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https://github.com/dolphin-emu/dolphin.git
synced 2025-07-23 06:09:50 -06:00
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
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@ -56,7 +56,7 @@ LPDIRECT3DVERTEXSHADER9 VertexShaderCache::GetClearVertexShader()
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}
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void SetVSConstant4f(int const_number, float f1, float f2, float f3, float f4)
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void SetVSConstant4f(unsigned int const_number, float f1, float f2, float f3, float f4)
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{
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if (lastVSconstants[const_number][0] != f1 ||
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lastVSconstants[const_number][1] != f2 ||
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@ -71,7 +71,7 @@ void SetVSConstant4f(int const_number, float f1, float f2, float f3, float f4)
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}
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}
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void SetVSConstant4fv(int const_number, const float *f)
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void SetVSConstant4fv(unsigned int const_number, const float *f)
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{
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if (memcmp(&lastVSconstants[const_number], f, sizeof(float) * 4)) {
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memcpy(&lastVSconstants[const_number], f, sizeof(float) * 4);
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@ -79,10 +79,10 @@ void SetVSConstant4fv(int const_number, const float *f)
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}
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}
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void SetMultiVSConstant3fv(int const_number, int count, const float *f)
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void SetMultiVSConstant3fv(unsigned int const_number, unsigned int count, const float *f)
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{
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bool change = false;
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for (int i = 0; i < count; i++)
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for (unsigned int i = 0; i < count; i++)
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{
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if (lastVSconstants[const_number + i][0] != f[0 + i*3] ||
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lastVSconstants[const_number + i][1] != f[1 + i*3] ||
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@ -94,7 +94,7 @@ void SetMultiVSConstant3fv(int const_number, int count, const float *f)
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}
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if (change)
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{
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for (int i = 0; i < count; i++)
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for (unsigned int i = 0; i < count; i++)
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{
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lastVSconstants[const_number + i][0] = f[0 + i*3];
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lastVSconstants[const_number + i][1] = f[1 + i*3];
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@ -105,7 +105,7 @@ void SetMultiVSConstant3fv(int const_number, int count, const float *f)
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}
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}
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void SetMultiVSConstant4fv(int const_number, int count, const float *f)
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void SetMultiVSConstant4fv(unsigned int const_number, unsigned int count, const float *f)
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{
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if (memcmp(&lastVSconstants[const_number], f, count * sizeof(float) * 4)) {
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memcpy(&lastVSconstants[const_number], f, count * sizeof(float) * 4);
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@ -215,7 +215,7 @@ void VertexShaderCache::Init()
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File::CreateDir(File::GetUserPath(D_SHADERCACHE_IDX));
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char cache_filename[MAX_PATH];
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sprintf(cache_filename, "%s%s-vs.cache", File::GetUserPath(D_SHADERCACHE_IDX), globals->unique_id);
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sprintf(cache_filename, "%sdx9-%s-vs.cache", File::GetUserPath(D_SHADERCACHE_IDX), globals->unique_id);
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VertexShaderCacheInserter inserter;
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int read_items = g_vs_disk_cache.OpenAndRead(cache_filename, &inserter);
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}
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@ -284,7 +284,7 @@ bool VertexShaderCache::SetShader(u32 components)
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return false;
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}
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const char *code = GenerateVertexShaderCode(components, true);
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const char *code = GenerateVertexShaderCode(components, API_D3D9);
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u8 *bytecode;
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int bytecodelen;
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if (!D3D::CompileVertexShader(code, (int)strlen(code), &bytecode, &bytecodelen))
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