diff options
| author | Lioncash <mathew1800@gmail.com> | 2016-07-21 19:04:57 -0400 |
|---|---|---|
| committer | Lioncash <mathew1800@gmail.com> | 2016-07-29 19:20:16 -0400 |
| commit | 14e0b48ae43c3625f8571dec88121c91d575c65c (patch) | |
| tree | 31bc05ce2f346cbdfd9572a5f82c57223bd98022 /Source/Core/VideoBackends/D3D12/ShaderCache.cpp | |
| parent | 66b11c5198adece05e8e53dca7bf1ad4489f1bdb (diff) | |
VideoCommon: Make API_TYPE an enum class
Allows for forward declarations in most places, which prevents dumping
unrelated VideoCommon.h contents directly into headers.
Diffstat (limited to 'Source/Core/VideoBackends/D3D12/ShaderCache.cpp')
| -rw-r--r-- | Source/Core/VideoBackends/D3D12/ShaderCache.cpp | 8 |
1 files changed, 5 insertions, 3 deletions
diff --git a/Source/Core/VideoBackends/D3D12/ShaderCache.cpp b/Source/Core/VideoBackends/D3D12/ShaderCache.cpp index e1803111d3..4329d2de61 100644 --- a/Source/Core/VideoBackends/D3D12/ShaderCache.cpp +++ b/Source/Core/VideoBackends/D3D12/ShaderCache.cpp @@ -12,6 +12,7 @@ #include "VideoCommon/Debugger.h" #include "VideoCommon/Statistics.h" +#include "VideoCommon/VideoCommon.h" namespace DX12 { @@ -203,7 +204,7 @@ void ShaderCache::HandleGSUIDChange(GeometryShaderUid gs_uid, u32 gs_primitive_t } else { - ShaderCode gs_code = GenerateGeometryShaderCode(API_D3D, gs_uid.GetUidData()); + ShaderCode gs_code = GenerateGeometryShaderCode(APIType::D3D, gs_uid.GetUidData()); ID3DBlob* gs_bytecode = nullptr; if (!D3D::CompileGeometryShader(gs_code.GetBuffer(), &gs_bytecode)) @@ -230,7 +231,8 @@ void ShaderCache::HandlePSUIDChange(PixelShaderUid ps_uid, DSTALPHA_MODE ps_dst_ } else { - ShaderCode ps_code = GeneratePixelShaderCode(ps_dst_alpha_mode, API_D3D, ps_uid.GetUidData()); + ShaderCode ps_code = + GeneratePixelShaderCode(ps_dst_alpha_mode, APIType::D3D, ps_uid.GetUidData()); ID3DBlob* ps_bytecode = nullptr; if (!D3D::CompilePixelShader(ps_code.GetBuffer(), &ps_bytecode)) @@ -260,7 +262,7 @@ void ShaderCache::HandleVSUIDChange(VertexShaderUid vs_uid) } else { - ShaderCode vs_code = GenerateVertexShaderCode(API_D3D, vs_uid.GetUidData()); + ShaderCode vs_code = GenerateVertexShaderCode(APIType::D3D, vs_uid.GetUidData()); ID3DBlob* vs_bytecode = nullptr; if (!D3D::CompileVertexShader(vs_code.GetBuffer(), &vs_bytecode)) |
