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WinRT: d3d11 compiled-shader code cleanup
I'm surprised this code even compiled, before this change. It did, but regardless, here's a cleanup.
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@ -319,7 +319,7 @@ static const DWORD D3D11_PixelShader_Colors[] = {
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0x00000000, 0x00000003, 0x00000002, 0x00000f0f, 0x505f5653, 0x5449534f,
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0x00000000, 0x00000003, 0x00000002, 0x00000f0f, 0x505f5653, 0x5449534f,
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0x004e4f49, 0x43584554, 0x44524f4f, 0x4c4f4300, 0xab00524f, 0x4e47534f,
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0x004e4f49, 0x43584554, 0x44524f4f, 0x4c4f4300, 0xab00524f, 0x4e47534f,
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0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000,
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0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000,
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0x00000003, 0x00000000, 0x0000000f, 0x545f5653, 0x45475241, 0xabab0054,
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0x00000003, 0x00000000, 0x0000000f, 0x545f5653, 0x45475241, 0xabab0054
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};
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};
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#else
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#else
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#error "An appropriate 'colors' pixel shader is not defined."
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#error "An appropriate 'colors' pixel shader is not defined."
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@ -440,7 +440,7 @@ static const DWORD D3D11_VertexShader[] = {
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0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000000f, 0x0000005c,
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0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000000f, 0x0000005c,
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0x00000000, 0x00000000, 0x00000003, 0x00000001, 0x00000c03, 0x00000065,
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0x00000000, 0x00000000, 0x00000003, 0x00000001, 0x00000c03, 0x00000065,
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0x00000000, 0x00000000, 0x00000003, 0x00000002, 0x0000000f, 0x505f5653,
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0x00000000, 0x00000000, 0x00000003, 0x00000002, 0x0000000f, 0x505f5653,
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0x5449534f, 0x004e4f49, 0x43584554, 0x44524f4f, 0x4c4f4300, 0xab00524f,
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0x5449534f, 0x004e4f49, 0x43584554, 0x44524f4f, 0x4c4f4300, 0xab00524f
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};
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};
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#elif defined(D3D11_USE_SHADER_MODEL_4_0_level_9_3)
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#elif defined(D3D11_USE_SHADER_MODEL_4_0_level_9_3)
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static const DWORD D3D11_VertexShader[] = {
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static const DWORD D3D11_VertexShader[] = {
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