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gsdx-d3d11: remove useless gs creation method
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tadanokojin authored and lightningterror committed Dec 25, 2018
1 parent e0c598f commit a556489
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Showing 2 changed files with 0 additions and 17 deletions.
16 changes: 0 additions & 16 deletions plugins/GSdx/Renderers/DX11/GSDevice11.cpp
Expand Up @@ -1470,22 +1470,6 @@ void GSDevice11::CreateShader(std::vector<char> source, const char* fn, ID3DIncl
}
}

void GSDevice11::CreateShader(std::vector<char> source, const char* fn, ID3DInclude *include, const char* entry, D3D_SHADER_MACRO* macro, ID3D11GeometryShader** gs, D3D11_SO_DECLARATION_ENTRY* layout, int count)
{
HRESULT hr;

CComPtr<ID3DBlob> shader;

CompileShader(source, fn, include, entry, macro, &shader, m_shader.gs);

hr = m_dev->CreateGeometryShaderWithStreamOutput((void*)shader->GetBufferPointer(), shader->GetBufferSize(), layout, count, NULL, 0, D3D11_SO_NO_RASTERIZED_STREAM, NULL, gs);

if(FAILED(hr))
{
throw GSDXRecoverableError();
}
}

void GSDevice11::CreateShader(std::vector<char> source, const char* fn, ID3DInclude *include, const char* entry, D3D_SHADER_MACRO* macro, ID3D11PixelShader** ps)
{
HRESULT hr;
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1 change: 0 additions & 1 deletion plugins/GSdx/Renderers/DX11/GSDevice11.h
Expand Up @@ -233,7 +233,6 @@ class GSDevice11 : public GSDeviceDX

void CreateShader(std::vector<char> source, const char* fn, ID3DInclude *include, const char* entry, D3D_SHADER_MACRO* macro, ID3D11VertexShader** vs, D3D11_INPUT_ELEMENT_DESC* layout, int count, ID3D11InputLayout** il);
void CreateShader(std::vector<char> source, const char* fn, ID3DInclude *include, const char* entry, D3D_SHADER_MACRO* macro, ID3D11GeometryShader** gs);
void CreateShader(std::vector<char> source, const char* fn, ID3DInclude *include, const char* entry, D3D_SHADER_MACRO* macro, ID3D11GeometryShader** gs, D3D11_SO_DECLARATION_ENTRY* layout, int count);
void CreateShader(std::vector<char> source, const char* fn, ID3DInclude *include, const char* entry, D3D_SHADER_MACRO* macro, ID3D11PixelShader** ps);

void CompileShader(std::vector<char> source, const char* fn, ID3DInclude *include, const char* entry, D3D_SHADER_MACRO* macro, ID3DBlob** shader, std::string shader_model);
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