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refactor(w3d): Create pixel shaders from precompiled tokens - #3650
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No actionable comments were generated in the recent review. WalkthroughProfiler frame capture and water resource setup now create pixel shaders from embedded instruction arrays instead of assembling shader source at runtime with D3DX. ChangesPixel shader bytecode migration
Estimated code review effort: 2 (Simple) | ~10 minutes Change: Refactor Possibly related PRs
Suggested labels: Suggested reviewers: Merge Risk:
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[Medium impact] The PR appears safe to merge; no blocking issues were found.
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…Hackers#3650) To eliminate the dependency on D3DXAssembleShader, which MinGW does not provide
WaterRenderObjClass::ReAcquireResourcesandW3DProfilerFrameCapture::Captureassemble their pixel shaders from text at runtime withD3DXAssembleShader, which pulls in D3DX.Now the shaders are created from token arrays, with the assembly next to each line. The instruction tokens are identical to the
D3DXAssembleShaderoutput for the original text. The assembler only adds a version comment block, which the runtime ignores.Todo: