gsdx-dx: Load D3DCompiler dll at runtime

D3DCompiler_47.dll will be loaded for Windows 8.1 and above (and maybe
Windows 7 devs), D3DCompiler_43.dll will be loaded for Windows 7 and
below.
This commit is contained in:
Jonathan Li 2016-03-19 19:07:02 +00:00
parent 80b6140a3e
commit 8f4823d604
4 changed files with 63 additions and 0 deletions

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@ -132,6 +132,10 @@ EXPORT_C_(int) GSinit()
return -1;
}
if (!GSDeviceDX::LoadD3DCompiler())
{
return -1;
}
#endif
return 0;
@ -156,6 +160,8 @@ EXPORT_C GSshutdown()
s_hr = E_FAIL;
}
GSDeviceDX::FreeD3DCompiler();
#endif
}

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@ -22,6 +22,11 @@
#include "stdafx.h"
#include "GSdx.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()
{
@ -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)
{
if(m_msaa < 2)

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@ -278,6 +278,12 @@ protected:
uint32 m_msaa;
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);
public:
@ -297,6 +303,9 @@ public:
virtual bool HasStencil() = 0;
virtual bool HasDepth32() = 0;
static bool LoadD3DCompiler();
static void FreeD3DCompiler();
template<class T> void PrepareShaderMacro(vector<T>& dst, const T* src)
{
dst.clear();

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@ -37,6 +37,7 @@
#include <commctrl.h>
#include <commdlg.h>
#include <shellapi.h>
#include <d3dcompiler.h>
#include <d3d11.h>
#include <d3dx11.h>
#include <d3d9.h>