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https://github.com/dolphin-emu/dolphin.git
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3e01152793
Also assorted cleanup around the shader code. git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4869 8ced0084-cf51-0410-be5f-012b33b47a6e
146 lines
4.0 KiB
C++
146 lines
4.0 KiB
C++
// Copyright (C) 2003 Dolphin Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official SVN repository and contact information can be found at
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// http://code.google.com/p/dolphin-emu/
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#include <d3dx9.h>
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#include <string>
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#include "VideoConfig.h"
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#include "D3DShader.h"
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namespace D3D
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{
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// Bytecode->shader.
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LPDIRECT3DVERTEXSHADER9 CreateVertexShaderFromByteCode(const u8 *bytecode, int len)
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{
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LPDIRECT3DVERTEXSHADER9 v_shader;
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HRESULT hr = D3D::dev->CreateVertexShader((DWORD *)bytecode, &v_shader);
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if (FAILED(hr))
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v_shader = 0;
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return v_shader;
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}
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// Code->bytecode.
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bool CompileVertexShader(const char *code, int len, u8 **bytecode, int *bytecodelen)
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{
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//try to compile
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LPD3DXBUFFER shaderBuffer = 0;
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LPD3DXBUFFER errorBuffer = 0;
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HRESULT hr = D3DXCompileShader(code, len, 0, 0, "main", D3D::VertexShaderVersionString(),
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0, &shaderBuffer, &errorBuffer, 0);
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if (FAILED(hr))
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{
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//compilation error
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if (g_ActiveConfig.bShowShaderErrors) {
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std::string hello = (char*)errorBuffer->GetBufferPointer();
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hello += "\n\n";
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hello += code;
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MessageBoxA(0, hello.c_str(), "Error compiling vertex shader", MB_ICONERROR);
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}
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*bytecode = 0;
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*bytecodelen = 0;
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}
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else if (SUCCEEDED(hr))
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{
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*bytecodelen = shaderBuffer->GetBufferSize();
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*bytecode = new u8[*bytecodelen];
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memcpy(*bytecode, shaderBuffer->GetBufferPointer(), *bytecodelen);
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}
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//cleanup
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if (shaderBuffer)
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shaderBuffer->Release();
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if (errorBuffer)
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errorBuffer->Release();
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return SUCCEEDED(hr) ? true : false;
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}
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// Bytecode->shader.
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LPDIRECT3DPIXELSHADER9 CreatePixelShaderFromByteCode(const u8 *bytecode, int len)
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{
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LPDIRECT3DPIXELSHADER9 p_shader;
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HRESULT hr = D3D::dev->CreatePixelShader((DWORD *)bytecode, &p_shader);
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if (FAILED(hr))
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p_shader = 0;
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return p_shader;
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}
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bool CompilePixelShader(const char *code, int len, u8 **bytecode, int *bytecodelen)
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{
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LPD3DXBUFFER shaderBuffer = 0;
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LPD3DXBUFFER errorBuffer = 0;
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// Someone:
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// For some reason, I had this kind of errors : "Shader uses texture addressing operations
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// in a dependency chain that is too complex for the target shader model (ps_2_0) to handle."
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HRESULT hr = D3DXCompileShader(code, len, 0, 0, "main", D3D::PixelShaderVersionString(),
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0, &shaderBuffer, &errorBuffer, 0);
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if (FAILED(hr))
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{
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if (g_ActiveConfig.bShowShaderErrors) {
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std::string hello = (char*)errorBuffer->GetBufferPointer();
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hello += "\n\n";
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hello += code;
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MessageBoxA(0, hello.c_str(), "Error compiling pixel shader", MB_ICONERROR);
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}
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*bytecode = 0;
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*bytecodelen = 0;
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}
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else if (SUCCEEDED(hr))
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{
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*bytecodelen = shaderBuffer->GetBufferSize();
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*bytecode = new u8[*bytecodelen];
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memcpy(*bytecode, shaderBuffer->GetBufferPointer(), *bytecodelen);
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}
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//cleanup
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if (shaderBuffer)
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shaderBuffer->Release();
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if (errorBuffer)
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errorBuffer->Release();
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return SUCCEEDED(hr) ? true : false;
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}
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LPDIRECT3DVERTEXSHADER9 CompileAndCreateVertexShader(const char *code, int len) {
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u8 *bytecode;
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int bytecodelen;
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if (CompileVertexShader(code, len, &bytecode, &bytecodelen)) {
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LPDIRECT3DVERTEXSHADER9 v_shader = CreateVertexShaderFromByteCode(bytecode, len);
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delete [] bytecode;
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return v_shader;
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} else {
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return 0;
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}
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}
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LPDIRECT3DPIXELSHADER9 CompileAndCreatePixelShader(const char *code, int len) {
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u8 *bytecode;
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int bytecodelen;
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if (CompilePixelShader(code, len, &bytecode, &bytecodelen)) {
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LPDIRECT3DPIXELSHADER9 p_shader = CreatePixelShaderFromByteCode(bytecode, len);
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delete [] bytecode;
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return p_shader;
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} else {
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return 0;
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}
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}
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} // namespace
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