NeoBrainX 762ce28977 DX11:
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
2010-06-16 13:36:40 +00:00

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4.0 KiB
C++

// Copyright (C) 2003 Dolphin Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official SVN repository and contact information can be found at
// http://code.google.com/p/dolphin-emu/
#include <d3dx11.h>
#include <d3dcompiler.h>
#include <string>
#include "VideoConfig.h"
#include "D3DShader.h"
namespace D3D
{
// bytecode->shader
ID3D11VertexShader* CreateVertexShaderFromByteCode(void* bytecode, unsigned int len)
{
ID3D11VertexShader* v_shader;
HRESULT hr = D3D::device->CreateVertexShader(bytecode, len, NULL, &v_shader);
if (FAILED(hr))
{
PanicAlert("CreateVertexShaderFromByteCode failed from %p (size %d) at %s %d\n", bytecode, len, __FILE__, __LINE__);
v_shader = NULL;
}
return v_shader;
}
// code->bytecode
bool CompileVertexShader(const char* code, unsigned int len, ID3D10Blob** blob)
{
ID3D10Blob* shaderBuffer = NULL;
ID3D10Blob* errorBuffer = NULL;
#if defined(_DEBUG) || defined(DEBUGFAST)
UINT flags = D3D10_SHADER_ENABLE_BACKWARDS_COMPATIBILITY|D3D10_SHADER_DEBUG|D3D10_SHADER_WARNINGS_ARE_ERRORS;
#else
UINT flags = D3D10_SHADER_ENABLE_BACKWARDS_COMPATIBILITY|D3D10_SHADER_OPTIMIZATION_LEVEL3|D3D10_SHADER_SKIP_VALIDATION;
#endif
HRESULT hr = D3DCompile(code, len, NULL, NULL, NULL, "main", D3D::VertexShaderVersionString(),
flags, 0, &shaderBuffer, &errorBuffer);
if (FAILED(hr))
{
std::string msg = (char*)errorBuffer->GetBufferPointer();
msg += "\n\n";
msg += code;
MessageBoxA(0, msg.c_str(), "Error compiling pixel shader", MB_ICONERROR);
*blob = NULL;
}
else *blob = shaderBuffer;
//cleanup
if (errorBuffer) errorBuffer->Release();
return SUCCEEDED(hr);
}
// bytecode->shader
ID3D11PixelShader* CreatePixelShaderFromByteCode(void* bytecode, unsigned int len)
{
ID3D11PixelShader* p_shader;
HRESULT hr = D3D::device->CreatePixelShader(bytecode, len, NULL, &p_shader);
if (FAILED(hr))
{
PanicAlert("CreatePixelShaderFromByteCode failed at %s %d\n", __FILE__, __LINE__);
p_shader = NULL;
}
return p_shader;
}
// code->bytecode
bool CompilePixelShader(const char* code, unsigned int len, ID3D10Blob** blob)
{
ID3D10Blob* shaderBuffer = NULL;
ID3D10Blob* errorBuffer = NULL;
#if defined(_DEBUG) || defined(DEBUGFAST)
UINT flags = D3D10_SHADER_DEBUG|D3D10_SHADER_WARNINGS_ARE_ERRORS;
#else
UINT flags = D3D10_SHADER_OPTIMIZATION_LEVEL3;
#endif
HRESULT hr = D3DCompile(code, len, NULL, NULL, NULL, "main", D3D::PixelShaderVersionString(),
flags, 0, &shaderBuffer, &errorBuffer);
if (FAILED(hr))
{
std::string msg = (char*)errorBuffer->GetBufferPointer();
msg += "\n\n";
msg += code;
MessageBoxA(0, msg.c_str(), "Error compiling pixel shader", MB_ICONERROR);
*blob = NULL;
}
else *blob = shaderBuffer;
// cleanup
if (errorBuffer) errorBuffer->Release();
return SUCCEEDED(hr);
}
ID3D11VertexShader* CompileAndCreateVertexShader(const char* code, unsigned int len)
{
ID3D10Blob* blob = NULL;
if (CompileVertexShader(code, len, &blob))
{
ID3D11VertexShader* v_shader = CreateVertexShaderFromByteCode(blob);
blob->Release();
return v_shader;
}
PanicAlert("Failed to compile and create vertex shader from %p (size %d) at %s %d\n", code, len, __FILE__, __LINE__);
return NULL;
}
ID3D11PixelShader* CompileAndCreatePixelShader(const char* code, unsigned int len)
{
ID3D10Blob* blob = NULL;
CompilePixelShader(code, len, &blob);
if (blob)
{
ID3D11PixelShader* p_shader = CreatePixelShaderFromByteCode(blob);
blob->Release();
return p_shader;
}
PanicAlert("Failed to compile and create pixel shader, %s %d\n", __FILE__, __LINE__);
return NULL;
}
} // namespace