Revert "D3D: Reintroduce depencency on D3DX11 because it's the most straightforward way to bring back some broken features."
This reverts commit a83c239765
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@ -17,13 +17,6 @@ D3DREFLECT PD3DReflect = NULL;
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pD3DCompile PD3DCompile = NULL;
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int d3dcompiler_dll_ref = 0;
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HINSTANCE hD3DXDll = NULL;
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D3DX11COMPILEFROMMEMORYTYPE PD3DX11CompileFromMemory = NULL;
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D3DX11FILTERTEXTURETYPE PD3DX11FilterTexture = NULL;
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D3DX11SAVETEXTURETOFILEATYPE PD3DX11SaveTextureToFileA = NULL;
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D3DX11SAVETEXTURETOFILEWTYPE PD3DX11SaveTextureToFileW = NULL;
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int d3dx_dll_ref = 0;
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CREATEDXGIFACTORY PCreateDXGIFactory = NULL;
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HINSTANCE hDXGIDll = NULL;
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int dxgi_dll_ref = 0;
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@ -98,44 +91,6 @@ HRESULT LoadD3D()
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return S_OK;
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}
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HRESULT LoadD3DX()
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{
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if (d3dx_dll_ref++ > 0) return S_OK;
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if (hD3DXDll) return S_OK;
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// try to load D3DX11 first to check whether we have proper runtime support
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// try to use the dll the backend was compiled against first - don't bother about debug runtimes
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hD3DXDll = LoadLibraryA(D3DX11_DLL_A);
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if (!hD3DXDll)
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{
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// if that fails, use the dll which should be available in every SDK which officially supports DX11.
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hD3DXDll = LoadLibraryA("d3dx11_42.dll");
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if (!hD3DXDll)
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{
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MessageBoxA(NULL, "Failed to load d3dx11_42.dll, update your DX11 runtime, please", "Critical error", MB_OK | MB_ICONERROR);
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return E_FAIL;
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}
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else
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{
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NOTICE_LOG(VIDEO, "Successfully loaded d3dx11_42.dll. If you're having trouble, try updating your DX runtime first.");
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}
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}
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PD3DX11CompileFromMemory = (D3DX11COMPILEFROMMEMORYTYPE)GetProcAddress(hD3DXDll, "D3DX11CompileFromMemory");
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if (PD3DX11CompileFromMemory == NULL) MessageBoxA(NULL, "GetProcAddress failed for D3DX11CompileFromMemory!", "Critical error", MB_OK | MB_ICONERROR);
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PD3DX11FilterTexture = (D3DX11FILTERTEXTURETYPE)GetProcAddress(hD3DXDll, "D3DX11FilterTexture");
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if (PD3DX11FilterTexture == NULL) MessageBoxA(NULL, "GetProcAddress failed for D3DX11FilterTexture!", "Critical error", MB_OK | MB_ICONERROR);
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PD3DX11SaveTextureToFileA = (D3DX11SAVETEXTURETOFILEATYPE)GetProcAddress(hD3DXDll, "D3DX11SaveTextureToFileA");
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if (PD3DX11SaveTextureToFileA == NULL) MessageBoxA(NULL, "GetProcAddress failed for D3DX11SaveTextureToFileA!", "Critical error", MB_OK | MB_ICONERROR);
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PD3DX11SaveTextureToFileW = (D3DX11SAVETEXTURETOFILEWTYPE)GetProcAddress(hD3DXDll, "D3DX11SaveTextureToFileW");
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if (PD3DX11SaveTextureToFileW == NULL) MessageBoxA(NULL, "GetProcAddress failed for D3DX11SaveTextureToFileW!", "Critical error", MB_OK | MB_ICONERROR);
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return S_OK;
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}
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HRESULT LoadD3DCompiler()
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{
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if (d3dcompiler_dll_ref++ > 0) return S_OK;
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@ -177,18 +132,6 @@ void UnloadDXGI()
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PCreateDXGIFactory = NULL;
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}
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void UnloadD3DX()
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{
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if (!d3dx_dll_ref) return;
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if (--d3dx_dll_ref != 0) return;
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if (hD3DXDll) FreeLibrary(hD3DXDll);
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hD3DXDll = NULL;
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PD3DX11FilterTexture = NULL;
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PD3DX11SaveTextureToFileA = NULL;
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PD3DX11SaveTextureToFileW = NULL;
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}
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void UnloadD3D()
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{
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if (!d3d_dll_ref) return;
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@ -272,13 +215,11 @@ HRESULT Create(HWND wnd)
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hr = LoadDXGI();
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if (SUCCEEDED(hr)) hr = LoadD3D();
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if (SUCCEEDED(hr)) hr = LoadD3DX();
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if (SUCCEEDED(hr)) hr = LoadD3DCompiler();
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if (FAILED(hr))
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{
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UnloadDXGI();
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UnloadD3D();
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UnloadD3DX();
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UnloadD3DCompiler();
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return hr;
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}
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@ -420,7 +361,6 @@ void Close()
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// unload DLLs
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UnloadD3D();
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UnloadD3DX();
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UnloadDXGI();
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}
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@ -5,7 +5,7 @@
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#pragma once
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#include <dxgi.h>
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#include <d3dx11.h>
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#include <d3d11.h>
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#include <d3dcompiler.h>
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#include "Common.h"
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#include <vector>
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@ -25,11 +25,9 @@ namespace D3D
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HRESULT LoadDXGI();
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HRESULT LoadD3D();
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HRESULT LoadD3DX();
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HRESULT LoadD3DCompiler();
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void UnloadDXGI();
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void UnloadD3D();
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void UnloadD3DX();
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void UnloadD3DCompiler();
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D3D_FEATURE_LEVEL GetFeatureLevel(IDXGIAdapter* adapter);
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@ -74,27 +72,6 @@ void SetDebugObjectName(T resource, const char* name)
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} // namespace D3D
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// Used to not require the SDK and runtime versions to match:
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// Linking with d3dx11.lib makes the most recent d3dx11_xx.dll of the
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// compiler's SDK a requirement, but this backend works with DX11 runtimes
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// back to August 2009 even if the backend was built with June 2010.
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// Add any d3dx11 functions which you want to use here and load them in Create()
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typedef HRESULT(WINAPI* D3DX11COMPILEFROMMEMORYTYPE)(LPCSTR, SIZE_T, LPCSTR, const D3D10_SHADER_MACRO*, LPD3D10INCLUDE, LPCSTR, LPCSTR, UINT, UINT, ID3DX11ThreadPump*, ID3D10Blob**, ID3D10Blob**, HRESULT*);
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typedef HRESULT(WINAPI* D3DX11FILTERTEXTURETYPE)(ID3D11DeviceContext*, ID3D11Resource*, UINT, UINT);
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typedef HRESULT(WINAPI* D3DX11SAVETEXTURETOFILEATYPE)(ID3D11DeviceContext*, ID3D11Resource*, D3DX11_IMAGE_FILE_FORMAT, LPCSTR);
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typedef HRESULT(WINAPI* D3DX11SAVETEXTURETOFILEWTYPE)(ID3D11DeviceContext*, ID3D11Resource*, D3DX11_IMAGE_FILE_FORMAT, LPCWSTR);
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extern D3DX11COMPILEFROMMEMORYTYPE PD3DX11CompileFromMemory;
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extern D3DX11FILTERTEXTURETYPE PD3DX11FilterTexture;
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extern D3DX11SAVETEXTURETOFILEATYPE PD3DX11SaveTextureToFileA;
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extern D3DX11SAVETEXTURETOFILEWTYPE PD3DX11SaveTextureToFileW;
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#ifdef UNICODE
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#define PD3DX11SaveTextureToFile PD3DX11SaveTextureToFileW
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#else
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#define PD3DX11SaveTextureToFile PD3DX11SaveTextureToFileA
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#endif
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typedef HRESULT (WINAPI *CREATEDXGIFACTORY)(REFIID, void**);
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extern CREATEDXGIFACTORY PCreateDXGIFactory;
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typedef HRESULT (WINAPI *D3D11CREATEDEVICE)(IDXGIAdapter*, D3D_DRIVER_TYPE, HMODULE, UINT, CONST D3D_FEATURE_LEVEL*, UINT, UINT, ID3D11Device**, D3D_FEATURE_LEVEL*, ID3D11DeviceContext**);
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