8 May
2012
8 May
'12
3:17 p.m.
I realize compile_shader() is mostly a copy of assemble_shader(), but nevertheless: On 8 May 2012 16:17, Matteo Bruni <mbruni(a)codeweavers.com> wrote:
+struct bwriter_shader *parse_hlsl_shader(const char *text, enum shader_type type, DWORD version, If this isn't called outside of compiler.c it should be static.
+ LPD3DBLOB buffer; "ID3DBlob *"
+ CopyMemory(pos, preproc_messages, strlen(preproc_messages) + 1); memcpy() should do fine.
+ hr = SlWriteBytecode(shader, 9, &res); ... + size = HeapSize(GetProcessHeap(), 0, res); + hr = D3DCreateBlob(size, &buffer); That's not very pretty, SlWriteBytecode() should probably just return the size as well.