mirror of https://github.com/PCSX2/pcsx2.git
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.
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parent
67288b4735
commit
8b74c108a4
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@ -771,7 +771,7 @@ void GSDevice11::InitExternalFX()
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if (fshader.good())
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{
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shader << fshader.rdbuf();
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CompileShader(shader.str().c_str(), shader.str().length(), shader_name.c_str(), nullptr, "ps_main", nullptr, &m_shaderfx.ps);
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CompileShader(shader.str().c_str(), shader.str().length(), shader_name.c_str(), D3D_COMPILE_STANDARD_FILE_INCLUDE, "ps_main", nullptr, &m_shaderfx.ps);
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}
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else
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{
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@ -45,7 +45,7 @@ bool GSDeviceDX::LoadD3DCompiler()
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// Windows 8.1 and later come with the latest d3dcompiler_47.dll, but
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// Windows 7 devs might also have the dll available for use (which will
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// have to be placed in the application directory)
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s_d3d_compiler_dll = LoadLibraryEx("d3dcompiler_47.dll", nullptr, LOAD_LIBRARY_SEARCH_APPLICATION_DIR | LOAD_LIBRARY_SEARCH_SYSTEM32);
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s_d3d_compiler_dll = LoadLibraryEx(D3DCOMPILER_DLL, nullptr, LOAD_LIBRARY_SEARCH_APPLICATION_DIR | LOAD_LIBRARY_SEARCH_SYSTEM32);
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// Windows Vista and 7 can use the older version. If the previous LoadLibrary
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// call fails on Windows 8.1 and later, then the user's system is likely
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