I realize compile_shader() is mostly a copy of assemble_shader(), but nevertheless:
On 8 May 2012 16:17, Matteo Bruni mbruni@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.