revert the mess i made in the d3d plugin. Add way to use HLSL directly without going through Cg. Not that the results look much better... i do see shadows of spinning cars in Burnout 2 after clicking around in the dark. Then it crashes.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@2504 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
hrydgard 2009-03-01 12:07:34 +00:00
parent fca8d04a11
commit 7607d6dc6a
7 changed files with 52 additions and 105 deletions

View file

@ -83,8 +83,9 @@ void PixelShaderCache::SetShader()
return;
}
const char *code = GeneratePixelShader(PixelShaderManager::GetTextureMask(), false, false);
LPDIRECT3DPIXELSHADER9 shader = CompileCgShader(code);
bool HLSL = false;
const char *code = GeneratePixelShader(PixelShaderManager::GetTextureMask(), false, false, HLSL);
LPDIRECT3DPIXELSHADER9 shader = HLSL ? D3D::CompilePixelShader(code, strlen(code), false) : CompileCgShader(code);
if (shader)
{
//Make an entry in the table
@ -104,10 +105,7 @@ void PixelShaderCache::SetShader()
LPDIRECT3DPIXELSHADER9 PixelShaderCache::CompileCgShader(const char *pstrprogram)
{
//char stropt[64];
//sprintf(stropt, "MaxLocalParams=256,MaxInstructions=%d", s_nMaxVertexInstructions);
const char *opts[] = {"-profileopts", "MaxLocalParams=256", "-O2", "-q", NULL};
//const char **opts = cgD3D9GetOptimalOptions(g_cgvProf);
CGprogram tempprog = cgCreateProgram(g_cgcontext, CG_SOURCE, pstrprogram, g_cgfProf, "main", opts);
if (!cgIsProgram(tempprog) || cgGetError() != CG_NO_ERROR) {
@ -116,36 +114,11 @@ LPDIRECT3DPIXELSHADER9 PixelShaderCache::CompileCgShader(const char *pstrprogram
return false;
}
// This looks evil - we modify the program through the const char * we got from cgGetProgramString!
// It SHOULD not have any nasty side effects though - but you never know...
char *pcompiledprog = (char*)cgGetProgramString(tempprog, CG_COMPILED_PROGRAM);
LPD3DXBUFFER shader_binary;
LPD3DXBUFFER error_msg;
// Step one - Assemble into binary code. This binary code could be cached.
if (FAILED(D3DXAssembleShader(pcompiledprog, (UINT)strlen(pcompiledprog), NULL, NULL, 0, &shader_binary, &error_msg)))
PanicAlert("Asm fail");
// Destroy Cg program as early as possible - we want as little as possible to do with Cg due to
// our rather extreme performance requirements.
LPDIRECT3DPIXELSHADER9 pixel_shader = D3D::CompilePixelShader(pcompiledprog, (int)strlen(pcompiledprog), true);
cgDestroyProgram(tempprog);
tempprog = NULL;
// Create pixel shader from the binary code.
LPDIRECT3DPIXELSHADER9 pixel_shader = NULL;
if (SUCCEEDED(D3D::dev->CreatePixelShader((const DWORD *)shader_binary->GetBufferPointer(), &pixel_shader))) {
// PanicAlert("Success Pixel!");
} else {
if (error_msg) {
PanicAlert("failure pixel %s", error_msg->GetBufferPointer());
MessageBox(0, pcompiledprog, 0, 0);
}
else
PanicAlert("failure pixel with no error message.");
}
if (shader_binary)
shader_binary->Release();
if (error_msg)
error_msg->Release();
return pixel_shader;
}