d3dx9: Use the D3DCOMPILE_ENABLE_BACKWARDS_COMPATIBILITY flag when compiling ASCII effects.
Some manual testing shows that the behavior changed with d3dx9_37. Signed-off-by: Matteo Bruni <mbruni@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -6455,6 +6455,11 @@ static HRESULT d3dx9_base_effect_init(struct d3dx9_base_effect *base,
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char *skip_constants_buffer = NULL;
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char *skip_constants_buffer = NULL;
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const char **skip_constants = NULL;
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const char **skip_constants = NULL;
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unsigned int skip_constants_count = 0;
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unsigned int skip_constants_count = 0;
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#if D3DX_SDK_VERSION <= 36
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UINT compile_flags = D3DCOMPILE_ENABLE_BACKWARDS_COMPATIBILITY;
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#else
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UINT compile_flags = 0;
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#endif
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unsigned int i, j;
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unsigned int i, j;
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TRACE("base %p, data %p, data_size %lu, effect %p, pool %p, skip_constants %s.\n",
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TRACE("base %p, data %p, data_size %lu, effect %p, pool %p, skip_constants %s.\n",
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@ -6471,7 +6476,7 @@ static HRESULT d3dx9_base_effect_init(struct d3dx9_base_effect *base,
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{
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{
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TRACE("HLSL ASCII effect, trying to compile it.\n");
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TRACE("HLSL ASCII effect, trying to compile it.\n");
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hr = D3DCompile(data, data_size, NULL, defines, include,
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hr = D3DCompile(data, data_size, NULL, defines, include,
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"main", "fx_2_0", 0, eflags, &bytecode, &temp_errors);
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"main", "fx_2_0", compile_flags, eflags, &bytecode, &temp_errors);
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if (FAILED(hr))
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if (FAILED(hr))
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{
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{
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WARN("Failed to compile ASCII effect.\n");
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WARN("Failed to compile ASCII effect.\n");
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