Fix Windows build, try 2.

This commit is contained in:
NeoBrainX 2013-03-26 23:44:41 +01:00
parent 24ab51f9f6
commit 98362e5934
5 changed files with 5 additions and 6 deletions

View File

@ -462,7 +462,7 @@ void PixelShaderCache::Shutdown()
bool PixelShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode, u32 components)
{
PixelShaderUid uid;
GetPixelShaderUid(uid, dstAlphaMode, components);
GetPixelShaderUid(uid, dstAlphaMode, API_D3D11, components);
// Check if the shader is already set
if (last_entry)
@ -508,7 +508,6 @@ bool PixelShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode, u32 components)
if (g_ActiveConfig.bEnableShaderDebugging && success)
{
PixelShaders[uid].code = code.GetBuffer();
GetSafePixelShaderId(&PixelShaders[uid].safe_uid, dstAlphaMode, components);
}
GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE, true);

View File

@ -248,7 +248,7 @@ void VertexManager::vFlush()
// set global constants
VertexShaderManager::SetConstants();
PixelShaderManager::SetConstants();
PixelShaderManager::SetConstants(g_nativeVertexFmt->m_components);
bool useDstAlpha = !g_ActiveConfig.bDstAlphaPass && bpmem.dstalpha.enable && bpmem.blendmode.alphaupdate &&
bpmem.zcontrol.pixel_format == PIXELFMT_RGBA6_Z24;

View File

@ -334,7 +334,7 @@ bool PixelShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode, u32 components)
{
const API_TYPE api = ((D3D::GetCaps().PixelShaderVersion >> 8) & 0xFF) < 3 ? API_D3D9_SM20 : API_D3D9_SM30;
PixelShaderUid uid;
GetPixelShaderUid(uid, dstAlphaMode, components);
GetPixelShaderUid(uid, dstAlphaMode, API_D3D9, components);
// Check if the shader is already set
if (last_entry)

View File

@ -359,7 +359,7 @@ void VertexManager::vFlush()
// set global constants
VertexShaderManager::SetConstants();
PixelShaderManager::SetConstants();
PixelShaderManager::SetConstants(g_nativeVertexFmt->m_components);
u32 stride = g_nativeVertexFmt->GetVertexStride();
if (!PixelShaderCache::SetShader(DSTALPHA_NONE,g_nativeVertexFmt->m_components))
{

View File

@ -189,7 +189,7 @@ void VertexShaderCache::Shutdown()
bool VertexShaderCache::SetShader(u32 components)
{
VertexShaderUid uid;
GetVertexShaderUid(uid, components);
GetVertexShaderUid(uid, components, API_D3D9);
if (last_entry)
{
if (uid == last_uid)