Shader generators: Remove any references to D3D9 and cleanup the affected code.

This commit is contained in:
Tony Wasserka committed 2013-10-06 13:30:56 +02:00
1 parent 0e2e71e483
commit 61ed40749f
9 files changed
+62 -137

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@@ -172,7 +172,7 @@ bool LineGeometryShader::SetShader(u32 components, float lineWidth,
static char buffer[16384];
ShaderCode code;
code.SetBuffer(buffer);
GenerateVSOutputStructForGS(code, components, API_D3D11);
GenerateVSOutputStructForGS(code, components, API_D3D);
code.Write("\n%s", LINE_GS_COMMON);
std::stringstream numTexCoordsStream;
@@ -453,11 +453,11 @@ void PixelShaderCache::Shutdown()
bool PixelShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode, u32 components)
{
PixelShaderUid uid;
GetPixelShaderUid(uid, dstAlphaMode, API_D3D11, components);
GetPixelShaderUid(uid, dstAlphaMode, API_D3D, components);
if (g_ActiveConfig.bEnableShaderDebugging)
{
PixelShaderCode code;
GeneratePixelShaderCode(code, dstAlphaMode, API_D3D11, components);
GeneratePixelShaderCode(code, dstAlphaMode, API_D3D, components);
pixel_uid_checker.AddToIndexAndCheck(code, uid, "Pixel", "p");
}
@@ -487,7 +487,7 @@ bool PixelShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode, u32 components)
// Need to compile a new shader
PixelShaderCode code;
GeneratePixelShaderCode(code, dstAlphaMode, API_D3D11, components);
GeneratePixelShaderCode(code, dstAlphaMode, API_D3D, components);
D3DBlob* pbytecode;
if (!D3D::CompilePixelShader(code.GetBuffer(), (unsigned int)strlen(code.GetBuffer()), &pbytecode))
@@ -166,7 +166,7 @@ bool PointGeometryShader::SetShader(u32 components, float pointSize,
static char buffer[16384];
ShaderCode code;
code.SetBuffer(buffer);
GenerateVSOutputStructForGS(code, components, API_D3D11);
GenerateVSOutputStructForGS(code, components, API_D3D);
code.Write("\n%s", POINT_GS_COMMON);
std::stringstream numTexCoordsStream;
@@ -200,11 +200,11 @@ void VertexShaderCache::Shutdown()
bool VertexShaderCache::SetShader(u32 components)
{
VertexShaderUid uid;
GetVertexShaderUid(uid, components, API_D3D11);
GetVertexShaderUid(uid, components, API_D3D);
if (g_ActiveConfig.bEnableShaderDebugging)
{
VertexShaderCode code;
GenerateVertexShaderCode(code, components, API_D3D11);
GenerateVertexShaderCode(code, components, API_D3D);
vertex_uid_checker.AddToIndexAndCheck(code, uid, "Vertex", "v");
}
@@ -230,7 +230,7 @@ bool VertexShaderCache::SetShader(u32 components)
}
VertexShaderCode code;
GenerateVertexShaderCode(code, components, API_D3D11);
GenerateVertexShaderCode(code, components, API_D3D);
D3DBlob* pbytecode = NULL;
D3D::CompileVertexShader(code.GetBuffer(), (int)strlen(code.GetBuffer()), &pbytecode);
+1 -1
View File
@@ -82,7 +82,7 @@ void InitBackendInfo()
return;
}
g_Config.backend_info.APIType = API_D3D11;
g_Config.backend_info.APIType = API_D3D;
g_Config.backend_info.bUseRGBATextures = true; // the GX formats barely match any D3D11 formats
g_Config.backend_info.bUseMinimalMipCount = true;
g_Config.backend_info.bSupports3DVision = false;