D3D11 cleanup

This commit is contained in:
Noel Berry
2020-12-30 16:17:03 -08:00
parent ed1f26895b
commit 7401304bc4
4 changed files with 218 additions and 216 deletions

View File

@ -374,7 +374,7 @@ void Batch::render(const FrameBufferRef& target, const Mat4x4& matrix)
m_mesh = Mesh::create();
if (!m_default_shader)
m_default_shader = Shader::create(&shader_data);
m_default_shader = Shader::create(shader_data);
if (!m_default_material)
m_default_material = Material::create(m_default_shader);

View File

@ -3,10 +3,9 @@
using namespace Blah;
ShaderRef Shader::create(const ShaderData* data)
ShaderRef Shader::create(const ShaderData& data)
{
// get the shader
auto shader = GraphicsBackend::create_shader(data);
auto shader = GraphicsBackend::create_shader(&data);
// validate the shader
if (shader)

View File

@ -89,7 +89,7 @@ namespace Blah
// Creates a Shader with the given Shader Data.
// If the Shader creation fails, it will return an invalid ShaderRef.
static ShaderRef create(const ShaderData* data);
static ShaderRef create(const ShaderData& data);
// Gets a list of Shader Uniforms from Shader
virtual Vector<UniformInfo>& uniforms() = 0;