Second Stage: re implement zcomplock and correct all the logic error in PixelShaderGen.cpp. i disable fastzcomlock for the moment to avoid confusions.

please test for regressions
This commit is contained in:
rodolfoosvaldobogado
2012-04-03 00:08:36 -03:00
parent a0d60210fd
commit 6a446efd5f
13 changed files with 201 additions and 140 deletions

View File

@ -459,10 +459,10 @@ void PixelShaderCache::Shutdown()
g_ps_disk_cache.Close();
}
bool PixelShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode, u32 components)
bool PixelShaderCache::SetShader(PSGRENDER_MODE PSGRenderMode, u32 components)
{
PIXELSHADERUID uid;
GetPixelShaderId(&uid, dstAlphaMode, components);
GetPixelShaderId(&uid, PSGRenderMode, components);
// Check if the shader is already set
if (last_entry)
@ -470,7 +470,7 @@ bool PixelShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode, u32 components)
if (uid == last_uid)
{
GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE,true);
ValidatePixelShaderIDs(API_D3D11, last_entry->safe_uid, last_entry->code, dstAlphaMode, components);
ValidatePixelShaderIDs(API_D3D11, last_entry->safe_uid, last_entry->code, PSGRenderMode, components);
return (last_entry->shader != NULL);
}
}
@ -486,12 +486,12 @@ bool PixelShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode, u32 components)
last_entry = &entry;
GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE,true);
ValidatePixelShaderIDs(API_D3D11, entry.safe_uid, entry.code, dstAlphaMode, components);
ValidatePixelShaderIDs(API_D3D11, entry.safe_uid, entry.code, PSGRenderMode, components);
return (entry.shader != NULL);
}
// Need to compile a new shader
const char* code = GeneratePixelShaderCode(dstAlphaMode, API_D3D11, components);
const char* code = GeneratePixelShaderCode(PSGRenderMode, API_D3D11, components);
D3DBlob* pbytecode;
if (!D3D::CompilePixelShader(code, (unsigned int)strlen(code), &pbytecode))
@ -509,7 +509,7 @@ bool PixelShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode, u32 components)
if (g_ActiveConfig.bEnableShaderDebugging && success)
{
PixelShaders[uid].code = code;
GetSafePixelShaderId(&PixelShaders[uid].safe_uid, dstAlphaMode, components);
GetSafePixelShaderId(&PixelShaders[uid].safe_uid, PSGRenderMode, components);
}
GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE, true);

View File

@ -23,7 +23,7 @@
#include <map>
enum DSTALPHA_MODE;
enum PSGRENDER_MODE;
namespace DX11
{
@ -34,7 +34,7 @@ public:
static void Init();
static void Clear();
static void Shutdown();
static bool SetShader(DSTALPHA_MODE dstAlphaMode, u32 components); // TODO: Should be renamed to LoadShader
static bool SetShader(PSGRENDER_MODE PSGRenderMode, u32 components); // TODO: Should be renamed to LoadShader
static bool InsertByteCode(const PIXELSHADERUID &uid, const void* bytecode, unsigned int bytecodelen);
static ID3D11PixelShader* GetActiveShader() { return last_entry->shader; }

View File

@ -249,7 +249,7 @@ void VertexManager::vFlush()
bpmem.zcontrol.pixel_format == PIXELFMT_RGBA6_Z24;
if (!PixelShaderCache::SetShader(
useDstAlpha ? DSTALPHA_DUAL_SOURCE_BLEND : DSTALPHA_NONE,
useDstAlpha ? PSGRENDER_DSTALPHA_DUAL_SOURCE_BLEND : PSGRENDER_NORMAL,
g_nativeVertexFmt->m_components))
{
GFX_DEBUGGER_PAUSE_LOG_AT(NEXT_ERROR,true,{printf("Fail to set pixel shader\n");});