From 4f2ecd53a9daaf88bb7d075745eefb6e2e4741e0 Mon Sep 17 00:00:00 2001 From: wolfbeast Date: Wed, 11 Jul 2018 18:11:13 +0200 Subject: Roll back to ANGLE/2845 --- gfx/angle/src/libANGLE/renderer/d3d/DynamicHLSL.cpp | 12 ++++++------ 1 file changed, 6 insertions(+), 6 deletions(-) (limited to 'gfx/angle/src/libANGLE/renderer/d3d/DynamicHLSL.cpp') diff --git a/gfx/angle/src/libANGLE/renderer/d3d/DynamicHLSL.cpp b/gfx/angle/src/libANGLE/renderer/d3d/DynamicHLSL.cpp index 1946585c1..cb3e582d1 100755 --- a/gfx/angle/src/libANGLE/renderer/d3d/DynamicHLSL.cpp +++ b/gfx/angle/src/libANGLE/renderer/d3d/DynamicHLSL.cpp @@ -117,8 +117,8 @@ void WriteArrayString(std::stringstream &strstr, unsigned int i) strstr << "]"; } -constexpr const char *VERTEX_ATTRIBUTE_STUB_STRING = "@@ VERTEX ATTRIBUTES @@"; -constexpr const char *PIXEL_OUTPUT_STUB_STRING = "@@ PIXEL OUTPUT @@"; +const std::string VERTEX_ATTRIBUTE_STUB_STRING = "@@ VERTEX ATTRIBUTES @@"; +const std::string PIXEL_OUTPUT_STUB_STRING = "@@ PIXEL OUTPUT @@"; } // anonymous namespace std::string GetVaryingSemantic(int majorShaderModel, bool programUsesPointSize) @@ -295,7 +295,7 @@ std::string DynamicHLSL::generateVertexShaderForInputLayout( std::string vertexHLSL(sourceShader); size_t copyInsertionPos = vertexHLSL.find(VERTEX_ATTRIBUTE_STUB_STRING); - vertexHLSL.replace(copyInsertionPos, strlen(VERTEX_ATTRIBUTE_STUB_STRING), structStream.str()); + vertexHLSL.replace(copyInsertionPos, VERTEX_ATTRIBUTE_STUB_STRING.length(), structStream.str()); return vertexHLSL; } @@ -360,7 +360,7 @@ std::string DynamicHLSL::generatePixelShaderForOutputSignature( std::string pixelHLSL(sourceShader); size_t outputInsertionPos = pixelHLSL.find(PIXEL_OUTPUT_STUB_STRING); - pixelHLSL.replace(outputInsertionPos, strlen(PIXEL_OUTPUT_STUB_STRING), + pixelHLSL.replace(outputInsertionPos, PIXEL_OUTPUT_STUB_STRING.length(), declarationStream.str()); return pixelHLSL; @@ -440,7 +440,7 @@ bool DynamicHLSL::generateShaderLinkHLSL(const gl::ContextState &data, } // Add stub string to be replaced when shader is dynamically defined by its layout - vertexStream << "\n" << std::string(VERTEX_ATTRIBUTE_STUB_STRING) << "\n"; + vertexStream << "\n" << VERTEX_ATTRIBUTE_STUB_STRING + "\n"; // Write the HLSL input/output declarations vertexStream << "struct VS_OUTPUT\n"; @@ -597,7 +597,7 @@ bool DynamicHLSL::generateShaderLinkHLSL(const gl::ContextState &data, generateVaryingLinkHLSL(SHADER_PIXEL, varyingPacking, pixelStream); pixelStream << "\n"; - pixelStream << std::string(PIXEL_OUTPUT_STUB_STRING) << "\n"; + pixelStream << PIXEL_OUTPUT_STUB_STRING + "\n"; if (fragmentShader->usesFrontFacing()) { -- cgit v1.2.3