mirror of
https://github.com/Abdess/retroarch_system.git
synced 2026-10-23 20:29:06 -05:00
fix: list the HLSL shaders Cxbx-Reloaded loads
LoadShadersFromDisk opens five shaders and two includes from the hlsl folder beside cxbx.exe and aborts when one is missing (Shader.cpp:812-825, 846-929). They ship in the release zip, so they are bundled.
This commit is contained in:
1 parent
0938c30b65
commit
f4f6387854
1 file changed
+114
-1
+114
-1
@@ -33,10 +33,14 @@ notes: |
|
||||
Every path below is relative to the data directory, picked on first run
|
||||
between the folder holding cxbx.exe, %APPDATA%\Cxbx-Reloaded and a custom
|
||||
location. EmuDisk, EmuMediaBoard and EmuMu are created under it at startup.
|
||||
The HLSL shaders are the exception: they are read from the hlsl folder
|
||||
beside cxbx.exe, where the build copies them along with a backup folder.
|
||||
ref: src/common/Settings.cpp:82,
|
||||
src/common/Settings.cpp:902-937,
|
||||
src/common/Settings.cpp:968-996,
|
||||
src/common/FilePaths.cpp:81-137
|
||||
src/common/FilePaths.cpp:81-137,
|
||||
src/core/hle/D3D8/Direct3D9/Shader.cpp:846-849,
|
||||
CMakeLists.txt:510-522
|
||||
|
||||
A title counts as Chihiro when its XBE type says so or a boot.id sits beside
|
||||
it. Launching one directly requires the media board ROM: its absence ends the
|
||||
@@ -211,6 +215,115 @@ files:
|
||||
to recompute the checksum it writes.
|
||||
source_ref: "src/common/FilePaths.cpp:139-172, src/core/kernel/common/types.h:2232, src/core/kernel/init/CxbxKrnl.cpp:113-132, src/common/EmuEEPROM.cpp:184-191, src/gui/DlgEepromConfig.cpp:200-207"
|
||||
|
||||
- name: CxbxPixelShaderTemplate.hlsl
|
||||
path: "hlsl/CxbxPixelShaderTemplate.hlsl"
|
||||
system: microsoft-xbox
|
||||
required: true
|
||||
bundled: true
|
||||
size: 29893
|
||||
sha1: "4b23d771d1e1431607d9d206bec3a5a3fdc5a960"
|
||||
md5: "6b3e2bd6cfa39f267e4f862113b8e729"
|
||||
description: "Pixel shader template"
|
||||
note: >-
|
||||
Split on its two insertion markers, and every converted Xbox pixel
|
||||
shader is compiled inside it. Read when the Direct3D device is created
|
||||
and again whenever the hlsl folder changes, and the run ends when the
|
||||
file cannot be opened.
|
||||
source_ref: "src/core/hle/D3D8/Direct3D9/Shader.cpp:852-879, src/core/hle/D3D8/Direct3D9/Shader.cpp:812-825, src/core/hle/D3D8/Direct3D9/Shader.cpp:829-844, src/core/hle/D3D8/Direct3D9/Direct3D9.cpp:691-692"
|
||||
|
||||
- name: FixedFunctionPixelShader.hlsl
|
||||
path: "hlsl/FixedFunctionPixelShader.hlsl"
|
||||
system: microsoft-xbox
|
||||
required: true
|
||||
bundled: true
|
||||
size: 13700
|
||||
sha1: "b3691aa041ded53c153668e12e0577715275c60a"
|
||||
md5: "fcf5cc618c91ed2a863134380c4b4de5"
|
||||
description: "Fixed function pixel shader"
|
||||
note: >-
|
||||
Compiled once per fixed function texture stage setup, under a name in
|
||||
the same folder so its include resolves there. Read when the Direct3D
|
||||
device is created and again whenever the hlsl folder changes, and the
|
||||
run ends when the file cannot be opened.
|
||||
source_ref: "src/core/hle/D3D8/Direct3D9/Shader.cpp:881-888, src/core/hle/D3D8/XbPixelShader.cpp:887-968"
|
||||
|
||||
- name: FixedFunctionPixelShader.hlsli
|
||||
path: "hlsl/FixedFunctionPixelShader.hlsli"
|
||||
system: microsoft-xbox
|
||||
required: true
|
||||
bundled: true
|
||||
size: 5770
|
||||
sha1: "3a6d77bf7a7f591bb2092ad818044df8478d61da"
|
||||
md5: "0bbd94bdd8955212754c2f72f3ef2313"
|
||||
description: "Fixed function pixel shader state"
|
||||
note: >-
|
||||
Read by the shader compiler through the include at the top of
|
||||
FixedFunctionPixelShader.hlsl, resolved beside that file. Without it the
|
||||
fixed function pixel shader does not compile.
|
||||
source_ref: "src/core/hle/D3D8/Direct3D9/FixedFunctionPixelShader.hlsl:1, src/core/hle/D3D8/Direct3D9/Shader.cpp:486-490, src/core/hle/D3D8/Direct3D9/Shader.cpp:704-709"
|
||||
|
||||
- name: CxbxVertexShaderTemplate.hlsl
|
||||
path: "hlsl/CxbxVertexShaderTemplate.hlsl"
|
||||
system: microsoft-xbox
|
||||
required: true
|
||||
bundled: true
|
||||
size: 11698
|
||||
sha1: "806679920284d274b40d6e578fbffeb6e491951e"
|
||||
md5: "3811e112a60371144627f918ad0adeec"
|
||||
description: "Vertex shader template"
|
||||
note: >-
|
||||
Split on its insertion marker, and every converted Xbox vertex shader is
|
||||
compiled inside it. Read when the Direct3D device is created and again
|
||||
whenever the hlsl folder changes, and the run ends when the file cannot
|
||||
be opened.
|
||||
source_ref: "src/core/hle/D3D8/Direct3D9/Shader.cpp:890-911, src/core/hle/D3D8/Direct3D9/VertexShader.cpp:293-300"
|
||||
|
||||
- name: FixedFunctionVertexShader.hlsl
|
||||
path: "hlsl/FixedFunctionVertexShader.hlsl"
|
||||
system: microsoft-xbox
|
||||
required: true
|
||||
bundled: true
|
||||
size: 22764
|
||||
sha1: "250a936d82710257ce1a10a046269b50c4a0b2fc"
|
||||
md5: "c21140080b783c7ee9cde28c119ef552"
|
||||
description: "Fixed function vertex shader"
|
||||
note: >-
|
||||
Compiled as the fixed function vertex shader under its own path, so its
|
||||
include resolves in the same folder. Read when the Direct3D device is
|
||||
created and again whenever the hlsl folder changes, and the run ends
|
||||
when the file cannot be opened.
|
||||
source_ref: "src/core/hle/D3D8/Direct3D9/Shader.cpp:914-920, src/core/hle/D3D8/Direct3D9/VertexShader.cpp:313-316"
|
||||
|
||||
- name: FixedFunctionVertexShaderState.hlsli
|
||||
path: "hlsl/FixedFunctionVertexShaderState.hlsli"
|
||||
system: microsoft-xbox
|
||||
required: true
|
||||
bundled: true
|
||||
size: 4884
|
||||
sha1: "20c7a4d50147571d03e8d480614c65305a201203"
|
||||
md5: "8cb9260a9c921fb957e9ce1fb85218b5"
|
||||
description: "Fixed function vertex shader state"
|
||||
note: >-
|
||||
Read by the shader compiler through the include at the top of
|
||||
FixedFunctionVertexShader.hlsl, resolved beside that file. Without it
|
||||
the fixed function vertex shader does not compile.
|
||||
source_ref: "src/core/hle/D3D8/Direct3D9/FixedFunctionVertexShader.hlsl:1, src/core/hle/D3D8/Direct3D9/Shader.cpp:704-709"
|
||||
|
||||
- name: CxbxVertexShaderPassthrough.hlsl
|
||||
path: "hlsl/CxbxVertexShaderPassthrough.hlsl"
|
||||
system: microsoft-xbox
|
||||
required: true
|
||||
bundled: true
|
||||
size: 3854
|
||||
sha1: "3c9e70571fe85ab8092b6419b98c1cda7581e3b2"
|
||||
md5: "74681e0caa7c7ccd5e819608c868c64b"
|
||||
description: "Passthrough vertex shader"
|
||||
note: >-
|
||||
Compiled for draws whose vertices the title has already transformed.
|
||||
Read when the Direct3D device is created and again whenever the hlsl
|
||||
folder changes, and the run ends when the file cannot be opened.
|
||||
source_ref: "src/core/hle/D3D8/Direct3D9/Shader.cpp:922-929, src/core/hle/D3D8/Direct3D9/VertexShader.cpp:318-321"
|
||||
|
||||
- name: dokan2.dll
|
||||
required: false
|
||||
description: "Dokany user mode library"
|
||||
|
||||
Reference in new issue
Block a user