2010-06-13 19:50:06 +00:00
										 
									 
								 
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								// 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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											2010-06-16 13:36:40 +00:00
										 
									 
								 
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									UINT flags = D3D10_SHADER_DEBUG|D3D10_SHADER_WARNINGS_ARE_ERRORS;
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								#else
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											2010-06-14 14:36:01 +00:00
										 
									 
								 
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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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