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https://github.com/Mauler125/r5sdk.git
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Improve ImGui shader string literals
Remove all useless indentation characters, change to static char array, use sizeof operator instead of strlen.
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@ -383,37 +383,35 @@ bool ImGui_ImplDX11_CreateDeviceObjects()
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// Create the vertex shader
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// Create the vertex shader
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// Shader taken from https://github.com/ocornut/imgui/issues/1724
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// Shader taken from https://github.com/ocornut/imgui/issues/1724
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{
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{
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static const char* vertexShader =
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static const char vertexShader[] =
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"cbuffer vertexBuffer : register(b0) \
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"cbuffer vertexBuffer : register(b0)\n"
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{\
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"{\n"
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float4x4 ProjectionMatrix; \
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" float4x4 ProjectionMatrix;\n"
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};\
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"};\n"
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struct VS_INPUT\
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"struct VS_INPUT\n"
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{\
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"{\n"
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float2 pos : POSITION;\
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" float2 pos : POSITION;\n"
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float4 col : COLOR0;\
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" float4 col : COLOR0;\n"
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float2 uv : TEXCOORD0;\
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" float2 uv : TEXCOORD0;\n"
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};\
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"};\n"
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\
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"struct PS_INPUT\n"
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struct PS_INPUT\
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"{\n"
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{\
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" float4 pos : SV_POSITION;\n"
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float4 pos : SV_POSITION;\
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" float4 col : COLOR0;\n"
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float4 col : COLOR0;\
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" float2 uv : TEXCOORD0;\n"
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float2 uv : TEXCOORD0;\
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"};\n"
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};\
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"PS_INPUT main(VS_INPUT input)\n"
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\
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"{\n"
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PS_INPUT main(VS_INPUT input)\
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" PS_INPUT output;\n"
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{\
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" output.pos = mul(ProjectionMatrix, float4(input.pos.xy, 0.0f, 1.0f));\n"
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PS_INPUT output;\
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" output.col.xyz = pow(abs(input.col.xyz), 2.2f);\n"
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output.pos = mul( ProjectionMatrix, float4(input.pos.xy, 0.f, 1.f));\
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" output.col.w = input.col.w;\n"
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output.col.xyz = pow(abs(input.col.xyz), 2.2f);\
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" output.uv = input.uv;\n"
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output.col.w = input.col.w;\
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" return output;\n"
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output.uv = input.uv;\
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"}\n";
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return output;\
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}";
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ID3DBlob* vertexShaderBlob;
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ID3DBlob* vertexShaderBlob;
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if (FAILED(D3DCompile(vertexShader, strlen(vertexShader), nullptr, nullptr, nullptr, "main", "vs_4_0", 0, 0, &vertexShaderBlob, nullptr)))
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if (FAILED(D3DCompile(vertexShader, sizeof(vertexShader)-1, nullptr, nullptr, nullptr, "main", "vs_4_0", 0, 0, &vertexShaderBlob, nullptr)))
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return false; // NB: Pass ID3DBlob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
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return false; // NB: Pass ID3DBlob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
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if (bd->pd3dDevice->CreateVertexShader(vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize(), nullptr, &bd->pVertexShader) != S_OK)
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if (bd->pd3dDevice->CreateVertexShader(vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize(), nullptr, &bd->pVertexShader) != S_OK)
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{
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{
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@ -449,24 +447,23 @@ bool ImGui_ImplDX11_CreateDeviceObjects()
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// Create the pixel shader
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// Create the pixel shader
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{
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{
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static const char* pixelShader =
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static const char pixelShader[] =
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"struct PS_INPUT\
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"struct PS_INPUT\n"
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{\
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"{\n"
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float4 pos : SV_POSITION;\
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" float4 pos : SV_POSITION;\n"
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float4 col : COLOR0;\
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" float4 col : COLOR0;\n"
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float2 uv : TEXCOORD0;\
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" float2 uv : TEXCOORD0;\n"
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};\
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"};\n"
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sampler sampler0;\
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"sampler sampler0;\n"
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Texture2D texture0;\
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"Texture2D texture0;\n"
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\
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"float4 main(PS_INPUT input) : SV_Target\n"
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float4 main(PS_INPUT input) : SV_Target\
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"{\n"
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{\
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" float4 output = input.col * texture0.Sample(sampler0, input.uv);\n"
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float4 out_col = input.col * texture0.Sample(sampler0, input.uv); \
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" return output;\n"
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return out_col; \
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"}\n";
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}";
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ID3DBlob* pixelShaderBlob;
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ID3DBlob* pixelShaderBlob;
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if (FAILED(D3DCompile(pixelShader, strlen(pixelShader), nullptr, nullptr, nullptr, "main", "ps_4_0", 0, 0, &pixelShaderBlob, nullptr)))
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if (FAILED(D3DCompile(pixelShader, sizeof(pixelShader)-1, nullptr, nullptr, nullptr, "main", "ps_4_0", 0, 0, &pixelShaderBlob, nullptr)))
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return false; // NB: Pass ID3DBlob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
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return false; // NB: Pass ID3DBlob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
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if (bd->pd3dDevice->CreatePixelShader(pixelShaderBlob->GetBufferPointer(), pixelShaderBlob->GetBufferSize(), nullptr, &bd->pPixelShader) != S_OK)
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if (bd->pd3dDevice->CreatePixelShader(pixelShaderBlob->GetBufferPointer(), pixelShaderBlob->GetBufferSize(), nullptr, &bd->pPixelShader) != S_OK)
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{
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{
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