forked from MoonsideGames/Refresh
Implement CreateShaderModule
parent
e7b2542bc0
commit
c327c3547a
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@ -874,8 +874,20 @@ static Refresh_ShaderModule* D3D11_CreateShaderModule(
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Refresh_Renderer *driverData,
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Refresh_Renderer *driverData,
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Refresh_ShaderModuleCreateInfo *shaderModuleCreateInfo
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Refresh_ShaderModuleCreateInfo *shaderModuleCreateInfo
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) {
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) {
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NOT_IMPLEMENTED
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D3D11Renderer *renderer = (D3D11Renderer*) driverData;
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return NULL;
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D3D11ShaderModule *shaderModule = (D3D11ShaderModule*) SDL_malloc(sizeof(D3D11ShaderModule));
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/* We don't know whether this is a vertex or fragment shader,
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* so wait to compile until we bind to a pipeline...
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*/
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shaderModule->shader = NULL;
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shaderModule->blob = NULL;
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shaderModule->shaderSourceLength = shaderModuleCreateInfo->codeSize;
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shaderModule->shaderSource = (char*) SDL_malloc(shaderModule->shaderSourceLength);
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SDL_memcpy(shaderModule->shaderSource, shaderModuleCreateInfo->byteCode, shaderModuleCreateInfo->codeSize);
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return (Refresh_ShaderModule*) shaderModule;
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}
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}
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static Refresh_Texture* D3D11_CreateTexture(
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static Refresh_Texture* D3D11_CreateTexture(
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