////////////////////////////////////////////////////////////////
//
// CEffectTemplateImpl::CreateUnderlyingData
//
//
//
////////////////////////////////////////////////////////////////
void CEffectTemplateImpl::CreateUnderlyingData ( const SString& strFilename, const SString& strRootPath, SString& strOutStatus, bool bDebug )
{
    assert ( !m_pD3DEffect );

    // Make defines
    bool bUsesRAWZ = CGraphics::GetSingleton ().GetRenderItemManager ()->GetDepthBufferFormat () == RFORMAT_RAWZ;

    std::vector < D3DXMACRO > macroList;

    macroList.push_back ( D3DXMACRO () );
    macroList.back ().Name = "IS_DEPTHBUFFER_RAWZ";
    macroList.back ().Definition = bUsesRAWZ ? "1" : "0";

    macroList.push_back ( D3DXMACRO () );
    macroList.back ().Name = NULL;
    macroList.back ().Definition = NULL;

    // Compile effect
    DWORD dwFlags = 0;      // D3DXSHADER_PARTIALPRECISION, D3DXSHADER_DEBUG, D3DXFX_NOT_CLONEABLE;
    if ( bDebug )
        dwFlags |= D3DXSHADER_DEBUG;

    SString strMetaPath = strFilename.Right ( strFilename.length () - strRootPath.length () );
    CIncludeManager IncludeManager ( strRootPath, ExtractPath ( strMetaPath ) );
    LPD3DXBUFFER pBufferErrors = NULL;
    HRESULT hr = D3DXCreateEffectFromFile( m_pDevice, ExtractFilename ( strMetaPath ), &macroList[0], &IncludeManager, dwFlags, NULL, &m_pD3DEffect, &pBufferErrors );            

    // Handle compile errors
    strOutStatus = "";
    if( pBufferErrors != NULL )
    {
        strOutStatus = SStringX ( (CHAR*)pBufferErrors->GetBufferPointer() ).TrimEnd ( "\n" );

        // Error messages sometimes contain the current directory. Remove that here.
        SString strCurrentDirectory = GetSystemCurrentDirectory();
        strOutStatus = strOutStatus.ReplaceI ( strCurrentDirectory + "\\", "" );
        strOutStatus = strOutStatus.ReplaceI ( strCurrentDirectory, "" );
    }
    SAFE_RELEASE( pBufferErrors );

    if( !m_pD3DEffect )
    {
        if ( strOutStatus.empty () )
            strOutStatus = SString ( "[D3DXCreateEffectFromFile failed (%08x)%s]", hr, *IncludeManager.m_strReport );
        return;
    }

    // Find first valid technique
    D3DXHANDLE hTechnique = NULL;
    D3DXEFFECT_DESC EffectDesc;
    m_pD3DEffect->GetDesc ( &EffectDesc );

    for ( uint uiAttempt = 0 ; true ; uiAttempt++ )
    {
        SString strProblemInfo = "";
        for ( uint i = 0 ; i < EffectDesc.Techniques ; i++ )
        {
            SString strErrorExtra;
            D3DXHANDLE hTemp = m_pD3DEffect->GetTechnique ( i );
            HRESULT hr = m_pD3DEffect->ValidateTechnique ( hTemp );
            if ( SUCCEEDED( hr ) )
            {
                // Check depth buffer rules
                if ( ValidateDepthBufferUsage ( hTemp, strErrorExtra ) )
                {
                    hTechnique = hTemp;
                    break;
                }
            }

            // Update problem string
            D3DXTECHNIQUE_DESC TechniqueDesc;
            m_pD3DEffect->GetTechniqueDesc( hTemp, &TechniqueDesc );
            strProblemInfo += SString ( "['%s' (%d/%d) failed (%08x)%s]", TechniqueDesc.Name, i, EffectDesc.Techniques, hr, *strErrorExtra );
        }

        // Found valid technique
        if ( hTechnique )
            break;

        // Error if can't find a valid technique after 2nd attempt
        if ( uiAttempt > 0 )
        {
            strOutStatus = SString ( "No valid technique; [Techniques:%d %s]%s", EffectDesc.Techniques, *strProblemInfo, *IncludeManager.m_strReport );
            SAFE_RELEASE ( m_pD3DEffect );
            return;
        }

        // Try resetting samplers if 1st attempt failed
        LPDIRECT3DDEVICE9 pDevice;
        m_pD3DEffect->GetDevice ( &pDevice );
        for ( uint i = 0 ; i < 16 ; i++ )
        {
            pDevice->SetSamplerState ( i, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR );
            pDevice->SetSamplerState ( i, D3DSAMP_MINFILTER, D3DTEXF_LINEAR );
            pDevice->SetSamplerState ( i, D3DSAMP_MIPFILTER, D3DTEXF_LINEAR );
        }
    }


    // Set technique
    m_pD3DEffect->SetTechnique( hTechnique );

    // Inform user of technique name
    D3DXTECHNIQUE_DESC TechniqueDesc;
    m_pD3DEffect->GetTechniqueDesc( hTechnique, &TechniqueDesc );
    strOutStatus = TechniqueDesc.Name;

    if ( bDebug )
    {
        // Disassemble effect
        LPD3DXBUFFER pDisassembly = NULL;
        if ( SUCCEEDED( D3DXDisassembleEffect( m_pD3DEffect, false, &pDisassembly ) ) && pDisassembly )
        {
            LPVOID pData = pDisassembly->GetBufferPointer();
            DWORD Size = pDisassembly->GetBufferSize();

            if( pData && Size )
            {
                SString strDisassemblyContents;
                strDisassemblyContents.assign ( (const char*)pData, Size - 1 );
                FileSave ( strFilename + ".dis", strDisassemblyContents );
            }

            SAFE_RELEASE( pDisassembly );
        }
    }

    // Copy MD5s of all loaded files
    m_FileMD5Map = IncludeManager.m_FileMD5Map;
    dassert ( !HaveFilesChanged() );
}