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D3D11: HLSL - give up on custom alignment logic
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just use what the compiler tells us
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paroj committed Jan 22, 2024
1 parent f4bd32c commit 3271bdd
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Showing 2 changed files with 98 additions and 202 deletions.
13 changes: 1 addition & 12 deletions RenderSystems/Direct3D11/include/OgreD3D11HLSLProgram.h
Original file line number Diff line number Diff line change
Expand Up @@ -87,10 +87,7 @@ namespace Ogre {
void unloadHighLevelImpl(void) override;
void unprepareImpl() override;

// Recursive utility method for populateParameterNames
void processParamElement(String prefix, String paramName, ID3D11ShaderReflectionType* varRefType);

void populateDef(D3D11_SHADER_TYPE_DESC& d3dDesc, GpuConstantDefinition& def) const;
static void populateDef(D3D11_SHADER_TYPE_DESC& d3dDesc, GpuConstantDefinition& def);

bool mColumnMajorMatrices;
bool mEnableBackwardsCompatibility;
Expand Down Expand Up @@ -124,13 +121,6 @@ namespace Ogre {
typedef std::vector<D3D11_SHADER_VARIABLE_DESC> D3d11ShaderVariables;
typedef D3d11ShaderVariables::iterator D3d11ShaderVariablesIter;

struct GpuConstantDefinitionWithName : GpuConstantDefinition
{
String Name;
};
typedef std::vector<GpuConstantDefinitionWithName> D3d11ShaderVariableSubparts;
typedef D3d11ShaderVariableSubparts::iterator D3d11ShaderVariableSubpartsIter;

struct MemberTypeName
{
String Name;
Expand All @@ -149,7 +139,6 @@ namespace Ogre {
D3d11ShaderParameters mD3d11ShaderInputParameters;
D3d11ShaderParameters mD3d11ShaderOutputParameters;
D3d11ShaderVariables mD3d11ShaderVariables;
D3d11ShaderVariableSubparts mD3d11ShaderVariableSubparts;
D3d11ShaderBufferDescs mD3d11ShaderBufferDescs;
D3d11ShaderVariables mVarDescBuffer;
D3d11ShaderVariables mVarDescPointer;
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