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Dependency cleanup in DX9.
Dynamically load a d3dx9 dll at runtime (I tested Dolphin with the first d3dx9 dll and it even worked fine there). Should fix the flood of users asking why they can't select the DX9 plugin :P Compilers should be able to stop bundling cgD3D9.dll now. Minor changes in DX11. git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5890 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -40,7 +40,7 @@ bool CompileVertexShader(const char *code, int len, u8 **bytecode, int *bytecode
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//try to compile
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LPD3DXBUFFER shaderBuffer = 0;
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LPD3DXBUFFER errorBuffer = 0;
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HRESULT hr = D3DXCompileShader(code, len, 0, 0, "main", D3D::VertexShaderVersionString(),
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HRESULT hr = PD3DXCompileShader(code, len, 0, 0, "main", D3D::VertexShaderVersionString(),
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0, &shaderBuffer, &errorBuffer, 0);
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if (FAILED(hr))
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{
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@ -89,7 +89,7 @@ bool CompilePixelShader(const char *code, int len, u8 **bytecode, int *bytecodel
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// Someone:
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// For some reason, I had this kind of errors : "Shader uses texture addressing operations
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// in a dependency chain that is too complex for the target shader model (ps_2_0) to handle."
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HRESULT hr = D3DXCompileShader(code, len, 0, 0, "main", D3D::PixelShaderVersionString(),
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HRESULT hr = PD3DXCompileShader(code, len, 0, 0, "main", D3D::PixelShaderVersionString(),
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0, &shaderBuffer, &errorBuffer, 0);
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if (FAILED(hr))
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