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Create d3d_shaders
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@ -86,30 +86,7 @@ typedef struct cg_renderchain
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CGcontext cgCtx;
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CGcontext cgCtx;
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} cg_renderchain_t;
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} cg_renderchain_t;
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#include "../drivers/d3d_shaders/opaque.cg.d3d9.h"
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static const char *stock_cg_d3d9_program =
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"void main_vertex"
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"("
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" float4 position : POSITION,"
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" float2 texCoord : TEXCOORD0,"
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" float4 color : COLOR,"
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""
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" uniform float4x4 modelViewProj,"
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""
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" out float4 oPosition : POSITION,"
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" out float2 otexCoord : TEXCOORD0,"
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" out float4 oColor : COLOR"
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")"
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"{"
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" oPosition = mul(modelViewProj, position);"
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" otexCoord = texCoord;"
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" oColor = color;"
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"}"
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""
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"float4 main_fragment(in float4 color : COLOR, float2 tex : TEXCOORD0, uniform sampler2D s0 : TEXUNIT0) : COLOR"
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"{"
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" return color * tex2D(s0, tex);"
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"}";
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static INLINE bool validate_param_name(const char *name)
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static INLINE bool validate_param_name(const char *name)
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{
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{
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23
gfx/drivers/d3d_shaders/opaque.cg.d3d9.h
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23
gfx/drivers/d3d_shaders/opaque.cg.d3d9.h
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@ -0,0 +1,23 @@
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static const char *stock_cg_d3d9_program =
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"void main_vertex"
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"("
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" float4 position : POSITION,"
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" float2 texCoord : TEXCOORD0,"
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" float4 color : COLOR,"
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""
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" uniform float4x4 modelViewProj,"
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""
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" out float4 oPosition : POSITION,"
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" out float2 otexCoord : TEXCOORD0,"
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" out float4 oColor : COLOR"
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")"
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"{"
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" oPosition = mul(modelViewProj, position);"
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" otexCoord = texCoord;"
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" oColor = color;"
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"}"
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""
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"float4 main_fragment(in float4 color : COLOR, float2 tex : TEXCOORD0, uniform sampler2D s0 : TEXUNIT0) : COLOR"
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"{"
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" return color * tex2D(s0, tex);"
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"}";
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41
gfx/drivers/d3d_shaders/opaque.hlsl.d3d9.h
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41
gfx/drivers/d3d_shaders/opaque.hlsl.d3d9.h
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@ -0,0 +1,41 @@
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static const char *stock_hlsl_program =
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"void main_vertex\n"
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"(\n"
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" float4 position : POSITION,\n"
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" float4 color : COLOR,\n"
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"\n"
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" uniform float4x4 modelViewProj,\n"
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"\n"
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" float4 texCoord : TEXCOORD0,\n"
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" out float4 oPosition : POSITION,\n"
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" out float4 oColor : COLOR,\n"
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" out float2 otexCoord : TEXCOORD\n"
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")\n"
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"{\n"
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" oPosition = mul(modelViewProj, position);\n"
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" oColor = color;\n"
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" otexCoord = texCoord;\n"
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"}\n"
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"\n"
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"struct output\n"
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"{\n"
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" float4 color: COLOR;\n"
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"};\n"
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"\n"
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"struct input\n"
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"{\n"
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" float2 video_size;\n"
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" float2 texture_size;\n"
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" float2 output_size;\n"
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" float frame_count;\n"
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" float frame_direction;\n"
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" float frame_rotation;\n"
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"};\n"
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"\n"
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"output main_fragment(float2 texCoord : TEXCOORD0,\n"
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"uniform sampler2D decal : TEXUNIT0, uniform input IN)\n"
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"{\n"
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" output OUT;\n"
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" OUT.color = tex2D(decal, texCoord);\n"
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" return OUT;\n"
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"}\n";
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@ -22,47 +22,7 @@
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#include "../d3d/d3d.h"
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#include "../d3d/d3d.h"
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#include "../../rewind.h"
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#include "../../rewind.h"
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static const char *stock_hlsl_program =
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#include "../drivers/d3d_shaders/opaque.hlsl.d3d9.h"
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"void main_vertex\n"
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"(\n"
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" float4 position : POSITION,\n"
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" float4 color : COLOR,\n"
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"\n"
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" uniform float4x4 modelViewProj,\n"
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"\n"
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" float4 texCoord : TEXCOORD0,\n"
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" out float4 oPosition : POSITION,\n"
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" out float4 oColor : COLOR,\n"
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" out float2 otexCoord : TEXCOORD\n"
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")\n"
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"{\n"
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" oPosition = mul(modelViewProj, position);\n"
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" oColor = color;\n"
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" otexCoord = texCoord;\n"
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"}\n"
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"\n"
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"struct output\n"
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"{\n"
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" float4 color: COLOR;\n"
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"};\n"
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"\n"
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"struct input\n"
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"{\n"
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" float2 video_size;\n"
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" float2 texture_size;\n"
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" float2 output_size;\n"
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" float frame_count;\n"
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" float frame_direction;\n"
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" float frame_rotation;\n"
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"};\n"
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"\n"
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"output main_fragment(float2 texCoord : TEXCOORD0,\n"
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"uniform sampler2D decal : TEXUNIT0, uniform input IN)\n"
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"{\n"
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" output OUT;\n"
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" OUT.color = tex2D(decal, texCoord);\n"
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" return OUT;\n"
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"}\n";
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struct shader_program_hlsl_data
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struct shader_program_hlsl_data
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{
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{
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