I realize compile_shader() is mostly a copy of assemble_shader(), but
nevertheless:

On 8 May 2012 16:17, Matteo Bruni <mbr...@codeweavers.com> wrote:
> +struct bwriter_shader *parse_hlsl_shader(const char *text, enum shader_type 
> type, DWORD version,
If this isn't called outside of compiler.c it should be static.

> +    LPD3DBLOB buffer;
"ID3DBlob *"

> +                CopyMemory(pos, preproc_messages, strlen(preproc_messages) + 
> 1);
memcpy() should do fine.

> +    hr = SlWriteBytecode(shader, 9, &res);
...
> +        size = HeapSize(GetProcessHeap(), 0, res);
> +        hr = D3DCreateBlob(size, &buffer);
That's not very pretty, SlWriteBytecode() should probably just return
the size as well.


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