D3D/DXShader: Remove duplicate GetByteCode function
This is already provided in the base class, which performs the same exact behavior. Given the function in the base class isn't virtual, this also essentially resolves an instance of shadowing.
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@ -16,8 +16,6 @@ public:
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DXShader(ShaderStage stage, BinaryData bytecode, ID3D11DeviceChild* shader);
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DXShader(ShaderStage stage, BinaryData bytecode, ID3D11DeviceChild* shader);
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~DXShader() override;
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~DXShader() override;
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const BinaryData& GetByteCode() const { return m_bytecode; }
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ID3D11VertexShader* GetD3DVertexShader() const;
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ID3D11VertexShader* GetD3DVertexShader() const;
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ID3D11GeometryShader* GetD3DGeometryShader() const;
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ID3D11GeometryShader* GetD3DGeometryShader() const;
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ID3D11PixelShader* GetD3DPixelShader() const;
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ID3D11PixelShader* GetD3DPixelShader() const;
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