// Copyright (C) 2003 Dolphin Project. // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU General Public License as published by // the Free Software Foundation, version 2.0. // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU General Public License 2.0 for more details. // A copy of the GPL 2.0 should have been included with the program. // If not, see http://www.gnu.org/licenses/ // Official SVN repository and contact information can be found at // http://code.google.com/p/dolphin-emu/ #include #include #include "VideoConfig.h" #include "D3DShader.h" namespace D3D { // Bytecode->shader. LPDIRECT3DVERTEXSHADER9 CreateVertexShaderFromByteCode(const u8 *bytecode, int len) { LPDIRECT3DVERTEXSHADER9 v_shader; HRESULT hr = D3D::dev->CreateVertexShader((DWORD *)bytecode, &v_shader); if (FAILED(hr)) v_shader = 0; return v_shader; } // Code->bytecode. bool CompileVertexShader(const char *code, int len, u8 **bytecode, int *bytecodelen) { //try to compile LPD3DXBUFFER shaderBuffer = 0; LPD3DXBUFFER errorBuffer = 0; HRESULT hr = PD3DXCompileShader(code, len, 0, 0, "main", D3D::VertexShaderVersionString(), 0, &shaderBuffer, &errorBuffer, 0); if (FAILED(hr)) { //compilation error if (g_ActiveConfig.bShowShaderErrors) { std::string hello = (char*)errorBuffer->GetBufferPointer(); hello += "\n\n"; hello += code; MessageBoxA(0, hello.c_str(), "Error compiling vertex shader", MB_ICONERROR); } *bytecode = 0; *bytecodelen = 0; } else if (SUCCEEDED(hr)) { *bytecodelen = shaderBuffer->GetBufferSize(); *bytecode = new u8[*bytecodelen]; memcpy(*bytecode, shaderBuffer->GetBufferPointer(), *bytecodelen); } //cleanup if (shaderBuffer) shaderBuffer->Release(); if (errorBuffer) errorBuffer->Release(); return SUCCEEDED(hr) ? true : false; } // Bytecode->shader. LPDIRECT3DPIXELSHADER9 CreatePixelShaderFromByteCode(const u8 *bytecode, int len) { LPDIRECT3DPIXELSHADER9 p_shader; HRESULT hr = D3D::dev->CreatePixelShader((DWORD *)bytecode, &p_shader); if (FAILED(hr)) p_shader = 0; return p_shader; } bool CompilePixelShader(const char *code, int len, u8 **bytecode, int *bytecodelen) { LPD3DXBUFFER shaderBuffer = 0; LPD3DXBUFFER errorBuffer = 0; // Someone: // For some reason, I had this kind of errors : "Shader uses texture addressing operations // in a dependency chain that is too complex for the target shader model (ps_2_0) to handle." HRESULT hr = PD3DXCompileShader(code, len, 0, 0, "main", D3D::PixelShaderVersionString(), 0, &shaderBuffer, &errorBuffer, 0); if (FAILED(hr)) { if (g_ActiveConfig.bShowShaderErrors) { std::string hello = (char*)errorBuffer->GetBufferPointer(); hello += "\n\n"; hello += code; MessageBoxA(0, hello.c_str(), "Error compiling pixel shader", MB_ICONERROR); } *bytecode = 0; *bytecodelen = 0; } else if (SUCCEEDED(hr)) { *bytecodelen = shaderBuffer->GetBufferSize(); *bytecode = new u8[*bytecodelen]; memcpy(*bytecode, shaderBuffer->GetBufferPointer(), *bytecodelen); } //cleanup if (shaderBuffer) shaderBuffer->Release(); if (errorBuffer) errorBuffer->Release(); return SUCCEEDED(hr) ? true : false; } LPDIRECT3DVERTEXSHADER9 CompileAndCreateVertexShader(const char *code, int len) { u8 *bytecode; int bytecodelen; if (CompileVertexShader(code, len, &bytecode, &bytecodelen)) { LPDIRECT3DVERTEXSHADER9 v_shader = CreateVertexShaderFromByteCode(bytecode, len); delete [] bytecode; return v_shader; } else { return 0; } } LPDIRECT3DPIXELSHADER9 CompileAndCreatePixelShader(const char *code, int len) { u8 *bytecode; int bytecodelen; if (CompilePixelShader(code, len, &bytecode, &bytecodelen)) { LPDIRECT3DPIXELSHADER9 p_shader = CreatePixelShaderFromByteCode(bytecode, len); delete [] bytecode; return p_shader; } else { return 0; } } } // namespace