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
This commit is contained in:
hrydgard
2009-09-01 19:48:45 +00:00
parent b15320bc02
commit 2599659022
12 changed files with 151 additions and 127 deletions

View File

@ -398,7 +398,7 @@ const char *GeneratePixelShader(u32 texture_mask, bool dstAlphaEnable, bool HLSL
for (int i = 0; i < numStages; ++i)
{
if (bpmem.tevind[i].IsActive() && bpmem.tevind[i].bt < bpmem.genMode.numindstages)
nIndirectStagesUsed |= 1<<bpmem.tevind[i].bt;
nIndirectStagesUsed |= 1 << bpmem.tevind[i].bt;
}
}
@ -410,13 +410,14 @@ const char *GeneratePixelShader(u32 texture_mask, bool dstAlphaEnable, bool HLSL
else
WRITE(p, "uniform samplerRECT ");
bool bfirst = true;
for (int i = 0; i < 8; ++i)
for (int i = 0; i < 8; ++i)
{
if (texture_mask & (1<<i))
{
WRITE(p, "%s samp%d : register(s%d)", bfirst?"":",", i, i);
bfirst = false;
}
}
WRITE(p, ";\n");
}