Better fallback shader, thanks: blueshogun

This commit is contained in:
Luke Usher 2018-01-30 22:05:53 +00:00
parent 3a8cab2b0f
commit 79a5ae3d8b
2 changed files with 8 additions and 2 deletions

View File

@ -3374,7 +3374,10 @@ HRESULT WINAPI XTL::EMUPATCH(D3DDevice_CreateVertexShader)
{ {
static const char dummy[] = static const char dummy[] =
"vs.1.1\n" "vs.1.1\n"
"mov oPos, v0\n"; "dp4 oPos.x, v0, c96\n"
"dp4 oPos.y, v0, c97\n"
"dp4 oPos.z, v0, c98\n"
"dp4 oPos.w, v0, c99\n";
EmuWarning("Trying fallback:\n%s", dummy); EmuWarning("Trying fallback:\n%s", dummy);
hRet = D3DXAssembleShader(dummy, hRet = D3DXAssembleShader(dummy,

View File

@ -2220,7 +2220,10 @@ extern HRESULT XTL::EmuRecompileVshFunction
static const char dummy[] = static const char dummy[] =
"vs.1.1\n" "vs.1.1\n"
"mov oPos, v0\n"; "dp4 oPos.x, v0, c96\n"
"dp4 oPos.y, v0, c97\n"
"dp4 oPos.z, v0, c98\n"
"dp4 oPos.w, v0, c99\n";
hRet = D3DXAssembleShader(dummy, hRet = D3DXAssembleShader(dummy,
strlen(dummy), strlen(dummy),