Merge pull request #3209 from Tilka/small_cleanup

Another small video cleanup
This commit is contained in:
Markus Wick 2015-10-30 09:58:32 +01:00
commit dabb411a4c
10 changed files with 24 additions and 26 deletions

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@ -27,7 +27,7 @@ namespace DX11
PixelShaderCache::PSCache PixelShaderCache::PixelShaders;
const PixelShaderCache::PSCacheEntry* PixelShaderCache::last_entry;
PixelShaderUid PixelShaderCache::last_uid;
UidChecker<PixelShaderUid,PixelShaderCode> PixelShaderCache::pixel_uid_checker;
UidChecker<PixelShaderUid, ShaderCode> PixelShaderCache::pixel_uid_checker;
LinearDiskCache<PixelShaderUid, u8> g_ps_disk_cache;
@ -531,7 +531,7 @@ bool PixelShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode, u32 components)
GetPixelShaderUid(uid, dstAlphaMode, API_D3D, components);
if (g_ActiveConfig.bEnableShaderDebugging)
{
PixelShaderCode code;
ShaderCode code;
GeneratePixelShaderCode(code, dstAlphaMode, API_D3D, components);
pixel_uid_checker.AddToIndexAndCheck(code, uid, "Pixel", "p");
}
@ -561,7 +561,7 @@ bool PixelShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode, u32 components)
}
// Need to compile a new shader
PixelShaderCode code;
ShaderCode code;
GeneratePixelShaderCode(code, dstAlphaMode, API_D3D, components);
D3DBlob* pbytecode;

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@ -53,7 +53,7 @@ private:
static const PSCacheEntry* last_entry;
static PixelShaderUid last_uid;
static UidChecker<PixelShaderUid,PixelShaderCode> pixel_uid_checker;
static UidChecker<PixelShaderUid, ShaderCode> pixel_uid_checker;
};
} // namespace DX11

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@ -24,7 +24,7 @@ namespace DX11 {
VertexShaderCache::VSCache VertexShaderCache::vshaders;
const VertexShaderCache::VSCacheEntry *VertexShaderCache::last_entry;
VertexShaderUid VertexShaderCache::last_uid;
UidChecker<VertexShaderUid,VertexShaderCode> VertexShaderCache::vertex_uid_checker;
UidChecker<VertexShaderUid, ShaderCode> VertexShaderCache::vertex_uid_checker;
static ID3D11VertexShader* SimpleVertexShader = nullptr;
static ID3D11VertexShader* ClearVertexShader = nullptr;
@ -190,7 +190,7 @@ bool VertexShaderCache::SetShader(u32 components)
GetVertexShaderUid(uid, components, API_D3D);
if (g_ActiveConfig.bEnableShaderDebugging)
{
VertexShaderCode code;
ShaderCode code;
GenerateVertexShaderCode(code, components, API_D3D);
vertex_uid_checker.AddToIndexAndCheck(code, uid, "Vertex", "v");
}
@ -216,7 +216,7 @@ bool VertexShaderCache::SetShader(u32 components)
return (entry.shader != nullptr);
}
VertexShaderCode code;
ShaderCode code;
GenerateVertexShaderCode(code, components, API_D3D);
D3DBlob* pbytecode = nullptr;

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@ -59,7 +59,7 @@ private:
static const VSCacheEntry* last_entry;
static VertexShaderUid last_uid;
static UidChecker<VertexShaderUid,VertexShaderCode> vertex_uid_checker;
static UidChecker<VertexShaderUid, ShaderCode> vertex_uid_checker;
};
} // namespace DX11

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@ -36,8 +36,8 @@ static GLuint CurrentProgram = 0;
ProgramShaderCache::PCache ProgramShaderCache::pshaders;
ProgramShaderCache::PCacheEntry* ProgramShaderCache::last_entry;
SHADERUID ProgramShaderCache::last_uid;
UidChecker<PixelShaderUid,PixelShaderCode> ProgramShaderCache::pixel_uid_checker;
UidChecker<VertexShaderUid,VertexShaderCode> ProgramShaderCache::vertex_uid_checker;
UidChecker<PixelShaderUid, ShaderCode> ProgramShaderCache::pixel_uid_checker;
UidChecker<VertexShaderUid, ShaderCode> ProgramShaderCache::vertex_uid_checker;
UidChecker<GeometryShaderUid, ShaderCode> ProgramShaderCache::geometry_uid_checker;
static char s_glsl_header[1024] = "";
@ -211,8 +211,8 @@ SHADER* ProgramShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode, u32 components
last_entry = &newentry;
newentry.in_cache = 0;
VertexShaderCode vcode;
PixelShaderCode pcode;
ShaderCode vcode;
ShaderCode pcode;
ShaderCode gcode;
GenerateVertexShaderCode(vcode, components, API_OPENGL);
GeneratePixelShaderCode(pcode, dstAlphaMode, API_OPENGL, components);
@ -404,11 +404,11 @@ void ProgramShaderCache::GetShaderId(SHADERUID* uid, DSTALPHA_MODE dstAlphaMode,
if (g_ActiveConfig.bEnableShaderDebugging)
{
PixelShaderCode pcode;
ShaderCode pcode;
GeneratePixelShaderCode(pcode, dstAlphaMode, API_OPENGL, components);
pixel_uid_checker.AddToIndexAndCheck(pcode, uid->puid, "Pixel", "p");
VertexShaderCode vcode;
ShaderCode vcode;
GenerateVertexShaderCode(vcode, components, API_OPENGL);
vertex_uid_checker.AddToIndexAndCheck(vcode, uid->vuid, "Vertex", "v");

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@ -111,8 +111,8 @@ private:
static PCacheEntry* last_entry;
static SHADERUID last_uid;
static UidChecker<PixelShaderUid,PixelShaderCode> pixel_uid_checker;
static UidChecker<VertexShaderUid,VertexShaderCode> vertex_uid_checker;
static UidChecker<PixelShaderUid, ShaderCode> pixel_uid_checker;
static UidChecker<VertexShaderUid, ShaderCode> vertex_uid_checker;
static UidChecker<GeometryShaderUid, ShaderCode> geometry_uid_checker;
static u32 s_ubo_buffer_size;

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@ -1173,9 +1173,9 @@ void GetPixelShaderUid(PixelShaderUid& object, DSTALPHA_MODE dstAlphaMode, API_T
GeneratePixelShader<PixelShaderUid>(object, dstAlphaMode, ApiType, components);
}
void GeneratePixelShaderCode(PixelShaderCode& object, DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType, u32 components)
void GeneratePixelShaderCode(ShaderCode& object, DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType, u32 components)
{
GeneratePixelShader<PixelShaderCode>(object, dstAlphaMode, ApiType, components);
GeneratePixelShader<ShaderCode>(object, dstAlphaMode, ApiType, components);
}
void GetPixelShaderConstantProfile(PixelShaderConstantProfile& object, DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType, u32 components)

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@ -114,9 +114,8 @@ struct pixel_shader_uid_data
#pragma pack()
typedef ShaderUid<pixel_shader_uid_data> PixelShaderUid;
typedef ShaderCode PixelShaderCode; // TODO: Obsolete
typedef ShaderConstantProfile PixelShaderConstantProfile; // TODO: Obsolete
void GeneratePixelShaderCode(PixelShaderCode& object, DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType, u32 components);
void GeneratePixelShaderCode(ShaderCode& object, DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType, u32 components);
void GetPixelShaderUid(PixelShaderUid& object, DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType, u32 components);
void GetPixelShaderConstantProfile(PixelShaderConstantProfile& object, DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType, u32 components);

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@ -399,7 +399,7 @@ void GetVertexShaderUid(VertexShaderUid& object, u32 components, API_TYPE api_ty
GenerateVertexShader<VertexShaderUid>(object, components, api_type);
}
void GenerateVertexShaderCode(VertexShaderCode& object, u32 components, API_TYPE api_type)
void GenerateVertexShaderCode(ShaderCode& object, u32 components, API_TYPE api_type)
{
GenerateVertexShader<VertexShaderCode>(object, components, api_type);
GenerateVertexShader<ShaderCode>(object, components, api_type);
}

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@ -59,7 +59,6 @@ struct vertex_shader_uid_data
#pragma pack()
typedef ShaderUid<vertex_shader_uid_data> VertexShaderUid;
typedef ShaderCode VertexShaderCode; // TODO: Obsolete..
void GetVertexShaderUid(VertexShaderUid& object, u32 components, API_TYPE api_type);
void GenerateVertexShaderCode(VertexShaderCode& object, u32 components, API_TYPE api_type);
void GenerateVertexShaderCode(ShaderCode& object, u32 components, API_TYPE api_type);