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Fix Windows build, try 1.
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@ -38,14 +38,14 @@ namespace DX9
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VertexShaderCache::VSCache VertexShaderCache::vshaders;
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const VertexShaderCache::VSCacheEntry *VertexShaderCache::last_entry;
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VERTEXSHADERUID VertexShaderCache::last_uid;
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VertexShaderUid VertexShaderCache::last_uid;
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#define MAX_SSAA_SHADERS 3
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static LPDIRECT3DVERTEXSHADER9 SimpleVertexShader[MAX_SSAA_SHADERS];
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static LPDIRECT3DVERTEXSHADER9 ClearVertexShader;
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LinearDiskCache<VERTEXSHADERUID, u8> g_vs_disk_cache;
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LinearDiskCache<VertexShaderUid, u8> g_vs_disk_cache;
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LPDIRECT3DVERTEXSHADER9 VertexShaderCache::GetSimpleVertexShader(int level)
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{
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@ -58,10 +58,10 @@ LPDIRECT3DVERTEXSHADER9 VertexShaderCache::GetClearVertexShader()
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}
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// this class will load the precompiled shaders into our cache
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class VertexShaderCacheInserter : public LinearDiskCacheReader<VERTEXSHADERUID, u8>
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class VertexShaderCacheInserter : public LinearDiskCacheReader<VertexShaderUid, u8>
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{
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public:
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void Read(const VERTEXSHADERUID &key, const u8 *value, u32 value_size)
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void Read(const VertexShaderUid &key, const u8 *value, u32 value_size)
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{
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VertexShaderCache::InsertByteCode(key, value, value_size, false);
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}
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@ -188,14 +188,13 @@ void VertexShaderCache::Shutdown()
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bool VertexShaderCache::SetShader(u32 components)
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{
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VERTEXSHADERUID uid;
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GetVertexShaderId(&uid, components);
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VertexShaderUid uid;
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GetVertexShaderUid(uid, components);
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if (last_entry)
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{
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if (uid == last_uid)
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{
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GFX_DEBUGGER_PAUSE_AT(NEXT_VERTEX_SHADER_CHANGE, true);
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ValidateVertexShaderIDs(API_D3D9, last_entry->safe_uid, last_entry->code, components);
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return (last_entry->shader != NULL);
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}
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}
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@ -210,14 +209,15 @@ bool VertexShaderCache::SetShader(u32 components)
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if (entry.shader) D3D::SetVertexShader(entry.shader);
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GFX_DEBUGGER_PAUSE_AT(NEXT_VERTEX_SHADER_CHANGE, true);
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ValidateVertexShaderIDs(API_D3D9, entry.safe_uid, entry.code, components);
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return (entry.shader != NULL);
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}
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const char *code = GenerateVertexShaderCode(components, API_D3D9);
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VertexShaderCode code;
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GenerateVertexShaderCode(code, components, API_D3D9);
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u8 *bytecode;
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int bytecodelen;
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if (!D3D::CompileVertexShader(code, (int)strlen(code), &bytecode, &bytecodelen))
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if (!D3D::CompileVertexShader(code.GetBuffer(), (int)strlen(code.GetBuffer()), &bytecode, &bytecodelen))
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{
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GFX_DEBUGGER_PAUSE_AT(NEXT_ERROR, true);
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return false;
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@ -227,15 +227,14 @@ bool VertexShaderCache::SetShader(u32 components)
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bool success = InsertByteCode(uid, bytecode, bytecodelen, true);
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if (g_ActiveConfig.bEnableShaderDebugging && success)
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{
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vshaders[uid].code = code;
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GetSafeVertexShaderId(&vshaders[uid].safe_uid, components);
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vshaders[uid].code = code.GetBuffer();
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}
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delete [] bytecode;
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GFX_DEBUGGER_PAUSE_AT(NEXT_VERTEX_SHADER_CHANGE, true);
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return success;
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}
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bool VertexShaderCache::InsertByteCode(const VERTEXSHADERUID &uid, const u8 *bytecode, int bytecodelen, bool activate) {
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bool VertexShaderCache::InsertByteCode(const VertexShaderUid &uid, const u8 *bytecode, int bytecodelen, bool activate) {
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LPDIRECT3DVERTEXSHADER9 shader = D3D::CreateVertexShaderFromByteCode(bytecode, bytecodelen);
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// Make an entry in the table
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