Matteo Bruni (@Mystral) commented about dlls/d3dx10_43/tests/d3dx10.c:
- 0x66, 0x32, 0x00, 0x43, 0x4f, 0x4c, 0x4f, 0x52, 0x30, 0x00, 0x04, 0x00, 0x00, 0x00, 0x10, 0x00,
- 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00,
- 0x00, 0x00, 0x29, 0x00, 0x00, 0x00, 0x0d, 0x00, 0x00, 0x00, 0x2c, 0x00, 0x00, 0x00, 0x00, 0x00,
- 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x38, 0x00,
- 0x00, 0x00, 0x0d, 0x00, 0x00, 0x00, 0x3b, 0x00, 0x00, 0x00, 0x04, 0x00, 0x00, 0x00, 0x00, 0x00,
- 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
+};
+/* Source code of test_fx. */ +static const char *test_fx_source = +"cbuffer cb : register(b1)\n" +"{\n" +" float f1 : SV_POSITION;\n" +" float f2 : COLOR0;\n" +"}\n";
We usually put the shader source above the compiled version. This is fine, but might as well move it up for consistency...