コード例 #1
0
ファイル: win32.cpp プロジェクト: GeoffreyPlitt/snes9x-sdl
const char *S9xGetDirectory (enum s9x_getdirtype dirtype)
{
	static char path[PATH_MAX]={0};
	strncpy(path,_tToChar(S9xGetDirectoryT(dirtype)),PATH_MAX-1);

	return path;
}
コード例 #2
0
ファイル: CDirect3D.cpp プロジェクト: LuigiBlood/snes9x-sx2
bool CDirect3D::SetShaderHLSL(const TCHAR *file)
{
	//MUDLORD: the guts
	//Compiles a shader from files on disc
	//Sets LUT textures to texture files in PNG format.

	TCHAR folder[MAX_PATH];
	TCHAR rubyLUTfileName[MAX_PATH];
	TCHAR *slash;
	char *shaderText = NULL;

	TCHAR errorMsg[MAX_PATH + 50];

	IXMLDOMDocument * pXMLDoc = NULL;
	IXMLDOMElement * pXDE = NULL;
	IXMLDOMNode * pXDN = NULL;
	BSTR queryString, nodeContent;

	HRESULT hr;

	shaderTimer = 1.0f;
	shaderTimeStart = 0;
	shaderTimeElapsed = 0;

	if(effect) {
		effect->Release();
		effect = NULL;
	}
	for(int i = 0; i < MAX_SHADER_TEXTURES; i++) {
		if (rubyLUT[i] != NULL) {
			rubyLUT[i]->Release();
			rubyLUT[i] = NULL;
		}
	}
	if (file == NULL || *file==TEXT('\0'))
		return true;

	hr = CoCreateInstance(CLSID_DOMDocument,NULL,CLSCTX_INPROC_SERVER,IID_PPV_ARGS(&pXMLDoc));

	if(FAILED(hr)) {
		MessageBox(NULL, TEXT("Error creating XML Parser"), TEXT("Shader Loading Error"),
			MB_OK|MB_ICONEXCLAMATION);
		return false;
	}

	VARIANT fileName;
	VARIANT_BOOL ret;
	fileName.vt = VT_BSTR;
#ifdef UNICODE
	fileName.bstrVal = SysAllocString(file);
#else
	wchar_t tempfilename[MAX_PATH];
	MultiByteToWideChar(CP_UTF8,0,file,-1,tempfilename,MAX_PATH);
	fileName.bstrVal = SysAllocString(tempfilename);
#endif
	hr = pXMLDoc->load(fileName,&ret);
	SysFreeString(fileName.bstrVal);

	if(FAILED(hr) || hr==S_FALSE) {
		_stprintf(errorMsg,TEXT("Error loading HLSL shader file:\n%s"),file);
		MessageBox(NULL, errorMsg, TEXT("Shader Loading Error"), MB_OK|MB_ICONEXCLAMATION);
		pXMLDoc->Release();
		return false;
	}

	VARIANT attributeValue;
	BSTR attributeName;

	hr = pXMLDoc->get_documentElement(&pXDE);
	if(FAILED(hr) || hr==S_FALSE) {
		_stprintf(errorMsg,TEXT("Error loading root element from file:\n%s"),file);
		MessageBox(NULL, errorMsg, TEXT("Shader Loading Error"), MB_OK|MB_ICONEXCLAMATION);
		pXMLDoc->Release();
		return false;
	}

	attributeName=SysAllocString(L"language");
	pXDE->getAttribute(attributeName,&attributeValue);
	SysFreeString(attributeName);
	pXDE->Release();

	if(attributeValue.vt!=VT_BSTR || lstrcmpiW(attributeValue.bstrVal,L"hlsl")) {
		_stprintf(errorMsg,TEXT("Shader language is <%s>, expected <HLSL> in file:\n%s"),attributeValue.bstrVal,file);
		MessageBox(NULL, errorMsg, TEXT("Shader Loading Error"), MB_OK|MB_ICONEXCLAMATION);
		if(attributeValue.vt==VT_BSTR) SysFreeString(attributeValue.bstrVal);
		pXMLDoc->Release();
		return false;
	}
	if(attributeValue.vt==VT_BSTR) SysFreeString(attributeValue.bstrVal);

	queryString=SysAllocString(L"/shader/source");
	hr = pXMLDoc->selectSingleNode(queryString,&pXDN);
	SysFreeString(queryString);

	if(hr == S_OK) {
		hr = pXDN->get_text(&nodeContent);
		if(hr == S_OK) {
			int requiredChars = WideCharToMultiByte(CP_ACP,0,nodeContent,-1,shaderText,0,NULL,NULL);
			shaderText = new char[requiredChars];
			WideCharToMultiByte(CP_UTF8,0,nodeContent,-1,shaderText,requiredChars,NULL,NULL);
		}
		SysFreeString(nodeContent);
		pXDN->Release();
		pXDN = NULL;
	}

	pXMLDoc->Release();

	if(!shaderText) {
		_stprintf(errorMsg,TEXT("No HLSL shader program in file:\n%s"),file);
		MessageBox(NULL, errorMsg, TEXT("Shader Loading Error"),
			MB_OK|MB_ICONEXCLAMATION);
		return false;
	}

	LPD3DXBUFFER pBufferErrors = NULL;
	hr = D3DXCreateEffect( pDevice,shaderText,strlen(shaderText),NULL, NULL,
		D3DXSHADER_ENABLE_BACKWARDS_COMPATIBILITY, NULL, &effect, 
		&pBufferErrors );
	delete[] shaderText;
	if( FAILED(hr) ) {
		_stprintf(errorMsg,TEXT("Error parsing HLSL shader file:\n%s"),file);
		MessageBox(NULL, errorMsg, TEXT("Shader Loading Error"), MB_OK|MB_ICONEXCLAMATION);
		if(pBufferErrors) {
			LPVOID pCompilErrors = pBufferErrors->GetBufferPointer();
			MessageBox(NULL, (const TCHAR*)pCompilErrors, TEXT("FX Compile Error"),
				MB_OK|MB_ICONEXCLAMATION);
		}
		return false;
	}

	lstrcpy(folder,file);
	slash = _tcsrchr(folder,TEXT('\\'));
	if(slash)
		*(slash+1)=TEXT('\0');
	else
		*folder=TEXT('\0');
	SetCurrentDirectory(S9xGetDirectoryT(DEFAULT_DIR));

	for(int i = 0; i < MAX_SHADER_TEXTURES; i++) {		
		_stprintf(rubyLUTfileName, TEXT("%srubyLUT%d.png"), folder, i);
		hr = D3DXCreateTextureFromFile(pDevice,rubyLUTfileName,&rubyLUT[i]);
		if FAILED(hr){
			rubyLUT[i] = NULL;
		}
	}

	D3DXHANDLE hTech;
	effect->FindNextValidTechnique(NULL,&hTech);
	effect->SetTechnique( hTech );
	shader_type = D3D_SHADER_HLSL;
	return true;
}
コード例 #3
0
ファイル: CDirect3D.cpp プロジェクト: regneq/snes9x
bool CDirect3D::SetShaderHLSL(const TCHAR *file)
{
	//MUDLORD: the guts
	//Compiles a shader from files on disc
	//Sets LUT textures to texture files in PNG format.

	TCHAR folder[MAX_PATH];
	TCHAR rubyLUTfileName[MAX_PATH];
	TCHAR *slash;

	TCHAR errorMsg[MAX_PATH + 50];

	shaderTimer = 1.0f;
	shaderTimeStart = 0;
	shaderTimeElapsed = 0;

	if(effect) {
		effect->Release();
		effect = NULL;
	}
	for(int i = 0; i < MAX_SHADER_TEXTURES; i++) {
		if (rubyLUT[i] != NULL) {
			rubyLUT[i]->Release();
			rubyLUT[i] = NULL;
		}
	}
	if (file == NULL || *file==TEXT('\0'))
		return true;

	CXML xml;

    if(!xml.loadXmlFile(file))
        return false;

    TCHAR *lang = xml.getAttribute(TEXT("/shader"),TEXT("language"));

	if(lstrcmpi(lang,TEXT("hlsl"))) {
		_stprintf(errorMsg,TEXT("Shader language is <%s>, expected <HLSL> in file:\n%s"),lang,file);
		MessageBox(NULL, errorMsg, TEXT("Shader Loading Error"), MB_OK|MB_ICONEXCLAMATION);
		return false;
	}

    TCHAR *shaderText = xml.getNodeContent(TEXT("/shader/source"));

	if(!shaderText) {
		_stprintf(errorMsg,TEXT("No HLSL shader program in file:\n%s"),file);
		MessageBox(NULL, errorMsg, TEXT("Shader Loading Error"),
			MB_OK|MB_ICONEXCLAMATION);
		return false;
	}

	LPD3DXBUFFER pBufferErrors = NULL;
#ifdef UNICODE
    HRESULT hr = D3DXCreateEffect( pDevice,WideToCP(shaderText,CP_ACP),strlen(WideToCP(shaderText,CP_ACP)),NULL, NULL,
		D3DXSHADER_ENABLE_BACKWARDS_COMPATIBILITY, NULL, &effect, 
		&pBufferErrors );
#else
	HRESULT hr = D3DXCreateEffect( pDevice,shaderText,strlen(shaderText),NULL, NULL,
		D3DXSHADER_ENABLE_BACKWARDS_COMPATIBILITY, NULL, &effect, 
		&pBufferErrors );
#endif

    if( FAILED(hr) ) {
		_stprintf(errorMsg,TEXT("Error parsing HLSL shader file:\n%s"),file);
		MessageBox(NULL, errorMsg, TEXT("Shader Loading Error"), MB_OK|MB_ICONEXCLAMATION);
		if(pBufferErrors) {
			LPVOID pCompilErrors = pBufferErrors->GetBufferPointer();
			MessageBox(NULL, (const TCHAR*)pCompilErrors, TEXT("FX Compile Error"),
				MB_OK|MB_ICONEXCLAMATION);
		}
		return false;
	}

	lstrcpy(folder,file);
	slash = _tcsrchr(folder,TEXT('\\'));
	if(slash)
		*(slash+1)=TEXT('\0');
	else
		*folder=TEXT('\0');
	SetCurrentDirectory(S9xGetDirectoryT(DEFAULT_DIR));

	for(int i = 0; i < MAX_SHADER_TEXTURES; i++) {		
		_stprintf(rubyLUTfileName, TEXT("%srubyLUT%d.png"), folder, i);
		hr = D3DXCreateTextureFromFile(pDevice,rubyLUTfileName,&rubyLUT[i]);
		if FAILED(hr){
			rubyLUT[i] = NULL;
		}
	}

	D3DXHANDLE hTech;
	effect->FindNextValidTechnique(NULL,&hTech);
	effect->SetTechnique( hTech );
	shader_type = D3D_SHADER_HLSL;
	return true;
}