dolphin/Source/Plugins/Plugin_VideoDX11/Src/D3DShader.cpp
NeoBrainX 4f339ebc82 DX11: Introduce a D3DBlob class.
Advantages:
- easier to use
- drops our dependence on d3d10.lib, without depending on the June 2010 DX SDK
- makes finding unreleased buffers easier
- possibly more ;P


git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5728 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-06-16 23:25:19 +00:00

146 lines
4.1 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 <d3dx11.h>
#include <d3dcompiler.h>
#include <string>
#include "VideoConfig.h"
#include "D3DShader.h"
namespace D3D
{
// bytecode->shader
ID3D11VertexShader* CreateVertexShaderFromByteCode(void* bytecode, unsigned int len)
{
ID3D11VertexShader* v_shader;
HRESULT hr = D3D::device->CreateVertexShader(bytecode, len, NULL, &v_shader);
if (FAILED(hr))
{
PanicAlert("CreateVertexShaderFromByteCode failed from %p (size %d) at %s %d\n", bytecode, len, __FILE__, __LINE__);
v_shader = NULL;
}
return v_shader;
}
// code->bytecode
bool CompileVertexShader(const char* code, unsigned int len, D3DBlob** blob)
{
ID3D10Blob* shaderBuffer = NULL;
ID3D10Blob* errorBuffer = NULL;
#if defined(_DEBUG) || defined(DEBUGFAST)
UINT flags = D3D10_SHADER_ENABLE_BACKWARDS_COMPATIBILITY|D3D10_SHADER_DEBUG|D3D10_SHADER_WARNINGS_ARE_ERRORS;
#else
UINT flags = D3D10_SHADER_ENABLE_BACKWARDS_COMPATIBILITY|D3D10_SHADER_OPTIMIZATION_LEVEL3|D3D10_SHADER_SKIP_VALIDATION;
#endif
HRESULT hr = D3DCompile(code, len, NULL, NULL, NULL, "main", D3D::VertexShaderVersionString(),
flags, 0, &shaderBuffer, &errorBuffer);
if (FAILED(hr) || errorBuffer)
{
std::string msg = (char*)errorBuffer->GetBufferPointer();
msg += "\n\n";
msg += code;
MessageBoxA(0, msg.c_str(), "Error compiling pixel shader", MB_ICONERROR);
*blob = NULL;
errorBuffer->Release();
}
else
{
*blob = new D3DBlob(shaderBuffer);
shaderBuffer->Release();
}
return SUCCEEDED(hr);
}
// bytecode->shader
ID3D11PixelShader* CreatePixelShaderFromByteCode(void* bytecode, unsigned int len)
{
ID3D11PixelShader* p_shader;
HRESULT hr = D3D::device->CreatePixelShader(bytecode, len, NULL, &p_shader);
if (FAILED(hr))
{
PanicAlert("CreatePixelShaderFromByteCode failed at %s %d\n", __FILE__, __LINE__);
p_shader = NULL;
}
return p_shader;
}
// code->bytecode
bool CompilePixelShader(const char* code, unsigned int len, D3DBlob** blob)
{
ID3D10Blob* shaderBuffer = NULL;
ID3D10Blob* errorBuffer = NULL;
#if defined(_DEBUG) || defined(DEBUGFAST)
UINT flags = D3D10_SHADER_DEBUG|D3D10_SHADER_WARNINGS_ARE_ERRORS;
#else
UINT flags = D3D10_SHADER_OPTIMIZATION_LEVEL3;
#endif
HRESULT hr = D3DCompile(code, len, NULL, NULL, NULL, "main", D3D::PixelShaderVersionString(),
flags, 0, &shaderBuffer, &errorBuffer);
if (FAILED(hr) || errorBuffer)
{
std::string msg = (char*)errorBuffer->GetBufferPointer();
msg += "\n\n";
msg += code;
MessageBoxA(0, msg.c_str(), "Error compiling pixel shader", MB_ICONERROR);
*blob = NULL;
errorBuffer->Release();
}
else
{
*blob = new D3DBlob(shaderBuffer);
shaderBuffer->Release();
}
return SUCCEEDED(hr);
}
ID3D11VertexShader* CompileAndCreateVertexShader(const char* code, unsigned int len)
{
D3DBlob* blob = NULL;
if (CompileVertexShader(code, len, &blob))
{
ID3D11VertexShader* v_shader = CreateVertexShaderFromByteCode(blob);
blob->Release();
return v_shader;
}
PanicAlert("Failed to compile and create vertex shader from %p (size %d) at %s %d\n", code, len, __FILE__, __LINE__);
return NULL;
}
ID3D11PixelShader* CompileAndCreatePixelShader(const char* code, unsigned int len)
{
D3DBlob* blob = NULL;
CompilePixelShader(code, len, &blob);
if (blob)
{
ID3D11PixelShader* p_shader = CreatePixelShaderFromByteCode(blob);
blob->Release();
return p_shader;
}
PanicAlert("Failed to compile and create pixel shader, %s %d\n", __FILE__, __LINE__);
return NULL;
}
} // namespace