mirror of
https://github.com/dolphin-emu/dolphin.git
synced 2025-07-22 13:49:53 -06:00
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:
@ -61,11 +61,11 @@ void VertexShaderCache::Shutdown()
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void VertexShaderCache::SetShader(u32 components)
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{
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static LPDIRECT3DVERTEXSHADER9 shader = NULL;
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if (D3D::GetShaderVersion() < 2)
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return; // we are screwed
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static LPDIRECT3DVERTEXSHADER9 lastShader = NULL;
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DVSTARTPROFILE();
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VERTEXSHADERUID uid;
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@ -73,7 +73,6 @@ void VertexShaderCache::SetShader(u32 components)
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VSCache::iterator iter;
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iter = vshaders.find(uid);
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if (iter != vshaders.end())
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{
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iter->second.frameCount = frameCount;
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@ -87,11 +86,10 @@ void VertexShaderCache::SetShader(u32 components)
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}
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const char *code = GenerateVertexShader(components, false);
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//shader = D3D::CompileVertexShader(code, (int)strlen(code));
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shader = CompileCgShader(code);
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LPDIRECT3DVERTEXSHADER9 shader = CompileCgShader(code);
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if (shader)
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{
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//Make an entry in the table
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// Make an entry in the table
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VSCacheEntry entry;
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entry.shader = shader;
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entry.frameCount = frameCount;
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@ -101,8 +99,12 @@ void VertexShaderCache::SetShader(u32 components)
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INCSTAT(stats.numVertexShadersCreated);
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SETSTAT(stats.numVertexShadersAlive, (int)vshaders.size());
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} else
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} else {
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PanicAlert("Failed to compile Vertex Shader:\n\n%s", code);
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}
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D3D::dev->SetFVF(NULL);
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D3D::dev->SetVertexShader(shader);
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}
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LPDIRECT3DVERTEXSHADER9 VertexShaderCache::CompileCgShader(const char *pstrprogram)
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@ -117,22 +119,36 @@ LPDIRECT3DVERTEXSHADER9 VertexShaderCache::CompileCgShader(const char *pstrprogr
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ERROR_LOG(VIDEO, pstrprogram);
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return NULL;
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}
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const char *pcompiledprog = cgGetProgramString(tempprog, CG_COMPILED_PROGRAM);
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// This looks evil - we modify the program through the const char * we got from cgGetProgramString!
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// It SHOULD not have any nasty side effects though - but you never know...
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char *pcompiledprog = (char*)cgGetProgramString(tempprog, CG_COMPILED_PROGRAM);
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char *plocal = strstr(pcompiledprog, "program.local");
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while (plocal != NULL) {
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const char* penv = " program.env";
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memcpy(plocal, penv, 13);
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plocal = strstr(plocal + 13, "program.local");
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}
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LPDIRECT3DVERTEXSHADER9 shader = D3D::CompileVertexShader(pcompiledprog, strlen(pcompiledprog));
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LPD3DXBUFFER shader_binary;
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LPD3DXBUFFER error_msg;
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// Step one - Assemble into binary code. This binary code could be cached.
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if (FAILED(D3DXAssembleShader(pcompiledprog, (UINT)strlen(pcompiledprog), NULL, NULL, 0, &shader_binary, &error_msg)))
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PanicAlert("Asm fail");
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// Destroy Cg program as early as possible - we want as little as possible to do with Cg due to
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// our rather extreme performance requirements.
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cgDestroyProgram(tempprog);
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tempprog = NULL;
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return shader;
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// Create vertex shader from the binary code.
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LPDIRECT3DVERTEXSHADER9 vertex_shader = NULL;
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if (SUCCEEDED(D3D::dev->CreateVertexShader((const DWORD *)shader_binary->GetBufferPointer(), &vertex_shader))) {
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// PanicAlert("Successvertex!");
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} else {
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if (error_msg) {
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PanicAlert("failure vertex %s", error_msg->GetBufferPointer());
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MessageBox(0, pcompiledprog, 0, 0);
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}
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else
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PanicAlert("failure vertex with no error message.");
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}
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if (shader_binary)
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shader_binary->Release();
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if (error_msg)
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error_msg->Release();
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return vertex_shader;
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}
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void VertexShaderCache::Cleanup()
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