D3D: Use std::strings for Compile[x]Shader and CompileAndCreate[x]Shader

With strings, we don't need to care about passing in a length, since it internally stores it. So now, we don't even need a length parameter for these functions anymore as well.
This also kills off some sprintf_s calls.
This commit is contained in:
Lioncash
2014-07-07 19:28:12 -04:00
parent cc3dda5b22
commit a523a6d1bf
10 changed files with 85 additions and 75 deletions

View File

@ -186,7 +186,7 @@ bool LineGeometryShader::SetShader(u32 components, float lineWidth,
{ "NUM_TEXCOORDS", numTexCoordsStr.c_str() },
{ nullptr, nullptr }
};
ID3D11GeometryShader* newShader = D3D::CompileAndCreateGeometryShader(code.GetBuffer(), unsigned int(strlen(code.GetBuffer())), macros);
ID3D11GeometryShader* newShader = D3D::CompileAndCreateGeometryShader(code.GetBuffer(), macros);
if (!newShader)
{
WARN_LOG(VIDEO, "Line geometry shader for components 0x%.08X failed to compile", components);