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synced 2025-07-21 05:09:34 -06:00
Fix Windows build, try 1.
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@ -43,9 +43,9 @@ namespace DX9
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PixelShaderCache::PSCache PixelShaderCache::PixelShaders;
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const PixelShaderCache::PSCacheEntry *PixelShaderCache::last_entry;
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PIXELSHADERUID PixelShaderCache::last_uid;
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PixelShaderUid PixelShaderCache::last_uid;
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static LinearDiskCache<PIXELSHADERUID, u8> g_ps_disk_cache;
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static LinearDiskCache<PixelShaderUid, u8> g_ps_disk_cache;
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static std::set<u32> unique_shaders;
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#define MAX_SSAA_SHADERS 3
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@ -67,10 +67,10 @@ static LPDIRECT3DPIXELSHADER9 s_ClearProgram = NULL;
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static LPDIRECT3DPIXELSHADER9 s_rgba6_to_rgb8 = NULL;
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static LPDIRECT3DPIXELSHADER9 s_rgb8_to_rgba6 = NULL;
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class PixelShaderCacheInserter : public LinearDiskCacheReader<PIXELSHADERUID, u8>
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class PixelShaderCacheInserter : public LinearDiskCacheReader<PixelShaderUid, u8>
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{
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public:
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void Read(const PIXELSHADERUID &key, const u8 *value, u32 value_size)
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void Read(const PixelShaderUid &key, const u8 *value, u32 value_size)
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{
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PixelShaderCache::InsertByteCode(key, value, value_size, false);
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}
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@ -333,8 +333,8 @@ void PixelShaderCache::Shutdown()
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bool PixelShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode, u32 components)
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{
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const API_TYPE api = ((D3D::GetCaps().PixelShaderVersion >> 8) & 0xFF) < 3 ? API_D3D9_SM20 : API_D3D9_SM30;
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PIXELSHADERUID uid;
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GetPixelShaderId(&uid, dstAlphaMode, components);
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PixelShaderUid uid;
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GetPixelShaderUid(uid, dstAlphaMode, components);
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// Check if the shader is already set
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if (last_entry)
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@ -342,7 +342,6 @@ bool PixelShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode, u32 components)
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if (uid == last_uid)
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{
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GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE, true);
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ValidatePixelShaderIDs(api, last_entry->safe_uid, last_entry->code, dstAlphaMode, components);
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return last_entry->shader != NULL;
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}
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}
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@ -359,34 +358,34 @@ bool PixelShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode, u32 components)
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if (entry.shader) D3D::SetPixelShader(entry.shader);
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GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE, true);
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ValidatePixelShaderIDs(api, entry.safe_uid, entry.code, dstAlphaMode, components);
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return (entry.shader != NULL);
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}
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// Need to compile a new shader
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const char *code = GeneratePixelShaderCode(dstAlphaMode, api, components);
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PixelShaderCode code;
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GeneratePixelShaderCode(code, dstAlphaMode, api, components);
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if (g_ActiveConfig.bEnableShaderDebugging)
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{
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u32 code_hash = HashAdler32((const u8 *)code, strlen(code));
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u32 code_hash = HashAdler32((const u8 *)code.GetBuffer(), strlen(code.GetBuffer()));
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unique_shaders.insert(code_hash);
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SETSTAT(stats.numUniquePixelShaders, unique_shaders.size());
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}
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#if defined(_DEBUG) || defined(DEBUGFAST)
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if (g_ActiveConfig.iLog & CONF_SAVESHADERS && code) {
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if (g_ActiveConfig.iLog & CONF_SAVESHADERS) {
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static int counter = 0;
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char szTemp[MAX_PATH];
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sprintf(szTemp, "%sps_%04i.txt", File::GetUserPath(D_DUMP_IDX).c_str(), counter++);
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SaveData(szTemp, code);
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SaveData(szTemp, code.GetBuffer());
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}
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#endif
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u8 *bytecode = 0;
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int bytecodelen = 0;
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if (!D3D::CompilePixelShader(code, (int)strlen(code), &bytecode, &bytecodelen)) {
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if (!D3D::CompilePixelShader(code.GetBuffer(), (int)strlen(code.GetBuffer()), &bytecode, &bytecodelen)) {
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GFX_DEBUGGER_PAUSE_AT(NEXT_ERROR, true);
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return false;
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}
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@ -400,15 +399,14 @@ bool PixelShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode, u32 components)
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if (g_ActiveConfig.bEnableShaderDebugging && success)
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{
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PixelShaders[uid].code = code;
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GetSafePixelShaderId(&PixelShaders[uid].safe_uid, dstAlphaMode, components);
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PixelShaders[uid].code = code.GetBuffer();
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}
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GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE, true);
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return success;
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}
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bool PixelShaderCache::InsertByteCode(const PIXELSHADERUID &uid, const u8 *bytecode, int bytecodelen, bool activate)
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bool PixelShaderCache::InsertByteCode(const PixelShaderUid &uid, const u8 *bytecode, int bytecodelen, bool activate)
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{
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LPDIRECT3DPIXELSHADER9 shader = D3D::CreatePixelShaderFromByteCode(bytecode, bytecodelen);
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