Merged the D3D9 debugger into VideoCommon/VideoUICommon:

Separated UI from debugger functionality. Generally cleaned up that stuff.
Most functionality needs to be reimplemented now, but will be available to D3D9, D3D11 as well as OpenGL then.


git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6523 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
NeoBrainX
2010-12-05 14:15:36 +00:00
parent 9da4fe086b
commit 7854bd7109
36 changed files with 735 additions and 1112 deletions

View File

@ -40,6 +40,7 @@
#include "XFStructs.h"
#include "Globals.h"
#include "Debugger.h"
// internal state for loading vertices
extern NativeVertexFormat *g_nativeVertexFmt;
@ -218,9 +219,15 @@ void VertexManager::vFlush()
if (!PixelShaderCache::SetShader(
useDstAlpha ? DSTALPHA_DUAL_SOURCE_BLEND : DSTALPHA_NONE,
g_nativeVertexFmt->m_components))
{
GFX_DEBUGGER_PAUSE_LOG_AT(NEXT_ERROR,true,{printf("Fail to set pixel shader\n");});
goto shader_fail;
}
if (!VertexShaderCache::SetShader(g_nativeVertexFmt->m_components))
{
GFX_DEBUGGER_PAUSE_LOG_AT(NEXT_ERROR,true,{printf("Fail to set pixel shader\n");});
goto shader_fail;
}
unsigned int stride = g_nativeVertexFmt->GetVertexStride();
g_nativeVertexFmt->SetupVertexPointers();
@ -230,6 +237,8 @@ void VertexManager::vFlush()
D3D::gfxstate->Reset();
GFX_DEBUGGER_PAUSE_AT(NEXT_FLUSH, true);
shader_fail:
ResetBuffer();
}