From a523a6d1bfabddbd2030dda1aebf28ddb28b5f26 Mon Sep 17 00:00:00 2001 From: Lioncash Date: Mon, 7 Jul 2014 19:28:12 -0400 Subject: D3D: Use std::strings for Compile[x]Shader and CompileAndCreate[x]Shader With strings, we don't need to care about passing in a length, since it internally stores it. So now, we don't even need a length parameter for these functions anymore as well. This also kills off some sprintf_s calls. --- Source/Core/VideoBackends/D3D/PointGeometryShader.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'Source/Core/VideoBackends/D3D/PointGeometryShader.cpp') diff --git a/Source/Core/VideoBackends/D3D/PointGeometryShader.cpp b/Source/Core/VideoBackends/D3D/PointGeometryShader.cpp index cd68d930bb..d15fe3eb0e 100644 --- a/Source/Core/VideoBackends/D3D/PointGeometryShader.cpp +++ b/Source/Core/VideoBackends/D3D/PointGeometryShader.cpp @@ -180,7 +180,7 @@ bool PointGeometryShader::SetShader(u32 components, float pointSize, { "NUM_TEXCOORDS", numTexCoordsStr.c_str() }, { nullptr, nullptr } }; - ID3D11GeometryShader* newShader = D3D::CompileAndCreateGeometryShader(code.GetBuffer(), unsigned int(strlen(code.GetBuffer())), macros); + ID3D11GeometryShader* newShader = D3D::CompileAndCreateGeometryShader(code.GetBuffer(), macros); if (!newShader) { WARN_LOG(VIDEO, "Point geometry shader for components 0x%.08X failed to compile", components); -- cgit v1.2.3