size_t ov_read_func(void *ptr, size_t size, size_t nmemb, void *datasource) { IReader* F = (IReader*)datasource; size_t exist_block = _max(0ul,iFloor(F->elapsed()/(float)size)); size_t read_block = _min(exist_block,nmemb); F->r (ptr,(int)(read_block*size)); return read_block; }
HRESULT CRender::shader_compile ( LPCSTR name, DWORD const* pSrcData, UINT SrcDataLen, LPCSTR pFunctionName, LPCSTR pTarget, DWORD Flags, void*& result ) { D3DXMACRO defines [128]; int def_it = 0; char sh_name[MAX_PATH] = ""; u32 len = 0; // options if (o.forceskinw) { defines[def_it].Name = "SKIN_COLOR"; defines[def_it].Definition = "1"; def_it ++; } sh_name[len]='0'+char(o.forceskinw); ++len; if (m_skinning<0) { defines[def_it].Name = "SKIN_NONE"; defines[def_it].Definition = "1"; def_it ++; sh_name[len]='1'; ++len; } else { sh_name[len]='0'; ++len; } if (0==m_skinning) { defines[def_it].Name = "SKIN_0"; defines[def_it].Definition = "1"; def_it ++; } sh_name[len]='0'+char(0==m_skinning); ++len; if (1==m_skinning) { defines[def_it].Name = "SKIN_1"; defines[def_it].Definition = "1"; def_it ++; } sh_name[len]='0'+char(1==m_skinning); ++len; if (2==m_skinning) { defines[def_it].Name = "SKIN_2"; defines[def_it].Definition = "1"; def_it ++; } sh_name[len]='0'+char(2==m_skinning); ++len; if (3==m_skinning) { defines[def_it].Name = "SKIN_3"; defines[def_it].Definition = "1"; def_it ++; } sh_name[len]='0'+char(3==m_skinning); ++len; if (4==m_skinning) { defines[def_it].Name = "SKIN_4"; defines[def_it].Definition = "1"; def_it ++; } sh_name[len]='0'+char(4==m_skinning); ++len; // finish defines[def_it].Name = 0; defines[def_it].Definition = 0; def_it ++; R_ASSERT (def_it<128); HRESULT _result = E_FAIL; string_path folder_name, folder; xr_strcpy ( folder, "r1\\objects\\r1\\" ); xr_strcat ( folder, name ); xr_strcat ( folder, "." ); char extension[3]; strncpy_s ( extension, pTarget, 2 ); xr_strcat ( folder, extension ); FS.update_path ( folder_name, "$game_shaders$", folder ); xr_strcat ( folder_name, "\\" ); m_file_set.clear( ); FS.file_list ( m_file_set, folder_name, FS_ListFiles | FS_RootOnly, "*"); string_path temp_file_name, file_name; if ( !match_shader_id(name, sh_name, m_file_set, temp_file_name) ) { string_path file; xr_strcpy ( file, "shaders_cache\\r1\\" ); xr_strcat ( file, name ); xr_strcat ( file, "." ); xr_strcat ( file, extension ); xr_strcat ( file, "\\" ); xr_strcat ( file, sh_name ); FS.update_path ( file_name, "$app_data_root$", file); } else { xr_strcpy ( file_name, folder_name ); xr_strcat ( file_name, temp_file_name ); } if (FS.exist(file_name)) { IReader* file = FS.r_open(file_name); if (file->length()>4) { u32 crc = 0; crc = file->r_u32(); boost::crc_32_type processor; processor.process_block ( file->pointer(), ((char*)file->pointer()) + file->elapsed() ); u32 const real_crc = processor.checksum( ); if ( real_crc == crc ) { _result = create_shader(pTarget, (DWORD*)file->pointer(), file->elapsed(), file_name, result, o.disasm); } } file->close(); } if (FAILED(_result)) { includer Includer; LPD3DXBUFFER pShaderBuf = NULL; LPD3DXBUFFER pErrorBuf = NULL; LPD3DXCONSTANTTABLE pConstants = NULL; LPD3DXINCLUDE pInclude = (LPD3DXINCLUDE)&Includer; _result = D3DXCompileShader((LPCSTR)pSrcData,SrcDataLen,defines,pInclude,pFunctionName,pTarget,Flags|D3DXSHADER_USE_LEGACY_D3DX9_31_DLL,&pShaderBuf,&pErrorBuf,&pConstants); if (SUCCEEDED(_result)) { IWriter* file = FS.w_open(file_name); boost::crc_32_type processor; processor.process_block ( pShaderBuf->GetBufferPointer(), ((char*)pShaderBuf->GetBufferPointer()) + pShaderBuf->GetBufferSize() ); u32 const crc = processor.checksum( ); file->w_u32 (crc); file->w ( pShaderBuf->GetBufferPointer(), (u32)pShaderBuf->GetBufferSize()); FS.w_close (file); _result = create_shader(pTarget, (DWORD*)pShaderBuf->GetBufferPointer(), pShaderBuf->GetBufferSize(), file_name, result, o.disasm); } else { Log ("! ", file_name); if ( pErrorBuf ) Log ("! error: ",(LPCSTR)pErrorBuf->GetBufferPointer()); else Msg ("Can't compile shader hr=0x%08x", _result); } } return _result; }