- D3D9: pass the correct API type to ValidatePixelShaderIDs

- don't load shader cache from disk in d3d9/11 if shader debugging is enabled (we won't have any info about the source shader code otherwise, etc)
- dump shader source codes on safe UIDs mismatch

Thanks to LordMark and [SS] for reporting those to me ;)
This commit is contained in:
NeoBrainX
2011-09-10 03:10:28 +02:00
parent a021dd7b79
commit 5d075ce507
6 changed files with 20 additions and 3 deletions

View File

@ -271,6 +271,8 @@ void ValidatePixelShaderIDs(API_TYPE api, PIXELSHADERUIDSAFE old_id, const std::
sprintf(szTemp, "%spsuid_mismatch_%04i.txt", File::GetUserPath(D_DUMP_IDX).c_str(), num_failures++);
std::ofstream file(szTemp);
file << msg;
file << "\n\nOld shader code:\n" << old_code;
file << "\n\nNew shader code:\n" << new_code;
file.close();
PanicAlert("Unique pixel shader ID mismatch!\n\nReport this to the devs, along with the contents of %s.", szTemp);