// 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 #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 = PD3DX11CompileFromMemory(code, len, NULL, NULL, NULL, "main", D3D::VertexShaderVersionString(), flags, 0, NULL, &shaderBuffer, &errorBuffer, NULL); 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 = PD3DX11CompileFromMemory(code, len, NULL, NULL, NULL, "main", D3D::PixelShaderVersionString(), flags, 0, NULL, &shaderBuffer, &errorBuffer, NULL); 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