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:
Ben Vanik
2013-10-17 23:35:54 -07:00
parent a1627fa6a7
commit d3665cc2e6
8 changed files with 142 additions and 52 deletions

View File

@@ -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);