Improve the shader UID debugging stuff and merge it to VideoCommon, effectively enabling it in D3D9 and D3D11 as well.

This commit is contained in:
NeoBrainX
2011-09-09 00:32:04 +02:00
parent 349a3ae91d
commit b28348066e
16 changed files with 614 additions and 527 deletions

View File

@ -241,6 +241,39 @@ void GetSafePixelShaderId(PIXELSHADERUIDSAFE *uid, DSTALPHA_MODE dstAlphaMode)
_assert_((ptr - uid->values) == uid->GetNumValues());
}
void ValidatePixelShaderIDs(API_TYPE api, PIXELSHADERUIDSAFE old_id, const std::string& old_code, DSTALPHA_MODE dstAlphaMode, u32 components)
{
PIXELSHADERUIDSAFE new_id;
GetSafePixelShaderId(&new_id, dstAlphaMode);
if (!(old_id == new_id))
{
std::string new_code(GeneratePixelShaderCode(dstAlphaMode, api, components));
if (old_code != new_code)
{
_assert_(old_id.GetNumValues() == new_id.GetNumValues());
char msg[8192];
char* ptr = msg;
ptr += sprintf(ptr, "Pixel shader IDs matched but unique IDs did not!\nUnique IDs (old <-> new):\n");
const int N = new_id.GetNumValues();
for (int i = 0; i < N/2; ++i)
ptr += sprintf(ptr, "%02d, %08X %08X | %08X %08X\n", 2*i, old_id.values[2*i], old_id.values[2*i+1],
new_id.values[2*i], new_id.values[2*i+1]);
if (N % 2)
ptr += sprintf(ptr, "%02d, %08X | %08X\n", N-1, old_id.values[N-1], new_id.values[N-1]);
static int num_failures = 0;
char szTemp[MAX_PATH];
sprintf(szTemp, "%spsuid_mismatch_%04i.txt", File::GetUserPath(D_DUMP_IDX).c_str(), num_failures++);
std::ofstream file(szTemp);
file << msg;
file.close();
PanicAlert("Unique pixel shader ID mismatch!\n\nReport this to the devs, along with the contents of %s.", szTemp);
}
}
}
// old tev->pixelshader notes
//
@ -594,12 +627,12 @@ const char *GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType
WRITE(p, " float4 c0 = "I_COLORS"[1], c1 = "I_COLORS"[2], c2 = "I_COLORS"[3], prev = float4(0.0f, 0.0f, 0.0f, 0.0f), textemp = float4(0.0f, 0.0f, 0.0f, 0.0f), rastemp = float4(0.0f, 0.0f, 0.0f, 0.0f), konsttemp = float4(0.0f, 0.0f, 0.0f, 0.0f);\n"
" float3 comp16 = float3(1.0f, 255.0f, 0.0f), comp24 = float3(1.0f, 255.0f, 255.0f*255.0f);\n"
" float4 alphabump=float4(0.0f,0.0f,0.0f,0.0f);\n"
" float3 tevcoord=float3(0.0f, 0.0f, 0.0f);\n"
" float2 wrappedcoord=float2(0.0f,0.0f), tempcoord=float2(0.0f,0.0f);\n"
" float4 cc0=float4(0.0f,0.0f,0.0f,0.0f), cc1=float4(0.0f,0.0f,0.0f,0.0f);\n"
" float4 cc2=float4(0.0f,0.0f,0.0f,0.0f), cprev=float4(0.0f,0.0f,0.0f,0.0f);\n"
" float4 crastemp=float4(0.0f,0.0f,0.0f,0.0f),ckonsttemp=float4(0.0f,0.0f,0.0f,0.0f);\n\n");
" float4 alphabump=float4(0.0f,0.0f,0.0f,0.0f);\n"
" float3 tevcoord=float3(0.0f, 0.0f, 0.0f);\n"
" float2 wrappedcoord=float2(0.0f,0.0f), tempcoord=float2(0.0f,0.0f);\n"
" float4 cc0=float4(0.0f,0.0f,0.0f,0.0f), cc1=float4(0.0f,0.0f,0.0f,0.0f);\n"
" float4 cc2=float4(0.0f,0.0f,0.0f,0.0f), cprev=float4(0.0f,0.0f,0.0f,0.0f);\n"
" float4 crastemp=float4(0.0f,0.0f,0.0f,0.0f),ckonsttemp=float4(0.0f,0.0f,0.0f,0.0f);\n\n");
if(g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting)
{