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Move D3D9 HLSL font shader to file
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gfx/drivers/d3d_shaders/font.hlsl.d3d9.h
Normal file
30
gfx/drivers/d3d_shaders/font.hlsl.d3d9.h
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@ -0,0 +1,30 @@
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static const char *font_hlsl_d3d9_program =
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"struct VS_IN\n"
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"{\n"
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"float2 Pos : POSITION;\n"
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"float2 Tex : TEXCOORD0;\n"
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"};\n"
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"struct VS_OUT\n"
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"{\n"
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"float4 Position : POSITION;\n"
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"float2 TexCoord0 : TEXCOORD0;\n"
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"};\n"
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"uniform float4 Color : register(c1);\n"
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"uniform float2 TexScale : register(c2);\n"
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"sampler FontTexture : register(s0);\n"
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"VS_OUT main_vertex( VS_IN In )\n"
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"{\n"
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"VS_OUT Out;\n"
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"Out.Position.x = (In.Pos.x-0.5);\n"
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"Out.Position.y = (In.Pos.y-0.5);\n"
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"Out.Position.z = ( 0.0 );\n"
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"Out.Position.w = ( 1.0 );\n"
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"Out.TexCoord0.x = In.Tex.x * TexScale.x;\n"
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"Out.TexCoord0.y = In.Tex.y * TexScale.y;\n"
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"return Out;\n"
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"}\n"
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"float4 main_fragment( VS_OUT In ) : COLOR0\n"
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"{\n"
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"float4 FontTexel = tex2D( FontTexture, In.TexCoord0 );\n"
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"return FontTexel;\n"
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"}\n";
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@ -22,6 +22,8 @@
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#include "../d3d/d3d.h"
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#include "../../general.h"
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#include "../drivers/d3d_shaders/font.hlsl.d3d9.h"
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#ifdef _XBOX360
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struct XPR_HEADER
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{
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@ -445,37 +447,6 @@ typedef struct
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GLYPH_ATTR m_Glyphs[1]; /* Array of font strike uv's etc... NOTE: It's m_dwNumGlyphs in size. */
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} FontFileStrikesImage_t;
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static const char g_strFontShader[] =
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"struct VS_IN\n"
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"{\n"
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"float2 Pos : POSITION;\n"
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"float2 Tex : TEXCOORD0;\n"
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"};\n"
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"struct VS_OUT\n"
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"{\n"
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"float4 Position : POSITION;\n"
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"float2 TexCoord0 : TEXCOORD0;\n"
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"};\n"
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"uniform float4 Color : register(c1);\n"
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"uniform float2 TexScale : register(c2);\n"
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"sampler FontTexture : register(s0);\n"
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"VS_OUT main_vertex( VS_IN In )\n"
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"{\n"
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"VS_OUT Out;\n"
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"Out.Position.x = (In.Pos.x-0.5);\n"
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"Out.Position.y = (In.Pos.y-0.5);\n"
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"Out.Position.z = ( 0.0 );\n"
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"Out.Position.w = ( 1.0 );\n"
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"Out.TexCoord0.x = In.Tex.x * TexScale.x;\n"
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"Out.TexCoord0.y = In.Tex.y * TexScale.y;\n"
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"return Out;\n"
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"}\n"
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"float4 main_fragment( VS_OUT In ) : COLOR0\n"
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"{\n"
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"float4 FontTexel = tex2D( FontTexture, In.TexCoord0 );\n"
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"return FontTexel;\n"
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"}\n";
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static PackedResource m_xprResource;
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static HRESULT xdk360_video_font_create_shaders(xdk360_video_font_t * font)
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@ -508,7 +479,7 @@ static HRESULT xdk360_video_font_create_shaders(xdk360_video_font_t * font)
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{
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ID3DXBuffer* pShaderCode;
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hr = D3DXCompileShader( g_strFontShader, sizeof(g_strFontShader)-1 ,
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hr = D3DXCompileShader( font_hlsl_d3d9_program, sizeof(font_hlsl_d3d9_program)-1 ,
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NULL, NULL, "main_vertex", "vs.2.0", 0,&pShaderCode, NULL, NULL );
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if (hr >= 0)
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@ -519,7 +490,7 @@ static HRESULT xdk360_video_font_create_shaders(xdk360_video_font_t * font)
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if (hr >= 0)
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{
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hr = D3DXCompileShader( g_strFontShader, sizeof(g_strFontShader)-1 ,
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hr = D3DXCompileShader(font_hlsl_d3d9_program, sizeof(font_hlsl_d3d9_program)-1 ,
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NULL, NULL, "main_fragment", "ps.2.0", 0,&pShaderCode, NULL, NULL );
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if (hr >= 0)
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