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Shader Disk Cache implementation for D3D. Saves generated shaders on disk. Eliminates "freeze jerks" in D3D plugin the _second_ and later times you play something.... not much to do about the first time. The D3D shader compiler is just slow.
Also assorted cleanup around the shader code. git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4869 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -21,6 +21,14 @@
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namespace D3D
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{
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LPDIRECT3DVERTEXSHADER9 CompileVertexShader(const char *code, int len);
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LPDIRECT3DPIXELSHADER9 CompilePixelShader(const char *code, int len);
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LPDIRECT3DVERTEXSHADER9 CreateVertexShaderFromByteCode(const u8 *bytecode, int len);
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LPDIRECT3DPIXELSHADER9 CreatePixelShaderFromByteCode(const u8 *bytecode, int len);
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// The returned bytecode buffers should be delete[]-d.
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bool CompileVertexShader(const char *code, int len, u8 **bytecode, int *bytecodelen);
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bool CompilePixelShader(const char *code, int len, u8 **bytecode, int *bytecodelen);
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// Utility functions
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LPDIRECT3DVERTEXSHADER9 CompileAndCreateVertexShader(const char *code, int len);
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LPDIRECT3DPIXELSHADER9 CompileAndCreatePixelShader(const char *code, int len);
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}
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