@@ -363,8 +363,7 @@ ID3D11PixelShader* PixelShaderCache::GetColorCopyProgram(bool multisampled)
std::string buf = StringFromFormat (color_copy_program_code_msaa, g_ActiveConfig.iMultisamples );
s_ColorCopyProgram[1 ] = D3D::CompileAndCreatePixelShader (buf);
CHECK (s_ColorCopyProgram[1 ] != nullptr , " Create color copy MSAA pixel shader" );
D3D::SetDebugObjectName ((ID3D11DeviceChild*)s_ColorCopyProgram[1 ],
" color copy MSAA pixel shader" );
D3D::SetDebugObjectName (s_ColorCopyProgram[1 ], " color copy MSAA pixel shader" );
return s_ColorCopyProgram[1 ];
}
}
@@ -386,8 +385,7 @@ ID3D11PixelShader* PixelShaderCache::GetColorMatrixProgram(bool multisampled)
StringFromFormat (color_matrix_program_code_msaa, g_ActiveConfig.iMultisamples );
s_ColorMatrixProgram[1 ] = D3D::CompileAndCreatePixelShader (buf);
CHECK (s_ColorMatrixProgram[1 ] != nullptr , " Create color matrix MSAA pixel shader" );
D3D::SetDebugObjectName ((ID3D11DeviceChild*)s_ColorMatrixProgram[1 ],
" color matrix MSAA pixel shader" );
D3D::SetDebugObjectName (s_ColorMatrixProgram[1 ], " color matrix MSAA pixel shader" );
return s_ColorMatrixProgram[1 ];
}
}
@@ -408,8 +406,7 @@ ID3D11PixelShader* PixelShaderCache::GetDepthMatrixProgram(bool multisampled)
std::string buf = StringFromFormat (depth_matrix_program_msaa, g_ActiveConfig.iMultisamples );
s_DepthMatrixProgram[1 ] = D3D::CompileAndCreatePixelShader (buf);
CHECK (s_DepthMatrixProgram[1 ] != nullptr , " Create depth matrix MSAA pixel shader" );
D3D::SetDebugObjectName ((ID3D11DeviceChild*)s_DepthMatrixProgram[1 ],
" depth matrix MSAA pixel shader" );
D3D::SetDebugObjectName (s_DepthMatrixProgram[1 ], " depth matrix MSAA pixel shader" );
return s_DepthMatrixProgram[1 ];
}
}
@@ -433,7 +430,7 @@ ID3D11PixelShader* PixelShaderCache::GetDepthResolveProgram()
std::string buf = StringFromFormat (depth_resolve_program, g_ActiveConfig.iMultisamples );
s_DepthResolveProgram = D3D::CompileAndCreatePixelShader (buf);
CHECK (s_DepthResolveProgram != nullptr , " Create depth matrix MSAA pixel shader" );
D3D::SetDebugObjectName ((ID3D11DeviceChild*) s_DepthResolveProgram, " depth resolve pixel shader" );
D3D::SetDebugObjectName (s_DepthResolveProgram, " depth resolve pixel shader" );
return s_DepthResolveProgram;
}
@@ -476,33 +473,32 @@ void PixelShaderCache::Init()
D3D11_USAGE_DYNAMIC, D3D11_CPU_ACCESS_WRITE);
D3D::device->CreateBuffer (&cbdesc, nullptr , &pscbuf);
CHECK (pscbuf != nullptr , " Create pixel shader constant buffer" );
D3D::SetDebugObjectName ((ID3D11DeviceChild*)pscbuf,
" pixel shader constant buffer used to emulate the GX pipeline" );
D3D::SetDebugObjectName (pscbuf, " pixel shader constant buffer used to emulate the GX pipeline" );
// used when drawing clear quads
s_ClearProgram = D3D::CompileAndCreatePixelShader (clear_program_code);
CHECK (s_ClearProgram != nullptr , " Create clear pixel shader" );
D3D::SetDebugObjectName ((ID3D11DeviceChild*) s_ClearProgram, " clear pixel shader" );
D3D::SetDebugObjectName (s_ClearProgram, " clear pixel shader" );
// used for anaglyph stereoscopy
s_AnaglyphProgram = D3D::CompileAndCreatePixelShader (anaglyph_program_code);
CHECK (s_AnaglyphProgram != nullptr , " Create anaglyph pixel shader" );
D3D::SetDebugObjectName ((ID3D11DeviceChild*) s_AnaglyphProgram, " anaglyph pixel shader" );
D3D::SetDebugObjectName (s_AnaglyphProgram, " anaglyph pixel shader" );
// used when copying/resolving the color buffer
s_ColorCopyProgram[0 ] = D3D::CompileAndCreatePixelShader (color_copy_program_code);
CHECK (s_ColorCopyProgram[0 ] != nullptr , " Create color copy pixel shader" );
D3D::SetDebugObjectName ((ID3D11DeviceChild*) s_ColorCopyProgram[0 ], " color copy pixel shader" );
D3D::SetDebugObjectName (s_ColorCopyProgram[0 ], " color copy pixel shader" );
// used for color conversion
s_ColorMatrixProgram[0 ] = D3D::CompileAndCreatePixelShader (color_matrix_program_code);
CHECK (s_ColorMatrixProgram[0 ] != nullptr , " Create color matrix pixel shader" );
D3D::SetDebugObjectName ((ID3D11DeviceChild*) s_ColorMatrixProgram[0 ], " color matrix pixel shader" );
D3D::SetDebugObjectName (s_ColorMatrixProgram[0 ], " color matrix pixel shader" );
// used for depth copy
s_DepthMatrixProgram[0 ] = D3D::CompileAndCreatePixelShader (depth_matrix_program);
CHECK (s_DepthMatrixProgram[0 ] != nullptr , " Create depth matrix pixel shader" );
D3D::SetDebugObjectName ((ID3D11DeviceChild*) s_DepthMatrixProgram[0 ], " depth matrix pixel shader" );
D3D::SetDebugObjectName (s_DepthMatrixProgram[0 ], " depth matrix pixel shader" );
Clear ();