just a little cleanup to maintain minimal interfaces
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7591 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -380,7 +380,7 @@ static void BuildSwapModeTable()
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}
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}
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const char *GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType, u32 components, bool hlsl_sm_2_0 )
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const char *GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType, u32 components)
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{
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setlocale(LC_NUMERIC, "C"); // Reset locale for compilation
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text[sizeof(text) - 1] = 0x7C; // canary
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@ -460,7 +460,7 @@ const char *GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType
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WRITE(p, " out float4 ocol0 : COLOR0,%s%s\n in float4 rawpos : %s,\n",
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dstAlphaMode == DSTALPHA_DUAL_SOURCE_BLEND ? "\n out float4 ocol1 : COLOR1," : "",
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DepthTextureEnable ? "\n out float depth : DEPTH," : "",
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ApiType == API_OPENGL ? "WPOS" : hlsl_sm_2_0 ? "POSITION" : "VPOS");
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ApiType & API_OPENGL ? "WPOS" : ApiType & API_D3D9_SM20 ? "POSITION" : "VPOS");
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}
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else
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{
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@ -113,7 +113,7 @@ enum DSTALPHA_MODE
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DSTALPHA_DUAL_SOURCE_BLEND // Use dual-source blending
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};
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const char *GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType, u32 components, bool hlsl_sm_2_0 = false);
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const char *GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType, u32 components);
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void GetPixelShaderId(PIXELSHADERUID *uid, DSTALPHA_MODE dstAlphaMode);
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extern PIXELSHADERUID last_pixel_shader_uid;
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@ -80,7 +80,7 @@ void WriteSwizzler(char*& p, u32 format, API_TYPE ApiType)
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{
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WRITE(p,"uniform samplerRECT samp0 : register(s0);\n");
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}
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else if (ApiType == API_D3D9)
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else if (ApiType & API_D3D9)
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{
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WRITE(p,"uniform sampler samp0 : register(s0);\n");
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}
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@ -150,7 +150,7 @@ void Write32BitSwizzler(char*& p, u32 format, API_TYPE ApiType)
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{
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WRITE(p,"uniform samplerRECT samp0 : register(s0);\n");
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}
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else if (ApiType == API_D3D9)
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else if (ApiType & API_D3D9)
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{
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WRITE(p,"uniform sampler samp0 : register(s0);\n");
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}
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@ -209,7 +209,7 @@ void Write32BitSwizzler(char*& p, u32 format, API_TYPE ApiType)
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void WriteSampleColor(char*& p, const char* colorComp, const char* dest, API_TYPE ApiType)
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{
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const char* texSampleOpName;
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if (ApiType == API_D3D9)
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if (ApiType & API_D3D9)
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texSampleOpName = "tex2D";
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else if (ApiType == API_D3D11)
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texSampleOpName = "tex0.Sample";
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@ -112,7 +112,7 @@ const char *GenerateVertexShaderCode(u32 components, API_TYPE api_type)
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_assert_(bpmem.genMode.numtexgens == xfregs.numTexGen.numTexGens);
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_assert_(bpmem.genMode.numcolchans == xfregs.numChan.numColorChans);
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bool is_d3d = (api_type == API_D3D9 || api_type == API_D3D11);
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bool is_d3d = (api_type & API_D3D9 || api_type == API_D3D11);
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u32 lightMask = 0;
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if (xfregs.numChan.numColorChans > 0)
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lightMask |= xfregs.color[0].GetFullLightMask() | xfregs.alpha[0].GetFullLightMask();
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@ -187,7 +187,7 @@ const char *GenerateVertexShaderCode(u32 components, API_TYPE api_type)
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// transforms
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if (components & VB_HAS_POSMTXIDX)
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{
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if (api_type == API_D3D9)
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if (api_type & API_D3D9)
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{
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WRITE(p, "int4 indices = D3DCOLORtoUBYTE4(blend_indices);\n");
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WRITE(p, "int posmtx = indices.x;\n");
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@ -107,11 +107,13 @@ struct TargetRectangle : public MathUtil::Rectangle<int>
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typedef enum
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{
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API_OPENGL,
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API_D3D9,
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API_D3D11,
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API_GLSL,
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API_NONE
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API_OPENGL = 1,
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API_D3D9_SM30 = 2,
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API_D3D9_SM20 = 4,
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API_D3D9 = 6,
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API_D3D11 = 8,
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API_GLSL = 16,
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API_NONE = 32
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} API_TYPE;
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inline u32 RGBA8ToRGBA6ToRGBA8(u32 src)
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@ -360,7 +360,7 @@ bool PixelShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode, u32 components)
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// Need to compile a new shader
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const char *code = GeneratePixelShaderCode(dstAlphaMode, API_D3D9, components, ((D3D::GetCaps().PixelShaderVersion >> 8) & 0xFF) < 3);
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const char *code = GeneratePixelShaderCode(dstAlphaMode, ((D3D::GetCaps().PixelShaderVersion >> 8) & 0xFF) < 3 ? API_D3D9_SM20 : API_D3D9_SM30, components);
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u32 code_hash = HashAdler32((const u8 *)code, strlen(code));
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unique_shaders.insert(code_hash);
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@ -89,15 +89,15 @@ std::string VideoBackend::GetName()
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void InitBackendInfo()
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{
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DX9::D3D::Init();
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g_Config.backend_info.APIType = API_D3D9;
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const int shaderModel = ((DX9::D3D::GetCaps().PixelShaderVersion >> 8) & 0xFF);
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const int maxConstants = (shaderModel < 3) ? 32 : ((shaderModel < 4) ? 224 : 65536);
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g_Config.backend_info.APIType = shaderModel < 3 ? API_D3D9_SM20 :API_D3D9_SM30;
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g_Config.backend_info.bUseRGBATextures = false;
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g_Config.backend_info.bSupports3DVision = true;
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g_Config.backend_info.bSupportsDualSourceBlend = false;
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g_Config.backend_info.bSupportsFormatReinterpretation = true;
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const int shaderModel = ((DX9::D3D::GetCaps().PixelShaderVersion >> 8) & 0xFF);
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const int maxConstants = (shaderModel < 3) ? 32 : ((shaderModel < 4) ? 224 : 65536);
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g_Config.backend_info.bSupportsPixelLighting = C_PLIGHTS + 40 <= maxConstants && C_PMATERIALS + 4 <= maxConstants;
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// adapters
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