// 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 #include #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; MessageBox(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) { MessageBox(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; MessageBox(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) { MessageBox(0, "damn", "error creating pixelshader", MB_ICONERROR); } } //cleanup if (shaderBuffer) shaderBuffer->Release(); if (errorBuffer) errorBuffer->Release(); return pShader; } } // namespace