFromByteCode(const void* bytecode, unsigned int len)
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ID3D11VertexShader* CreateVertexShaderFromByteCode(const void* bytecode, size_t len)
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{
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ID3D11VertexShader* v_shader;
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HRESULT hr = D3D::device->CreateVertexShader(bytecode, len, nullptr, &v_shader);
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@ -73,7 +73,7 @@ bool CompileVertexShader(const std::string& code, D3DBlob** blob)
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}
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// bytecode->shader
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ID3D11GeometryShader* CreateGeometryShaderFromByteCode(const void* bytecode, unsigned int len)
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ID3D11GeometryShader* CreateGeometryShaderFromByteCode(const void* bytecode, size_t len)
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{
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ID3D11GeometryShader* g_shader;
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HRESULT hr = D3D::device->CreateGeometryShader(bytecode, len, nullptr, &g_shader);
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@ -131,7 +131,7 @@ bool CompileGeometryShader(const std::string& code, D3DBlob** blob,
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}
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// bytecode->shader
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ID3D11PixelShader* CreatePixelShaderFromByteCode(const void* bytecode, unsigned int len)
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ID3D11PixelShader* CreatePixelShaderFromByteCode(const void* bytecode, size_t len)
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{
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ID3D11PixelShader* p_shader;
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HRESULT hr = D3D::device->CreatePixelShader(bytecode, len, nullptr, &p_shader);
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