added check for WP8_SHADER_COMPILER

This commit is contained in:
Dale Stammen 2014-10-27 11:16:14 -07:00
parent 510c8caed7
commit 5b69a55121
2 changed files with 2 additions and 11 deletions

View File

@ -192,7 +192,7 @@ bool CCPrecompiledShaders::addProgram(GLuint program, const std::string& id)
return true;
}
#if (CC_TARGET_PLATFORM == CC_PLATFORM_WINRT)
#if (CC_TARGET_PLATFORM == CC_PLATFORM_WINRT) && defined(WP8_SHADER_COMPILER)
void CCPrecompiledShaders::savePrecompiledPrograms(Windows::Storage::StorageFolder^ folder)
{

View File

@ -48,14 +48,6 @@ typedef struct _CompiledProgram
int length;
} CompiledProgram;
#if 0
const unsigned char gKey[] = "hello";
const unsigned char gProgram[] = "world";
PrecompiledShader gFoo = {gKey, gProgram, 100};
PrecompiledShader shaders[] = {gFoo, gFoo};
#endif
class CC_DLL CCPrecompiledShaders
{
@ -63,7 +55,6 @@ public:
CCPrecompiledShaders();
virtual ~CCPrecompiledShaders();
/**
@brief Get current precompiled shaders instance.
@return Current precompiled shaders instance pointer.
@ -77,7 +68,7 @@ public:
bool loadProgram(GLuint program, const GLchar* vShaderByteArray, const GLchar* fShaderByteArray);
#if (CC_TARGET_PLATFORM == CC_PLATFORM_WINRT)
#if (CC_TARGET_PLATFORM == CC_PLATFORM_WINRT) && defined(WP8_SHADER_COMPILER)
void savePrecompiledShaders();
#endif