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Drop d3dcompiler_xx.dll dependence, using D3DX11CompileFromMemory instead.
Hopefully solves the remaining issues from r5805. git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5806 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -49,8 +49,8 @@ bool CompileVertexShader(const char* code, unsigned int len, D3DBlob** blob)
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#else
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UINT flags = D3D10_SHADER_ENABLE_BACKWARDS_COMPATIBILITY|D3D10_SHADER_OPTIMIZATION_LEVEL3|D3D10_SHADER_SKIP_VALIDATION;
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#endif
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HRESULT hr = D3DCompile(code, len, NULL, NULL, NULL, "main", D3D::VertexShaderVersionString(),
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flags, 0, &shaderBuffer, &errorBuffer);
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HRESULT hr = PD3DX11CompileFromMemory(code, len, NULL, NULL, NULL, "main", D3D::VertexShaderVersionString(),
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flags, 0, NULL, &shaderBuffer, &errorBuffer, NULL);
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if (FAILED(hr) || errorBuffer)
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{
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@ -94,8 +94,8 @@ bool CompilePixelShader(const char* code, unsigned int len, D3DBlob** blob)
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#else
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UINT flags = D3D10_SHADER_OPTIMIZATION_LEVEL3;
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#endif
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HRESULT hr = D3DCompile(code, len, NULL, NULL, NULL, "main", D3D::PixelShaderVersionString(),
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flags, 0, &shaderBuffer, &errorBuffer);
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HRESULT hr = PD3DX11CompileFromMemory(code, len, NULL, NULL, NULL, "main", D3D::PixelShaderVersionString(),
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flags, 0, NULL, &shaderBuffer, &errorBuffer, NULL);
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if (FAILED(hr) || errorBuffer)
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{
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