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VideoCommon: flush vertex manager if components change
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@ -525,14 +525,14 @@ void PixelShaderCache::Shutdown()
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g_ps_disk_cache.Close();
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}
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bool PixelShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode, u32 components)
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bool PixelShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode)
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{
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PixelShaderUid uid;
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GetPixelShaderUid(uid, dstAlphaMode, API_D3D, components);
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GetPixelShaderUid(uid, dstAlphaMode, API_D3D);
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if (g_ActiveConfig.bEnableShaderDebugging)
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{
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ShaderCode code;
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GeneratePixelShaderCode(code, dstAlphaMode, API_D3D, components);
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GeneratePixelShaderCode(code, dstAlphaMode, API_D3D);
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pixel_uid_checker.AddToIndexAndCheck(code, uid, "Pixel", "p");
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}
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@ -562,7 +562,7 @@ bool PixelShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode, u32 components)
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// Need to compile a new shader
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ShaderCode code;
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GeneratePixelShaderCode(code, dstAlphaMode, API_D3D, components);
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GeneratePixelShaderCode(code, dstAlphaMode, API_D3D);
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D3DBlob* pbytecode;
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if (!D3D::CompilePixelShader(code.GetBuffer(), &pbytecode))
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@ -20,7 +20,7 @@ public:
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static void Init();
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static void Clear();
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static void Shutdown();
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static bool SetShader(DSTALPHA_MODE dstAlphaMode, u32 components); // TODO: Should be renamed to LoadShader
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static bool SetShader(DSTALPHA_MODE dstAlphaMode); // TODO: Should be renamed to LoadShader
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static bool InsertByteCode(const PixelShaderUid &uid, const void* bytecode, unsigned int bytecodelen);
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static ID3D11PixelShader* GetActiveShader() { return last_entry->shader; }
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@ -151,16 +151,14 @@ void VertexManager::Draw(u32 stride)
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void VertexManager::vFlush(bool useDstAlpha)
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{
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u32 components = VertexLoaderManager::GetCurrentVertexFormat()->m_components;
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if (!PixelShaderCache::SetShader(
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useDstAlpha ? DSTALPHA_DUAL_SOURCE_BLEND : DSTALPHA_NONE, components))
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useDstAlpha ? DSTALPHA_DUAL_SOURCE_BLEND : DSTALPHA_NONE))
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{
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GFX_DEBUGGER_PAUSE_LOG_AT(NEXT_ERROR,true,{printf("Fail to set pixel shader\n");});
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return;
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}
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if (!VertexShaderCache::SetShader(components))
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if (!VertexShaderCache::SetShader())
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{
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GFX_DEBUGGER_PAUSE_LOG_AT(NEXT_ERROR,true,{printf("Fail to set pixel shader\n");});
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return;
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@ -184,14 +184,14 @@ void VertexShaderCache::Shutdown()
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g_vs_disk_cache.Close();
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}
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bool VertexShaderCache::SetShader(u32 components)
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bool VertexShaderCache::SetShader()
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{
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VertexShaderUid uid;
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GetVertexShaderUid(uid, components, API_D3D);
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GetVertexShaderUid(uid, API_D3D);
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if (g_ActiveConfig.bEnableShaderDebugging)
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{
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ShaderCode code;
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GenerateVertexShaderCode(code, components, API_D3D);
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GenerateVertexShaderCode(code, API_D3D);
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vertex_uid_checker.AddToIndexAndCheck(code, uid, "Vertex", "v");
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}
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@ -217,7 +217,7 @@ bool VertexShaderCache::SetShader(u32 components)
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}
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ShaderCode code;
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GenerateVertexShaderCode(code, components, API_D3D);
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GenerateVertexShaderCode(code, API_D3D);
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D3DBlob* pbytecode = nullptr;
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D3D::CompileVertexShader(code.GetBuffer(), &pbytecode);
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@ -19,7 +19,7 @@ public:
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static void Init();
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static void Clear();
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static void Shutdown();
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static bool SetShader(u32 components); // TODO: Should be renamed to LoadShader
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static bool SetShader(); // TODO: Should be renamed to LoadShader
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static ID3D11VertexShader* GetActiveShader() { return last_entry->shader; }
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static D3DBlob* GetActiveShaderBytecode() { return last_entry->bytecode; }
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