Implement CreateShaderModule
parent
e7b2542bc0
commit
c327c3547a
|
@ -874,8 +874,20 @@ static Refresh_ShaderModule* D3D11_CreateShaderModule(
|
||||||
Refresh_Renderer *driverData,
|
Refresh_Renderer *driverData,
|
||||||
Refresh_ShaderModuleCreateInfo *shaderModuleCreateInfo
|
Refresh_ShaderModuleCreateInfo *shaderModuleCreateInfo
|
||||||
) {
|
) {
|
||||||
NOT_IMPLEMENTED
|
D3D11Renderer *renderer = (D3D11Renderer*) driverData;
|
||||||
return NULL;
|
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(
|
static Refresh_Texture* D3D11_CreateTexture(
|
||||||
|
|
Loading…
Reference in New Issue