Allows DX9 shaders to be SM2 compatible again at the loss of accuracy. SM3 is recommended. Fixes issue 4546.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7585 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
Sonicadvance1
2011-06-04 19:56:18 +00:00
parent 0e6bb4de35
commit db0c2bca5b
3 changed files with 96 additions and 96 deletions

View File

@ -214,15 +214,15 @@ static LPDIRECT3DPIXELSHADER9 CreateCopyShader(int copyMatrixType, int depthConv
else
{
//Apply Gamma Correction
WRITE(p, "texcol = pow(texcol,uv1.xxxx);\n");
WRITE(p, "texcol = pow(texcol,uv1.xxxx);\n");
}
if(copyMatrixType == COPY_TYPE_MATRIXCOLOR)
{
if(depthConversionType == DEPTH_CONVERSION_TYPE_NONE)
WRITE(p, "texcol = round(texcol * cColMatrix[5])*cColMatrix[6];\n");
WRITE(p, "texcol = round(texcol * cColMatrix[5])*cColMatrix[6];\n");
WRITE(p, "ocol0 = float4(dot(texcol,cColMatrix[0]),dot(texcol,cColMatrix[1]),dot(texcol,cColMatrix[2]),dot(texcol,cColMatrix[3])) + cColMatrix[4];\n");
WRITE(p, "ocol0 = float4(dot(texcol,cColMatrix[0]),dot(texcol,cColMatrix[1]),dot(texcol,cColMatrix[2]),dot(texcol,cColMatrix[3])) + cColMatrix[4];\n");
}
else
WRITE(p, "ocol0 = texcol;\n");
@ -232,7 +232,7 @@ static LPDIRECT3DPIXELSHADER9 CreateCopyShader(int copyMatrixType, int depthConv
PanicAlert("PixelShaderCache copy shader generator - buffer too small, canary has been eaten!");
setlocale(LC_NUMERIC, ""); // restore locale
return D3D::CompileAndCreatePixelShader(text, (int)strlen(text));
return D3D::CompileAndCreatePixelShader(text, (int)strlen(text));
}
void PixelShaderCache::Init()
@ -245,11 +245,11 @@ void PixelShaderCache::Init()
" in float4 incol0 : COLOR0){\n"
"ocol0 = incol0;\n"
"}\n");
s_ClearProgram = D3D::CompileAndCreatePixelShader(pprog, (int)strlen(pprog));
s_ClearProgram = D3D::CompileAndCreatePixelShader(pprog, (int)strlen(pprog));
}
int shaderModel = ((D3D::GetCaps().PixelShaderVersion >> 8) & 0xFF);
int maxConstants = (shaderModel < 3) ? 32 : ((shaderModel < 4) ? 224 : 65536);
int maxConstants = (shaderModel < 3) ? 32 : ((shaderModel < 4) ? 224 : 65536);
// other screen copy/convert programs
for(int copyMatrixType = 0; copyMatrixType < NUM_COPY_TYPES; copyMatrixType++)
@ -294,7 +294,7 @@ void PixelShaderCache::Clear()
{
for (PSCache::iterator iter = PixelShaders.begin(); iter != PixelShaders.end(); iter++)
iter->second.Destroy();
PixelShaders.clear();
PixelShaders.clear();
memset(&last_pixel_shader_uid, 0xFF, sizeof(last_pixel_shader_uid));
}
@ -320,7 +320,7 @@ void PixelShaderCache::Shutdown()
if (s_rgba6_to_rgb8) s_rgba6_to_rgb8->Release();
s_rgba6_to_rgb8 = NULL;
Clear();
g_ps_disk_cache.Sync();
g_ps_disk_cache.Close();
@ -351,27 +351,27 @@ bool PixelShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode, u32 components)
iter->second.frameCount = frameCount;
const PSCacheEntry &entry = iter->second;
last_entry = &entry;
if (entry.shader) D3D::SetPixelShader(entry.shader);
GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE, true);
return (entry.shader != NULL);
}
// Need to compile a new shader
const char *code = GeneratePixelShaderCode(dstAlphaMode, API_D3D9, components);
const char *code = GeneratePixelShaderCode(dstAlphaMode, API_D3D9, components, ((D3D::caps.PixelShaderVersion >> 8) & 0xFF) < 3);
u32 code_hash = HashAdler32((const u8 *)code, strlen(code));
unique_shaders.insert(code_hash);
SETSTAT(stats.numUniquePixelShaders, unique_shaders.size());
#if defined(_DEBUG) || defined(DEBUGFAST)
if (g_ActiveConfig.iLog & CONF_SAVESHADERS && code) {
if (g_ActiveConfig.iLog & CONF_SAVESHADERS && code) {
static int counter = 0;
char szTemp[MAX_PATH];
sprintf(szTemp, "%sps_%04i.txt", File::GetUserPath(D_DUMP_IDX).c_str(), counter++);
SaveData(szTemp, code);
}
#endif
@ -384,7 +384,7 @@ bool PixelShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode, u32 components)
PanicAlert("Failed to compile Pixel Shader:\n\n%s", code);
static int counter = 0;
char szTemp[MAX_PATH];
sprintf(szTemp, "%sBADps_%04i.txt", File::GetUserPath(D_DUMP_IDX).c_str(), counter++);
sprintf(szTemp, "%sBADps_%04i.txt", File::GetUserPath(D_DUMP_IDX).c_str(), counter++);
SaveData(szTemp, code);
}
GFX_DEBUGGER_PAUSE_AT(NEXT_ERROR, true);