Get 2501 closer to "working".

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@2502 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
hrydgard
2009-03-01 10:53:23 +00:00
parent 37d5360399
commit f597a66b8d
7 changed files with 73 additions and 51 deletions

View File

@ -35,7 +35,7 @@ PixelShaderCache::PSCache PixelShaderCache::PixelShaders;
void SetPSConstant4f(int const_number, float f1, float f2, float f3, float f4)
{
const float f[4] = {f1, f2, f3, f4};
D3D::dev->SetPixelShaderConstantF(const_number, f, 1);
D3D::dev->SetPixelShaderConstantF(const_number, f, 1);
}
void SetPSConstant4fv(int const_number, const float *f)
@ -62,7 +62,8 @@ void PixelShaderCache::SetShader()
return; // we are screwed
static LPDIRECT3DPIXELSHADER9 lastShader = NULL;
DVSTARTPROFILE();
DVSTARTPROFILE();
PIXELSHADERUID uid;
GetPixelShaderId(uid, PixelShaderManager::GetTextureMask(), false, false);
@ -83,9 +84,7 @@ void PixelShaderCache::SetShader()
}
const char *code = GeneratePixelShader(PixelShaderManager::GetTextureMask(), false, false);
//LPDIRECT3DPIXELSHADER9 shader = D3D::CompilePixelShader(code, (int)(strlen(code)));
LPDIRECT3DPIXELSHADER9 shader = CompileCgShader(code);
if (shader)
{
//Make an entry in the table
@ -94,6 +93,7 @@ void PixelShaderCache::SetShader()
newentry.frameCount = frameCount;
PixelShaders[uid] = newentry;
D3D::dev->SetFVF(NULL);
D3D::dev->SetPixelShader(shader);
INCSTAT(stats.numPixelShadersCreated);
@ -119,18 +119,34 @@ LPDIRECT3DPIXELSHADER9 PixelShaderCache::CompileCgShader(const char *pstrprogram
// This looks evil - we modify the program through the const char * we got from cgGetProgramString!
// It SHOULD not have any nasty side effects though - but you never know...
char *pcompiledprog = (char*)cgGetProgramString(tempprog, CG_COMPILED_PROGRAM);
char *plocal = strstr(pcompiledprog, "program.local");
while (plocal != NULL) {
const char *penv = " program.env";
memcpy(plocal, penv, 13);
plocal = strstr(plocal+13, "program.local");
}
LPDIRECT3DPIXELSHADER9 shader = D3D::CompilePixelShader(pcompiledprog, strlen(pcompiledprog));
LPD3DXBUFFER shader_binary;
LPD3DXBUFFER error_msg;
// Step one - Assemble into binary code. This binary code could be cached.
if (FAILED(D3DXAssembleShader(pcompiledprog, (UINT)strlen(pcompiledprog), NULL, NULL, 0, &shader_binary, &error_msg)))
PanicAlert("Asm fail");
// Destroy Cg program as early as possible - we want as little as possible to do with Cg due to
// our rather extreme performance requirements.
cgDestroyProgram(tempprog);
tempprog = NULL;
return shader;
// Create pixel shader from the binary code.
LPDIRECT3DPIXELSHADER9 pixel_shader = NULL;
if (SUCCEEDED(D3D::dev->CreatePixelShader((const DWORD *)shader_binary->GetBufferPointer(), &pixel_shader))) {
// PanicAlert("Success Pixel!");
} else {
if (error_msg) {
PanicAlert("failure pixel %s", error_msg->GetBufferPointer());
MessageBox(0, pcompiledprog, 0, 0);
}
else
PanicAlert("failure pixel with no error message.");
}
if (shader_binary)
shader_binary->Release();
if (error_msg)
error_msg->Release();
return pixel_shader;
}