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

@ -46,7 +46,7 @@ static VERTEXSHADER *pShaderLast = NULL;
static int s_nMaxVertexInstructions;
static float GC_ALIGNED16(lastVSconstants[C_FOGPARAMS+8][4]);
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 ||
@ -61,7 +61,7 @@ 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);
@ -69,10 +69,10 @@ void SetVSConstant4fv(int const_number, 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)
{
const float *f0 = f;
for (int i = 0; i < count; i++,f0+=4)
for (unsigned int i = 0; i < count; i++,f0+=4)
{
if (memcmp(&lastVSconstants[const_number + i], f0, sizeof(float) * 4)) {
memcpy(&lastVSconstants[const_number + i], f0, sizeof(float) * 4);
@ -81,9 +81,9 @@ void SetMultiVSConstant4fv(int const_number, int count, 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)
{
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] ||
@ -151,7 +151,7 @@ VERTEXSHADER* VertexShaderCache::GetShader(u32 components)
VSCacheEntry& entry = vshaders[uid];
entry.frameCount = frameCount;
pShaderLast = &entry.shader;
const char *code = GenerateVertexShaderCode(components, false);
const char *code = GenerateVertexShaderCode(components, API_OPENGL);
#if defined(_DEBUG) || defined(DEBUGFAST)
if (g_ActiveConfig.iLog & CONF_SAVESHADERS && code) {