Merge pull request #1238 from turtleli/gsdx-use-windows-sdk

gsdx: Remove DirectX SDK dependency
This commit is contained in:
Jonathan Li 2016-04-01 23:31:45 +01:00
commit 16ef7ca5fd
15 changed files with 152 additions and 133 deletions

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@ -127,11 +127,10 @@ EXPORT_C_(int) GSinit()
s_hr = ::CoInitializeEx(NULL, COINIT_MULTITHREADED); s_hr = ::CoInitializeEx(NULL, COINIT_MULTITHREADED);
if(!GSUtil::CheckDirectX()) if (!GSDeviceDX::LoadD3DCompiler())
{ {
return -1; return -1;
} }
#endif #endif
return 0; return 0;
@ -156,6 +155,8 @@ EXPORT_C GSshutdown()
s_hr = E_FAIL; s_hr = E_FAIL;
} }
GSDeviceDX::FreeD3DCompiler();
#endif #endif
} }

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@ -175,11 +175,11 @@ bool GSDevice11::Create(GSWnd* wnd)
vector<unsigned char> shader; vector<unsigned char> shader;
theApp.LoadResource(IDR_CONVERT_FX, shader); theApp.LoadResource(IDR_CONVERT_FX, shader);
CompileShader((const char *)shader.data(), shader.size(), "convert.fx", "vs_main", NULL, &m_convert.vs, il_convert, countof(il_convert), &m_convert.il); CompileShader((const char *)shader.data(), shader.size(), "convert.fx", nullptr, "vs_main", nullptr, &m_convert.vs, il_convert, countof(il_convert), &m_convert.il);
for(size_t i = 0; i < countof(m_convert.ps); i++) for(size_t i = 0; i < countof(m_convert.ps); i++)
{ {
CompileShader((const char *)shader.data(), shader.size(), "convert.fx", format("ps_main%d", i).c_str(), NULL, &m_convert.ps[i]); CompileShader((const char *)shader.data(), shader.size(), "convert.fx", nullptr, format("ps_main%d", i).c_str(), nullptr, &m_convert.ps[i]);
} }
memset(&dsd, 0, sizeof(dsd)); memset(&dsd, 0, sizeof(dsd));
@ -208,7 +208,7 @@ bool GSDevice11::Create(GSWnd* wnd)
theApp.LoadResource(IDR_MERGE_FX, shader); theApp.LoadResource(IDR_MERGE_FX, shader);
for(size_t i = 0; i < countof(m_merge.ps); i++) for(size_t i = 0; i < countof(m_merge.ps); i++)
{ {
CompileShader((const char *)shader.data(), shader.size(), "merge.fx", format("ps_main%d", i).c_str(), NULL, &m_merge.ps[i]); CompileShader((const char *)shader.data(), shader.size(), "merge.fx", nullptr, format("ps_main%d", i).c_str(), nullptr, &m_merge.ps[i]);
} }
memset(&bsd, 0, sizeof(bsd)); memset(&bsd, 0, sizeof(bsd));
@ -237,7 +237,7 @@ bool GSDevice11::Create(GSWnd* wnd)
theApp.LoadResource(IDR_INTERLACE_FX, shader); theApp.LoadResource(IDR_INTERLACE_FX, shader);
for(size_t i = 0; i < countof(m_interlace.ps); i++) for(size_t i = 0; i < countof(m_interlace.ps); i++)
{ {
CompileShader((const char *)shader.data(), shader.size(), "interlace.fx", format("ps_main%d", i).c_str(), NULL, &m_interlace.ps[i]); CompileShader((const char *)shader.data(), shader.size(), "interlace.fx", nullptr, format("ps_main%d", i).c_str(), nullptr, &m_interlace.ps[i]);
} }
// Shade Boost // Shade Boost
@ -252,7 +252,7 @@ bool GSDevice11::Create(GSWnd* wnd)
str[1] = format("%d", ShadeBoost_Brightness); str[1] = format("%d", ShadeBoost_Brightness);
str[2] = format("%d", ShadeBoost_Contrast); str[2] = format("%d", ShadeBoost_Contrast);
D3D11_SHADER_MACRO macro[] = D3D_SHADER_MACRO macro[] =
{ {
{"SB_SATURATION", str[0].c_str()}, {"SB_SATURATION", str[0].c_str()},
{"SB_BRIGHTNESS", str[1].c_str()}, {"SB_BRIGHTNESS", str[1].c_str()},
@ -269,7 +269,7 @@ bool GSDevice11::Create(GSWnd* wnd)
hr = m_dev->CreateBuffer(&bd, NULL, &m_shadeboost.cb); hr = m_dev->CreateBuffer(&bd, NULL, &m_shadeboost.cb);
theApp.LoadResource(IDR_SHADEBOOST_FX, shader); theApp.LoadResource(IDR_SHADEBOOST_FX, shader);
CompileShader((const char *)shader.data(), shader.size(), "shadeboost.fx", "ps_main", macro, &m_shadeboost.ps); CompileShader((const char *)shader.data(), shader.size(), "shadeboost.fx", nullptr, "ps_main", macro, &m_shadeboost.ps);
// External fx shader // External fx shader
@ -768,7 +768,7 @@ void GSDevice11::InitExternalFX()
if (fshader.good()) if (fshader.good())
{ {
shader << fshader.rdbuf(); shader << fshader.rdbuf();
CompileShader(shader.str().c_str(), shader.str().length(), shader_name.c_str(), "ps_main", NULL, &m_shaderfx.ps); CompileShader(shader.str().c_str(), shader.str().length(), shader_name.c_str(), D3D_COMPILE_STANDARD_FILE_INCLUDE, "ps_main", nullptr, &m_shaderfx.ps);
} }
else else
{ {
@ -811,7 +811,7 @@ void GSDevice11::InitFXAA()
try { try {
vector<unsigned char> shader; vector<unsigned char> shader;
theApp.LoadResource(IDR_FXAA_FX, shader); theApp.LoadResource(IDR_FXAA_FX, shader);
CompileShader((const char *)shader.data(), shader.size(), "fxaa.fx", "ps_main", NULL, &m_fxaa.ps); CompileShader((const char *)shader.data(), shader.size(), "fxaa.fx", nullptr, "ps_main", nullptr, &m_fxaa.ps);
} }
catch (GSDXRecoverableError) { catch (GSDXRecoverableError) {
printf("GSdx: failed to compile fxaa shader.\n"); printf("GSdx: failed to compile fxaa shader.\n");
@ -1324,17 +1324,17 @@ void GSDevice11::OMSetRenderTargets(const GSVector2i& rtsize, int count, ID3D11U
} }
} }
void GSDevice11::CompileShader(const char* source, size_t size, const char* fn, const char* entry, D3D11_SHADER_MACRO* macro, ID3D11VertexShader** vs, D3D11_INPUT_ELEMENT_DESC* layout, int count, ID3D11InputLayout** il) void GSDevice11::CompileShader(const char* source, size_t size, const char* fn, ID3DInclude *include, const char* entry, D3D_SHADER_MACRO* macro, ID3D11VertexShader** vs, D3D11_INPUT_ELEMENT_DESC* layout, int count, ID3D11InputLayout** il)
{ {
HRESULT hr; HRESULT hr;
vector<D3D11_SHADER_MACRO> m; vector<D3D_SHADER_MACRO> m;
PrepareShaderMacro(m, macro); PrepareShaderMacro(m, macro);
CComPtr<ID3D11Blob> shader, error; CComPtr<ID3DBlob> shader, error;
hr = D3DX11CompileFromMemory(source, size, fn, &m[0], NULL, entry, m_shader.vs.c_str(), 0, 0, NULL, &shader, &error, NULL); hr = s_pD3DCompile(source, size, fn, &m[0], s_old_d3d_compiler_dll? nullptr : include, entry, m_shader.vs.c_str(), 0, 0, &shader, &error);
if(error) if(error)
{ {
@ -1361,17 +1361,17 @@ void GSDevice11::CompileShader(const char* source, size_t size, const char* fn,
} }
} }
void GSDevice11::CompileShader(const char* source, size_t size, const char* fn, const char* entry, D3D11_SHADER_MACRO* macro, ID3D11GeometryShader** gs) void GSDevice11::CompileShader(const char* source, size_t size, const char* fn, ID3DInclude *include, const char* entry, D3D_SHADER_MACRO* macro, ID3D11GeometryShader** gs)
{ {
HRESULT hr; HRESULT hr;
vector<D3D11_SHADER_MACRO> m; vector<D3D_SHADER_MACRO> m;
PrepareShaderMacro(m, macro); PrepareShaderMacro(m, macro);
CComPtr<ID3D11Blob> shader, error; CComPtr<ID3DBlob> shader, error;
hr = D3DX11CompileFromMemory(source, size, fn, &m[0], NULL, entry, m_shader.gs.c_str(), 0, 0, NULL, &shader, &error, NULL); hr = s_pD3DCompile(source, size, fn, &m[0], s_old_d3d_compiler_dll ? nullptr : include, entry, m_shader.gs.c_str(), 0, 0, &shader, &error);
if(error) if(error)
{ {
@ -1391,17 +1391,17 @@ void GSDevice11::CompileShader(const char* source, size_t size, const char* fn,
} }
} }
void GSDevice11::CompileShader(const char* source, size_t size, const char* fn, const char* entry, D3D11_SHADER_MACRO* macro, ID3D11GeometryShader** gs, D3D11_SO_DECLARATION_ENTRY* layout, int count) void GSDevice11::CompileShader(const char* source, size_t size, const char* fn, ID3DInclude *include, const char* entry, D3D_SHADER_MACRO* macro, ID3D11GeometryShader** gs, D3D11_SO_DECLARATION_ENTRY* layout, int count)
{ {
HRESULT hr; HRESULT hr;
vector<D3D11_SHADER_MACRO> m; vector<D3D_SHADER_MACRO> m;
PrepareShaderMacro(m, macro); PrepareShaderMacro(m, macro);
CComPtr<ID3D11Blob> shader, error; CComPtr<ID3DBlob> shader, error;
hr = D3DX11CompileFromMemory(source, size, fn, &m[0], NULL, entry, m_shader.gs.c_str(), 0, 0, NULL, &shader, &error, NULL); hr = s_pD3DCompile(source, size, fn, &m[0], s_old_d3d_compiler_dll ? nullptr : include, entry, m_shader.gs.c_str(), 0, 0, &shader, &error);
if(error) if(error)
{ {
@ -1421,17 +1421,17 @@ void GSDevice11::CompileShader(const char* source, size_t size, const char* fn,
} }
} }
void GSDevice11::CompileShader(const char* source, size_t size, const char* fn, const char* entry, D3D11_SHADER_MACRO* macro, ID3D11PixelShader** ps) void GSDevice11::CompileShader(const char* source, size_t size, const char* fn, ID3DInclude *include, const char* entry, D3D_SHADER_MACRO* macro, ID3D11PixelShader** ps)
{ {
HRESULT hr; HRESULT hr;
vector<D3D11_SHADER_MACRO> m; vector<D3D_SHADER_MACRO> m;
PrepareShaderMacro(m, macro); PrepareShaderMacro(m, macro);
CComPtr<ID3D11Blob> shader, error; CComPtr<ID3DBlob> shader, error;
hr = D3DX11CompileFromMemory(source, size, fn, &m[0], NULL, entry, m_shader.ps.c_str(), 0, 0, NULL, &shader, &error, NULL); hr = s_pD3DCompile(source, size, fn, &m[0], s_old_d3d_compiler_dll ? nullptr : include, entry, m_shader.ps.c_str(), 0, 0, &shader, &error);
if(error) if(error)
{ {
@ -1451,17 +1451,17 @@ void GSDevice11::CompileShader(const char* source, size_t size, const char* fn,
} }
} }
void GSDevice11::CompileShader(const char* source, size_t size, const char *fn, const char* entry, D3D11_SHADER_MACRO* macro, ID3D11ComputeShader** cs) void GSDevice11::CompileShader(const char* source, size_t size, const char *fn, ID3DInclude *include, const char* entry, D3D_SHADER_MACRO* macro, ID3D11ComputeShader** cs)
{ {
HRESULT hr; HRESULT hr;
vector<D3D11_SHADER_MACRO> m; vector<D3D_SHADER_MACRO> m;
PrepareShaderMacro(m, macro); PrepareShaderMacro(m, macro);
CComPtr<ID3D11Blob> shader, error; CComPtr<ID3DBlob> shader, error;
hr = D3DX11CompileFromMemory(source, size, fn, &m[0], NULL, entry, m_shader.cs.c_str(), 0, 0, NULL, &shader, &error, NULL); hr = s_pD3DCompile(source, size, fn, &m[0], s_old_d3d_compiler_dll ? nullptr : include, entry, m_shader.cs.c_str(), 0, 0, &shader, &error);
if(error) if(error)
{ {
@ -1480,4 +1480,3 @@ void GSDevice11::CompileShader(const char* source, size_t size, const char *fn,
throw GSDXRecoverableError(); throw GSDXRecoverableError();
} }
} }

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@ -227,10 +227,10 @@ public:
operator ID3D11Device*() {return m_dev;} operator ID3D11Device*() {return m_dev;}
operator ID3D11DeviceContext*() {return m_ctx;} operator ID3D11DeviceContext*() {return m_ctx;}
void CompileShader(const char* source, size_t size, const char* fn, const char* entry, D3D11_SHADER_MACRO* macro, ID3D11VertexShader** vs, D3D11_INPUT_ELEMENT_DESC* layout, int count, ID3D11InputLayout** il); void CompileShader(const char* source, size_t size, const char* fn, ID3DInclude *include, const char* entry, D3D_SHADER_MACRO* macro, ID3D11VertexShader** vs, D3D11_INPUT_ELEMENT_DESC* layout, int count, ID3D11InputLayout** il);
void CompileShader(const char* source, size_t size, const char* fn, const char* entry, D3D11_SHADER_MACRO* macro, ID3D11GeometryShader** gs); void CompileShader(const char* source, size_t size, const char* fn, ID3DInclude *include, const char* entry, D3D_SHADER_MACRO* macro, ID3D11GeometryShader** gs);
void CompileShader(const char* source, size_t size, const char* fn, const char* entry, D3D11_SHADER_MACRO* macro, ID3D11GeometryShader** gs, D3D11_SO_DECLARATION_ENTRY* layout, int count); void CompileShader(const char* source, size_t size, const char* fn, ID3DInclude *include, const char* entry, D3D_SHADER_MACRO* macro, ID3D11GeometryShader** gs, D3D11_SO_DECLARATION_ENTRY* layout, int count);
void CompileShader(const char* source, size_t size, const char* fn, const char* entry, D3D11_SHADER_MACRO* macro, ID3D11PixelShader** ps); void CompileShader(const char* source, size_t size, const char* fn, ID3DInclude *include, const char* entry, D3D_SHADER_MACRO* macro, ID3D11PixelShader** ps);
void CompileShader(const char* source, size_t size, const char* fn, const char* entry, D3D11_SHADER_MACRO* macro, ID3D11ComputeShader** cs); void CompileShader(const char* source, size_t size, const char* fn, ID3DInclude *include, const char* entry, D3D_SHADER_MACRO* macro, ID3D11ComputeShader** cs);
}; };

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@ -292,11 +292,11 @@ bool GSDevice9::Create(GSWnd* wnd)
vector<unsigned char> shader; vector<unsigned char> shader;
theApp.LoadResource(IDR_CONVERT_FX, shader); theApp.LoadResource(IDR_CONVERT_FX, shader);
CompileShader((const char *)shader.data(), shader.size(), "vs_main", NULL, &m_convert.vs, il_convert, countof(il_convert), &m_convert.il); CompileShader((const char *)shader.data(), shader.size(), "convert.fx", "vs_main", nullptr, &m_convert.vs, il_convert, countof(il_convert), &m_convert.il);
for(size_t i = 0; i < countof(m_convert.ps); i++) for(size_t i = 0; i < countof(m_convert.ps); i++)
{ {
CompileShader((const char *)shader.data(), shader.size(), format("ps_main%d", i), NULL, &m_convert.ps[i]); CompileShader((const char *)shader.data(), shader.size(), "convert.fx", format("ps_main%d", i), nullptr, &m_convert.ps[i]);
} }
m_convert.dss.DepthEnable = false; m_convert.dss.DepthEnable = false;
@ -328,7 +328,7 @@ bool GSDevice9::Create(GSWnd* wnd)
theApp.LoadResource(IDR_MERGE_FX, shader); theApp.LoadResource(IDR_MERGE_FX, shader);
for(size_t i = 0; i < countof(m_merge.ps); i++) for(size_t i = 0; i < countof(m_merge.ps); i++)
{ {
CompileShader((const char *)shader.data(), shader.size(), format("ps_main%d", i), NULL, &m_merge.ps[i]); CompileShader((const char *)shader.data(), shader.size(), "merge.fx", format("ps_main%d", i), nullptr, &m_merge.ps[i]);
} }
m_merge.bs.BlendEnable = true; m_merge.bs.BlendEnable = true;
@ -345,7 +345,7 @@ bool GSDevice9::Create(GSWnd* wnd)
theApp.LoadResource(IDR_INTERLACE_FX, shader); theApp.LoadResource(IDR_INTERLACE_FX, shader);
for(size_t i = 0; i < countof(m_interlace.ps); i++) for(size_t i = 0; i < countof(m_interlace.ps); i++)
{ {
CompileShader((const char *)shader.data(), shader.size(), format("ps_main%d", i), NULL, &m_interlace.ps[i]); CompileShader((const char *)shader.data(), shader.size(), "interlace.fx", format("ps_main%d", i), nullptr, &m_interlace.ps[i]);
} }
// Shade Boost // Shade Boost
@ -360,7 +360,7 @@ bool GSDevice9::Create(GSWnd* wnd)
str[1] = format("%d", ShadeBoost_Brightness); str[1] = format("%d", ShadeBoost_Brightness);
str[2] = format("%d", ShadeBoost_Contrast); str[2] = format("%d", ShadeBoost_Contrast);
D3DXMACRO macro[] = D3D_SHADER_MACRO macro[] =
{ {
{"SB_SATURATION", str[0].c_str()}, {"SB_SATURATION", str[0].c_str()},
{"SB_BRIGHTNESS", str[1].c_str()}, {"SB_BRIGHTNESS", str[1].c_str()},
@ -369,7 +369,7 @@ bool GSDevice9::Create(GSWnd* wnd)
}; };
theApp.LoadResource(IDR_SHADEBOOST_FX, shader); theApp.LoadResource(IDR_SHADEBOOST_FX, shader);
CompileShader((const char *)shader.data(), shader.size(), "ps_main", macro, &m_shadeboost.ps); CompileShader((const char *)shader.data(), shader.size(), "shadeboost.fx", "ps_main", macro, &m_shadeboost.ps);
// create shader layout // create shader layout
@ -952,7 +952,7 @@ void GSDevice9::InitExternalFX()
if (fshader.good()) if (fshader.good())
{ {
shader << fshader.rdbuf(); shader << fshader.rdbuf();
CompileShader(shader.str().c_str(), shader.str().length(), "ps_main", NULL, &m_shaderfx.ps); CompileShader(shader.str().c_str(), shader.str().length(), shader_name.c_str(), "ps_main", nullptr, &m_shaderfx.ps);
} }
else else
{ {
@ -991,7 +991,7 @@ void GSDevice9::InitFXAA()
try { try {
vector<unsigned char> shader; vector<unsigned char> shader;
theApp.LoadResource(IDR_FXAA_FX, shader); theApp.LoadResource(IDR_FXAA_FX, shader);
CompileShader((const char *)shader.data(), shader.size(), "ps_main", NULL, &m_fxaa.ps); CompileShader((const char *)shader.data(), shader.size(), "fxaa.fx", "ps_main", nullptr, &m_fxaa.ps);
} }
catch (GSDXRecoverableError) { catch (GSDXRecoverableError) {
printf("GSdx: Failed to compile fxaa shader.\n"); printf("GSdx: Failed to compile fxaa shader.\n");
@ -1447,17 +1447,17 @@ void GSDevice9::OMSetRenderTargets(GSTexture* rt, GSTexture* ds, const GSVector4
} }
} }
void GSDevice9::CompileShader(const char *source, size_t size, const string& entry, const D3DXMACRO* macro, IDirect3DVertexShader9** vs, const D3DVERTEXELEMENT9* layout, int count, IDirect3DVertexDeclaration9** il) void GSDevice9::CompileShader(const char *source, size_t size, const char *filename, const string& entry, const D3D_SHADER_MACRO* macro, IDirect3DVertexShader9** vs, const D3DVERTEXELEMENT9* layout, int count, IDirect3DVertexDeclaration9** il)
{ {
vector<D3DXMACRO> m; vector<D3D_SHADER_MACRO> m;
PrepareShaderMacro(m, macro); PrepareShaderMacro(m, macro);
HRESULT hr; HRESULT hr;
CComPtr<ID3DXBuffer> shader, error; CComPtr<ID3DBlob> shader, error;
hr = D3DXCompileShader(source, size, &m[0], NULL, entry.c_str(), m_shader.vs.c_str(), 0, &shader, &error, NULL); hr = s_pD3DCompile(source, size, nullptr, &m[0], nullptr, entry.c_str(), m_shader.vs.c_str(), 0, 0, &shader, &error);
if(SUCCEEDED(hr)) if(SUCCEEDED(hr))
{ {
@ -1483,27 +1483,27 @@ void GSDevice9::CompileShader(const char *source, size_t size, const string& ent
} }
} }
void GSDevice9::CompileShader(const char *source, size_t size, const string& entry, const D3DXMACRO* macro, IDirect3DPixelShader9** ps) void GSDevice9::CompileShader(const char *source, size_t size, const char *filename, const string& entry, const D3D_SHADER_MACRO* macro, IDirect3DPixelShader9** ps)
{ {
uint32 flags = 0; uint32 flags = 0;
if(m_shader.level >= D3D_FEATURE_LEVEL_9_3) if(m_shader.level >= D3D_FEATURE_LEVEL_9_3)
{ {
flags |= D3DXSHADER_AVOID_FLOW_CONTROL; flags |= D3DCOMPILE_AVOID_FLOW_CONTROL;
} }
else else
{ {
flags |= D3DXSHADER_SKIPVALIDATION; flags |= D3DCOMPILE_SKIP_VALIDATION;
} }
vector<D3DXMACRO> m; vector<D3D_SHADER_MACRO> m;
PrepareShaderMacro(m, macro); PrepareShaderMacro(m, macro);
HRESULT hr; HRESULT hr;
CComPtr<ID3DXBuffer> shader, error; CComPtr<ID3DBlob> shader, error;
hr = D3DXCompileShader(source, size, &m[0], NULL, entry.c_str(), m_shader.ps.c_str(), flags, &shader, &error, NULL); hr = s_pD3DCompile(source, size, filename, &m[0], nullptr, entry.c_str(), m_shader.ps.c_str(), flags, 0, &shader, &error);
if(SUCCEEDED(hr)) if(SUCCEEDED(hr))
{ {

View File

@ -237,8 +237,8 @@ public:
IDirect3DDevice9* operator->() {return m_dev;} IDirect3DDevice9* operator->() {return m_dev;}
operator IDirect3DDevice9*() {return m_dev;} operator IDirect3DDevice9*() {return m_dev;}
void CompileShader(const char *source, size_t size, const string& entry, const D3DXMACRO* macro, IDirect3DVertexShader9** vs, const D3DVERTEXELEMENT9* layout, int count, IDirect3DVertexDeclaration9** il); void CompileShader(const char *source, size_t size, const char *filename, const string& entry, const D3D_SHADER_MACRO* macro, IDirect3DVertexShader9** vs, const D3DVERTEXELEMENT9* layout, int count, IDirect3DVertexDeclaration9** il);
void CompileShader(const char *source, size_t size, const string& entry, const D3DXMACRO* macro, IDirect3DPixelShader9** ps); void CompileShader(const char *source, size_t size, const char *filename, const string& entry, const D3D_SHADER_MACRO* macro, IDirect3DPixelShader9** ps);
void SetupVS(VSSelector sel, const VSConstantBuffer* cb); void SetupVS(VSSelector sel, const VSConstantBuffer* cb);
void SetupGS(GSSelector sel) {} void SetupGS(GSSelector sel) {}

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@ -22,6 +22,11 @@
#include "stdafx.h" #include "stdafx.h"
#include "GSdx.h" #include "GSdx.h"
#include "GSDeviceDX.h" #include "GSDeviceDX.h"
#include <VersionHelpers.h>
HMODULE GSDeviceDX::s_d3d_compiler_dll = nullptr;
decltype(&D3DCompile) GSDeviceDX::s_pD3DCompile = nullptr;
bool GSDeviceDX::s_old_d3d_compiler_dll;
GSDeviceDX::GSDeviceDX() GSDeviceDX::GSDeviceDX()
{ {
@ -35,6 +40,48 @@ GSDeviceDX::~GSDeviceDX()
{ {
} }
bool GSDeviceDX::LoadD3DCompiler()
{
// Windows 8.1 and later come with the latest d3dcompiler_47.dll, but
// Windows 7 devs might also have the dll available for use (which will
// have to be placed in the application directory)
s_d3d_compiler_dll = LoadLibraryEx(D3DCOMPILER_DLL, nullptr, LOAD_LIBRARY_SEARCH_APPLICATION_DIR | LOAD_LIBRARY_SEARCH_SYSTEM32);
// Windows Vista and 7 can use the older version. If the previous LoadLibrary
// call fails on Windows 8.1 and later, then the user's system is likely
// broken.
if (s_d3d_compiler_dll)
{
s_old_d3d_compiler_dll = false;
}
else
{
if (!IsWindows8Point1OrGreater())
s_d3d_compiler_dll = LoadLibraryEx("D3DCompiler_43.dll", nullptr, LOAD_LIBRARY_SEARCH_SYSTEM32);
if (s_d3d_compiler_dll == nullptr)
return false;
s_old_d3d_compiler_dll = true;
}
s_pD3DCompile = reinterpret_cast<decltype(&D3DCompile)>(GetProcAddress(s_d3d_compiler_dll, "D3DCompile"));
if (s_pD3DCompile)
return true;
FreeLibrary(s_d3d_compiler_dll);
s_d3d_compiler_dll = nullptr;
return false;
}
void GSDeviceDX::FreeD3DCompiler()
{
s_pD3DCompile = nullptr;
if (s_d3d_compiler_dll)
FreeLibrary(s_d3d_compiler_dll);
s_d3d_compiler_dll = nullptr;
}
GSTexture* GSDeviceDX::FetchSurface(int type, int w, int h, bool msaa, int format) GSTexture* GSDeviceDX::FetchSurface(int type, int w, int h, bool msaa, int format)
{ {
if(m_msaa < 2) if(m_msaa < 2)

View File

@ -278,6 +278,12 @@ protected:
uint32 m_msaa; uint32 m_msaa;
DXGI_SAMPLE_DESC m_msaa_desc; DXGI_SAMPLE_DESC m_msaa_desc;
static HMODULE s_d3d_compiler_dll;
static decltype(&D3DCompile) s_pD3DCompile;
// Older version doesn't support D3D_COMPILE_STANDARD_FILE_INCLUDE, which
// could be useful for external shaders.
static bool s_old_d3d_compiler_dll;
GSTexture* FetchSurface(int type, int w, int h, bool msaa, int format); GSTexture* FetchSurface(int type, int w, int h, bool msaa, int format);
public: public:
@ -297,6 +303,9 @@ public:
virtual bool HasStencil() = 0; virtual bool HasStencil() = 0;
virtual bool HasDepth32() = 0; virtual bool HasDepth32() = 0;
static bool LoadD3DCompiler();
static void FreeD3DCompiler();
template<class T> void PrepareShaderMacro(vector<T>& dst, const T* src) template<class T> void PrepareShaderMacro(vector<T>& dst, const T* src)
{ {
dst.clear(); dst.clear();

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@ -288,7 +288,7 @@ bool GSRendererCS::CreateDevice(GSDevice* dev_unk)
// PS // PS
D3D11_SHADER_MACRO macro[] = D3D_SHADER_MACRO macro[] =
{ {
{NULL, NULL}, {NULL, NULL},
}; };
@ -297,7 +297,7 @@ bool GSRendererCS::CreateDevice(GSDevice* dev_unk)
{ {
vector<unsigned char> shader; vector<unsigned char> shader;
theApp.LoadResource(IDR_CS_FX, shader); theApp.LoadResource(IDR_CS_FX, shader);
dev->CompileShader((const char *)shader.data(), shader.size(), "cs.fx", "ps_main0", macro, &m_ps0); dev->CompileShader((const char *)shader.data(), shader.size(), "cs.fx", nullptr, "ps_main0", macro, &m_ps0);
} }
catch (GSDXRecoverableError) catch (GSDXRecoverableError)
{ {
@ -514,7 +514,7 @@ void GSRendererCS::Draw()
str[0] = format("%d", vs_sel.tme); str[0] = format("%d", vs_sel.tme);
str[1] = format("%d", vs_sel.fst); str[1] = format("%d", vs_sel.fst);
D3D11_SHADER_MACRO macro[] = D3D_SHADER_MACRO macro[] =
{ {
{"VS_TME", str[0].c_str()}, {"VS_TME", str[0].c_str()},
{"VS_FST", str[1].c_str()}, {"VS_FST", str[1].c_str()},
@ -534,7 +534,7 @@ void GSRendererCS::Draw()
vector<unsigned char> shader; vector<unsigned char> shader;
theApp.LoadResource(IDR_CS_FX, shader); theApp.LoadResource(IDR_CS_FX, shader);
dev->CompileShader((const char *)shader.data(), shader.size(), "cs.fx", "vs_main", macro, &vs.vs, layout, countof(layout), &vs.il); dev->CompileShader((const char *)shader.data(), shader.size(), "cs.fx", nullptr, "vs_main", macro, &vs.vs, layout, countof(layout), &vs.il);
m_vs[vs_sel] = vs; m_vs[vs_sel] = vs;
} }
@ -571,7 +571,7 @@ void GSRendererCS::Draw()
str[0] = format("%d", gs_sel.iip); str[0] = format("%d", gs_sel.iip);
str[1] = format("%d", j == 0 ? gs_sel.prim : GS_SPRITE_CLASS); str[1] = format("%d", j == 0 ? gs_sel.prim : GS_SPRITE_CLASS);
D3D11_SHADER_MACRO macro[] = D3D_SHADER_MACRO macro[] =
{ {
{"GS_IIP", str[0].c_str()}, {"GS_IIP", str[0].c_str()},
{"GS_PRIM", str[1].c_str()}, {"GS_PRIM", str[1].c_str()},
@ -580,7 +580,7 @@ void GSRendererCS::Draw()
vector<unsigned char> shader; vector<unsigned char> shader;
theApp.LoadResource(IDR_CS_FX, shader); theApp.LoadResource(IDR_CS_FX, shader);
dev->CompileShader((const char *)shader.data(), shader.size(), "cs.fx", "gs_main", macro, &gs[j]); dev->CompileShader((const char *)shader.data(), shader.size(), "cs.fx", nullptr, "gs_main", macro, &gs[j]);
m_gs[gs_sel] = gs[j]; m_gs[gs_sel] = gs[j];
} }
@ -611,7 +611,7 @@ void GSRendererCS::Draw()
str[1] = format("%d", context->FRAME.PSM); str[1] = format("%d", context->FRAME.PSM);
str[2] = format("%d", context->ZBUF.PSM); str[2] = format("%d", context->ZBUF.PSM);
D3D11_SHADER_MACRO macro[] = D3D_SHADER_MACRO macro[] =
{ {
{"PS_BATCH_SIZE", str[0].c_str()}, {"PS_BATCH_SIZE", str[0].c_str()},
{"PS_FPSM", str[1].c_str()}, {"PS_FPSM", str[1].c_str()},
@ -621,7 +621,7 @@ void GSRendererCS::Draw()
vector<unsigned char> shader; vector<unsigned char> shader;
theApp.LoadResource(IDR_CS_FX, shader); theApp.LoadResource(IDR_CS_FX, shader);
dev->CompileShader((const char *)shader.data(), shader.size(), "cs.fx", "ps_main1", macro, &ps[1]); dev->CompileShader((const char *)shader.data(), shader.size(), "cs.fx", nullptr, "ps_main1", macro, &ps[1]);
m_ps1[ps_sel] = ps[1]; m_ps1[ps_sel] = ps[1];
} }

View File

@ -96,7 +96,7 @@ void GSDevice11::SetupVS(VSSelector sel, const VSConstantBuffer* cb)
str[2] = format("%d", sel.fst); str[2] = format("%d", sel.fst);
str[3] = format("%d", sel.rtcopy); str[3] = format("%d", sel.rtcopy);
D3D11_SHADER_MACRO macro[] = D3D_SHADER_MACRO macro[] =
{ {
{"VS_BPPZ", str[0].c_str()}, {"VS_BPPZ", str[0].c_str()},
{"VS_TME", str[1].c_str()}, {"VS_TME", str[1].c_str()},
@ -120,7 +120,7 @@ void GSDevice11::SetupVS(VSSelector sel, const VSConstantBuffer* cb)
vector<unsigned char> shader; vector<unsigned char> shader;
theApp.LoadResource(IDR_TFX_FX, shader); theApp.LoadResource(IDR_TFX_FX, shader);
CompileShader((const char *)shader.data(), shader.size(), "tfx.fx", "vs_main", macro, &vs.vs, layout, countof(layout), &vs.il); CompileShader((const char *)shader.data(), shader.size(), "tfx.fx", nullptr, "vs_main", macro, &vs.vs, layout, countof(layout), &vs.il);
m_vs[sel] = vs; m_vs[sel] = vs;
@ -158,7 +158,7 @@ void GSDevice11::SetupGS(GSSelector sel)
str[0] = format("%d", sel.iip); str[0] = format("%d", sel.iip);
str[1] = format("%d", sel.prim); str[1] = format("%d", sel.prim);
D3D11_SHADER_MACRO macro[] = D3D_SHADER_MACRO macro[] =
{ {
{"GS_IIP", str[0].c_str()}, {"GS_IIP", str[0].c_str()},
{"GS_PRIM", str[1].c_str()}, {"GS_PRIM", str[1].c_str()},
@ -167,7 +167,7 @@ void GSDevice11::SetupGS(GSSelector sel)
vector<unsigned char> shader; vector<unsigned char> shader;
theApp.LoadResource(IDR_TFX_FX, shader); theApp.LoadResource(IDR_TFX_FX, shader);
CompileShader((const char *)shader.data(), shader.size(), "tfx.fx", "gs_main", macro, &gs); CompileShader((const char *)shader.data(), shader.size(), "tfx.fx", nullptr, "gs_main", macro, &gs);
m_gs[sel] = gs; m_gs[sel] = gs;
} }
@ -205,7 +205,7 @@ void GSDevice11::SetupPS(PSSelector sel, const PSConstantBuffer* cb, PSSamplerSe
str[18] = format("%d", sel.shuffle); str[18] = format("%d", sel.shuffle);
str[19] = format("%d", sel.read_ba); str[19] = format("%d", sel.read_ba);
D3D11_SHADER_MACRO macro[] = D3D_SHADER_MACRO macro[] =
{ {
{"PS_FST", str[0].c_str()}, {"PS_FST", str[0].c_str()},
{"PS_WMS", str[1].c_str()}, {"PS_WMS", str[1].c_str()},
@ -234,7 +234,7 @@ void GSDevice11::SetupPS(PSSelector sel, const PSConstantBuffer* cb, PSSamplerSe
vector<unsigned char> shader; vector<unsigned char> shader;
theApp.LoadResource(IDR_TFX_FX, shader); theApp.LoadResource(IDR_TFX_FX, shader);
CompileShader((const char *)shader.data(), shader.size(), "tfx.fx", "ps_main", macro, &ps); CompileShader((const char *)shader.data(), shader.size(), "tfx.fx", nullptr, "ps_main", macro, &ps);
m_ps[sel] = ps; m_ps[sel] = ps;

View File

@ -75,7 +75,7 @@ void GSDevice9::SetupVS(VSSelector sel, const VSConstantBuffer* cb)
str[3] = format("%d", sel.logz); str[3] = format("%d", sel.logz);
str[4] = format("%d", sel.rtcopy); str[4] = format("%d", sel.rtcopy);
D3DXMACRO macro[] = D3D_SHADER_MACRO macro[] =
{ {
{"VS_BPPZ", str[0].c_str()}, {"VS_BPPZ", str[0].c_str()},
{"VS_TME", str[1].c_str()}, {"VS_TME", str[1].c_str()},
@ -98,7 +98,7 @@ void GSDevice9::SetupVS(VSSelector sel, const VSConstantBuffer* cb)
vector<unsigned char> shader; vector<unsigned char> shader;
theApp.LoadResource(IDR_TFX_FX, shader); theApp.LoadResource(IDR_TFX_FX, shader);
CompileShader((const char *)shader.data(), shader.size(), "vs_main", macro, &vs.vs, layout, countof(layout), &vs.il); CompileShader((const char *)shader.data(), shader.size(), "tfx.fx", "vs_main", macro, &vs.vs, layout, countof(layout), &vs.il);
m_vs[sel] = vs; m_vs[sel] = vs;
@ -157,7 +157,7 @@ void GSDevice9::SetupPS(PSSelector sel, const PSConstantBuffer* cb, PSSamplerSel
str[15] = format("%d", sel.tcoffsethack); str[15] = format("%d", sel.tcoffsethack);
str[16] = format("%d", sel.point_sampler); str[16] = format("%d", sel.point_sampler);
D3DXMACRO macro[] = D3D_SHADER_MACRO macro[] =
{ {
{"PS_FST", str[0].c_str()}, {"PS_FST", str[0].c_str()},
{"PS_WMS", str[1].c_str()}, {"PS_WMS", str[1].c_str()},
@ -183,7 +183,7 @@ void GSDevice9::SetupPS(PSSelector sel, const PSConstantBuffer* cb, PSSamplerSel
vector<unsigned char> shader; vector<unsigned char> shader;
theApp.LoadResource(IDR_TFX_FX, shader); theApp.LoadResource(IDR_TFX_FX, shader);
CompileShader((const char *)shader.data(), shader.size(), "ps_main", macro, &ps); CompileShader((const char *)shader.data(), shader.size(), "tfx.fx", "ps_main", macro, &ps);
m_ps[sel] = ps; m_ps[sel] = ps;

View File

@ -25,6 +25,8 @@
#include "xbyak/xbyak_util.h" #include "xbyak/xbyak_util.h"
#ifdef _WIN32 #ifdef _WIN32
#include "GSDeviceDX.h"
#include <VersionHelpers.h>
#include "svnrev.h" #include "svnrev.h"
#else #else
#define SVN_REV 0 #define SVN_REV 0
@ -324,45 +326,24 @@ string GSUtil::GetDeviceUniqueName(cl::Device& device)
bool GSUtil::CheckDirectX() bool GSUtil::CheckDirectX()
{ {
OSVERSIONINFOEX version; if (GSDeviceDX::LoadD3DCompiler())
memset(&version, 0, sizeof(version));
version.dwOSVersionInfoSize = sizeof(version);
if(GetVersionEx((OSVERSIONINFO*)&version))
{ {
printf("Windows %d.%d.%d", version.dwMajorVersion, version.dwMinorVersion, version.dwBuildNumber); GSDeviceDX::FreeD3DCompiler();
if(version.wServicePackMajor > 0)
{
printf(" (%s %d.%d)", version.szCSDVersion, version.wServicePackMajor, version.wServicePackMinor);
}
printf("\n");
}
string d3dx9_dll = format("d3dx9_%d.dll", D3DX_SDK_VERSION);
if(HINSTANCE hDll = LoadLibrary(d3dx9_dll.c_str()))
{
FreeLibrary(hDll);
}
else
{
printf("Cannot find %s\n", d3dx9_dll.c_str());
if(MessageBox(NULL, "You need to update some directx libraries, would you like to do it now?", "GSdx", MB_YESNO) == IDYES)
{
const char* url = "https://www.microsoft.com/en-us/download/details.aspx?id=8109";
ShellExecute(NULL, "open", url, NULL, NULL, SW_SHOWNORMAL);
}
return false;
}
return true; return true;
} }
// User's system is likely broken if it fails and is Windows 8.1 or greater.
if (!IsWindows8Point1OrGreater())
{
printf("Cannot find d3dcompiler_43.dll\n");
if (MessageBox(nullptr, TEXT("You need to update some DirectX libraries, would you like to do it now?"), TEXT("GSdx"), MB_YESNO) == IDYES)
{
ShellExecute(nullptr, TEXT("open"), TEXT("https://www.microsoft.com/en-us/download/details.aspx?id=8109"), nullptr, nullptr, SW_SHOWNORMAL);
}
}
return false;
}
// --------------------------------------------------------------------------------- // ---------------------------------------------------------------------------------
// DX11 Detection (includes DXGI detection and dynamic library method bindings) // DX11 Detection (includes DXGI detection and dynamic library method bindings)
// --------------------------------------------------------------------------------- // ---------------------------------------------------------------------------------

View File

@ -37,16 +37,13 @@
#include <commctrl.h> #include <commctrl.h>
#include <commdlg.h> #include <commdlg.h>
#include <shellapi.h> #include <shellapi.h>
#include <d3dcompiler.h>
#include <d3d11.h> #include <d3d11.h>
#include <d3dx11.h>
#include <d3d9.h> #include <d3d9.h>
#include <d3dx9.h>
#include <comutil.h> #include <comutil.h>
#include <atlcomcli.h> #include <atlcomcli.h>
#define D3DCOLORWRITEENABLE_RGBA (D3DCOLORWRITEENABLE_RED | D3DCOLORWRITEENABLE_GREEN | D3DCOLORWRITEENABLE_BLUE | D3DCOLORWRITEENABLE_ALPHA) #define D3DCOLORWRITEENABLE_RGBA (D3DCOLORWRITEENABLE_RED | D3DCOLORWRITEENABLE_GREEN | D3DCOLORWRITEENABLE_BLUE | D3DCOLORWRITEENABLE_ALPHA)
#define D3D11_SHADER_MACRO D3D10_SHADER_MACRO
#define ID3D11Blob ID3D10Blob
#endif #endif

View File

@ -13,12 +13,12 @@
<WarningLevel>Level4</WarningLevel> <WarningLevel>Level4</WarningLevel>
<DebugInformationFormat>ProgramDatabase</DebugInformationFormat> <DebugInformationFormat>ProgramDatabase</DebugInformationFormat>
<DisableSpecificWarnings>4456;4458;4996;4995;4324;4100;4101;4201;4556;4127;4512;%(DisableSpecificWarnings)</DisableSpecificWarnings> <DisableSpecificWarnings>4456;4458;4996;4995;4324;4100;4101;4201;4556;4127;4512;%(DisableSpecificWarnings)</DisableSpecificWarnings>
<AdditionalIncludeDirectories>$(DXSDK_DIR)include;$(VTUNE_AMPLIFIER_XE_2015_DIR)include;$(SolutionDir)3rdparty;$(SolutionDir)3rdparty\libpng;$(SolutionDir)3rdparty\opencl;$(SolutionDir)3rdparty\zlib;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories> <AdditionalIncludeDirectories>$(VTUNE_AMPLIFIER_XE_2015_DIR)include;$(SolutionDir)3rdparty;$(SolutionDir)3rdparty\libpng;$(SolutionDir)3rdparty\opencl;$(SolutionDir)3rdparty\zlib;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<MultiProcessorCompilation>true</MultiProcessorCompilation> <MultiProcessorCompilation>true</MultiProcessorCompilation>
</ClCompile> </ClCompile>
<Link> <Link>
<AdditionalDependencies>d3d11.lib;d3dx11.lib;d3d10_1.lib;d3dx10.lib;d3d9.lib;d3dx9.lib;dxgi.lib;dxguid.lib;winmm.lib;strmiids.lib;xinput.lib;opengl32.lib;opencl.lib;comsuppw.lib;comctl32.lib;%(AdditionalDependencies)</AdditionalDependencies> <AdditionalDependencies>d3d11.lib;d3d10_1.lib;d3d9.lib;dxgi.lib;dxguid.lib;winmm.lib;strmiids.lib;opengl32.lib;opencl.lib;comsuppw.lib;comctl32.lib;%(AdditionalDependencies)</AdditionalDependencies>
<DelayLoadDLLs>d3d9.dll;d3dx9_43.dll;d3d11.dll;d3dx11_43.dll;dxgi.dll;opengl32.dll;%(DelayLoadDLLs)</DelayLoadDLLs> <DelayLoadDLLs>d3d9.dll;d3d11.dll;dxgi.dll;opengl32.dll;%(DelayLoadDLLs)</DelayLoadDLLs>
<GenerateDebugInformation>true</GenerateDebugInformation> <GenerateDebugInformation>true</GenerateDebugInformation>
<SubSystem>Windows</SubSystem> <SubSystem>Windows</SubSystem>
<RandomizedBaseAddress>false</RandomizedBaseAddress> <RandomizedBaseAddress>false</RandomizedBaseAddress>

View File

@ -1,15 +1,8 @@
<?xml version="1.0" encoding="utf-8"?> <?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003"> <Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<ImportGroup Label="PropertySheets" />
<PropertyGroup Label="UserMacros" />
<PropertyGroup />
<ItemDefinitionGroup> <ItemDefinitionGroup>
<Link> <Link>
<AdditionalLibraryDirectories>$(DXSDK_DIR)Lib\x64;$(ProjectDir)vtune\x64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories> <AdditionalLibraryDirectories>$(ProjectDir)vtune\x64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
</Link> </Link>
<ClCompile>
<PreprocessorDefinitions>_WIN64;%(PreprocessorDefinitions)</PreprocessorDefinitions>
</ClCompile>
</ItemDefinitionGroup> </ItemDefinitionGroup>
<ItemGroup />
</Project> </Project>

View File

@ -1,16 +1,8 @@
<?xml version="1.0" encoding="utf-8"?> <?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003"> <Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<ImportGroup Label="PropertySheets" />
<PropertyGroup Label="UserMacros" />
<PropertyGroup />
<ItemDefinitionGroup> <ItemDefinitionGroup>
<Link> <Link>
<AdditionalLibraryDirectories>$(DXSDK_DIR)Lib\x86;$(ProjectDir)vtune\x86;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories> <AdditionalLibraryDirectories>$(ProjectDir)vtune\x86;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
</Link> </Link>
<ClCompile />
<ClCompile>
<PreprocessorDefinitions>_WIN32;%(PreprocessorDefinitions)</PreprocessorDefinitions>
</ClCompile>
</ItemDefinitionGroup> </ItemDefinitionGroup>
<ItemGroup />
</Project> </Project>