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Improve the shader UID debugging stuff and merge it to VideoCommon, effectively enabling it in D3D9 and D3D11 as well.
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@ -334,6 +334,7 @@ bool PixelShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode, u32 components)
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{
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PSCache::const_iterator iter = PixelShaders.find(uid);
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GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE, true);
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ValidatePixelShaderIDs(API_D3D9, PixelShaders[uid].safe_uid, PixelShaders[uid].code, dstAlphaMode, components);
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return (iter != PixelShaders.end() && iter->second.shader);
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}
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@ -350,11 +351,11 @@ bool PixelShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode, u32 components)
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if (entry.shader) D3D::SetPixelShader(entry.shader);
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GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE, true);
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ValidatePixelShaderIDs(API_D3D9, entry.safe_uid, entry.code, dstAlphaMode, components);
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return (entry.shader != NULL);
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}
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// Need to compile a new shader
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const char *code = GeneratePixelShaderCode(dstAlphaMode, ((D3D::GetCaps().PixelShaderVersion >> 8) & 0xFF) < 3 ? API_D3D9_SM20 : API_D3D9_SM30, components);
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@ -384,11 +385,17 @@ bool PixelShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode, u32 components)
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g_ps_disk_cache.Sync();
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// And insert it into the shader cache.
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bool result = InsertByteCode(uid, bytecode, bytecodelen, true);
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bool success = InsertByteCode(uid, bytecode, bytecodelen, true);
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delete [] bytecode;
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if (success)
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{
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PixelShaders[uid].code = code;
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GetSafePixelShaderId(&PixelShaders[uid].safe_uid, dstAlphaMode);
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}
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GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE, true);
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return result;
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return success;
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}
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bool PixelShaderCache::InsertByteCode(const PIXELSHADERUID &uid, const u8 *bytecode, int bytecodelen, bool activate)
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