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Backends: DX12: Fixed stale comments. (#5798)

David 2 yıl önce
ebeveyn
işleme
de1593d5c0
1 değiştirilmiş dosya ile 3 ekleme ve 3 silme
  1. 3 3
      backends/imgui_impl_dx12.cpp

+ 3 - 3
backends/imgui_impl_dx12.cpp

@@ -530,7 +530,7 @@ bool    ImGui_ImplDX12_CreateDeviceObjects()
 
     // By using D3DCompile() from <d3dcompiler.h> / 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() };
     }