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D3D: Use std::strings for Compile[x]Shader and CompileAndCreate[x]Shader
With strings, we don't need to care about passing in a length, since it internally stores it. So now, we don't even need a length parameter for these functions anymore as well. This also kills off some sprintf_s calls.
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cc3dda5b22
commit
a523a6d1bf
10 changed files with 85 additions and 75 deletions
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@ -929,7 +929,7 @@ void PSTextureEncoder::Init()
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// Create vertex shader
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D3DBlob* bytecode = nullptr;
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if (!D3D::CompileVertexShader(EFB_ENCODE_VS, sizeof(EFB_ENCODE_VS), &bytecode))
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if (!D3D::CompileVertexShader(EFB_ENCODE_VS, &bytecode))
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{
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ERROR_LOG(VIDEO, "EFB encode vertex shader failed to compile");
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return;
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@ -1254,7 +1254,7 @@ bool PSTextureEncoder::SetStaticShader(unsigned int dstFormat, PEControl::PixelF
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{ "IMP_GENERATOR", generatorFuncName },
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{ nullptr, nullptr }
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};
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if (!D3D::CompilePixelShader(EFB_ENCODE_PS, sizeof(EFB_ENCODE_PS), &bytecode, macros))
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if (!D3D::CompilePixelShader(EFB_ENCODE_PS, &bytecode, macros))
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{
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WARN_LOG(VIDEO, "EFB encoder shader for dstFormat 0x%X, srcFormat %d, isIntensity %d, scaleByHalf %d failed to compile",
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dstFormat, static_cast<int>(srcFormat), isIntensity ? 1 : 0, scaleByHalf ? 1 : 0);
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@ -1296,7 +1296,7 @@ bool PSTextureEncoder::InitDynamicMode()
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};
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D3DBlob* bytecode = nullptr;
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if (!D3D::CompilePixelShader(EFB_ENCODE_PS, sizeof(EFB_ENCODE_PS), &bytecode, macros))
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if (!D3D::CompilePixelShader(EFB_ENCODE_PS, &bytecode, macros))
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{
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ERROR_LOG(VIDEO, "EFB encode pixel shader failed to compile");
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return false;
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