libobs-d3d11: Don't depend on specific D3DCompiler
I do not want the D3D11 library to depend on a specific compiler version. This way, I do not have to distribute D3D Compiler libraries with the program (proprietary binary blobs). Any particular version works because the API for the D3DCompiler function appears to be the same; the only things that change are other features and additions mostly (at least as far as I can tell). Using any version available on the system should be more than sufficient rather than depending on some specific D3D compiler version. If the user doesn't have it, a download of the latest D3D distributables should be fine, though it should work with the ones that come with windows 7+ as well.
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@@ -180,8 +180,8 @@ void gs_shader::Compile(const char *shaderString, const char *file,
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if (!shaderString)
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throw "No shader string specified";
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hr = D3DCompile(shaderString, strlen(shaderString), file, NULL, NULL,
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"main", target,
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hr = device->d3dCompile(shaderString, strlen(shaderString), file, NULL,
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NULL, "main", target,
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D3D10_SHADER_OPTIMIZATION_LEVEL1, 0,
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shader, errorsBlob.Assign());
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if (FAILED(hr)) {
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