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DX11: Introduce a StateManager class, might improve performance a little.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5740 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -165,22 +165,22 @@ public:
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void PixelShaderCache::Init()
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{
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// used when drawing clear quads
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s_ClearProgram = D3D::CompileAndCreatePixelShader(clear_program_code, strlen(clear_program_code));
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s_ClearProgram = D3D::CompileAndCreatePixelShader(clear_program_code, sizeof(clear_program_code));
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CHECK(s_ClearProgram!=NULL, "Create clear pixel shader");
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D3D::SetDebugObjectName((ID3D11DeviceChild*)s_ClearProgram, "clear pixel shader");
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// used when copying/resolving the color buffer
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s_ColorCopyProgram = D3D::CompileAndCreatePixelShader(color_copy_program_code, strlen(color_copy_program_code));
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s_ColorCopyProgram = D3D::CompileAndCreatePixelShader(color_copy_program_code, sizeof(color_copy_program_code));
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CHECK(s_ColorCopyProgram!=NULL, "Create color copy pixel shader");
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D3D::SetDebugObjectName((ID3D11DeviceChild*)s_ClearProgram, "color copy pixel shader");
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// used for color conversion
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s_ColorMatrixProgram = D3D::CompileAndCreatePixelShader(color_matrix_program_code, strlen(color_matrix_program_code));
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s_ColorMatrixProgram = D3D::CompileAndCreatePixelShader(color_matrix_program_code, sizeof(color_matrix_program_code));
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CHECK(s_ColorMatrixProgram!=NULL, "Create color matrix pixel shader");
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D3D::SetDebugObjectName((ID3D11DeviceChild*)s_ClearProgram, "color matrix pixel shader");
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// used for depth copy
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s_DepthMatrixProgram = D3D::CompileAndCreatePixelShader(depth_matrix_program, strlen(depth_matrix_program));
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s_DepthMatrixProgram = D3D::CompileAndCreatePixelShader(depth_matrix_program, sizeof(depth_matrix_program));
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CHECK(s_DepthMatrixProgram!=NULL, "Create depth matrix pixel shader");
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D3D::SetDebugObjectName((ID3D11DeviceChild*)s_ClearProgram, "depth matrix pixel shader");
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