WinRT: moved the default vertex shader into the Direct3D 11.1 renderer's folder
--HG-- rename : src/video/windowsrt/SimpleVertexShader.hlsl => src/render/direct3d11/SDL_D3D11_VertexShader_Default.hlsl
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a53fe847a1
commit
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6 changed files with 10 additions and 12 deletions
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@ -388,8 +388,7 @@
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<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">Pixel</ShaderType>
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<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">Pixel</ShaderType>
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</FxCompile>
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<FxCompile Include="..\..\src\video\windowsrt\SimpleVertexShader.hlsl">
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<FileType>Document</FileType>
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<FxCompile Include="..\..\src\render\direct3d11\SDL_D3D11_VertexShader_Default.hlsl">
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<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|ARM'">Vertex</ShaderType>
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<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|ARM'">Vertex</ShaderType>
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<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">Vertex</ShaderType>
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@ -592,14 +592,14 @@
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</ClCompile>
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</ItemGroup>
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<ItemGroup>
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<FxCompile Include="..\..\src\video\windowsrt\SimpleVertexShader.hlsl">
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<Filter>GPU Shaders</Filter>
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</FxCompile>
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<FxCompile Include="..\..\src\render\direct3d11\SDL_D3D11_PixelShader_TextureCopy.hlsl">
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<Filter>GPU Shaders</Filter>
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</FxCompile>
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<FxCompile Include="..\..\src\render\direct3d11\SDL_D3D11_PixelShader_FixedColor.hlsl">
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<Filter>GPU Shaders</Filter>
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</FxCompile>
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<FxCompile Include="..\..\src\render\direct3d11\SDL_D3D11_VertexShader_Default.hlsl">
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<Filter>GPU Shaders</Filter>
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</FxCompile>
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</ItemGroup>
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</Project>
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@ -295,11 +295,10 @@
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<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">Pixel</ShaderType>
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<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|x64'">Pixel</ShaderType>
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</FxCompile>
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<FxCompile Include="..\..\src\video\windowsrt\SimpleVertexShader.hlsl">
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<FileType>Document</FileType>
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<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">Vertex</ShaderType>
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<FxCompile Include="..\..\src\render\direct3d11\SDL_D3D11_VertexShader_Default.hlsl">
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<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|ARM'">Vertex</ShaderType>
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<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|ARM'">Vertex</ShaderType>
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<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">Vertex</ShaderType>
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<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">Vertex</ShaderType>
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<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">Vertex</ShaderType>
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<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|x64'">Vertex</ShaderType>
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@ -1,15 +1,15 @@
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<?xml version="1.0" encoding="utf-8"?>
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<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
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<ItemGroup>
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<FxCompile Include="..\..\src\video\windowsrt\SimpleVertexShader.hlsl">
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<Filter>GPU Shaders</Filter>
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</FxCompile>
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<FxCompile Include="..\..\src\render\direct3d11\SDL_D3D11_PixelShader_TextureCopy.hlsl">
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<Filter>GPU Shaders</Filter>
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</FxCompile>
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<FxCompile Include="..\..\src\render\direct3d11\SDL_D3D11_PixelShader_FixedColor.hlsl">
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<Filter>GPU Shaders</Filter>
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</FxCompile>
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<FxCompile Include="..\..\src\render\direct3d11\SDL_D3D11_VertexShader_Default.hlsl">
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<Filter>GPU Shaders</Filter>
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</FxCompile>
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</ItemGroup>
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<ItemGroup>
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<ClCompile Include="..\..\src\SDL.c">
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@ -345,7 +345,7 @@ D3D11_CreateDeviceResources(SDL_Renderer * renderer)
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// Load in SDL's one and only vertex shader:
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//
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vector<char> fileData;
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if (!D3D11_ReadShaderContents(L"SimpleVertexShader.cso", fileData)) {
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if (!D3D11_ReadShaderContents(L"SDL_D3D11_VertexShader_Default.cso", fileData)) {
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SDL_SetError("Unable to open SDL's vertex shader file.");
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return E_FAIL;
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}
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