D3D: Don't pass D3D10_SHADER_WARNINGS_ARE_ERRORS to the compiler in debug builds.

For quite a while this has been causing integer division to generate a warning as error, blocking shader compiling. This means probably no one has even been running D3D in debug builds...
I tried disabling the warning with a #pragma, but it doesn't seem to apply when this flag is used.
This commit is contained in:
Shawn Hoffman 2014-05-10 22:12:20 -07:00
parent 15ce648b0d
commit 17577affba

View file

@ -32,7 +32,7 @@ bool CompileVertexShader(const char* code, unsigned int len, D3DBlob** blob)
ID3D10Blob* errorBuffer = nullptr;
#if defined(_DEBUG) || defined(DEBUGFAST)
UINT flags = D3D10_SHADER_ENABLE_BACKWARDS_COMPATIBILITY|D3D10_SHADER_DEBUG|D3D10_SHADER_WARNINGS_ARE_ERRORS;
UINT flags = D3D10_SHADER_ENABLE_BACKWARDS_COMPATIBILITY|D3D10_SHADER_DEBUG;
#else
UINT flags = D3D10_SHADER_ENABLE_BACKWARDS_COMPATIBILITY|D3D10_SHADER_OPTIMIZATION_LEVEL3|D3D10_SHADER_SKIP_VALIDATION;
#endif
@ -89,7 +89,7 @@ bool CompileGeometryShader(const char* code, unsigned int len, D3DBlob** blob,
ID3D10Blob* errorBuffer = nullptr;
#if defined(_DEBUG) || defined(DEBUGFAST)
UINT flags = D3D10_SHADER_ENABLE_BACKWARDS_COMPATIBILITY|D3D10_SHADER_DEBUG|D3D10_SHADER_WARNINGS_ARE_ERRORS;
UINT flags = D3D10_SHADER_ENABLE_BACKWARDS_COMPATIBILITY|D3D10_SHADER_DEBUG;
#else
UINT flags = D3D10_SHADER_ENABLE_BACKWARDS_COMPATIBILITY|D3D10_SHADER_OPTIMIZATION_LEVEL3|D3D10_SHADER_SKIP_VALIDATION;
#endif
@ -149,7 +149,7 @@ bool CompilePixelShader(const char* code, unsigned int len, D3DBlob** blob,
ID3D10Blob* errorBuffer = nullptr;
#if defined(_DEBUG) || defined(DEBUGFAST)
UINT flags = D3D10_SHADER_DEBUG|D3D10_SHADER_WARNINGS_ARE_ERRORS;
UINT flags = D3D10_SHADER_DEBUG;
#else
UINT flags = D3D10_SHADER_OPTIMIZATION_LEVEL3;
#endif