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Fix a vertex shader generation bug that crashed Super Monkey Ball. Better shader error handling. Random warning fixes.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4170 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -57,10 +57,8 @@ void PixelShaderCache::Shutdown()
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PixelShaders.clear();
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}
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void PixelShaderCache::SetShader(bool dstAlpha)
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bool PixelShaderCache::SetShader(bool dstAlpha)
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{
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static LPDIRECT3DPIXELSHADER9 last_shader = NULL;
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DVSTARTPROFILE();
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PIXELSHADERUID uid;
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@ -68,19 +66,14 @@ void PixelShaderCache::SetShader(bool dstAlpha)
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PSCache::iterator iter;
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iter = PixelShaders.find(uid);
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if (iter != PixelShaders.end())
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{
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iter->second.frameCount = frameCount;
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const PSCacheEntry &entry = iter->second;
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D3D::dev->SetPixelShader(entry.shader);
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last_entry = &entry;
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if (!last_shader || entry.shader != last_shader)
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{
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D3D::dev->SetPixelShader(entry.shader);
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last_shader = entry.shader;
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DEBUGGER_PAUSE_COUNT_N(NEXT_PIXEL_SHADER_CHANGE);
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}
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return;
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DEBUGGER_PAUSE_COUNT_N(NEXT_PIXEL_SHADER_CHANGE);
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return true;
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}
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const char *code = GeneratePixelShader(PixelShaderManager::GetTextureMask(), dstAlpha, true);
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@ -88,26 +81,27 @@ void PixelShaderCache::SetShader(bool dstAlpha)
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if (shader)
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{
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//Make an entry in the table
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// Make an entry in the table
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PSCacheEntry newentry;
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newentry.shader = shader;
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newentry.frameCount = frameCount;
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#ifdef _DEBUG
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#if defined(_DEBUG) || defined(DEBUGFAST)
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newentry.code = code;
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#endif
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PixelShaders[uid] = newentry;
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last_entry = &PixelShaders[uid];
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D3D::dev->SetPixelShader(shader);
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last_shader = shader;
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INCSTAT(stats.numPixelShadersCreated);
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SETSTAT(stats.numPixelShadersAlive, (int)PixelShaders.size());
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return true;
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}
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else if (g_Config.bShowShaderErrors)
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{
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PanicAlert("Failed to compile Pixel Shader:\n\n%s", code);
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}
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return false;
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}
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@ -131,7 +125,7 @@ void PixelShaderCache::Cleanup()
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SETSTAT(stats.numPixelShadersAlive, (int)PixelShaders.size());
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}
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#ifdef _DEBUG
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#if defined(_DEBUG) || defined(DEBUGFAST)
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std::string PixelShaderCache::GetCurrentShaderCode()
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{
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if (last_entry)
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