mirror of
https://github.com/dolphin-emu/dolphin.git
synced 2025-07-24 14:49:42 -06:00
Fix Windows build, try 1.
This commit is contained in:
@ -41,9 +41,9 @@ namespace DX11
|
||||
|
||||
PixelShaderCache::PSCache PixelShaderCache::PixelShaders;
|
||||
const PixelShaderCache::PSCacheEntry* PixelShaderCache::last_entry;
|
||||
PIXELSHADERUID PixelShaderCache::last_uid;
|
||||
PixelShaderUid PixelShaderCache::last_uid;
|
||||
|
||||
LinearDiskCache<PIXELSHADERUID, u8> g_ps_disk_cache;
|
||||
LinearDiskCache<PixelShaderUid, u8> g_ps_disk_cache;
|
||||
|
||||
ID3D11PixelShader* s_ColorMatrixProgram[2] = {NULL};
|
||||
ID3D11PixelShader* s_ColorCopyProgram[2] = {NULL};
|
||||
@ -363,10 +363,10 @@ ID3D11Buffer* &PixelShaderCache::GetConstantBuffer()
|
||||
}
|
||||
|
||||
// this class will load the precompiled shaders into our cache
|
||||
class PixelShaderCacheInserter : public LinearDiskCacheReader<PIXELSHADERUID, u8>
|
||||
class PixelShaderCacheInserter : public LinearDiskCacheReader<PixelShaderUid, u8>
|
||||
{
|
||||
public:
|
||||
void Read(const PIXELSHADERUID &key, const u8 *value, u32 value_size)
|
||||
void Read(const PixelShaderUid &key, const u8 *value, u32 value_size)
|
||||
{
|
||||
PixelShaderCache::InsertByteCode(key, value, value_size);
|
||||
}
|
||||
@ -461,8 +461,8 @@ void PixelShaderCache::Shutdown()
|
||||
|
||||
bool PixelShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode, u32 components)
|
||||
{
|
||||
PIXELSHADERUID uid;
|
||||
GetPixelShaderId(&uid, dstAlphaMode, components);
|
||||
PixelShaderUid uid;
|
||||
GetPixelShaderUid(uid, dstAlphaMode, components);
|
||||
|
||||
// Check if the shader is already set
|
||||
if (last_entry)
|
||||
@ -470,7 +470,6 @@ bool PixelShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode, u32 components)
|
||||
if (uid == last_uid)
|
||||
{
|
||||
GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE,true);
|
||||
ValidatePixelShaderIDs(API_D3D11, last_entry->safe_uid, last_entry->code, dstAlphaMode, components);
|
||||
return (last_entry->shader != NULL);
|
||||
}
|
||||
}
|
||||
@ -486,15 +485,15 @@ bool PixelShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode, u32 components)
|
||||
last_entry = &entry;
|
||||
|
||||
GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE,true);
|
||||
ValidatePixelShaderIDs(API_D3D11, entry.safe_uid, entry.code, dstAlphaMode, components);
|
||||
return (entry.shader != NULL);
|
||||
}
|
||||
|
||||
// Need to compile a new shader
|
||||
const char* code = GeneratePixelShaderCode(dstAlphaMode, API_D3D11, components);
|
||||
PixelShaderCode code;
|
||||
GeneratePixelShaderCode(code, dstAlphaMode, API_D3D11, components);
|
||||
|
||||
D3DBlob* pbytecode;
|
||||
if (!D3D::CompilePixelShader(code, (unsigned int)strlen(code), &pbytecode))
|
||||
if (!D3D::CompilePixelShader(code.GetBuffer(), (unsigned int)strlen(code.GetBuffer()), &pbytecode))
|
||||
{
|
||||
GFX_DEBUGGER_PAUSE_AT(NEXT_ERROR, true);
|
||||
return false;
|
||||
@ -508,7 +507,7 @@ bool PixelShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode, u32 components)
|
||||
|
||||
if (g_ActiveConfig.bEnableShaderDebugging && success)
|
||||
{
|
||||
PixelShaders[uid].code = code;
|
||||
PixelShaders[uid].code = code.GetBuffer();
|
||||
GetSafePixelShaderId(&PixelShaders[uid].safe_uid, dstAlphaMode, components);
|
||||
}
|
||||
|
||||
@ -516,7 +515,7 @@ bool PixelShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode, u32 components)
|
||||
return success;
|
||||
}
|
||||
|
||||
bool PixelShaderCache::InsertByteCode(const PIXELSHADERUID &uid, const void* bytecode, unsigned int bytecodelen)
|
||||
bool PixelShaderCache::InsertByteCode(const PixelShaderUid &uid, const void* bytecode, unsigned int bytecodelen)
|
||||
{
|
||||
ID3D11PixelShader* shader = D3D::CreatePixelShaderFromByteCode(bytecode, bytecodelen);
|
||||
if (shader == NULL)
|
||||
|
@ -35,7 +35,7 @@ public:
|
||||
static void Clear();
|
||||
static void Shutdown();
|
||||
static bool SetShader(DSTALPHA_MODE dstAlphaMode, u32 components); // TODO: Should be renamed to LoadShader
|
||||
static bool InsertByteCode(const PIXELSHADERUID &uid, const void* bytecode, unsigned int bytecodelen);
|
||||
static bool InsertByteCode(const PixelShaderUid &uid, const void* bytecode, unsigned int bytecodelen);
|
||||
|
||||
static ID3D11PixelShader* GetActiveShader() { return last_entry->shader; }
|
||||
static ID3D11Buffer* &GetConstantBuffer();
|
||||
@ -54,18 +54,17 @@ private:
|
||||
{
|
||||
ID3D11PixelShader* shader;
|
||||
|
||||
PIXELSHADERUIDSAFE safe_uid;
|
||||
std::string code;
|
||||
|
||||
PSCacheEntry() : shader(NULL) {}
|
||||
void Destroy() { SAFE_RELEASE(shader); }
|
||||
};
|
||||
|
||||
typedef std::map<PIXELSHADERUID, PSCacheEntry> PSCache;
|
||||
typedef std::map<PixelShaderUid, PSCacheEntry> PSCache;
|
||||
|
||||
static PSCache PixelShaders;
|
||||
static const PSCacheEntry* last_entry;
|
||||
static PIXELSHADERUID last_uid;
|
||||
static PixelShaderUid last_uid;
|
||||
};
|
||||
|
||||
} // namespace DX11
|
||||
|
@ -37,14 +37,14 @@ namespace DX11 {
|
||||
|
||||
VertexShaderCache::VSCache VertexShaderCache::vshaders;
|
||||
const VertexShaderCache::VSCacheEntry *VertexShaderCache::last_entry;
|
||||
VERTEXSHADERUID VertexShaderCache::last_uid;
|
||||
VertexShaderUid VertexShaderCache::last_uid;
|
||||
|
||||
static ID3D11VertexShader* SimpleVertexShader = NULL;
|
||||
static ID3D11VertexShader* ClearVertexShader = NULL;
|
||||
static ID3D11InputLayout* SimpleLayout = NULL;
|
||||
static ID3D11InputLayout* ClearLayout = NULL;
|
||||
|
||||
LinearDiskCache<VERTEXSHADERUID, u8> g_vs_disk_cache;
|
||||
LinearDiskCache<VertexShaderUid, u8> g_vs_disk_cache;
|
||||
|
||||
ID3D11VertexShader* VertexShaderCache::GetSimpleVertexShader() { return SimpleVertexShader; }
|
||||
ID3D11VertexShader* VertexShaderCache::GetClearVertexShader() { return ClearVertexShader; }
|
||||
@ -68,10 +68,10 @@ ID3D11Buffer* &VertexShaderCache::GetConstantBuffer()
|
||||
}
|
||||
|
||||
// this class will load the precompiled shaders into our cache
|
||||
class VertexShaderCacheInserter : public LinearDiskCacheReader<VERTEXSHADERUID, u8>
|
||||
class VertexShaderCacheInserter : public LinearDiskCacheReader<VertexShaderUid, u8>
|
||||
{
|
||||
public:
|
||||
void Read(const VERTEXSHADERUID &key, const u8 *value, u32 value_size)
|
||||
void Read(const VertexShaderUid &key, const u8 *value, u32 value_size)
|
||||
{
|
||||
D3DBlob* blob = new D3DBlob(value_size, value);
|
||||
VertexShaderCache::InsertByteCode(key, blob);
|
||||
@ -208,14 +208,13 @@ void VertexShaderCache::Shutdown()
|
||||
|
||||
bool VertexShaderCache::SetShader(u32 components)
|
||||
{
|
||||
VERTEXSHADERUID uid;
|
||||
GetVertexShaderId(&uid, components);
|
||||
VertexShaderUid uid;
|
||||
GetVertexShaderUid(uid, components, API_D3D11);
|
||||
if (last_entry)
|
||||
{
|
||||
if (uid == last_uid)
|
||||
{
|
||||
GFX_DEBUGGER_PAUSE_AT(NEXT_VERTEX_SHADER_CHANGE, true);
|
||||
ValidateVertexShaderIDs(API_D3D11, last_entry->safe_uid, last_entry->code, components);
|
||||
return (last_entry->shader != NULL);
|
||||
}
|
||||
}
|
||||
@ -229,14 +228,14 @@ bool VertexShaderCache::SetShader(u32 components)
|
||||
last_entry = &entry;
|
||||
|
||||
GFX_DEBUGGER_PAUSE_AT(NEXT_VERTEX_SHADER_CHANGE, true);
|
||||
ValidateVertexShaderIDs(API_D3D11, entry.safe_uid, entry.code, components);
|
||||
return (entry.shader != NULL);
|
||||
}
|
||||
|
||||
const char *code = GenerateVertexShaderCode(components, API_D3D11);
|
||||
VertexShaderCode code;
|
||||
GenerateVertexShaderCode(code, components, API_D3D11);
|
||||
|
||||
D3DBlob* pbytecode = NULL;
|
||||
D3D::CompileVertexShader(code, (int)strlen(code), &pbytecode);
|
||||
D3D::CompileVertexShader(code.GetBuffer(), (int)strlen(code.GetBuffer()), &pbytecode);
|
||||
|
||||
if (pbytecode == NULL)
|
||||
{
|
||||
@ -250,15 +249,14 @@ bool VertexShaderCache::SetShader(u32 components)
|
||||
|
||||
if (g_ActiveConfig.bEnableShaderDebugging && success)
|
||||
{
|
||||
vshaders[uid].code = code;
|
||||
GetSafeVertexShaderId(&vshaders[uid].safe_uid, components);
|
||||
vshaders[uid].code = code.GetBuffer();
|
||||
}
|
||||
|
||||
GFX_DEBUGGER_PAUSE_AT(NEXT_VERTEX_SHADER_CHANGE, true);
|
||||
return success;
|
||||
}
|
||||
|
||||
bool VertexShaderCache::InsertByteCode(const VERTEXSHADERUID &uid, D3DBlob* bcodeblob)
|
||||
bool VertexShaderCache::InsertByteCode(const VertexShaderUid &uid, D3DBlob* bcodeblob)
|
||||
{
|
||||
ID3D11VertexShader* shader = D3D::CreateVertexShaderFromByteCode(bcodeblob);
|
||||
if (shader == NULL)
|
||||
|
@ -44,7 +44,7 @@ public:
|
||||
static ID3D11InputLayout* GetSimpleInputLayout();
|
||||
static ID3D11InputLayout* GetClearInputLayout();
|
||||
|
||||
static bool VertexShaderCache::InsertByteCode(const VERTEXSHADERUID &uid, D3DBlob* bcodeblob);
|
||||
static bool VertexShaderCache::InsertByteCode(const VertexShaderUid &uid, D3DBlob* bcodeblob);
|
||||
|
||||
private:
|
||||
struct VSCacheEntry
|
||||
@ -52,7 +52,6 @@ private:
|
||||
ID3D11VertexShader* shader;
|
||||
D3DBlob* bytecode; // needed to initialize the input layout
|
||||
|
||||
VERTEXSHADERUIDSAFE safe_uid;
|
||||
std::string code;
|
||||
|
||||
VSCacheEntry() : shader(NULL), bytecode(NULL) {}
|
||||
@ -68,11 +67,11 @@ private:
|
||||
SAFE_RELEASE(bytecode);
|
||||
}
|
||||
};
|
||||
typedef std::map<VERTEXSHADERUID, VSCacheEntry> VSCache;
|
||||
typedef std::map<VertexShaderUid, VSCacheEntry> VSCache;
|
||||
|
||||
static VSCache vshaders;
|
||||
static const VSCacheEntry* last_entry;
|
||||
static VERTEXSHADERUID last_uid;
|
||||
static VertexShaderUid last_uid;
|
||||
};
|
||||
|
||||
} // namespace DX11
|
||||
|
Reference in New Issue
Block a user