diff --git a/gfx/drivers/d3d10.c b/gfx/drivers/d3d10.c index 1a19c85bee..9d66880b76 100644 --- a/gfx/drivers/d3d10.c +++ b/gfx/drivers/d3d10.c @@ -458,11 +458,6 @@ static bool d3d10_gfx_set_shader(void* data, enum rarch_shader_type type, const { "TEXCOORD", 1, DXGI_FORMAT_R32G32_FLOAT, 0, offsetof(d3d10_vertex_t, texcoord), D3D10_INPUT_PER_VERTEX_DATA, 0 }, }; -#ifdef DEBUG - bool save_hlsl = true; -#else - bool save_hlsl = false; -#endif static const char vs_ext[] = ".vs.hlsl"; static const char ps_ext[] = ".ps.hlsl"; char vs_path[PATH_MAX_LENGTH] = {0}; @@ -478,24 +473,11 @@ static bool d3d10_gfx_set_shader(void* data, enum rarch_shader_type type, const if (!d3d10_init_shader( d3d10->device, vs_src, 0, vs_path, "main", NULL, NULL, desc, countof(desc), - &d3d10->pass[i].shader)) - save_hlsl = true; + &d3d10->pass[i].shader)) { } if (!d3d10_init_shader( d3d10->device, ps_src, 0, ps_path, NULL, "main", NULL, NULL, 0, - &d3d10->pass[i].shader)) - save_hlsl = true; - - if (save_hlsl) - { - FILE* fp = fopen(vs_path, "w"); - fwrite(vs_src, 1, strlen(vs_src), fp); - fclose(fp); - - fp = fopen(ps_path, "w"); - fwrite(ps_src, 1, strlen(ps_src), fp); - fclose(fp); - } + &d3d10->pass[i].shader)) { } free(d3d10->shader_preset->pass[i].source.string.vertex); free(d3d10->shader_preset->pass[i].source.string.fragment); diff --git a/gfx/drivers/d3d11.c b/gfx/drivers/d3d11.c index f8374a562b..748b9fb810 100644 --- a/gfx/drivers/d3d11.c +++ b/gfx/drivers/d3d11.c @@ -626,11 +626,6 @@ static bool d3d11_gfx_set_shader(void* data, enum rarch_shader_type type, const { "TEXCOORD", 1, DXGI_FORMAT_R32G32_FLOAT, 0, offsetof(d3d11_vertex_t, texcoord), D3D11_INPUT_PER_VERTEX_DATA, 0 }, }; -#ifdef DEBUG - bool save_hlsl = true; -#else - bool save_hlsl = false; -#endif static const char vs_ext[] = ".vs.hlsl"; static const char ps_ext[] = ".ps.hlsl"; char vs_path[PATH_MAX_LENGTH] = {0}; @@ -648,26 +643,13 @@ static bool d3d11_gfx_set_shader(void* data, enum rarch_shader_type type, const d3d11->device, vs_src, 0, vs_path, "main", NULL, NULL, desc, countof(desc), &d3d11->pass[i].shader, feat_level_hint - )) - save_hlsl = true; + )) { } if (!d3d11_init_shader( d3d11->device, ps_src, 0, ps_path, NULL, "main", NULL, NULL, 0, &d3d11->pass[i].shader, feat_level_hint - )) - save_hlsl = true; - - if (save_hlsl) - { - FILE* fp = fopen(vs_path, "w"); - fwrite(vs_src, 1, strlen(vs_src), fp); - fclose(fp); - - fp = fopen(ps_path, "w"); - fwrite(ps_src, 1, strlen(ps_src), fp); - fclose(fp); - } + )) { } free(d3d11->shader_preset->pass[i].source.string.vertex); free(d3d11->shader_preset->pass[i].source.string.fragment); diff --git a/gfx/drivers/d3d12.c b/gfx/drivers/d3d12.c index 72604ce185..6498ccacaf 100644 --- a/gfx/drivers/d3d12.c +++ b/gfx/drivers/d3d12.c @@ -579,11 +579,6 @@ static bool d3d12_gfx_set_shader(void* data, enum rarch_shader_type type, const { "TEXCOORD", 1, DXGI_FORMAT_R32G32_FLOAT, 0, offsetof(d3d12_vertex_t, texcoord), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 }, }; -#ifdef DEBUG - bool save_hlsl = true; -#else - bool save_hlsl = false; -#endif static const char vs_ext[] = ".vs.hlsl"; static const char ps_ext[] = ".ps.hlsl"; char vs_path[PATH_MAX_LENGTH] = {0}; @@ -597,10 +592,8 @@ static bool d3d12_gfx_set_shader(void* data, enum rarch_shader_type type, const strlcat(vs_path, vs_ext, sizeof(vs_path)); strlcat(ps_path, ps_ext, sizeof(ps_path)); - if (!d3d_compile(vs_src, 0, vs_path, "main", "vs_5_0", &vs_code)) - save_hlsl = true; - if (!d3d_compile(ps_src, 0, ps_path, "main", "ps_5_0", &ps_code)) - save_hlsl = true; + if (!d3d_compile(vs_src, 0, vs_path,"main","vs_5_0", &vs_code)){ } + if (!d3d_compile(ps_src, 0, ps_path,"main","ps_5_0", &ps_code)){ } desc.BlendState.RenderTarget[0].RenderTargetWriteMask = D3D12_COLOR_WRITE_ENABLE_ALL; if (i == d3d12->shader_preset->passes - 1) @@ -613,19 +606,7 @@ static bool d3d12_gfx_set_shader(void* data, enum rarch_shader_type type, const desc.InputLayout.NumElements = countof(inputElementDesc); if (!d3d12_init_pipeline( - d3d12->device, vs_code, ps_code, NULL, &desc, &d3d12->pass[i].pipe)) - save_hlsl = true; - - if (save_hlsl) - { - FILE* fp = fopen(vs_path, "w"); - fwrite(vs_src, 1, strlen(vs_src), fp); - fclose(fp); - - fp = fopen(ps_path, "w"); - fwrite(ps_src, 1, strlen(ps_src), fp); - fclose(fp); - } + d3d12->device, vs_code, ps_code, NULL, &desc, &d3d12->pass[i].pipe)) { } free(d3d12->shader_preset->pass[i].source.string.vertex); free(d3d12->shader_preset->pass[i].source.string.fragment);