Exemple #1
0
void D3D10VertexShader::CreateVertexShaderBlob(ShaderBlob &blob, CTSTR lpShader, CTSTR lpFileName)
{
    D3D10System *d3d10Sys = static_cast<D3D10System*>(GS);
    LPCSTR lpVSType = d3d10Sys->bDisableCompatibilityMode ? "vs_4_0" : "vs_4_0_level_9_3";

    ComPtr<ID3D10Blob> errorMessages, shaderBlob;

    LPSTR lpAnsiShader = tstr_createUTF8(lpShader);
    LPSTR lpAnsiFileName = tstr_createUTF8(lpFileName);

    HRESULT err = D3DX11CompileFromMemory(lpAnsiShader, strlen(lpAnsiShader), lpAnsiFileName, NULL, NULL, "main", lpVSType, D3D10_SHADER_OPTIMIZATION_LEVEL3, 0, NULL, shaderBlob.Assign(), errorMessages.Assign(), NULL);

    Free(lpAnsiFileName);
    Free(lpAnsiShader);

    if (FAILED(err))
    {
        if (errorMessages)
        {
            if (errorMessages->GetBufferSize())
            {
                LPSTR lpErrors = (LPSTR)errorMessages->GetBufferPointer();
                Log(TEXT("Error compiling vertex shader '%s':\r\n\r\n%S\r\n"), lpFileName, lpErrors);
            }
        }

        CrashError(TEXT("Compilation of vertex shader '%s' failed, result = %08lX"), lpFileName, err);
        return;
    }

    blob.assign((char*)shaderBlob->GetBufferPointer(), (char*)shaderBlob->GetBufferPointer() + shaderBlob->GetBufferSize());
}
Exemple #2
0
LPSTR String::CreateUTF8String()
{
    return (!lpString) ? NULL : tstr_createUTF8(lpString);
}
Exemple #3
0
Shader* D3D10PixelShader::CreatePixelShader(CTSTR lpShader, CTSTR lpFileName)
{
    String errorString;

    ShaderProcessor shaderProcessor;
    if(!shaderProcessor.ProcessShader(lpShader, lpFileName))
        AppWarning(TEXT("Unable to process pixel shader '%s'"), lpFileName); //don't exit, leave it to the actual shader compiler to tell the errors

    //-----------------------------------------------

    LPSTR lpAnsiShader = tstr_createUTF8(lpShader);
    LPSTR lpAnsiFileName = tstr_createUTF8(lpFileName);

    D3D10System *d3d10Sys = static_cast<D3D10System*>(GS);
    LPCSTR lpPSType = d3d10Sys->bDisableCompatibilityMode ? "ps_4_0" : "ps_4_0_level_9_3";

    ID3D10Blob *errorMessages = NULL, *shaderBlob = NULL;
    HRESULT err = D3DX10CompileFromMemory(lpAnsiShader, strlen(lpAnsiShader), lpAnsiFileName, NULL, NULL, "main", lpPSType, D3D10_SHADER_OPTIMIZATION_LEVEL3, 0, NULL, &shaderBlob, &errorMessages, NULL);

    Free(lpAnsiFileName);
    Free(lpAnsiShader);

    if(FAILED(err))
    {
        if(errorMessages)
        {
            if(errorMessages->GetBufferSize())
            {
                LPSTR lpErrors = (LPSTR)errorMessages->GetBufferPointer();
                Log(TEXT("Error compiling pixel shader '%s':\r\n\r\n%S\r\n"), lpFileName, lpErrors);
            }

            errorMessages->Release();
        }

        CrashError(TEXT("Compilation of pixel shader '%s' failed, result = %08lX"), lpFileName, err);
        return NULL;
    }

    //-----------------------------------------------

    ID3D10PixelShader *pShader;

    err = GetD3D()->CreatePixelShader(shaderBlob->GetBufferPointer(), shaderBlob->GetBufferSize(), &pShader);
    if(FAILED(err))
    {
        CrashError(TEXT("Unable to create pixel shader '%s', result = %08lX"), lpFileName, err);
        SafeRelease(shaderBlob);
        return NULL;
    }

    shaderBlob->Release();

    //-----------------------------------------------

    D3D10PixelShader *shader = new D3D10PixelShader;
    shader->pixelShader = pShader;
    if(!shader->ProcessData(shaderProcessor, lpFileName))
    {
        delete shader;
        return NULL;
    }

    return shader;
}
Exemple #4
0
Shader* D3D10VertexShader::CreateVertexShader(CTSTR lpShader, CTSTR lpFileName)
{
    String errorString;

    ShaderProcessor shaderProcessor;
    if(!shaderProcessor.ProcessShader(lpShader, lpFileName))
        AppWarning(TEXT("Unable to process vertex shader '%s'"), lpFileName); //don't exit, leave it to the actual shader compiler to tell the errors

    //-----------------------------------------------

    LPSTR lpAnsiShader = tstr_createUTF8(lpShader);
    LPSTR lpAnsiFileName = tstr_createUTF8(lpFileName);

    D3D10System *d3d10Sys = static_cast<D3D10System*>(GS);
    LPCSTR lpVSType = d3d10Sys->bDisableCompatibilityMode ? "vs_4_0" : "vs_4_0_level_9_3";

    ID3D10Blob *errorMessages = NULL, *shaderBlob = NULL;
    HRESULT err = D3DX10CompileFromMemory(lpAnsiShader, strlen(lpAnsiShader), lpAnsiFileName, NULL, NULL, "main", lpVSType, D3D10_SHADER_OPTIMIZATION_LEVEL3, 0, NULL, &shaderBlob, &errorMessages, NULL);

    Free(lpAnsiFileName);
    Free(lpAnsiShader);

    if(FAILED(err))
    {
        if(errorMessages)
        {
            if(errorMessages->GetBufferSize())
            {
                LPSTR lpErrors = (LPSTR)errorMessages->GetBufferPointer();
                Log(TEXT("Error compiling vertex shader '%s':\r\n\r\n%S\r\n"), lpFileName, lpErrors);
            }

            errorMessages->Release();
        }

        CrashError(TEXT("Compilation of vertex shader '%s' failed, result = %08lX"), lpFileName, err);
        return NULL;
    }

    //-----------------------------------------------

    ID3D10VertexShader *vShader;
    ID3D10InputLayout *vShaderLayout;

    err = GetD3D()->CreateVertexShader(shaderBlob->GetBufferPointer(), shaderBlob->GetBufferSize(), &vShader);
    if(FAILED(err))
    {
        CrashError(TEXT("Unable to create vertex shader '%s', result = %08lX"), lpFileName, err);
        SafeRelease(shaderBlob);
        return NULL;
    }

    err = GetD3D()->CreateInputLayout(shaderProcessor.generatedLayout.Array(), shaderProcessor.generatedLayout.Num(), shaderBlob->GetBufferPointer(), shaderBlob->GetBufferSize(), &vShaderLayout);
    if(FAILED(err))
    {
        CrashError(TEXT("Unable to create vertex layout for vertex shader '%s', result = %08lX"), lpFileName, err);
        SafeRelease(shaderBlob);
        SafeRelease(vShader);
        return NULL;
    }

    shaderBlob->Release();

    //-----------------------------------------------

    D3D10VertexShader *shader = new D3D10VertexShader;
    shader->vertexShader    = vShader;
    shader->inputLayout     = vShaderLayout;
    if(!shader->ProcessData(shaderProcessor, lpFileName))
    {
        delete shader;
        return NULL;
    }

    shader->bHasNormals     = shaderProcessor.bHasNormals;
    shader->bHasColors      = shaderProcessor.bHasColors;
    shader->bHasTangents    = shaderProcessor.bHasTangents;
    shader->nTextureCoords  = shaderProcessor.numTextureCoords;
    shader->hViewProj       = shader->GetParameterByName(TEXT("ViewProj"));

    return shader;
}
Exemple #5
0
Shader* D3D10VertexShader::CreateVertexShader(CTSTR lpShader, CTSTR lpFileName)
{
    String errorString;

    ShaderProcessor shaderProcessor;
    if(!shaderProcessor.ProcessShader(lpShader, lpFileName))
        AppWarning(TEXT("Unable to process vertex shader '%s'"), lpFileName); //don't exit, leave it to the actual shader compiler to tell the errors

    //-----------------------------------------------

    D3D10System *d3d10Sys = static_cast<D3D10System*>(GS);
    LPCSTR lpVSType = d3d10Sys->bDisableCompatibilityMode ? "vs_4_0" : "vs_4_0_level_9_3";

    String cacheFilename = FormattedString(TEXT("%s/shaderCache/%s.blob"), OBSGetAppDataPath(), lpFileName).FindReplace(TEXT("\\"), TEXT("/"));

    List<BYTE> shaderBuffer;
    LPVOID shaderData;
    SIZE_T shaderDataSize;

    ID3D10Blob *errorMessages = NULL, *shaderBlob = NULL;
    
    HRESULT err;

    if(!OSFileExists(cacheFilename) || OSGetFileModificationTime(lpFileName) > OSGetFileModificationTime(cacheFilename))
    {
        LPSTR lpAnsiShader = tstr_createUTF8(lpShader);
        LPSTR lpAnsiFileName = tstr_createUTF8(lpFileName);

        err = D3DX10CompileFromMemory(lpAnsiShader, strlen(lpAnsiShader), lpAnsiFileName, NULL, NULL, "main", lpVSType, D3D10_SHADER_OPTIMIZATION_LEVEL3, 0, NULL, &shaderBlob, &errorMessages, NULL);

        Free(lpAnsiFileName);
        Free(lpAnsiShader);

        if(FAILED(err))
        {
            if(errorMessages)
            {
                if(errorMessages->GetBufferSize())
                {
                    LPSTR lpErrors = (LPSTR)errorMessages->GetBufferPointer();
                    Log(TEXT("Error compiling vertex shader '%s':\r\n\r\n%S\r\n"), lpFileName, lpErrors);
                }

                errorMessages->Release();
            }

            CrashError(TEXT("Compilation of vertex shader '%s' failed, result = %08lX"), lpFileName, err);
            return NULL;
        }

        shaderData = shaderBlob->GetBufferPointer();
        shaderDataSize = shaderBlob->GetBufferSize();
        
        CreatePath(GetPathDirectory(cacheFilename));
        XFile cacheFile(cacheFilename, XFILE_WRITE, XFILE_CREATEALWAYS);
        cacheFile.Write(shaderData, (DWORD)shaderDataSize);
    }
    else
    {
        XFile cacheFile(cacheFilename, XFILE_READ | XFILE_SHARED, XFILE_OPENEXISTING);
        shaderBuffer.SetSize((unsigned)cacheFile.GetFileSize());
        cacheFile.Read(shaderBuffer.Array(), shaderBuffer.Num());

        shaderData = shaderBuffer.Array();
        shaderDataSize = shaderBuffer.Num();
    }

    //-----------------------------------------------

    ID3D10VertexShader *vShader;
    ID3D10InputLayout *vShaderLayout;

    err = GetD3D()->CreateVertexShader(shaderData, shaderDataSize, &vShader);
    if(FAILED(err))
    {
        CrashError(TEXT("Unable to create vertex shader '%s', result = %08lX"), lpFileName, err);
        SafeRelease(shaderBlob);
        return NULL;
    }

    err = GetD3D()->CreateInputLayout(shaderProcessor.generatedLayout.Array(), shaderProcessor.generatedLayout.Num(), shaderData, shaderDataSize, &vShaderLayout);
    if(FAILED(err))
    {
        CrashError(TEXT("Unable to create vertex layout for vertex shader '%s', result = %08lX"), lpFileName, err);
        SafeRelease(shaderBlob);
        SafeRelease(vShader);
        return NULL;
    }

    SafeRelease(shaderBlob);

    //-----------------------------------------------

    D3D10VertexShader *shader = new D3D10VertexShader;
    shader->vertexShader    = vShader;
    shader->inputLayout     = vShaderLayout;
    if(!shader->ProcessData(shaderProcessor, lpFileName))
    {
        delete shader;
        return NULL;
    }

    shader->bHasNormals     = shaderProcessor.bHasNormals;
    shader->bHasColors      = shaderProcessor.bHasColors;
    shader->bHasTangents    = shaderProcessor.bHasTangents;
    shader->nTextureCoords  = shaderProcessor.numTextureCoords;
    shader->hViewProj       = shader->GetParameterByName(TEXT("ViewProj"));

    return shader;
}