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DX11: Introduce a StateManager class, might improve performance a little.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5740 8ced0084-cf51-0410-be5f-012b33b47a6e
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9 changed files with 54 additions and 334 deletions
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@ -143,7 +143,7 @@ void VertexShaderCache::Init()
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};
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D3DBlob* blob;
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D3D::CompileVertexShader(simple_shader_code, strlen(simple_shader_code), &blob);
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D3D::CompileVertexShader(simple_shader_code, sizeof(simple_shader_code), &blob);
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D3D::device->CreateInputLayout(simpleelems, 2, blob->Data(), blob->Size(), &SimpleLayout);
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SimpleVertexShader = D3D::CreateVertexShaderFromByteCode(blob);
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if (SimpleLayout == NULL || SimpleVertexShader == NULL) PanicAlert("Failed to create simple vertex shader or input layout at %s %d\n", __FILE__, __LINE__);
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@ -151,7 +151,7 @@ void VertexShaderCache::Init()
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D3D::SetDebugObjectName((ID3D11DeviceChild*)SimpleVertexShader, "simple vertex shader");
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D3D::SetDebugObjectName((ID3D11DeviceChild*)SimpleLayout, "simple input layout");
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D3D::CompileVertexShader(clear_shader_code, (int)strlen(clear_shader_code), &blob);
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D3D::CompileVertexShader(clear_shader_code, sizeof(clear_shader_code), &blob);
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D3D::device->CreateInputLayout(clearelems, 2, blob->Data(), blob->Size(), &ClearLayout);
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ClearVertexShader = D3D::CreateVertexShaderFromByteCode(blob);
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if (ClearLayout == NULL || ClearVertexShader == NULL) PanicAlert("Failed to create clear vertex shader or input layout at %s %d\n", __FILE__, __LINE__);
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