};
dllhandle_t d3dx9_dll = NULL;
HRESULT (WINAPI *qD3DXCompileShader)(LPCSTR pSrcData, UINT SrcDataLen, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPCSTR pFunctionName, LPCSTR pProfile, DWORD Flags, LPD3DXBUFFER* ppShader, LPD3DXBUFFER* ppErrorMsgs, LPD3DXCONSTANTTABLE* ppConstantTable);
-// HRESULT (WINAPI *qD3DXCompileShaderFromFileA)(LPCSTR pSrcFile, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPCSTR pFunctionName, LPCSTR pProfile, DWORD Flags, LPD3DXBUFFER* ppShader, LPD3DXBUFFER* ppErrorMsgs, LPD3DXCONSTANTTABLE* ppConstantTable);
dllfunction_t d3dx9_dllfuncs[] =
{
{"D3DXCompileShader", (void **) &qD3DXCompileShader},
-// {"D3DXCompileShaderFromFileA", (void **) &qD3DXCompileShaderFromFileA},
{NULL, NULL}
};
if (Sys_LoadLibrary(dllnames_d3dx9, &d3dx9_dll, d3dx9_dllfuncs))
{
- DWORD shaderflags = 0;
-// shaderflags = D3DXSHADER_DEBUG | D3DXSHADER_SKIPOPTIMIZATION;
vsbin = (DWORD *)Mem_Realloc(tempmempool, vsbin, 0);
psbin = (DWORD *)Mem_Realloc(tempmempool, psbin, 0);
if (vertstring && vertstring[0])
{
-// FS_WriteFile(va("%s_vs.fx", cachename), vertstring, strlen(vertstring));
-// vsresult = qD3DXCompileShaderFromFileA(va("%s/%s_vs.fx", fs_gamedir, cachename), NULL, NULL, "main", vsversion, shaderflags, &vsbuffer, &vslog, &vsconstanttable);
- vsresult = qD3DXCompileShader(vertstring, strlen(vertstring), NULL, NULL, "main", vsversion, shaderflags, &vsbuffer, &vslog, &vsconstanttable);
+ vsresult = qD3DXCompileShader(vertstring, strlen(vertstring), NULL, NULL, "main", vsversion, 0, &vsbuffer, &vslog, &vsconstanttable);
if (vsbuffer)
{
vsbinsize = vsbuffer->GetBufferSize();
}
if (fragstring && fragstring[0])
{
-// FS_WriteFile(va("%s_ps.fx", cachename), fragstring, strlen(fragstring));
-// psresult = qD3DXCompileShaderFromFileA(va("%s/%s_ps.fx", fs_gamedir, cachename), NULL, NULL, "main", psversion, shaderflags, &psbuffer, &pslog, &psconstanttable);
- psresult = qD3DXCompileShader(fragstring, strlen(fragstring), NULL, NULL, "main", psversion, shaderflags, &psbuffer, &pslog, &psconstanttable);
+ psresult = qD3DXCompileShader(fragstring, strlen(fragstring), NULL, NULL, "main", psversion, 0, &psbuffer, &pslog, &psconstanttable);
if (psbuffer)
{
psbinsize = psbuffer->GetBufferSize();