From 17577affba2f4eeed6474de456a376054bdfd981 Mon Sep 17 00:00:00 2001 From: Shawn Hoffman Date: Sat, 10 May 2014 22:12:20 -0700 Subject: [PATCH] D3D: Don't pass D3D10_SHADER_WARNINGS_ARE_ERRORS to the compiler in debug builds. For quite a while this has been causing integer division to generate a warning as error, blocking shader compiling. This means probably no one has even been running D3D in debug builds... I tried disabling the warning with a #pragma, but it doesn't seem to apply when this flag is used. --- Source/Core/VideoBackends/D3D/D3DShader.cpp | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) diff --git a/Source/Core/VideoBackends/D3D/D3DShader.cpp b/Source/Core/VideoBackends/D3D/D3DShader.cpp index 2bbc1b31c4..c6c6c28fe9 100644 --- a/Source/Core/VideoBackends/D3D/D3DShader.cpp +++ b/Source/Core/VideoBackends/D3D/D3DShader.cpp @@ -32,7 +32,7 @@ bool CompileVertexShader(const char* code, unsigned int len, D3DBlob** blob) ID3D10Blob* errorBuffer = nullptr; #if defined(_DEBUG) || defined(DEBUGFAST) - UINT flags = D3D10_SHADER_ENABLE_BACKWARDS_COMPATIBILITY|D3D10_SHADER_DEBUG|D3D10_SHADER_WARNINGS_ARE_ERRORS; + UINT flags = D3D10_SHADER_ENABLE_BACKWARDS_COMPATIBILITY|D3D10_SHADER_DEBUG; #else UINT flags = D3D10_SHADER_ENABLE_BACKWARDS_COMPATIBILITY|D3D10_SHADER_OPTIMIZATION_LEVEL3|D3D10_SHADER_SKIP_VALIDATION; #endif @@ -89,7 +89,7 @@ bool CompileGeometryShader(const char* code, unsigned int len, D3DBlob** blob, ID3D10Blob* errorBuffer = nullptr; #if defined(_DEBUG) || defined(DEBUGFAST) - UINT flags = D3D10_SHADER_ENABLE_BACKWARDS_COMPATIBILITY|D3D10_SHADER_DEBUG|D3D10_SHADER_WARNINGS_ARE_ERRORS; + UINT flags = D3D10_SHADER_ENABLE_BACKWARDS_COMPATIBILITY|D3D10_SHADER_DEBUG; #else UINT flags = D3D10_SHADER_ENABLE_BACKWARDS_COMPATIBILITY|D3D10_SHADER_OPTIMIZATION_LEVEL3|D3D10_SHADER_SKIP_VALIDATION; #endif @@ -149,7 +149,7 @@ bool CompilePixelShader(const char* code, unsigned int len, D3DBlob** blob, ID3D10Blob* errorBuffer = nullptr; #if defined(_DEBUG) || defined(DEBUGFAST) - UINT flags = D3D10_SHADER_DEBUG|D3D10_SHADER_WARNINGS_ARE_ERRORS; + UINT flags = D3D10_SHADER_DEBUG; #else UINT flags = D3D10_SHADER_OPTIMIZATION_LEVEL3; #endif