libobs-d3d11: Store compiled shader data (for rebuilding)
This commit is contained in:
@@ -387,6 +387,8 @@ struct gs_shader {
|
||||
ComPtr<ID3D11Buffer> constants;
|
||||
size_t constantSize;
|
||||
|
||||
vector<uint8_t> data;
|
||||
|
||||
inline void UpdateParam(vector<uint8_t> &constData,
|
||||
gs_shader_param ¶m, bool &upload);
|
||||
void UploadParams();
|
||||
@@ -423,6 +425,8 @@ struct gs_vertex_shader : gs_shader {
|
||||
|
||||
gs_shader_param *world, *viewProj;
|
||||
|
||||
vector<D3D11_INPUT_ELEMENT_DESC> layoutData;
|
||||
|
||||
bool hasNormals;
|
||||
bool hasColors;
|
||||
bool hasTangents;
|
||||
|
Reference in New Issue
Block a user