From 5cfdb2d0c8aba7f7bc07a3c1f3ffec3e66cc20cb Mon Sep 17 00:00:00 2001 From: NeoBrainX Date: Fri, 18 Jun 2010 23:33:07 +0000 Subject: DX11: Introduce a StateManager class, might improve performance a little. git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5740 8ced0084-cf51-0410-be5f-012b33b47a6e --- Source/Plugins/Plugin_VideoDX11/Src/PixelShaderCache.cpp | 8 ++++---- 1 file changed, 4 insertions(+), 4 deletions(-) (limited to 'Source/Plugins/Plugin_VideoDX11/Src/PixelShaderCache.cpp') diff --git a/Source/Plugins/Plugin_VideoDX11/Src/PixelShaderCache.cpp b/Source/Plugins/Plugin_VideoDX11/Src/PixelShaderCache.cpp index 426a409009..f9ece84176 100644 --- a/Source/Plugins/Plugin_VideoDX11/Src/PixelShaderCache.cpp +++ b/Source/Plugins/Plugin_VideoDX11/Src/PixelShaderCache.cpp @@ -165,22 +165,22 @@ public: void PixelShaderCache::Init() { // used when drawing clear quads - s_ClearProgram = D3D::CompileAndCreatePixelShader(clear_program_code, strlen(clear_program_code)); + s_ClearProgram = D3D::CompileAndCreatePixelShader(clear_program_code, sizeof(clear_program_code)); CHECK(s_ClearProgram!=NULL, "Create clear pixel shader"); D3D::SetDebugObjectName((ID3D11DeviceChild*)s_ClearProgram, "clear pixel shader"); // used when copying/resolving the color buffer - s_ColorCopyProgram = D3D::CompileAndCreatePixelShader(color_copy_program_code, strlen(color_copy_program_code)); + s_ColorCopyProgram = D3D::CompileAndCreatePixelShader(color_copy_program_code, sizeof(color_copy_program_code)); CHECK(s_ColorCopyProgram!=NULL, "Create color copy pixel shader"); D3D::SetDebugObjectName((ID3D11DeviceChild*)s_ClearProgram, "color copy pixel shader"); // used for color conversion - s_ColorMatrixProgram = D3D::CompileAndCreatePixelShader(color_matrix_program_code, strlen(color_matrix_program_code)); + s_ColorMatrixProgram = D3D::CompileAndCreatePixelShader(color_matrix_program_code, sizeof(color_matrix_program_code)); CHECK(s_ColorMatrixProgram!=NULL, "Create color matrix pixel shader"); D3D::SetDebugObjectName((ID3D11DeviceChild*)s_ClearProgram, "color matrix pixel shader"); // used for depth copy - s_DepthMatrixProgram = D3D::CompileAndCreatePixelShader(depth_matrix_program, strlen(depth_matrix_program)); + s_DepthMatrixProgram = D3D::CompileAndCreatePixelShader(depth_matrix_program, sizeof(depth_matrix_program)); CHECK(s_DepthMatrixProgram!=NULL, "Create depth matrix pixel shader"); D3D::SetDebugObjectName((ID3D11DeviceChild*)s_ClearProgram, "depth matrix pixel shader"); -- cgit v1.2.3