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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.
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commit
541ff4cc7c
@ -32,7 +32,7 @@ bool CompileVertexShader(const char* code, unsigned int len, D3DBlob** blob)
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ID3D10Blob* errorBuffer = nullptr;
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#if defined(_DEBUG) || defined(DEBUGFAST)
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UINT flags = D3D10_SHADER_ENABLE_BACKWARDS_COMPATIBILITY|D3D10_SHADER_DEBUG|D3D10_SHADER_WARNINGS_ARE_ERRORS;
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UINT flags = D3D10_SHADER_ENABLE_BACKWARDS_COMPATIBILITY|D3D10_SHADER_DEBUG;
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#else
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UINT flags = D3D10_SHADER_ENABLE_BACKWARDS_COMPATIBILITY|D3D10_SHADER_OPTIMIZATION_LEVEL3|D3D10_SHADER_SKIP_VALIDATION;
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#endif
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@ -89,7 +89,7 @@ bool CompileGeometryShader(const char* code, unsigned int len, D3DBlob** blob,
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ID3D10Blob* errorBuffer = nullptr;
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#if defined(_DEBUG) || defined(DEBUGFAST)
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UINT flags = D3D10_SHADER_ENABLE_BACKWARDS_COMPATIBILITY|D3D10_SHADER_DEBUG|D3D10_SHADER_WARNINGS_ARE_ERRORS;
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UINT flags = D3D10_SHADER_ENABLE_BACKWARDS_COMPATIBILITY|D3D10_SHADER_DEBUG;
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#else
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UINT flags = D3D10_SHADER_ENABLE_BACKWARDS_COMPATIBILITY|D3D10_SHADER_OPTIMIZATION_LEVEL3|D3D10_SHADER_SKIP_VALIDATION;
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#endif
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@ -149,7 +149,7 @@ bool CompilePixelShader(const char* code, unsigned int len, D3DBlob** blob,
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ID3D10Blob* errorBuffer = nullptr;
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#if defined(_DEBUG) || defined(DEBUGFAST)
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UINT flags = D3D10_SHADER_DEBUG|D3D10_SHADER_WARNINGS_ARE_ERRORS;
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UINT flags = D3D10_SHADER_DEBUG;
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#else
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UINT flags = D3D10_SHADER_OPTIMIZATION_LEVEL3;
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#endif
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