Added getShaderModel string to D3D11 for use with shader version macros.

This commit is contained in:
rextimmy 2016-12-30 11:40:00 +10:00
parent 38554f7396
commit 86a95e748e
3 changed files with 9 additions and 3 deletions

View file

@ -790,9 +790,8 @@ bool GFXD3D11Shader::_init()
d3dMacros[i+smGlobalMacros.size()].Definition = mMacros[i].value.c_str();
}
//TODO support D3D_FEATURE_LEVEL properly with shaders instead of hard coding at hlsl 5
d3dMacros[macroCount - 2].Name = "TORQUE_SM";
d3dMacros[macroCount - 2].Definition = "50";
d3dMacros[macroCount - 2].Definition = D3D11->getShaderModel().c_str();
memset(&d3dMacros[macroCount - 1], 0, sizeof(D3D_SHADER_MACRO));