revert the mess i made in the d3d plugin. Add way to use HLSL directly without going through Cg. Not that the results look much better... i do see shadows of spinning cars in Burnout 2 after clicking around in the dark. Then it crashes.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@2504 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
hrydgard
2009-03-01 12:07:34 +00:00
parent fca8d04a11
commit 7607d6dc6a
7 changed files with 52 additions and 105 deletions

View File

@ -24,18 +24,18 @@
namespace D3D
{
LPDIRECT3DVERTEXSHADER9 CompileVertexShader(const char *code, int len)
LPDIRECT3DVERTEXSHADER9 CompileVertexShader(const char *code, int len, bool assembly)
{
//try to compile
LPD3DXBUFFER shaderBuffer = 0;
LPD3DXBUFFER errorBuffer = 0;
LPDIRECT3DVERTEXSHADER9 vShader = 0;
HRESULT hr = D3DXAssembleShader(code, len, 0, 0, 0, &shaderBuffer, &errorBuffer);
/*if (FAILED(hr))
{
//let's try 2.0
HRESULT hr;
if (assembly)
hr = D3DXAssembleShader(code, len, 0, 0, 0, &shaderBuffer, &errorBuffer);
else
hr = D3DXCompileShader(code, len, 0, 0, "main", "vs_2_0", 0, &shaderBuffer, &errorBuffer, 0);
}*/
if (FAILED(hr))
{
@ -67,14 +67,19 @@ LPDIRECT3DVERTEXSHADER9 CompileVertexShader(const char *code, int len)
return vShader;
}
LPDIRECT3DPIXELSHADER9 CompilePixelShader(const char *code, int len)
LPDIRECT3DPIXELSHADER9 CompilePixelShader(const char *code, int len, bool assembly)
{
LPD3DXBUFFER shaderBuffer = 0;
LPD3DXBUFFER errorBuffer = 0;
LPDIRECT3DPIXELSHADER9 pShader = 0;
static char *versions[6] = {"ERROR", "ps_1_1", "ps_1_4", "ps_2_0", "ps_3_0", "ps_4_0"};
HRESULT hr = D3DXAssembleShader(code, len, 0, 0, 0, &shaderBuffer, &errorBuffer);
HRESULT hr;
if (assembly)
hr = D3DXAssembleShader(code, len, 0, 0, 0, &shaderBuffer, &errorBuffer);
else
hr = D3DXCompileShader(code, len, 0, 0, "main", "ps_2_0", // Pixel Shader 2.0 is enough for all we do
0, &shaderBuffer, &errorBuffer, 0);
if (FAILED(hr))
{