Formatting changes. Added HLSL debug on/off.

This commit is contained in:
aignacio_sf 2006-01-28 02:04:45 +00:00
parent 0a06f19767
commit b36d67f3b9

View File

@ -37,10 +37,14 @@ static char *hlsl_vertex_shader_function_name = "vshader";
static char *hlsl_pixel_shader_function_name = "fshader";
void print_string (char *string) {
dxgsg9_cat.error() << string;
DBG_HLSL
dxgsg9_cat.debug() << string;
DBG_E
}
void print_return (void) {
dxgsg9_cat.error() << "\n";
DBG_HLSL
dxgsg9_cat.debug() << "\n";
DBG_E
}
int __dx_verify (HRESULT result, char *file, int line) {
@ -149,8 +153,7 @@ DIRECT_3D_SHADER compile_shader (int hlsl, int vertex_shader, char *shader_profi
shader_state = TRUE;
}
}
else
{
else {
if (dx_verify (
D3DXCompileShaderFromFile
(
@ -169,20 +172,17 @@ DIRECT_3D_SHADER compile_shader (int hlsl, int vertex_shader, char *shader_profi
}
}
if (DISASSEMBLE_SHADER && shader)
{
if (DISASSEMBLE_SHADER && shader) {
disassemble_shader (shader);
}
}
else
{
else {
if (dx_verify (D3DXAssembleShaderFromFile (file_path, defines, include, flags, &shader, &error_messages))) {
shader_state = TRUE;
}
}
if (shader_state)
{
if (shader_state) {
shader_state = FALSE;
if (vertex_shader) {
DWORD *buffer;
@ -207,8 +207,7 @@ DIRECT_3D_SHADER compile_shader (int hlsl, int vertex_shader, char *shader_profi
}
}
}
else
{
else {
if (dx_verify (direct_3d_device -> CreatePixelShader ((DWORD *) shader -> GetBufferPointer ( ), &direct_3d_pixel_shader))) {
shader_state = TRUE;
}
@ -257,8 +256,7 @@ void set_dx_shader_parameter_float (DX_PARAMETER *dx_parameter, const float *dat
if (dx_parameter) {
int index;
for (index = 0; index < dx_parameter -> total_constant_descriptions; index++)
{
for (index = 0; index < dx_parameter -> total_constant_descriptions; index++) {
D3DXCONSTANT_DESC *constant_description;
constant_description = &dx_parameter -> constant_description_array [index];
@ -1565,10 +1563,7 @@ update_shader_vertex_arrays(CLP(ShaderContext) *prev, GSG *gsg)
// This can be done since a vertex shader has a well defined input.
// Later when the vertex buffer is applied the offsets will
// be properly mapped.
if (_vertex_element_array == 0) {
if (_cg_shader)
{
if (_vertex_element_array == 0 && _cg_shader) {
const GeomVertexArrayData *array_data;
Geom::NumericType numeric_type;
int start, stride, num_values;
@ -1764,7 +1759,6 @@ if (_cg_shader)
dxgsg9_cat.error ( ) << "VertexElementArray creation failed\n";
delete vertex_element_array;
}
}
}
}
#endif // HAVE_CGDX9