(HLSL) Cleanups

This commit is contained in:
twinaphex 2016-04-14 03:06:59 +02:00
parent 930b854272
commit 5cc1b85f70

View File

@ -64,21 +64,23 @@ static const char *stock_hlsl_program =
" return OUT;\n"
"}\n";
struct hlsl_program
struct shader_program_data
{
LPDIRECT3DVERTEXSHADER vprg;
LPDIRECT3DPIXELSHADER fprg;
D3DXHANDLE vid_size_f;
D3DXHANDLE tex_size_f;
D3DXHANDLE out_size_f;
D3DXHANDLE frame_cnt_f;
D3DXHANDLE frame_dir_f;
D3DXHANDLE vid_size_v;
D3DXHANDLE tex_size_v;
D3DXHANDLE out_size_v;
D3DXHANDLE frame_cnt_v;
D3DXHANDLE frame_dir_v;
D3DXHANDLE mvp;
D3DXHANDLE vid_size_f;
D3DXHANDLE tex_size_f;
D3DXHANDLE out_size_f;
D3DXHANDLE frame_cnt_f;
D3DXHANDLE frame_dir_f;
D3DXHANDLE vid_size_v;
D3DXHANDLE tex_size_v;
D3DXHANDLE out_size_v;
D3DXHANDLE frame_cnt_v;
D3DXHANDLE frame_dir_v;
D3DXHANDLE mvp;
LPD3DXCONSTANTTABLE v_ctable;
LPD3DXCONSTANTTABLE f_ctable;
XMMATRIX mvp_val; /* TODO: Move to D3DXMATRIX here */
@ -88,7 +90,7 @@ typedef struct hlsl_shader_data hlsl_shader_data_t;
struct hlsl_shader_data
{
struct hlsl_program prg[RARCH_HLSL_MAX_SHADERS];
shader_program_data_t prg[RARCH_HLSL_MAX_SHADERS];
unsigned active_idx;
struct video_shader *cg_shader;
};
@ -149,10 +151,10 @@ static void hlsl_set_params(void *data, void *shader_data,
/* TODO - set lookup textures/FBO textures/state parameters/etc */
}
static bool hlsl_load_program(hlsl_shader_data_t *hlsl,
void *data, unsigned idx, const char *prog, bool path_is_file)
static bool hlsl_compile_program(hlsl_shader_data_t *hlsl,
void *device_data, unsigned idx, const char *prog, bool path_is_file)
{
d3d_video_t *d3d = (d3d_video_t*)data;
d3d_video_t *d3d = (d3d_video_t*)device_data;
LPDIRECT3DDEVICE d3d_device_ptr = (LPDIRECT3DDEVICE)d3d->dev;
HRESULT ret, ret_fp, ret_vp;
ID3DXBuffer *listing_f = NULL;
@ -203,7 +205,7 @@ end:
static bool hlsl_load_stock(hlsl_shader_data_t *hlsl, void *data)
{
if (!hlsl_load_program(hlsl, data, 0, stock_hlsl_program, false))
if (!hlsl_compile_program(hlsl, data, 0, stock_hlsl_program, false))
{
RARCH_ERR("Failed to compile passthrough shader, is something wrong with your environment?\n");
return false;
@ -241,7 +243,7 @@ static bool hlsl_load_shader(hlsl_shader_data_t *hlsl,
RARCH_LOG("Loading Cg/HLSL shader: \"%s\".\n", path_buf);
if (!hlsl_load_program(hlsl, data, i + 1, path_buf, true))
if (!hlsl_compile_program(hlsl, data, i + 1, path_buf, true))
return false;
return true;
@ -263,7 +265,7 @@ static bool hlsl_load_plain(hlsl_shader_data_t *hlsl, void *data, const char *pa
RARCH_LOG("Loading Cg/HLSL file: %s\n", path);
strlcpy(hlsl->cg_shader->pass[0].source.path,
path, sizeof(hlsl->cg_shader->pass[0].source.path));
if (!hlsl_load_program(hlsl, data, 1, path, true))
if (!hlsl_compile_program(hlsl, data, 1, path, true))
return false;
}
else