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