Revert "gsdx:windows: Fix Windows 7 compile"

This reverts commit 7736c90457.

It wasn't actually a Windows 7 compile fix, but a bad build environment
workaround.
This commit is contained in:
Jonathan Li 2016-05-29 14:29:39 +01:00
parent 67288b4735
commit 8b74c108a4
2 changed files with 2 additions and 2 deletions

View File

@ -771,7 +771,7 @@ void GSDevice11::InitExternalFX()
if (fshader.good())
{
shader << fshader.rdbuf();
CompileShader(shader.str().c_str(), shader.str().length(), shader_name.c_str(), nullptr, "ps_main", nullptr, &m_shaderfx.ps);
CompileShader(shader.str().c_str(), shader.str().length(), shader_name.c_str(), D3D_COMPILE_STANDARD_FILE_INCLUDE, "ps_main", nullptr, &m_shaderfx.ps);
}
else
{

View File

@ -45,7 +45,7 @@ bool GSDeviceDX::LoadD3DCompiler()
// Windows 8.1 and later come with the latest d3dcompiler_47.dll, but
// Windows 7 devs might also have the dll available for use (which will
// have to be placed in the application directory)
s_d3d_compiler_dll = LoadLibraryEx("d3dcompiler_47.dll", nullptr, LOAD_LIBRARY_SEARCH_APPLICATION_DIR | LOAD_LIBRARY_SEARCH_SYSTEM32);
s_d3d_compiler_dll = LoadLibraryEx(D3DCOMPILER_DLL, nullptr, LOAD_LIBRARY_SEARCH_APPLICATION_DIR | LOAD_LIBRARY_SEARCH_SYSTEM32);
// Windows Vista and 7 can use the older version. If the previous LoadLibrary
// call fails on Windows 8.1 and later, then the user's system is likely