Shader generators: Remove any references to D3D9 and cleanup the affected code.
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0e2e71e483
commit
61ed40749f
9 files changed
+62
-137
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@@ -172,7 +172,7 @@ bool LineGeometryShader::SetShader(u32 components, float lineWidth,
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static char buffer[16384];
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ShaderCode code;
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code.SetBuffer(buffer);
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GenerateVSOutputStructForGS(code, components, API_D3D11);
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GenerateVSOutputStructForGS(code, components, API_D3D);
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code.Write("\n%s", LINE_GS_COMMON);
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std::stringstream numTexCoordsStream;
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@@ -453,11 +453,11 @@ void PixelShaderCache::Shutdown()
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bool PixelShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode, u32 components)
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{
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PixelShaderUid uid;
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GetPixelShaderUid(uid, dstAlphaMode, API_D3D11, components);
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GetPixelShaderUid(uid, dstAlphaMode, API_D3D, components);
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if (g_ActiveConfig.bEnableShaderDebugging)
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{
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PixelShaderCode code;
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GeneratePixelShaderCode(code, dstAlphaMode, API_D3D11, components);
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GeneratePixelShaderCode(code, dstAlphaMode, API_D3D, components);
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pixel_uid_checker.AddToIndexAndCheck(code, uid, "Pixel", "p");
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}
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@@ -487,7 +487,7 @@ bool PixelShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode, u32 components)
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// Need to compile a new shader
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PixelShaderCode code;
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GeneratePixelShaderCode(code, dstAlphaMode, API_D3D11, components);
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GeneratePixelShaderCode(code, dstAlphaMode, API_D3D, components);
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D3DBlob* pbytecode;
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if (!D3D::CompilePixelShader(code.GetBuffer(), (unsigned int)strlen(code.GetBuffer()), &pbytecode))
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@@ -166,7 +166,7 @@ bool PointGeometryShader::SetShader(u32 components, float pointSize,
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static char buffer[16384];
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ShaderCode code;
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code.SetBuffer(buffer);
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GenerateVSOutputStructForGS(code, components, API_D3D11);
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GenerateVSOutputStructForGS(code, components, API_D3D);
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code.Write("\n%s", POINT_GS_COMMON);
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std::stringstream numTexCoordsStream;
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@@ -200,11 +200,11 @@ void VertexShaderCache::Shutdown()
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bool VertexShaderCache::SetShader(u32 components)
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{
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VertexShaderUid uid;
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GetVertexShaderUid(uid, components, API_D3D11);
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GetVertexShaderUid(uid, components, API_D3D);
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if (g_ActiveConfig.bEnableShaderDebugging)
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{
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VertexShaderCode code;
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GenerateVertexShaderCode(code, components, API_D3D11);
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GenerateVertexShaderCode(code, components, API_D3D);
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vertex_uid_checker.AddToIndexAndCheck(code, uid, "Vertex", "v");
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}
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@@ -230,7 +230,7 @@ bool VertexShaderCache::SetShader(u32 components)
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}
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VertexShaderCode code;
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GenerateVertexShaderCode(code, components, API_D3D11);
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GenerateVertexShaderCode(code, components, API_D3D);
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D3DBlob* pbytecode = NULL;
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D3D::CompileVertexShader(code.GetBuffer(), (int)strlen(code.GetBuffer()), &pbytecode);
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@@ -82,7 +82,7 @@ void InitBackendInfo()
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return;
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}
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g_Config.backend_info.APIType = API_D3D11;
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g_Config.backend_info.APIType = API_D3D;
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g_Config.backend_info.bUseRGBATextures = true; // the GX formats barely match any D3D11 formats
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g_Config.backend_info.bUseMinimalMipCount = true;
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g_Config.backend_info.bSupports3DVision = false;
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