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

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// 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 "Config.h"
#include "D3DShader.h"
namespace D3D
{
extern Shader Ps;
extern Shader Vs;
LPDIRECT3DVERTEXSHADER9 CompileVertexShader(const char *code, int len)
{
//try to compile
LPD3DXBUFFER shaderBuffer = 0;
LPD3DXBUFFER errorBuffer = 0;
LPDIRECT3DVERTEXSHADER9 vShader = 0;
HRESULT hr;
static char *versions[5] = {"ERROR", "vs_1_4", "vs_2_0", "vs_3_0", "vs_4_0"};
hr = D3DXCompileShader(code, len, 0, 0, "main", versions[Vs.Major], 0, &shaderBuffer, &errorBuffer, 0);
if (FAILED(hr))
{
//compilation error
if(g_Config.bShowShaderErrors) {
std::string hello = (char*)errorBuffer->GetBufferPointer();
hello += "\n\n";
hello += code;
MessageBoxA(0, hello.c_str(), "Error assembling 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) && g_Config.bShowShaderErrors)
{
MessageBoxA(0, code, (char*)errorBuffer->GetBufferPointer(),MB_ICONERROR);
}
}
//cleanup
if (shaderBuffer)
shaderBuffer->Release();
if (errorBuffer)
errorBuffer->Release();
return vShader;
}
LPDIRECT3DPIXELSHADER9 CompilePixelShader(const char *code, int len)
{
LPD3DXBUFFER shaderBuffer = 0;
LPD3DXBUFFER errorBuffer = 0;
LPDIRECT3DPIXELSHADER9 pShader = 0;
static char *versions[5] = {"ERROR", "ps_1_4", "ps_2_0", "ps_3_0", "ps_4_0"};
HRESULT hr;
// For some reasons, 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."
hr = D3DXCompileShader(code, len, 0, 0, "main", versions[Ps.Major],
0, &shaderBuffer, &errorBuffer, 0);
if (FAILED(hr))
{
if(g_Config.bShowShaderErrors) {
std::string hello = (char*)errorBuffer->GetBufferPointer();
hello += "\n\n";
hello += code;
MessageBoxA(0, hello.c_str(), "Error assembling pixel shader", MB_ICONERROR);
}
pShader = 0;
}
else
{
//create it
HRESULT hr = D3D::dev->CreatePixelShader((DWORD *)shaderBuffer->GetBufferPointer(), &pShader);
if ((FAILED(hr) || pShader == 0) && g_Config.bShowShaderErrors)
{
MessageBoxA(0, "damn", "error creating pixelshader", MB_ICONERROR);
}
}
//cleanup
if (shaderBuffer)
shaderBuffer->Release();
if (errorBuffer)
errorBuffer->Release();
return pShader;
}
} // namespace