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

@ -56,7 +56,7 @@ LPDIRECT3DVERTEXSHADER9 VertexShaderCache::GetClearVertexShader()
}
void SetVSConstant4f(int const_number, float f1, float f2, float f3, float f4)
void SetVSConstant4f(unsigned int const_number, float f1, float f2, float f3, float f4)
{
if (lastVSconstants[const_number][0] != f1 ||
lastVSconstants[const_number][1] != f2 ||
@ -71,7 +71,7 @@ void SetVSConstant4f(int const_number, float f1, float f2, float f3, float f4)
}
}
void SetVSConstant4fv(int const_number, const float *f)
void SetVSConstant4fv(unsigned int const_number, const float *f)
{
if (memcmp(&lastVSconstants[const_number], f, sizeof(float) * 4)) {
memcpy(&lastVSconstants[const_number], f, sizeof(float) * 4);
@ -79,10 +79,10 @@ void SetVSConstant4fv(int const_number, const float *f)
}
}
void SetMultiVSConstant3fv(int const_number, int count, const float *f)
void SetMultiVSConstant3fv(unsigned int const_number, unsigned int count, const float *f)
{
bool change = false;
for (int i = 0; i < count; i++)
for (unsigned int i = 0; i < count; i++)
{
if (lastVSconstants[const_number + i][0] != f[0 + i*3] ||
lastVSconstants[const_number + i][1] != f[1 + i*3] ||
@ -94,7 +94,7 @@ void SetMultiVSConstant3fv(int const_number, int count, const float *f)
}
if (change)
{
for (int i = 0; i < count; i++)
for (unsigned int i = 0; i < count; i++)
{
lastVSconstants[const_number + i][0] = f[0 + i*3];
lastVSconstants[const_number + i][1] = f[1 + i*3];
@ -105,7 +105,7 @@ void SetMultiVSConstant3fv(int const_number, int count, const float *f)
}
}
void SetMultiVSConstant4fv(int const_number, int count, const float *f)
void SetMultiVSConstant4fv(unsigned int const_number, unsigned int count, const float *f)
{
if (memcmp(&lastVSconstants[const_number], f, count * sizeof(float) * 4)) {
memcpy(&lastVSconstants[const_number], f, count * sizeof(float) * 4);
@ -215,7 +215,7 @@ void VertexShaderCache::Init()
File::CreateDir(File::GetUserPath(D_SHADERCACHE_IDX));
char cache_filename[MAX_PATH];
sprintf(cache_filename, "%s%s-vs.cache", File::GetUserPath(D_SHADERCACHE_IDX), globals->unique_id);
sprintf(cache_filename, "%sdx9-%s-vs.cache", File::GetUserPath(D_SHADERCACHE_IDX), globals->unique_id);
VertexShaderCacheInserter inserter;
int read_items = g_vs_disk_cache.OpenAndRead(cache_filename, &inserter);
}
@ -284,7 +284,7 @@ bool VertexShaderCache::SetShader(u32 components)
return false;
}
const char *code = GenerateVertexShaderCode(components, true);
const char *code = GenerateVertexShaderCode(components, API_D3D9);
u8 *bytecode;
int bytecodelen;
if (!D3D::CompileVertexShader(code, (int)strlen(code), &bytecode, &bytecodelen))