------------------------------------------------------------------------------------------------ Just in case we get the same pointer for a new shader following a level reload
| 52 | // ------------------------------------------------------------------------------------------------ |
| 53 | // Just in case we get the same pointer for a new shader following a level reload |
| 54 | void clearPixelShaderReplacement(const ID3D11PixelShader* orig) |
| 55 | { |
| 56 | if (replacedPixelShaders.find(orig) != replacedPixelShaders.end()) { |
| 57 | replacedPixelShaders.erase(orig); |
| 58 | } |
| 59 | |
| 60 | if (replacedVertexShaders.find((const ID3D11VertexShader*)orig) != replacedVertexShaders.end()) { |
| 61 | replacedVertexShaders.erase((const ID3D11VertexShader*)orig); |
| 62 | } |
| 63 | } |
| 64 | |
| 65 | void clearVertexShaderReplacement(const ID3D11VertexShader* orig) |
| 66 | { |
no outgoing calls
no test coverage detected