Stop hardcoding the GUID for ID3D11ShaderReflection.

This GUID changes depending on what version of the DirectX SDK you have.
The GUID is defined in d3d11shader.h as a const global, not a preprocessor
macro, so this #ifndef was clobbering it always. This caused DX11 shader
compliation to fail when using the Windows 8.1 SDK.
This commit is contained in:
James Darpinian 2015-04-22 19:09:38 -07:00
parent 0aa27c112f
commit bc08ef142e
1 changed files with 0 additions and 6 deletions

View File

@ -14,12 +14,6 @@
# define D3D_SVF_USED 2
#endif // D3D_SVF_USED
#ifndef IID_ID3D11ShaderReflection
// In case MinGW is missing IID...
static const GUID GUID_ID3D11ShaderReflection = { 0x0a233719, 0x3960, 0x4578, { 0x9d, 0x7c, 0x20, 0x3b, 0x8b, 0x1d, 0x9c, 0xc1 } };
# define IID_ID3D11ShaderReflection GUID_ID3D11ShaderReflection
#endif // IID_ID3D11ShaderReflection
struct CTHeader
{
uint32_t Size;