vkd3d-shader: Use yy_scan_bytes() instead of yy_scan_string().

Signed-off-by: Zebediah Figura <zfigura@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Matteo Bruni <mbruni@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Zebediah Figura
2021-03-04 17:33:28 -06:00
committed by Alexandre Julliard
parent b35fd8628e
commit 001328e084
5 changed files with 7 additions and 7 deletions

View File

@@ -1618,7 +1618,7 @@ static void hlsl_ctx_cleanup(struct hlsl_ctx *ctx)
hlsl_free_type(type);
}
int hlsl_compile_shader(const char *text, const struct vkd3d_shader_compile_info *compile_info,
int hlsl_compile_shader(const struct vkd3d_shader_code *hlsl, const struct vkd3d_shader_compile_info *compile_info,
struct vkd3d_shader_code *dxbc, struct vkd3d_shader_message_context *message_context)
{
const struct vkd3d_shader_hlsl_source_info *hlsl_source_info;
@@ -1646,7 +1646,7 @@ int hlsl_compile_shader(const char *text, const struct vkd3d_shader_compile_info
if (!hlsl_ctx_init(&ctx, message_context))
return VKD3D_ERROR_OUT_OF_MEMORY;
if (hlsl_lexer_compile(&ctx, text) == 2)
if (hlsl_lexer_compile(&ctx, hlsl) == 2)
{
hlsl_ctx_cleanup(&ctx);
return VKD3D_ERROR_OUT_OF_MEMORY;