gpu/internal/driver: use strings for generated DXIL assembly

Literal strings are a more compact than literal byte slices. A future
change will switch to go:embed to save even more space.

Signed-off-by: Elias Naur <mail@eliasnaur.com>
This commit is contained in:
Elias Naur
2021-04-12 12:34:59 +02:00
parent fbee13a07d
commit 23e0c898ef
6 changed files with 37 additions and 37 deletions
+3 -3
View File
@@ -345,7 +345,7 @@ func (b *Backend) NewInputLayout(vertexShader driver.ShaderSources, layout []dri
AlignedByteOffset: uint32(l.Offset),
}
}
l, err := b.dev.CreateInputLayout(descs, vertexShader.HLSL)
l, err := b.dev.CreateInputLayout(descs, []byte(vertexShader.HLSL))
if err != nil {
return nil, err
}
@@ -398,11 +398,11 @@ func (b *Backend) NewComputeProgram(shader driver.ShaderSources) (driver.Program
}
func (b *Backend) NewProgram(vertexShader, fragmentShader driver.ShaderSources) (driver.Program, error) {
vs, err := b.dev.CreateVertexShader(vertexShader.HLSL)
vs, err := b.dev.CreateVertexShader([]byte(vertexShader.HLSL))
if err != nil {
return nil, err
}
ps, err := b.dev.CreatePixelShader(fragmentShader.HLSL)
ps, err := b.dev.CreatePixelShader([]byte(fragmentShader.HLSL))
if err != nil {
return nil, err
}