Use arrays more consistently.

This commit is contained in:
Henrik Rydgård
2022-10-25 23:59:42 +02:00
parent 91259aaad7
commit 524e92374f
8 changed files with 30 additions and 10 deletions
+6 -1
View File
@@ -184,6 +184,7 @@ void Draw2D::Ensure2DResources() {
char *vsCode = new char[8192];
ShaderWriterFlags flags = ShaderWriterFlags::NONE;
if (gstate_c.Use(GPU_USE_SINGLE_PASS_STEREO)) {
// Hm, we're compiling the vertex shader here, probably don't need this...
flags = ShaderWriterFlags::FS_AUTO_STEREO;
}
ShaderWriter writer(vsCode, shaderLanguageDesc, ShaderStage::Vertex);
@@ -224,7 +225,11 @@ Draw2DPipeline *Draw2D::Create2DPipeline(std::function<Draw2DPipelineInfo (Shade
const ShaderLanguageDesc &shaderLanguageDesc = draw_->GetShaderLanguageDesc();
char *fsCode = new char[8192];
ShaderWriter writer(fsCode, shaderLanguageDesc, ShaderStage::Fragment);
ShaderWriterFlags flags = ShaderWriterFlags::NONE;
if (gstate_c.Use(GPU_USE_SINGLE_PASS_STEREO)) {
flags = ShaderWriterFlags::FS_AUTO_STEREO;
}
ShaderWriter writer(fsCode, shaderLanguageDesc, ShaderStage::Fragment, Slice<const char *>::empty(), flags);
Draw2DPipelineInfo info = generate(writer);
_assert_msg_(strlen(fsCode) < 8192, "Draw2D FS length error: %d", (int)strlen(fsCode));