152 lines
4.2 KiB
C++
152 lines
4.2 KiB
C++
// Copyright (C) 2003 Dolphin Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official SVN repository and contact information can be found at
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// http://code.google.com/p/dolphin-emu/
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#include <string>
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#include "VideoConfig.h"
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#include "D3DBase.h"
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#include "D3DShader.h"
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namespace D3D
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{
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// bytecode->shader
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ID3D11VertexShader* CreateVertexShaderFromByteCode(const void* bytecode, unsigned int len)
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{
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ID3D11VertexShader* v_shader;
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HRESULT hr = D3D::device->CreateVertexShader(bytecode, len, NULL, &v_shader);
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if (FAILED(hr))
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{
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PanicAlert("CreateVertexShaderFromByteCode failed from %p (size %d) at %s %d\n", bytecode, len, __FILE__, __LINE__);
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v_shader = NULL;
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}
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return v_shader;
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}
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// code->bytecode
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bool CompileVertexShader(const char* code, unsigned int len, D3DBlob** blob)
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{
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ID3D10Blob* shaderBuffer = NULL;
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ID3D10Blob* errorBuffer = NULL;
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#if defined(_DEBUG) || defined(DEBUGFAST)
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UINT flags = D3D10_SHADER_ENABLE_BACKWARDS_COMPATIBILITY|D3D10_SHADER_DEBUG|D3D10_SHADER_WARNINGS_ARE_ERRORS;
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#else
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UINT flags = D3D10_SHADER_ENABLE_BACKWARDS_COMPATIBILITY|D3D10_SHADER_OPTIMIZATION_LEVEL3|D3D10_SHADER_SKIP_VALIDATION;
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#endif
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HRESULT hr = PD3DX11CompileFromMemory(code, len, NULL, NULL, NULL, "main", D3D::VertexShaderVersionString(),
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flags, 0, NULL, &shaderBuffer, &errorBuffer, NULL);
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if (FAILED(hr) || errorBuffer)
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{
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if (g_ActiveConfig.bShowShaderErrors)
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{
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std::string msg = (char*)errorBuffer->GetBufferPointer();
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msg += "\n\n";
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msg += code;
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MessageBoxA(0, msg.c_str(), "Error compiling pixel shader", MB_ICONERROR);
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}
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*blob = NULL;
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errorBuffer->Release();
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}
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else
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{
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*blob = new D3DBlob(shaderBuffer);
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shaderBuffer->Release();
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}
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return SUCCEEDED(hr);
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}
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// bytecode->shader
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ID3D11PixelShader* CreatePixelShaderFromByteCode(const void* bytecode, unsigned int len)
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{
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ID3D11PixelShader* p_shader;
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HRESULT hr = D3D::device->CreatePixelShader(bytecode, len, NULL, &p_shader);
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if (FAILED(hr))
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{
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PanicAlert("CreatePixelShaderFromByteCode failed at %s %d\n", __FILE__, __LINE__);
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p_shader = NULL;
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}
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return p_shader;
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}
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// code->bytecode
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bool CompilePixelShader(const char* code, unsigned int len, D3DBlob** blob)
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{
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ID3D10Blob* shaderBuffer = NULL;
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ID3D10Blob* errorBuffer = NULL;
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#if defined(_DEBUG) || defined(DEBUGFAST)
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UINT flags = D3D10_SHADER_DEBUG|D3D10_SHADER_WARNINGS_ARE_ERRORS;
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#else
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UINT flags = D3D10_SHADER_OPTIMIZATION_LEVEL3;
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#endif
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HRESULT hr = PD3DX11CompileFromMemory(code, len, NULL, NULL, NULL, "main", D3D::PixelShaderVersionString(),
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flags, 0, NULL, &shaderBuffer, &errorBuffer, NULL);
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if (FAILED(hr) || errorBuffer)
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{
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if (g_ActiveConfig.bShowShaderErrors)
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{
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std::string msg = (char*)errorBuffer->GetBufferPointer();
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msg += "\n\n";
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msg += code;
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MessageBoxA(0, msg.c_str(), "Error compiling pixel shader", MB_ICONERROR);
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}
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*blob = NULL;
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errorBuffer->Release();
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}
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else
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{
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*blob = new D3DBlob(shaderBuffer);
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shaderBuffer->Release();
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}
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return SUCCEEDED(hr);
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}
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ID3D11VertexShader* CompileAndCreateVertexShader(const char* code, unsigned int len)
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{
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D3DBlob* blob = NULL;
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if (CompileVertexShader(code, len, &blob))
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{
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ID3D11VertexShader* v_shader = CreateVertexShaderFromByteCode(blob);
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blob->Release();
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return v_shader;
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}
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PanicAlert("Failed to compile and create vertex shader from %p (size %d) at %s %d\n", code, len, __FILE__, __LINE__);
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return NULL;
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}
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ID3D11PixelShader* CompileAndCreatePixelShader(const char* code, unsigned int len)
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{
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D3DBlob* blob = NULL;
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CompilePixelShader(code, len, &blob);
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if (blob)
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{
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ID3D11PixelShader* p_shader = CreatePixelShaderFromByteCode(blob);
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blob->Release();
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return p_shader;
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}
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PanicAlert("Failed to compile and create pixel shader, %s %d\n", __FILE__, __LINE__);
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return NULL;
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}
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} // namespace
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