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D3D: Fix bugs in the shader cache, fixes crashes on x64. added some debugging stuff (only active in debug builds). assorted code cleanup.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4145 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -398,7 +398,7 @@ const char *GeneratePixelShader(u32 texture_mask, bool dstAlphaEnable, bool HLSL
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for (int i = 0; i < numStages; ++i)
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{
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if (bpmem.tevind[i].IsActive() && bpmem.tevind[i].bt < bpmem.genMode.numindstages)
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nIndirectStagesUsed |= 1<<bpmem.tevind[i].bt;
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nIndirectStagesUsed |= 1 << bpmem.tevind[i].bt;
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}
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}
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@ -410,13 +410,14 @@ const char *GeneratePixelShader(u32 texture_mask, bool dstAlphaEnable, bool HLSL
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else
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WRITE(p, "uniform samplerRECT ");
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bool bfirst = true;
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for (int i = 0; i < 8; ++i)
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for (int i = 0; i < 8; ++i)
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{
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if (texture_mask & (1<<i))
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{
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WRITE(p, "%s samp%d : register(s%d)", bfirst?"":",", i, i);
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bfirst = false;
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}
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}
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WRITE(p, ";\n");
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}
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