dolphin/Source/Plugins/Plugin_VideoDX9/Src/D3DShader.cpp
NeoBrainX 5abed9d5a4 Dependency cleanup in DX9.
Dynamically load a d3dx9 dll at runtime (I tested Dolphin with the first d3dx9 dll and it even worked fine there).
Should fix the flood of users asking why they can't select the DX9 plugin :P

Compilers should be able to stop bundling cgD3D9.dll now.

Minor changes in DX11.


git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5890 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-07-17 11:42:28 +00:00

145 lines
4 KiB
C++

// 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 <d3dx9.h>
#include <string>
#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