Preparing stuff for DX11:

- be more strict with the input signature of generated pixel shaders
- replace the D3D parameter with an API_TYPE one, so that we can further distinguish between DX9 and DX11
- for what it's worth dx11 (using vs_4_0) doesn't support D3DCOLORtoUBYTE4; added a workaround for this
- add a "dx9-" prefix to the shader cache files to avoid conflicts with dx11 shaders

Apart from that we're calling CommandProcessor::Shutdown() in main.cpp,Shutdown() now.
Delete all files in User/ShaderCache if you want to save a few KB disk space :P


git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5659 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
NeoBrainX
2010-06-12 15:49:21 +00:00
parent f0d178122e
commit a6ebc8234f
11 changed files with 75 additions and 61 deletions

View File

@ -99,8 +99,15 @@ public:
}
};
typedef enum
{
API_OPENGL,
API_D3D9,
API_D3D11
} API_TYPE;
// components is included in the uid.
const char *GenerateVertexShaderCode(u32 components, bool D3D);
const char *GenerateVertexShaderCode(u32 components, API_TYPE api_type);
void GetVertexShaderId(VERTEXSHADERUID *uid, u32 components);
extern VERTEXSHADERUID last_vertex_shader_uid;