Implement CreateShaderModule
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				|  | @ -874,8 +874,20 @@ static Refresh_ShaderModule* D3D11_CreateShaderModule( | |||
| 	Refresh_Renderer *driverData, | ||||
| 	Refresh_ShaderModuleCreateInfo *shaderModuleCreateInfo | ||||
| ) { | ||||
| 	NOT_IMPLEMENTED | ||||
| 	return NULL; | ||||
| 	D3D11Renderer *renderer = (D3D11Renderer*) driverData; | ||||
| 	D3D11ShaderModule *shaderModule = (D3D11ShaderModule*) SDL_malloc(sizeof(D3D11ShaderModule)); | ||||
| 
 | ||||
| 	/* We don't know whether this is a vertex or fragment shader,
 | ||||
| 	 * so wait to compile until we bind to a pipeline... | ||||
| 	 */ | ||||
| 	shaderModule->shader = NULL; | ||||
| 	shaderModule->blob = NULL; | ||||
| 
 | ||||
| 	shaderModule->shaderSourceLength = shaderModuleCreateInfo->codeSize; | ||||
| 	shaderModule->shaderSource = (char*) SDL_malloc(shaderModule->shaderSourceLength); | ||||
| 	SDL_memcpy(shaderModule->shaderSource, shaderModuleCreateInfo->byteCode, shaderModuleCreateInfo->codeSize); | ||||
| 
 | ||||
| 	return (Refresh_ShaderModule*) shaderModule; | ||||
| } | ||||
| 
 | ||||
| static Refresh_Texture* D3D11_CreateTexture( | ||||
|  |  | |||
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