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  1. ubiquitous_ptr<ShaderTechnique> technique = null;
  2. ShaderTechnique* mytech = null;
  3. for ( ulword t = 0; t < description.Count(); ++t ) {
  4. technique = new ShaderTechnique( *device, description[ t ], options );
  5. if ( technique != null && technique->PassCount() > 0 ) {
  6. techniqueindices.Add( technique->Name(), techniques.size() );
  7. // Release it when `techniques` holder will become owner
  8. mytech = technique.release();
  9. techniques.push_back( mytech );
  10. for ( ulword i = 0; i < mytech->PassCount(); ++i ) {
  11. Parameters.Add( mytech->PassAt( i )->Parameters );
  12. }
  13. }
  14. }
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