dolphin/Source/Plugins/Plugin_VideoDX9/Src/D3DShader.cpp

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#include <d3dx9.h>
#include <string>
#include "Globals.h"
#include "D3DShader.h"
namespace D3D
{
LPDIRECT3DVERTEXSHADER9 CompileVShader(const char *code, int len)
{
//try to compile
LPD3DXBUFFER shaderBuffer = 0, errorBuffer = 0;
LPDIRECT3DVERTEXSHADER9 vShader = 0;
HRESULT hr = D3DXCompileShader(code,len,0,0,"main","vs_1_1",0,&shaderBuffer,&errorBuffer,0);
if (FAILED(hr))
{
//let's try 2.0
hr = D3DXCompileShader(code,len,0,0,"main","vs_2_0",0,&shaderBuffer,&errorBuffer,0);
}
if (FAILED(hr))
{
//compilation error
std::string hello = (char*)errorBuffer->GetBufferPointer();
hello += "\n\n";
hello += code;
if (g_Config.bShowShaderErrors)
MessageBox(0, hello.c_str(), "Error compiling vertex shader", MB_ICONERROR);
vShader = 0;
}
else if (SUCCEEDED(hr))
{
//create it
HRESULT hr = E_FAIL;
if (shaderBuffer)
hr = D3D::dev->CreateVertexShader((DWORD *)shaderBuffer->GetBufferPointer(), &vShader);
if (FAILED(hr) || vShader == 0)
{
if (g_Config.bShowShaderErrors)
MessageBox(0,code,(char*)errorBuffer->GetBufferPointer(),MB_ICONERROR);
}
}
//cleanup
if (shaderBuffer)
shaderBuffer->Release();
if (errorBuffer)
errorBuffer->Release();
return vShader;
}
LPDIRECT3DPIXELSHADER9 CompilePShader(const char *code, int len)
{
LPD3DXBUFFER shaderBuffer = 0, errorBuffer = 0;
LPDIRECT3DPIXELSHADER9 pShader = 0;
static char *versions[6] = {"ERROR","ps_1_1","ps_1_4","ps_2_0","ps_3_0","ps_4_0"};
HRESULT hr = D3DXCompileShader(code,len,0,0,
"main","ps_2_0", // Pixel Shader 2.0 is enough for all we do
0,&shaderBuffer,&errorBuffer,0);
if (FAILED(hr))
{
std::string hello = (char*)errorBuffer->GetBufferPointer();
hello += "\n\n";
hello += code;
if (g_Config.bShowShaderErrors)
MessageBox(0, hello.c_str(), "Error compiling pixel shader", MB_ICONERROR);
pShader = 0;
}
else
{
//create it
HRESULT hr = D3D::dev->CreatePixelShader((DWORD *)shaderBuffer->GetBufferPointer(), &pShader);
if (FAILED(hr) || pShader == 0)
{
if (g_Config.bShowShaderErrors)
MessageBox(0,"damn","error creating pixelshader",MB_ICONERROR);
}
}
//cleanup
if (shaderBuffer)
shaderBuffer->Release();
if (errorBuffer)
errorBuffer->Release();
return pShader;
}
}