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https://github.com/dolphin-emu/dolphin.git
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762ce28977
Disable D3D10_SHADER_ENABLE_BACKWARDS_COMPATIBILITY when compiling pixel shaders in Debug configurations as well. Properly support centered text drawing, even though it's not used, yet. Credits go to xsacha for this one. Found an awesome hacky way to free the buffer memory used by ReplaceTexture2D. At least it gets freed at all now... Various other tweaks to texture conversion. git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5724 8ced0084-cf51-0410-be5f-012b33b47a6e
142 lines
4.0 KiB
C++
142 lines
4.0 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 <d3dx11.h>
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#include <d3dcompiler.h>
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#include <string>
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#include "VideoConfig.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(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, ID3D10Blob** 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 = D3DCompile(code, len, NULL, NULL, NULL, "main", D3D::VertexShaderVersionString(),
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flags, 0, &shaderBuffer, &errorBuffer);
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if (FAILED(hr))
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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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*blob = NULL;
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}
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else *blob = shaderBuffer;
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//cleanup
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if (errorBuffer) errorBuffer->Release();
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return SUCCEEDED(hr);
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}
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// bytecode->shader
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ID3D11PixelShader* CreatePixelShaderFromByteCode(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, ID3D10Blob** 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 = D3DCompile(code, len, NULL, NULL, NULL, "main", D3D::PixelShaderVersionString(),
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flags, 0, &shaderBuffer, &errorBuffer);
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if (FAILED(hr))
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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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*blob = NULL;
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}
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else *blob = shaderBuffer;
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// cleanup
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if (errorBuffer) errorBuffer->Release();
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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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ID3D10Blob* 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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ID3D10Blob* 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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