Fix Windows build, try 2.
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24ab51f9f6
commit
98362e5934
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@ -462,7 +462,7 @@ void PixelShaderCache::Shutdown()
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bool PixelShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode, u32 components)
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bool PixelShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode, u32 components)
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{
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{
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PixelShaderUid uid;
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PixelShaderUid uid;
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GetPixelShaderUid(uid, dstAlphaMode, components);
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GetPixelShaderUid(uid, dstAlphaMode, API_D3D11, components);
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// Check if the shader is already set
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// Check if the shader is already set
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if (last_entry)
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if (last_entry)
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@ -508,7 +508,6 @@ bool PixelShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode, u32 components)
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if (g_ActiveConfig.bEnableShaderDebugging && success)
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if (g_ActiveConfig.bEnableShaderDebugging && success)
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{
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{
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PixelShaders[uid].code = code.GetBuffer();
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PixelShaders[uid].code = code.GetBuffer();
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GetSafePixelShaderId(&PixelShaders[uid].safe_uid, dstAlphaMode, components);
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}
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}
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GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE, true);
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GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE, true);
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@ -248,7 +248,7 @@ void VertexManager::vFlush()
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// set global constants
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// set global constants
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VertexShaderManager::SetConstants();
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VertexShaderManager::SetConstants();
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PixelShaderManager::SetConstants();
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PixelShaderManager::SetConstants(g_nativeVertexFmt->m_components);
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bool useDstAlpha = !g_ActiveConfig.bDstAlphaPass && bpmem.dstalpha.enable && bpmem.blendmode.alphaupdate &&
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bool useDstAlpha = !g_ActiveConfig.bDstAlphaPass && bpmem.dstalpha.enable && bpmem.blendmode.alphaupdate &&
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bpmem.zcontrol.pixel_format == PIXELFMT_RGBA6_Z24;
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bpmem.zcontrol.pixel_format == PIXELFMT_RGBA6_Z24;
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@ -334,7 +334,7 @@ bool PixelShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode, u32 components)
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{
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{
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const API_TYPE api = ((D3D::GetCaps().PixelShaderVersion >> 8) & 0xFF) < 3 ? API_D3D9_SM20 : API_D3D9_SM30;
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const API_TYPE api = ((D3D::GetCaps().PixelShaderVersion >> 8) & 0xFF) < 3 ? API_D3D9_SM20 : API_D3D9_SM30;
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PixelShaderUid uid;
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PixelShaderUid uid;
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GetPixelShaderUid(uid, dstAlphaMode, components);
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GetPixelShaderUid(uid, dstAlphaMode, API_D3D9, components);
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// Check if the shader is already set
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// Check if the shader is already set
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if (last_entry)
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if (last_entry)
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@ -359,7 +359,7 @@ void VertexManager::vFlush()
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// set global constants
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// set global constants
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VertexShaderManager::SetConstants();
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VertexShaderManager::SetConstants();
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PixelShaderManager::SetConstants();
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PixelShaderManager::SetConstants(g_nativeVertexFmt->m_components);
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u32 stride = g_nativeVertexFmt->GetVertexStride();
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u32 stride = g_nativeVertexFmt->GetVertexStride();
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if (!PixelShaderCache::SetShader(DSTALPHA_NONE,g_nativeVertexFmt->m_components))
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if (!PixelShaderCache::SetShader(DSTALPHA_NONE,g_nativeVertexFmt->m_components))
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{
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{
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@ -189,7 +189,7 @@ void VertexShaderCache::Shutdown()
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bool VertexShaderCache::SetShader(u32 components)
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bool VertexShaderCache::SetShader(u32 components)
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{
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{
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VertexShaderUid uid;
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VertexShaderUid uid;
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GetVertexShaderUid(uid, components);
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GetVertexShaderUid(uid, components, API_D3D9);
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if (last_entry)
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if (last_entry)
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{
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{
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if (uid == last_uid)
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if (uid == last_uid)
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