Lots of code and warning cleanup. OGL/D3D: Moved to a shared config class in VideoCommon. This lets VideoCommon code read the config without ugly hacks. Fixed various config race conditions by keeping a copy (g_ActiveConfig) of the g_Config struct which is updated once per frame.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4256 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
hrydgard
2009-09-13 08:21:35 +00:00
parent 52ea8a0fd1
commit 700f2ff694
44 changed files with 613 additions and 856 deletions

View File

@ -23,9 +23,6 @@
namespace D3D
{
extern Shader Ps;
extern Shader Vs;
LPDIRECT3DVERTEXSHADER9 CompileVertexShader(const char *code, int len)
{
@ -33,15 +30,12 @@ LPDIRECT3DVERTEXSHADER9 CompileVertexShader(const char *code, int len)
LPD3DXBUFFER shaderBuffer = 0;
LPD3DXBUFFER errorBuffer = 0;
LPDIRECT3DVERTEXSHADER9 vShader = 0;
HRESULT hr;
static char *versions[5] = {"ERROR", "vs_1_4", "vs_2_0", "vs_3_0", "vs_4_0"};
hr = D3DXCompileShader(code, len, 0, 0, "main", versions[Vs.Major], 0, &shaderBuffer, &errorBuffer, 0);
HRESULT hr = D3DXCompileShader(code, len, 0, 0, "main", D3D::VertexShaderVersionString(),
0, &shaderBuffer, &errorBuffer, 0);
if (FAILED(hr))
{
//compilation error
if(g_Config.bShowShaderErrors) {
if (g_ActiveConfig.bShowShaderErrors) {
std::string hello = (char*)errorBuffer->GetBufferPointer();
hello += "\n\n";
hello += code;
@ -55,9 +49,9 @@ LPDIRECT3DVERTEXSHADER9 CompileVertexShader(const char *code, int len)
HRESULT hr = E_FAIL;
if (shaderBuffer)
hr = D3D::dev->CreateVertexShader((DWORD *)shaderBuffer->GetBufferPointer(), &vShader);
if ((FAILED(hr) || vShader == 0) && g_Config.bShowShaderErrors)
if ((FAILED(hr) || vShader == 0) && g_ActiveConfig.bShowShaderErrors)
{
MessageBoxA(0, code, (char*)errorBuffer->GetBufferPointer(),MB_ICONERROR);
MessageBoxA(0, code, (char*)errorBuffer->GetBufferPointer(), MB_ICONERROR);
}
}
@ -66,7 +60,6 @@ LPDIRECT3DVERTEXSHADER9 CompileVertexShader(const char *code, int len)
shaderBuffer->Release();
if (errorBuffer)
errorBuffer->Release();
return vShader;
}
@ -75,17 +68,16 @@ LPDIRECT3DPIXELSHADER9 CompilePixelShader(const char *code, int len)
LPD3DXBUFFER shaderBuffer = 0;
LPD3DXBUFFER errorBuffer = 0;
LPDIRECT3DPIXELSHADER9 pShader = 0;
static char *versions[5] = {"ERROR", "ps_1_4", "ps_2_0", "ps_3_0", "ps_4_0"};
HRESULT hr;
// For some reasons, i had this kind of errors : "Shader uses texture addressing operations
// Someone:
// For some reason, I had this kind of errors : "Shader uses texture addressing operations
// in a dependency chain that is too complex for the target shader model (ps_2_0) to handle."
hr = D3DXCompileShader(code, len, 0, 0, "main", versions[Ps.Major],
0, &shaderBuffer, &errorBuffer, 0);
HRESULT hr = D3DXCompileShader(code, len, 0, 0, "main", D3D::PixelShaderVersionString(),
0, &shaderBuffer, &errorBuffer, 0);
if (FAILED(hr))
{
if(g_Config.bShowShaderErrors) {
if (g_ActiveConfig.bShowShaderErrors) {
std::string hello = (char*)errorBuffer->GetBufferPointer();
hello += "\n\n";
hello += code;
@ -97,7 +89,7 @@ LPDIRECT3DPIXELSHADER9 CompilePixelShader(const char *code, int len)
{
//create it
HRESULT hr = D3D::dev->CreatePixelShader((DWORD *)shaderBuffer->GetBufferPointer(), &pShader);
if ((FAILED(hr) || pShader == 0) && g_Config.bShowShaderErrors)
if ((FAILED(hr) || pShader == 0) && g_ActiveConfig.bShowShaderErrors)
{
MessageBoxA(0, "damn", "error creating pixelshader", MB_ICONERROR);
}
@ -108,7 +100,6 @@ LPDIRECT3DPIXELSHADER9 CompilePixelShader(const char *code, int len)
shaderBuffer->Release();
if (errorBuffer)
errorBuffer->Release();
return pShader;
}