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D3D: Fixed dstAlpha, aka "when everything is broken, at least mario have a nice shadow", and removed Cg leftover from it.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4152 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -23,19 +23,20 @@
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namespace D3D
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{
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extern Shader Ps;
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extern Shader Vs;
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LPDIRECT3DVERTEXSHADER9 CompileVertexShader(const char *code, int len, bool assembly)
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LPDIRECT3DVERTEXSHADER9 CompileVertexShader(const char *code, int len)
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{
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//try to compile
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LPD3DXBUFFER shaderBuffer = 0;
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LPD3DXBUFFER errorBuffer = 0;
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LPDIRECT3DVERTEXSHADER9 vShader = 0;
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HRESULT hr;
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static char *versions[5] = {"ERROR", "vs_1_4", "vs_2_0", "vs_3_0", "vs_4_0"};
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if (assembly)
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hr = D3DXAssembleShader(code, len, 0, 0, 0, &shaderBuffer, &errorBuffer);
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else
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hr = D3DXCompileShader(code, len, 0, 0, "main", "vs_2_0", 0, &shaderBuffer, &errorBuffer, 0);
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hr = D3DXCompileShader(code, len, 0, 0, "main", versions[Vs.Major], 0, &shaderBuffer, &errorBuffer, 0);
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if (FAILED(hr))
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{
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@ -69,18 +70,17 @@ LPDIRECT3DVERTEXSHADER9 CompileVertexShader(const char *code, int len, bool asse
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return vShader;
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}
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LPDIRECT3DPIXELSHADER9 CompilePixelShader(const char *code, int len, bool assembly)
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LPDIRECT3DPIXELSHADER9 CompilePixelShader(const char *code, int len)
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{
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LPD3DXBUFFER shaderBuffer = 0;
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LPD3DXBUFFER errorBuffer = 0;
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LPDIRECT3DPIXELSHADER9 pShader = 0;
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static char *versions[6] = {"ERROR", "ps_1_1", "ps_1_4", "ps_2_0", "ps_3_0", "ps_4_0"};
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static char *versions[5] = {"ERROR", "ps_1_4", "ps_2_0", "ps_3_0", "ps_4_0"};
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HRESULT hr;
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if (assembly)
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hr = D3DXAssembleShader(code, len, 0, 0, 0, &shaderBuffer, &errorBuffer);
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else
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hr = D3DXCompileShader(code, len, 0, 0, "main", "ps_2_0", // Pixel Shader 2.0 is enough for all we do
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HRESULT hr;
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// For some reasons, i had this kind of errors : "Shader uses texture addressing operations
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// in a dependency chain that is too complex for the target shader model (ps_2_0) to handle."
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hr = D3DXCompileShader(code, len, 0, 0, "main", versions[Ps.Major],
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0, &shaderBuffer, &errorBuffer, 0);
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if (FAILED(hr))
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