libobs-d3d11: Use linked list for all objects (for rebuilding)

This commit is contained in:
jp9000
2016-11-03 07:37:05 -07:00
parent 5c71f79d5f
commit 951c6892b0
10 changed files with 99 additions and 47 deletions

View File

@@ -40,7 +40,7 @@ void gs_vertex_shader::GetBuffersExpected(
gs_vertex_shader::gs_vertex_shader(gs_device_t *device, const char *file,
const char *shaderString)
: gs_shader (device, GS_SHADER_VERTEX),
: gs_shader (device, gs_type::gs_vertex_shader, GS_SHADER_VERTEX),
hasNormals (false),
hasColors (false),
hasTangents (false),
@@ -80,7 +80,7 @@ gs_vertex_shader::gs_vertex_shader(gs_device_t *device, const char *file,
gs_pixel_shader::gs_pixel_shader(gs_device_t *device, const char *file,
const char *shaderString)
: gs_shader(device, GS_SHADER_PIXEL)
: gs_shader(device, gs_type::gs_pixel_shader, GS_SHADER_PIXEL)
{
ShaderProcessor processor(device);
ComPtr<ID3D10Blob> shaderBlob;