TRACE_EVENT0("gpu", "initializeCompiler");
#if defined(ANGLE_PRELOADED_D3DCOMPILER_MODULE_NAMES)
// Find a D3DCompiler module that had already been loaded based on a predefined list of versions.
- static TCHAR* d3dCompilerNames[] = ANGLE_PRELOADED_D3DCOMPILER_MODULE_NAMES;
+ static const char *d3dCompilerNames[] = ANGLE_PRELOADED_D3DCOMPILER_MODULE_NAMES;
for (size_t i = 0; i < ArraySize(d3dCompilerNames); ++i)
{
- if (GetModuleHandleEx(0, d3dCompilerNames[i], &mD3DCompilerModule))
+ if (GetModuleHandleExA(0, d3dCompilerNames[i], &mD3DCompilerModule))
{
break;
}
return gl::error(GL_OUT_OF_MEMORY, (ShaderBlob*)NULL);
}
- infoLog.append("Warning: D3D shader compilation failed with ");
- infoLog.append(flagNames[i]);
- infoLog.append(" flags.");
+ infoLog.append("Warning: D3D shader compilation failed with %s flags.", flagNames[i]);
+
if (i + 1 < attempts)
{
- infoLog.append(" Retrying with ");
- infoLog.append(flagNames[i + 1]);
- infoLog.append(".\n");
+ infoLog.append(" Retrying with %s.\n", flagNames[i + 1]);
}
}
}