Merge pull request #359 from shuffle2/d3d-disable-warnings-as-errors

D3D: Don't pass D3D10_SHADER_WARNINGS_ARE_ERRORS to the compiler in debug builds.
This commit is contained in:
Tony Wasserka 2014-05-11 10:41:28 +02:00
commit 541ff4cc7c

View File

@ -32,7 +32,7 @@ bool CompileVertexShader(const char* code, unsigned int len, D3DBlob** blob)
ID3D10Blob* errorBuffer = nullptr; ID3D10Blob* errorBuffer = nullptr;
#if defined(_DEBUG) || defined(DEBUGFAST) #if defined(_DEBUG) || defined(DEBUGFAST)
UINT flags = D3D10_SHADER_ENABLE_BACKWARDS_COMPATIBILITY|D3D10_SHADER_DEBUG|D3D10_SHADER_WARNINGS_ARE_ERRORS; UINT flags = D3D10_SHADER_ENABLE_BACKWARDS_COMPATIBILITY|D3D10_SHADER_DEBUG;
#else #else
UINT flags = D3D10_SHADER_ENABLE_BACKWARDS_COMPATIBILITY|D3D10_SHADER_OPTIMIZATION_LEVEL3|D3D10_SHADER_SKIP_VALIDATION; UINT flags = D3D10_SHADER_ENABLE_BACKWARDS_COMPATIBILITY|D3D10_SHADER_OPTIMIZATION_LEVEL3|D3D10_SHADER_SKIP_VALIDATION;
#endif #endif
@ -89,7 +89,7 @@ bool CompileGeometryShader(const char* code, unsigned int len, D3DBlob** blob,
ID3D10Blob* errorBuffer = nullptr; ID3D10Blob* errorBuffer = nullptr;
#if defined(_DEBUG) || defined(DEBUGFAST) #if defined(_DEBUG) || defined(DEBUGFAST)
UINT flags = D3D10_SHADER_ENABLE_BACKWARDS_COMPATIBILITY|D3D10_SHADER_DEBUG|D3D10_SHADER_WARNINGS_ARE_ERRORS; UINT flags = D3D10_SHADER_ENABLE_BACKWARDS_COMPATIBILITY|D3D10_SHADER_DEBUG;
#else #else
UINT flags = D3D10_SHADER_ENABLE_BACKWARDS_COMPATIBILITY|D3D10_SHADER_OPTIMIZATION_LEVEL3|D3D10_SHADER_SKIP_VALIDATION; UINT flags = D3D10_SHADER_ENABLE_BACKWARDS_COMPATIBILITY|D3D10_SHADER_OPTIMIZATION_LEVEL3|D3D10_SHADER_SKIP_VALIDATION;
#endif #endif
@ -149,7 +149,7 @@ bool CompilePixelShader(const char* code, unsigned int len, D3DBlob** blob,
ID3D10Blob* errorBuffer = nullptr; ID3D10Blob* errorBuffer = nullptr;
#if defined(_DEBUG) || defined(DEBUGFAST) #if defined(_DEBUG) || defined(DEBUGFAST)
UINT flags = D3D10_SHADER_DEBUG|D3D10_SHADER_WARNINGS_ARE_ERRORS; UINT flags = D3D10_SHADER_DEBUG;
#else #else
UINT flags = D3D10_SHADER_OPTIMIZATION_LEVEL3; UINT flags = D3D10_SHADER_OPTIMIZATION_LEVEL3;
#endif #endif