Fix Windows build, try 1.

This commit is contained in:
NeoBrainX
2013-03-26 23:35:14 +01:00
parent 364a5093d9
commit 24ab51f9f6
8 changed files with 60 additions and 70 deletions

View File

@ -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)