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
This commit is contained in:
NeoBrainX
2010-07-17 11:42:28 +00:00
parent 25efe443ea
commit 5abed9d5a4
9 changed files with 127 additions and 43 deletions

View File

@ -141,4 +141,19 @@ int GetNumAdapters();
} // namespace
// Used to not require the SDK and runtime versions to match:
// Linking with d3dx9.lib makes the most recent d3dx9_xx.dll of the
// compiler's SDK an actually unnecessary requirement.
// Add any d3dx9 functions which you want to use here and load them in LoadD3DX9()
typedef HRESULT (WINAPI* D3DXSAVESURFACETOFILEATYPE)(LPCSTR, D3DXIMAGE_FILEFORMAT, LPDIRECT3DSURFACE9, CONST PALETTEENTRY*, CONST RECT*);
typedef HRESULT (WINAPI* D3DXSAVETEXTURETOFILEATYPE)(LPCSTR, D3DXIMAGE_FILEFORMAT, LPDIRECT3DBASETEXTURE9, CONST PALETTEENTRY*);
typedef HRESULT (WINAPI* D3DXCOMPILESHADERTYPE)(LPCSTR, UINT, CONST D3DXMACRO*, LPD3DXINCLUDE, LPCSTR, LPCSTR, DWORD, LPD3DXBUFFER*, LPD3DXBUFFER*, LPD3DXCONSTANTTABLE*);
extern D3DXSAVESURFACETOFILEATYPE PD3DXSaveSurfaceToFileA;
extern D3DXSAVETEXTURETOFILEATYPE PD3DXSaveTextureToFileA;
extern D3DXCOMPILESHADERTYPE PD3DXCompileShader;
#endif