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.
2012/5/8 Henri Verbeet hverbeet@gmail.com:
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.
This is going to change in the following patches, but yeah, right now it can 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.
True. I'll change that in assemble_shader() too, while I'm at it.