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DX11:
Fix all remaining window resizing issues. Implement screenshot functionality (doesn't seem to work completely, yet). Assign debug names to (hopefully) all remaining device objects. Flush the GPU's command buffer in Close() to make the ReportLiveDeviceObjects output clearer. git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5730 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -166,15 +166,19 @@ void PixelShaderCache::Init()
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{
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// used when drawing clear quads
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s_ClearProgram = D3D::CompileAndCreatePixelShader(clear_program_code, strlen(clear_program_code));
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D3D::SetDebugObjectName((ID3D11DeviceChild*)s_ClearProgram, "clear pixel shader");
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// used when copying/resolving the color buffer
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s_ColorCopyProgram = D3D::CompileAndCreatePixelShader(color_copy_program_code, strlen(color_copy_program_code));
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D3D::SetDebugObjectName((ID3D11DeviceChild*)s_ClearProgram, "color copy pixel shader");
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// used for color conversion
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s_ColorMatrixProgram = D3D::CompileAndCreatePixelShader(color_matrix_program_code, strlen(color_matrix_program_code));
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D3D::SetDebugObjectName((ID3D11DeviceChild*)s_ClearProgram, "color matrix pixel shader");
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// used for depth copy
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s_DepthMatrixProgram = D3D::CompileAndCreatePixelShader(depth_matrix_program, strlen(depth_matrix_program));
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D3D::SetDebugObjectName((ID3D11DeviceChild*)s_ClearProgram, "depth matrix pixel shader");
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Clear();
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@ -262,6 +266,8 @@ bool PixelShaderCache::InsertByteCode(const PIXELSHADERUID &uid, void* bytecode,
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PanicAlert("Failed to create pixel shader at %s %d\n", __FILE__, __LINE__);
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return false;
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}
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// TODO: Somehow make the debug name a bit more specific
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D3D::SetDebugObjectName((ID3D11DeviceChild*)shader, "a pixel shader of PixelShaderCache");
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// make an entry in the table
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PSCacheEntry newentry;
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@ -274,4 +280,4 @@ bool PixelShaderCache::InsertByteCode(const PIXELSHADERUID &uid, void* bytecode,
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SETSTAT(stats.numPixelShadersAlive, PixelShaders.size());
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return true;
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}
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}
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