#define NUM_FILTERS 2 // texture filtering #define NUM_TYPES 5 // types of texture read modes #define NUM_TEXWRAPS 4 // texture wrapping #define NUM_SHADERS (NUM_FILTERS*NUM_TYPES*NUM_TEXWRAPS*32) // # shaders for a given ps #define SHADER_20 0 #define SHADER_20a 1 #define SHADER_20b 2 #define SHADER_30 3 // ps == 0, 2.0 // ps == 1, 2.0a, nvidia // ps == 2, 2.0b, ati const static char* g_pShaders[4] = { "ps_2_0", "ps_2_a", "ps_2_b", "ps_3_0" }; const static char* g_pPsTexWrap[] = { "REPEAT", "CLAMP", "REGION_REPEAT", NULL }; const static char* g_pTexTypes[] = { "32", "tex32", "clut32", "tex32to16", "tex16to8h" }; #define TEXWRAP_REPEAT 0 #define TEXWRAP_CLAMP 1 #define TEXWRAP_REGION_REPEAT 2 #define TEXWRAP_REPEAT_CLAMP 3 inline int GET_SHADER_INDEX(int type, int texfilter, int texwrap, int fog, int writedepth, int testaem, int exactcolor, int context, int ps) { return type + texfilter*NUM_TYPES + NUM_FILTERS*NUM_TYPES*texwrap + NUM_TEXWRAPS*NUM_FILTERS*NUM_TYPES*(fog+2*writedepth+4*testaem+8*exactcolor+16*context+32*ps); } static HRESULT LoadShaderFromType(const char* srcfile, int type, int texfilter, int texwrap, int fog, int writedepth, int testaem, int exactcolor, int ps, DWORD flags, IDirect3DDevice9* pd3dDevice, ID3DXInclude* pInclude, IDirect3DPixelShader9** pps) { assert( texwrap < NUM_TEXWRAPS); assert( type < NUM_TYPES ); char str[255]; sprintf(str, "Texture%s%d_%sPS", fog?"Fog":"", texfilter, g_pTexTypes[type]); LPD3DXBUFFER pShader = NULL, pError = NULL; SAFE_RELEASE(*pps); vector macros; D3DXMACRO dummy; dummy.Definition = NULL; dummy.Name = NULL; if( g_pPsTexWrap[texwrap] != NULL ) { D3DXMACRO m; m.Name = g_pPsTexWrap[texwrap]; m.Definition = "1"; macros.push_back(m); } if( writedepth ) { D3DXMACRO m; m.Name = "WRITE_DEPTH"; m.Definition = "1"; macros.push_back(m); } if( testaem ) { D3DXMACRO m; m.Name = "TEST_AEM"; m.Definition = "1"; macros.push_back(m); } if( exactcolor ) { D3DXMACRO m; m.Name = "EXACT_COLOR"; m.Definition = "1"; macros.push_back(m); } macros.push_back(dummy); HRESULT hr = D3DXCompileShaderFromFile(srcfile, ¯os[0], pInclude, str, g_pShaders[ps], flags, &pShader, &pError, NULL); if( FAILED(hr) ) { printf("Failed to load %s\n%s\n", str, pError->GetBufferPointer()); SAFE_RELEASE(pShader); SAFE_RELEASE(pError); return hr; } DWORD* ptr = (DWORD*)pShader->GetBufferPointer(); hr = pd3dDevice->CreatePixelShader(ptr, pps); SAFE_RELEASE(pShader); SAFE_RELEASE(pError); return hr; } struct SHADERHEADER { DWORD index, offset, size; // if highest bit of index is set, pixel shader }; #define SH_30 0x4000 // or for vs3.0 shaders #define SH_WRITEDEPTH 0x2000 // depth is written #define SH_CONTEXT1 0x1000 // context1 is used #define SH_REGULARVS 0x8000 #define SH_TEXTUREVS 0x8001 #define SH_REGULARFOGVS 0x8002 #define SH_TEXTUREFOGVS 0x8003 #define SH_REGULARPS 0x8004 #define SH_REGULARFOGPS 0x8005 #define SH_BITBLTVS 0x8006 #define SH_BITBLTPS 0x8007 #define SH_BITBLTDEPTHPS 0x8009 #define SH_CRTCTARGPS 0x800a #define SH_CRTCPS 0x800b #define SH_CRTC24PS 0x800c #define SH_ZEROPS 0x800e #define SH_BASETEXTUREPS 0x800f #define SH_BITBLTAAPS 0x8010 #define SH_CRTCTARGINTERPS 0x8012 #define SH_CRTCINTERPS 0x8013 #define SH_CRTC24INTERPS 0x8014 #define SH_BITBLTDEPTHMRTPS 0x8016 #define SH_BITBLTDEPTHTEXPS 0x8017 #define SH_BITBLTDEPTHTEXMRTPS 0x8018 #define SH_CONVERT16TO32PS 0x8020 #define SH_CONVERT32TO16PS 0x8021