Jordan Woyak 194493cc04 Some work on merging the video plugins: Added a new plugin to the solution(shouldn't build by default) which combines the DX9, DX11, and OGL plugins with their common code merged (and some things temporarily removed). In it's current state the plugin is hardly usable. Perhaps someone with knowledge of the video plugins will be able to fix the things I have broken more easily than me(or point me in the right direction). I will continue to work on it as well.
Main Issues:
DX11 is functional with a ~2MB/s mem leak.
OpenGL/DirectX9 have a black display while game runs. (DirectX 9 flashes good display on emulation stop)
Too many virtual function calls. (once everything is working, I will work on removing them)
Won't build on non-Windows in its current state. (mainly EmuWindow will need changes for Linux/OS X)
Probably other stuff.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6219 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-09-20 21:45:47 +00:00

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// 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 <d3dx9.h>
#include <string>
#include "VideoConfig.h"
#include "DX9_D3DShader.h"
namespace DX9
{
namespace D3D
{
// Bytecode->shader.
LPDIRECT3DVERTEXSHADER9 CreateVertexShaderFromByteCode(const u8 *bytecode, int len)
{
LPDIRECT3DVERTEXSHADER9 v_shader;
HRESULT hr = D3D::dev->CreateVertexShader((DWORD *)bytecode, &v_shader);
if (FAILED(hr))
v_shader = 0;
return v_shader;
}
// Code->bytecode.
bool CompileVertexShader(const char *code, int len, u8 **bytecode, int *bytecodelen)
{
//try to compile
LPD3DXBUFFER shaderBuffer = 0;
LPD3DXBUFFER errorBuffer = 0;
HRESULT hr = PD3DXCompileShader(code, len, 0, 0, "main", D3D::VertexShaderVersionString(),
0, &shaderBuffer, &errorBuffer, 0);
if (FAILED(hr))
{
//compilation error
if (g_ActiveConfig.bShowShaderErrors) {
std::string hello = (char*)errorBuffer->GetBufferPointer();
hello += "\n\n";
hello += code;
MessageBoxA(0, hello.c_str(), "Error compiling vertex shader", MB_ICONERROR);
}
*bytecode = 0;
*bytecodelen = 0;
}
else if (SUCCEEDED(hr))
{
*bytecodelen = shaderBuffer->GetBufferSize();
*bytecode = new u8[*bytecodelen];
memcpy(*bytecode, shaderBuffer->GetBufferPointer(), *bytecodelen);
}
//cleanup
if (shaderBuffer)
shaderBuffer->Release();
if (errorBuffer)
errorBuffer->Release();
return SUCCEEDED(hr) ? true : false;
}
// Bytecode->shader.
LPDIRECT3DPIXELSHADER9 CreatePixelShaderFromByteCode(const u8 *bytecode, int len)
{
LPDIRECT3DPIXELSHADER9 p_shader;
HRESULT hr = D3D::dev->CreatePixelShader((DWORD *)bytecode, &p_shader);
if (FAILED(hr))
p_shader = 0;
return p_shader;
}
bool CompilePixelShader(const char *code, int len, u8 **bytecode, int *bytecodelen)
{
LPD3DXBUFFER shaderBuffer = 0;
LPD3DXBUFFER errorBuffer = 0;
// Someone:
// For some reason, I had this kind of errors : "Shader uses texture addressing operations
// in a dependency chain that is too complex for the target shader model (ps_2_0) to handle."
HRESULT hr = PD3DXCompileShader(code, len, 0, 0, "main", D3D::PixelShaderVersionString(),
0, &shaderBuffer, &errorBuffer, 0);
if (FAILED(hr))
{
if (g_ActiveConfig.bShowShaderErrors) {
std::string hello = (char*)errorBuffer->GetBufferPointer();
hello += "\n\n";
hello += code;
MessageBoxA(0, hello.c_str(), "Error compiling pixel shader", MB_ICONERROR);
}
*bytecode = 0;
*bytecodelen = 0;
}
else if (SUCCEEDED(hr))
{
*bytecodelen = shaderBuffer->GetBufferSize();
*bytecode = new u8[*bytecodelen];
memcpy(*bytecode, shaderBuffer->GetBufferPointer(), *bytecodelen);
}
//cleanup
if (shaderBuffer)
shaderBuffer->Release();
if (errorBuffer)
errorBuffer->Release();
return SUCCEEDED(hr) ? true : false;
}
LPDIRECT3DVERTEXSHADER9 CompileAndCreateVertexShader(const char *code, int len) {
u8 *bytecode;
int bytecodelen;
if (CompileVertexShader(code, len, &bytecode, &bytecodelen)) {
LPDIRECT3DVERTEXSHADER9 v_shader = CreateVertexShaderFromByteCode(bytecode, len);
delete [] bytecode;
return v_shader;
} else {
return 0;
}
}
LPDIRECT3DPIXELSHADER9 CompileAndCreatePixelShader(const char *code, int len) {
u8 *bytecode;
int bytecodelen;
if (CompilePixelShader(code, len, &bytecode, &bytecodelen)) {
LPDIRECT3DPIXELSHADER9 p_shader = CreatePixelShaderFromByteCode(bytecode, len);
delete [] bytecode;
return p_shader;
} else {
return 0;
}
}
} // namespace
}