mirror of https://github.com/PCSX2/pcsx2.git
gsdx-d3d9: Remove d3dx9 stuff and use d3dcompile
Using D3DX9 requires the end user to install the Direct X redist files. Switch to using D3DCompile.
This commit is contained in:
parent
2ec8d88d80
commit
b243e2532b
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@ -127,11 +127,6 @@ EXPORT_C_(int) GSinit()
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s_hr = ::CoInitializeEx(NULL, COINIT_MULTITHREADED);
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s_hr = ::CoInitializeEx(NULL, COINIT_MULTITHREADED);
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if(!GSUtil::CheckDirectX())
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{
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return -1;
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}
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if (!GSDeviceDX::LoadD3DCompiler())
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if (!GSDeviceDX::LoadD3DCompiler())
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{
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{
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return -1;
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return -1;
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@ -292,11 +292,11 @@ bool GSDevice9::Create(GSWnd* wnd)
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vector<unsigned char> shader;
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vector<unsigned char> shader;
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theApp.LoadResource(IDR_CONVERT_FX, shader);
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theApp.LoadResource(IDR_CONVERT_FX, shader);
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CompileShader((const char *)shader.data(), shader.size(), "vs_main", NULL, &m_convert.vs, il_convert, countof(il_convert), &m_convert.il);
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CompileShader((const char *)shader.data(), shader.size(), "convert.fx", "vs_main", nullptr, &m_convert.vs, il_convert, countof(il_convert), &m_convert.il);
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for(size_t i = 0; i < countof(m_convert.ps); i++)
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for(size_t i = 0; i < countof(m_convert.ps); i++)
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{
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{
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CompileShader((const char *)shader.data(), shader.size(), format("ps_main%d", i), NULL, &m_convert.ps[i]);
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CompileShader((const char *)shader.data(), shader.size(), "convert.fx", format("ps_main%d", i), nullptr, &m_convert.ps[i]);
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}
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}
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m_convert.dss.DepthEnable = false;
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m_convert.dss.DepthEnable = false;
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@ -328,7 +328,7 @@ bool GSDevice9::Create(GSWnd* wnd)
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theApp.LoadResource(IDR_MERGE_FX, shader);
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theApp.LoadResource(IDR_MERGE_FX, shader);
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for(size_t i = 0; i < countof(m_merge.ps); i++)
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for(size_t i = 0; i < countof(m_merge.ps); i++)
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{
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{
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CompileShader((const char *)shader.data(), shader.size(), format("ps_main%d", i), NULL, &m_merge.ps[i]);
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CompileShader((const char *)shader.data(), shader.size(), "merge.fx", format("ps_main%d", i), nullptr, &m_merge.ps[i]);
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}
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}
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m_merge.bs.BlendEnable = true;
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m_merge.bs.BlendEnable = true;
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@ -345,7 +345,7 @@ bool GSDevice9::Create(GSWnd* wnd)
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theApp.LoadResource(IDR_INTERLACE_FX, shader);
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theApp.LoadResource(IDR_INTERLACE_FX, shader);
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for(size_t i = 0; i < countof(m_interlace.ps); i++)
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for(size_t i = 0; i < countof(m_interlace.ps); i++)
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{
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{
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CompileShader((const char *)shader.data(), shader.size(), format("ps_main%d", i), NULL, &m_interlace.ps[i]);
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CompileShader((const char *)shader.data(), shader.size(), "interlace.fx", format("ps_main%d", i), nullptr, &m_interlace.ps[i]);
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}
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}
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// Shade Boost
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// Shade Boost
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@ -360,7 +360,7 @@ bool GSDevice9::Create(GSWnd* wnd)
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str[1] = format("%d", ShadeBoost_Brightness);
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str[1] = format("%d", ShadeBoost_Brightness);
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str[2] = format("%d", ShadeBoost_Contrast);
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str[2] = format("%d", ShadeBoost_Contrast);
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D3DXMACRO macro[] =
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D3D_SHADER_MACRO macro[] =
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{
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{
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{"SB_SATURATION", str[0].c_str()},
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{"SB_SATURATION", str[0].c_str()},
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{"SB_BRIGHTNESS", str[1].c_str()},
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{"SB_BRIGHTNESS", str[1].c_str()},
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@ -369,7 +369,7 @@ bool GSDevice9::Create(GSWnd* wnd)
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};
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};
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theApp.LoadResource(IDR_SHADEBOOST_FX, shader);
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theApp.LoadResource(IDR_SHADEBOOST_FX, shader);
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CompileShader((const char *)shader.data(), shader.size(), "ps_main", macro, &m_shadeboost.ps);
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CompileShader((const char *)shader.data(), shader.size(), "shadeboost.fx", "ps_main", macro, &m_shadeboost.ps);
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// create shader layout
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// create shader layout
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@ -952,7 +952,7 @@ void GSDevice9::InitExternalFX()
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if (fshader.good())
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if (fshader.good())
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{
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{
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shader << fshader.rdbuf();
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shader << fshader.rdbuf();
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CompileShader(shader.str().c_str(), shader.str().length(), "ps_main", NULL, &m_shaderfx.ps);
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CompileShader(shader.str().c_str(), shader.str().length(), shader_name.c_str(), "ps_main", nullptr, &m_shaderfx.ps);
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}
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}
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else
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else
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{
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{
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@ -991,7 +991,7 @@ void GSDevice9::InitFXAA()
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try {
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try {
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vector<unsigned char> shader;
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vector<unsigned char> shader;
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theApp.LoadResource(IDR_FXAA_FX, shader);
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theApp.LoadResource(IDR_FXAA_FX, shader);
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CompileShader((const char *)shader.data(), shader.size(), "ps_main", NULL, &m_fxaa.ps);
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CompileShader((const char *)shader.data(), shader.size(), "fxaa.fx", "ps_main", nullptr, &m_fxaa.ps);
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}
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}
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catch (GSDXRecoverableError) {
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catch (GSDXRecoverableError) {
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printf("GSdx: Failed to compile fxaa shader.\n");
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printf("GSdx: Failed to compile fxaa shader.\n");
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@ -1447,17 +1447,17 @@ void GSDevice9::OMSetRenderTargets(GSTexture* rt, GSTexture* ds, const GSVector4
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}
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}
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}
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}
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void GSDevice9::CompileShader(const char *source, size_t size, const string& entry, const D3DXMACRO* macro, IDirect3DVertexShader9** vs, const D3DVERTEXELEMENT9* layout, int count, IDirect3DVertexDeclaration9** il)
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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)
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{
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{
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vector<D3DXMACRO> m;
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vector<D3D_SHADER_MACRO> m;
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PrepareShaderMacro(m, macro);
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PrepareShaderMacro(m, macro);
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HRESULT hr;
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HRESULT hr;
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CComPtr<ID3DXBuffer> shader, error;
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CComPtr<ID3DBlob> shader, error;
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hr = D3DXCompileShader(source, size, &m[0], NULL, entry.c_str(), m_shader.vs.c_str(), 0, &shader, &error, NULL);
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hr = s_pD3DCompile(source, size, nullptr, &m[0], nullptr, entry.c_str(), m_shader.vs.c_str(), 0, 0, &shader, &error);
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if(SUCCEEDED(hr))
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if(SUCCEEDED(hr))
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{
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{
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@ -1483,27 +1483,27 @@ void GSDevice9::CompileShader(const char *source, size_t size, const string& ent
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}
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}
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}
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}
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void GSDevice9::CompileShader(const char *source, size_t size, const string& entry, const D3DXMACRO* macro, IDirect3DPixelShader9** ps)
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void GSDevice9::CompileShader(const char *source, size_t size, const char *filename, const string& entry, const D3D_SHADER_MACRO* macro, IDirect3DPixelShader9** ps)
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{
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{
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uint32 flags = 0;
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uint32 flags = 0;
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if(m_shader.level >= D3D_FEATURE_LEVEL_9_3)
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if(m_shader.level >= D3D_FEATURE_LEVEL_9_3)
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{
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{
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flags |= D3DXSHADER_AVOID_FLOW_CONTROL;
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flags |= D3DCOMPILE_AVOID_FLOW_CONTROL;
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}
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}
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else
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else
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{
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{
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flags |= D3DXSHADER_SKIPVALIDATION;
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flags |= D3DCOMPILE_SKIP_VALIDATION;
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}
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}
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vector<D3DXMACRO> m;
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vector<D3D_SHADER_MACRO> m;
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PrepareShaderMacro(m, macro);
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PrepareShaderMacro(m, macro);
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HRESULT hr;
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HRESULT hr;
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CComPtr<ID3DXBuffer> shader, error;
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CComPtr<ID3DBlob> shader, error;
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hr = D3DXCompileShader(source, size, &m[0], NULL, entry.c_str(), m_shader.ps.c_str(), flags, &shader, &error, NULL);
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hr = s_pD3DCompile(source, size, filename, &m[0], nullptr, entry.c_str(), m_shader.ps.c_str(), flags, 0, &shader, &error);
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if(SUCCEEDED(hr))
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if(SUCCEEDED(hr))
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{
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{
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@ -237,8 +237,8 @@ public:
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IDirect3DDevice9* operator->() {return m_dev;}
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IDirect3DDevice9* operator->() {return m_dev;}
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operator IDirect3DDevice9*() {return m_dev;}
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operator IDirect3DDevice9*() {return m_dev;}
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void CompileShader(const char *source, size_t size, const string& entry, const D3DXMACRO* macro, IDirect3DVertexShader9** vs, const D3DVERTEXELEMENT9* layout, int count, IDirect3DVertexDeclaration9** il);
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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);
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void CompileShader(const char *source, size_t size, const string& entry, const D3DXMACRO* macro, IDirect3DPixelShader9** ps);
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void CompileShader(const char *source, size_t size, const char *filename, const string& entry, const D3D_SHADER_MACRO* macro, IDirect3DPixelShader9** ps);
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void SetupVS(VSSelector sel, const VSConstantBuffer* cb);
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void SetupVS(VSSelector sel, const VSConstantBuffer* cb);
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void SetupGS(GSSelector sel) {}
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void SetupGS(GSSelector sel) {}
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@ -75,7 +75,7 @@ void GSDevice9::SetupVS(VSSelector sel, const VSConstantBuffer* cb)
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str[3] = format("%d", sel.logz);
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str[3] = format("%d", sel.logz);
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str[4] = format("%d", sel.rtcopy);
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str[4] = format("%d", sel.rtcopy);
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D3DXMACRO macro[] =
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D3D_SHADER_MACRO macro[] =
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{
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{
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{"VS_BPPZ", str[0].c_str()},
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{"VS_BPPZ", str[0].c_str()},
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{"VS_TME", str[1].c_str()},
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{"VS_TME", str[1].c_str()},
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@ -98,7 +98,7 @@ void GSDevice9::SetupVS(VSSelector sel, const VSConstantBuffer* cb)
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vector<unsigned char> shader;
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vector<unsigned char> shader;
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theApp.LoadResource(IDR_TFX_FX, shader);
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theApp.LoadResource(IDR_TFX_FX, shader);
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CompileShader((const char *)shader.data(), shader.size(), "vs_main", macro, &vs.vs, layout, countof(layout), &vs.il);
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CompileShader((const char *)shader.data(), shader.size(), "tfx.fx", "vs_main", macro, &vs.vs, layout, countof(layout), &vs.il);
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m_vs[sel] = vs;
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m_vs[sel] = vs;
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@ -157,7 +157,7 @@ void GSDevice9::SetupPS(PSSelector sel, const PSConstantBuffer* cb, PSSamplerSel
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str[15] = format("%d", sel.tcoffsethack);
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str[15] = format("%d", sel.tcoffsethack);
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str[16] = format("%d", sel.point_sampler);
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str[16] = format("%d", sel.point_sampler);
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D3DXMACRO macro[] =
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D3D_SHADER_MACRO macro[] =
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{
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{
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{"PS_FST", str[0].c_str()},
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{"PS_FST", str[0].c_str()},
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{"PS_WMS", str[1].c_str()},
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{"PS_WMS", str[1].c_str()},
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@ -183,7 +183,7 @@ void GSDevice9::SetupPS(PSSelector sel, const PSConstantBuffer* cb, PSSamplerSel
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vector<unsigned char> shader;
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vector<unsigned char> shader;
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theApp.LoadResource(IDR_TFX_FX, shader);
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theApp.LoadResource(IDR_TFX_FX, shader);
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CompileShader((const char *)shader.data(), shader.size(), "ps_main", macro, &ps);
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CompileShader((const char *)shader.data(), shader.size(), "tfx.fx", "ps_main", macro, &ps);
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m_ps[sel] = ps;
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m_ps[sel] = ps;
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@ -25,6 +25,8 @@
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#include "xbyak/xbyak_util.h"
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#include "xbyak/xbyak_util.h"
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#ifdef _WIN32
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#ifdef _WIN32
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#include "GSDeviceDX.h"
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#include <VersionHelpers.h>
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#include "svnrev.h"
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#include "svnrev.h"
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#else
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#else
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#define SVN_REV 0
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#define SVN_REV 0
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@ -324,43 +326,22 @@ string GSUtil::GetDeviceUniqueName(cl::Device& device)
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bool GSUtil::CheckDirectX()
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bool GSUtil::CheckDirectX()
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{
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{
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OSVERSIONINFOEX version;
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if (GSDeviceDX::LoadD3DCompiler())
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memset(&version, 0, sizeof(version));
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version.dwOSVersionInfoSize = sizeof(version);
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if(GetVersionEx((OSVERSIONINFO*)&version))
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{
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{
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printf("Windows %d.%d.%d", version.dwMajorVersion, version.dwMinorVersion, version.dwBuildNumber);
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GSDeviceDX::FreeD3DCompiler();
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if(version.wServicePackMajor > 0)
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{
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printf(" (%s %d.%d)", version.szCSDVersion, version.wServicePackMajor, version.wServicePackMinor);
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}
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printf("\n");
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}
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string d3dx9_dll = format("d3dx9_%d.dll", D3DX_SDK_VERSION);
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if(HINSTANCE hDll = LoadLibrary(d3dx9_dll.c_str()))
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{
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FreeLibrary(hDll);
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}
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else
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{
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printf("Cannot find %s\n", d3dx9_dll.c_str());
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if(MessageBox(NULL, "You need to update some directx libraries, would you like to do it now?", "GSdx", MB_YESNO) == IDYES)
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{
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const char* url = "https://www.microsoft.com/en-us/download/details.aspx?id=8109";
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ShellExecute(NULL, "open", url, NULL, NULL, SW_SHOWNORMAL);
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}
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return false;
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}
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return true;
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return true;
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}
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// User's system is likely broken if it fails and is Windows 8.1 or greater.
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if (!IsWindows8Point1OrGreater())
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{
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printf("Cannot find d3dcompiler_43.dll\n");
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if (MessageBox(nullptr, TEXT("You need to update some DirectX libraries, would you like to do it now?"), TEXT("GSdx"), MB_YESNO) == IDYES)
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{
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ShellExecute(nullptr, TEXT("open"), TEXT("https://www.microsoft.com/en-us/download/details.aspx?id=8109"), nullptr, nullptr, SW_SHOWNORMAL);
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}
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}
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return false;
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}
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}
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// ---------------------------------------------------------------------------------
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// ---------------------------------------------------------------------------------
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@ -40,7 +40,6 @@
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#include <d3dcompiler.h>
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#include <d3dcompiler.h>
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#include <d3d11.h>
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#include <d3d11.h>
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#include <d3d9.h>
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#include <d3d9.h>
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#include <d3dx9.h>
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#include <comutil.h>
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#include <comutil.h>
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#include <atlcomcli.h>
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#include <atlcomcli.h>
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@ -18,8 +18,8 @@
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<MultiProcessorCompilation>true</MultiProcessorCompilation>
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<MultiProcessorCompilation>true</MultiProcessorCompilation>
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</ClCompile>
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</ClCompile>
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<Link>
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<Link>
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<AdditionalDependencies>d3d11.lib;d3d10_1.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>
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<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>
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<DelayLoadDLLs>d3d9.dll;d3dx9_43.dll;d3d11.dll;dxgi.dll;opengl32.dll;%(DelayLoadDLLs)</DelayLoadDLLs>
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<DelayLoadDLLs>d3d9.dll;d3d11.dll;dxgi.dll;opengl32.dll;%(DelayLoadDLLs)</DelayLoadDLLs>
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<GenerateDebugInformation>true</GenerateDebugInformation>
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<GenerateDebugInformation>true</GenerateDebugInformation>
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<SubSystem>Windows</SubSystem>
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<SubSystem>Windows</SubSystem>
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<RandomizedBaseAddress>false</RandomizedBaseAddress>
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<RandomizedBaseAddress>false</RandomizedBaseAddress>
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