static bool xdk_renderchain_init_shader(void *data, void *renderchain_data) { d3d_video_t *d3d = (d3d_video_t*)data; #if defined(HAVE_HLSL) const char *shader_path = NULL; settings_t *settings = config_get_ptr(); #endif (void)renderchain_data; if (!d3d) return false; #if defined(HAVE_HLSL) RARCH_LOG("D3D]: Using HLSL shader backend.\n"); shader_path = settings->video.shader_path; const shader_backend_t *shader = &hlsl_backend; return video_shader_driver_init(hlsl_backend, d3d, shader_path); #endif return true; }
static bool hlsl_d3d9_renderchain_init_shader(void *data, void *renderchain_data) { video_shader_ctx_init_t init; bool ret = false; d3d_video_t *d3d = (d3d_video_t*)data; settings_t *settings = config_get_ptr(); (void)renderchain_data; if (!d3d) return false; init.shader_type = RARCH_SHADER_HLSL; init.data = data; init.path = settings->paths.path_shader; init.shader = &hlsl_backend; RARCH_LOG("D3D]: Using HLSL shader backend.\n"); ret = video_shader_driver_init(&init); return ret; }