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https://github.com/dolphin-emu/dolphin.git
synced 2025-07-21 05:09:34 -06:00
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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@ -57,11 +57,8 @@ void VertexShaderCache::Shutdown()
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vshaders.clear();
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}
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void VertexShaderCache::SetShader(u32 components)
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bool VertexShaderCache::SetShader(u32 components)
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{
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static LPDIRECT3DVERTEXSHADER9 last_shader = NULL;
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DVSTARTPROFILE();
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VERTEXSHADERUID uid;
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@ -73,15 +70,10 @@ void VertexShaderCache::SetShader(u32 components)
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{
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iter->second.frameCount = frameCount;
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const VSCacheEntry &entry = iter->second;
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D3D::dev->SetVertexShader(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->SetVertexShader(entry.shader);
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last_shader = entry.shader;
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DEBUGGER_PAUSE_COUNT_N(NEXT_VERTEX_SHADER_CHANGE);
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}
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return;
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DEBUGGER_PAUSE_COUNT_N(NEXT_VERTEX_SHADER_CHANGE);
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return true;
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}
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const char *code = GenerateVertexShader(components, true);
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@ -93,22 +85,23 @@ void VertexShaderCache::SetShader(u32 components)
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VSCacheEntry entry;
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entry.shader = shader;
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entry.frameCount = frameCount;
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#ifdef _DEBUG
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#if defined(_DEBUG) || defined(DEBUGFAST)
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entry.code = code;
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#endif
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vshaders[uid] = entry;
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last_entry = &vshaders[uid];
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last_shader = entry.shader;
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D3D::dev->SetVertexShader(shader);
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INCSTAT(stats.numVertexShadersCreated);
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SETSTAT(stats.numVertexShadersAlive, (int)vshaders.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 Vertex Shader:\n\n%s", code);
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}
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return false;
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}
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void VertexShaderCache::Cleanup()
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@ -129,7 +122,7 @@ void VertexShaderCache::Cleanup()
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SETSTAT(stats.numVertexShadersAlive, (int)vshaders.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 VertexShaderCache::GetCurrentShaderCode()
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{
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if (last_entry)
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