(D3D11) d3d11_init_shader - simplify some code

This commit is contained in:
libretroadmin 2022-05-17 17:26:13 +02:00
parent de4bfa0805
commit fe37647c84

View File

@ -282,11 +282,6 @@ bool d3d11_init_shader(
success = false;
}
if (vs_code)
device->lpVtbl->CreateVertexShader(
device, D3DGetBufferPointer(vs_code), D3DGetBufferSize(vs_code),
NULL, &out->vs);
if (ps_code)
device->lpVtbl->CreatePixelShader(
device, D3DGetBufferPointer(ps_code), D3DGetBufferSize(ps_code),
@ -297,10 +292,15 @@ bool d3d11_init_shader(
device, D3DGetBufferPointer(gs_code), D3DGetBufferSize(gs_code),
NULL, &out->gs);
if (vs_code && input_element_descs)
device->lpVtbl->CreateInputLayout(
device, input_element_descs, num_elements, D3DGetBufferPointer(vs_code),
D3DGetBufferSize(vs_code), &out->layout);
if (vs_code)
{
LPVOID buf_ptr = D3DGetBufferPointer(vs_code);
SIZE_T buf_size = D3DGetBufferSize(vs_code);
device->lpVtbl->CreateVertexShader(device, buf_ptr, buf_size, NULL, &out->vs);
if (input_element_descs)
device->lpVtbl->CreateInputLayout(device, input_element_descs, num_elements,
buf_ptr, buf_size, &out->layout);
}
Release(vs_code);
Release(ps_code);