From de1593d5c00c136081eb415e5fe4e9a35954c578 Mon Sep 17 00:00:00 2001 From: David Date: Thu, 20 Oct 2022 01:25:00 -0500 Subject: [PATCH] Backends: DX12: Fixed stale comments. (#5798) --- backends/imgui_impl_dx12.cpp | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) diff --git a/backends/imgui_impl_dx12.cpp b/backends/imgui_impl_dx12.cpp index 80ea3a234..51b0d815c 100644 --- a/backends/imgui_impl_dx12.cpp +++ b/backends/imgui_impl_dx12.cpp @@ -530,7 +530,7 @@ bool ImGui_ImplDX12_CreateDeviceObjects() // By using D3DCompile() from / d3dcompiler.lib, we introduce a dependency to a given version of d3dcompiler_XX.dll (see D3DCOMPILER_DLL_A) // If you would like to use this DX12 sample code but remove this dependency you can: - // 1) compile once, save the compiled shader blobs into a file or source code and pass them to CreateVertexShader()/CreatePixelShader() [preferred solution] + // 1) compile once, save the compiled shader blobs into a file or source code and assign them to psoDesc.VS/PS [preferred solution] // 2) use code to detect any version of the DLL and grab a pointer to D3DCompile from the DLL. // See https://github.com/ocornut/imgui/pull/638 for sources and details. @@ -579,7 +579,7 @@ bool ImGui_ImplDX12_CreateDeviceObjects() }"; if (FAILED(D3DCompile(vertexShader, strlen(vertexShader), nullptr, nullptr, nullptr, "main", "vs_5_0", 0, 0, &vertexShaderBlob, nullptr))) - return false; // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob! + return false; // NB: Pass ID3DBlob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob! psoDesc.VS = { vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize() }; // Create the input layout @@ -613,7 +613,7 @@ bool ImGui_ImplDX12_CreateDeviceObjects() if (FAILED(D3DCompile(pixelShader, strlen(pixelShader), nullptr, nullptr, nullptr, "main", "ps_5_0", 0, 0, &pixelShaderBlob, nullptr))) { vertexShaderBlob->Release(); - return false; // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob! + return false; // NB: Pass ID3DBlob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob! } psoDesc.PS = { pixelShaderBlob->GetBufferPointer(), pixelShaderBlob->GetBufferSize() }; }