Support for VS2013 (and auto picking), a Win xb script, and readme updates.
This also removes the dependency on D3DX, which is only included in the DXSDK, meaning that just the Win8+ SDK should be required now.
This commit is contained in:
@@ -11,7 +11,7 @@
|
||||
|
||||
#include <xenia/gpu/xenos/ucode.h>
|
||||
|
||||
#include <d3dx11.h>
|
||||
#include <d3dcompiler.h>
|
||||
|
||||
|
||||
using namespace xe;
|
||||
@@ -97,7 +97,7 @@ ID3D10Blob* D3D11Shader::Compile(const char* shader_source) {
|
||||
// Compile shader to bytecode blob.
|
||||
ID3D10Blob* shader_blob = 0;
|
||||
ID3D10Blob* error_blob = 0;
|
||||
HRESULT hr = D3DX11CompileFromMemory(
|
||||
HRESULT hr = D3DCompile(
|
||||
shader_source, strlen(shader_source),
|
||||
file_name,
|
||||
defines, NULL,
|
||||
@@ -105,8 +105,7 @@ ID3D10Blob* D3D11Shader::Compile(const char* shader_source) {
|
||||
type_ == XE_GPU_SHADER_TYPE_VERTEX ?
|
||||
"vs_5_0" : "ps_5_0",
|
||||
flags1, flags2,
|
||||
NULL,
|
||||
&shader_blob, &error_blob, NULL);
|
||||
&shader_blob, &error_blob);
|
||||
if (error_blob) {
|
||||
char* msg = (char*)error_blob->GetBufferPointer();
|
||||
XELOGE("D3D11: shader compile failed with %s", msg);
|
||||
|
||||
Reference in New Issue
Block a user