예제 #1
0
CShaderVariant::operator LPDIRECT3DPIXELSHADER9 (void)
{
	LPDIRECT3DPIXELSHADER9 pValue = NULL;
	m_pParent->getD3DXEffect()->GetPixelShader(m_hParam, &pValue);

	// GetPixelShader adds to the ref. count - Undo it!
	if(pValue) pValue->Release();

	return pValue;
}
예제 #2
0
파일: global.cpp 프로젝트: adamgamer/ppsspp
void DestroyShaders() {
	if (pFramebufferVertexShader) {
		pFramebufferVertexShader->Release();
	}
	if (pFramebufferPixelShader) {
		pFramebufferPixelShader->Release();
	}
	if (pFramebufferVertexDecl) {
		pFramebufferVertexDecl->Release();
	}
	if (pSoftVertexDecl) {
		pSoftVertexDecl->Release();
	}
}
예제 #3
0
파일: global.cpp 프로젝트: adamgamer/ppsspp
namespace DX9 {

LPDIRECT3DDEVICE9 pD3Ddevice = NULL;
LPDIRECT3DDEVICE9EX pD3DdeviceEx = NULL;
LPDIRECT3D9 pD3D = NULL;

static const char * vscode =
  "struct VS_IN {\n"
  "  float4 ObjPos   : POSITION;\n"
  "  float2 Uv    : TEXCOORD0;\n"
  "};"
  "struct VS_OUT {\n"
  "  float4 ProjPos  : POSITION;\n"
  "  float2 Uv    : TEXCOORD0;\n"
  "};\n"
  "VS_OUT main( VS_IN In ) {\n"
  "  VS_OUT Out;\n"
  "  Out.ProjPos = In.ObjPos;\n"
  "  Out.Uv = In.Uv;\n"
  "  return Out;\n"
  "}\n";

//--------------------------------------------------------------------------------------
// Pixel shader
//--------------------------------------------------------------------------------------
static const char * pscode =
  "sampler s: register(s0);\n"
  "struct PS_IN {\n"
  "  float2 Uv : TEXCOORD0;\n"
  "};\n"
  "float4 main( PS_IN In ) : COLOR {\n"
  "  float4 c =  tex2D(s, In.Uv);\n"
  "  c.a = 1.0f;\n"
  "  return c;\n"
  "}\n";

IDirect3DVertexDeclaration9* pFramebufferVertexDecl = NULL;

static const D3DVERTEXELEMENT9 VertexElements[] = {
	{ 0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0 },
	{ 0, 12, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0 },
	D3DDECL_END()
};

IDirect3DVertexDeclaration9* pSoftVertexDecl = NULL;

static const D3DVERTEXELEMENT9 SoftTransVertexElements[] = {
	{ 0, 0, D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0 },
	{ 0, 16, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0 },
	{ 0, 28, D3DDECLTYPE_UBYTE4N, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0 },
	{ 0, 32, D3DDECLTYPE_UBYTE4N, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 1 },
	D3DDECL_END()
};

LPDIRECT3DVERTEXSHADER9      pFramebufferVertexShader = NULL; // Vertex Shader
LPDIRECT3DPIXELSHADER9       pFramebufferPixelShader = NULL;  // Pixel Shader

bool CompilePixelShader(const char *code, LPDIRECT3DPIXELSHADER9 *pShader, LPD3DXCONSTANTTABLE *pShaderTable, std::string &errorMessage) {
	ID3DXBuffer* pShaderCode = NULL;
	ID3DXBuffer* pErrorMsg = NULL;

	HRESULT hr = -1;

	// Compile pixel shader.
	hr = dyn_D3DXCompileShader(code,
		(UINT)strlen(code),
		NULL,
		NULL,
		"main",
		"ps_2_0",
		0,
		&pShaderCode,
		&pErrorMsg,
		pShaderTable);

	if (pErrorMsg) {
		errorMessage = (CHAR *)pErrorMsg->GetBufferPointer();
		pErrorMsg->Release();
	} else {
		errorMessage = "";
	}

	if (FAILED(hr)) {
		if (pShaderCode)
			pShaderCode->Release();
		return false;
	}

	// Create pixel shader.
	pD3Ddevice->CreatePixelShader( (DWORD*)pShaderCode->GetBufferPointer(), 
		pShader );

	pShaderCode->Release();

	return true;
}

bool CompileVertexShader(const char *code, LPDIRECT3DVERTEXSHADER9 *pShader, LPD3DXCONSTANTTABLE *pShaderTable, std::string &errorMessage) {
	ID3DXBuffer* pShaderCode = NULL;
	ID3DXBuffer* pErrorMsg = NULL;

	HRESULT hr = -1;

	// Compile pixel shader.
	hr = dyn_D3DXCompileShader(code,
		(UINT)strlen(code),
		NULL,
		NULL,
		"main",
		"vs_2_0",
		0,
		&pShaderCode,
		&pErrorMsg,
		pShaderTable);

	if (pErrorMsg) {
		errorMessage = (CHAR *)pErrorMsg->GetBufferPointer();
		pErrorMsg->Release();
	} else {
		errorMessage = "";
	}

	if (FAILED(hr)) {
		if (pShaderCode)
			pShaderCode->Release();
		return false;
	}

	// Create pixel shader.
	pD3Ddevice->CreateVertexShader( (DWORD*)pShaderCode->GetBufferPointer(), 
		pShader );

	pShaderCode->Release();

	return true;
}

void CompileShaders() {
	std::string errorMsg;
	HRESULT hr = -1;

	if (!CompileVertexShader(vscode, &pFramebufferVertexShader, NULL, errorMsg)) {
		OutputDebugStringA(errorMsg.c_str());
		DebugBreak();
	}

	if (!CompilePixelShader(pscode, &pFramebufferPixelShader, NULL, errorMsg)) {
		OutputDebugStringA(errorMsg.c_str());
		DebugBreak();
	}

	pD3Ddevice->CreateVertexDeclaration(VertexElements, &pFramebufferVertexDecl);
	pD3Ddevice->SetVertexDeclaration(pFramebufferVertexDecl);
	pD3Ddevice->CreateVertexDeclaration(SoftTransVertexElements, &pSoftVertexDecl);
}

void DestroyShaders() {
	if (pFramebufferVertexShader) {
		pFramebufferVertexShader->Release();
	}
	if (pFramebufferPixelShader) {
		pFramebufferPixelShader->Release();
	}
	if (pFramebufferVertexDecl) {
		pFramebufferVertexDecl->Release();
	}
	if (pSoftVertexDecl) {
		pSoftVertexDecl->Release();
	}
}

// Only used by Headless! TODO: Remove
void DirectxInit(HWND window) {
	pD3D = Direct3DCreate9( D3D_SDK_VERSION );

	// Set up the structure used to create the D3DDevice. Most parameters are
	// zeroed out. We set Windowed to TRUE, since we want to do D3D in a
	// window, and then set the SwapEffect to "discard", which is the most
	// efficient method of presenting the back buffer to the display.  And 
	// we request a back buffer format that matches the current desktop display 
	// format.
	D3DPRESENT_PARAMETERS d3dpp;
	ZeroMemory(&d3dpp, sizeof(d3dpp));
	// TODO?
	d3dpp.Windowed = TRUE;
	d3dpp.MultiSampleType = D3DMULTISAMPLE_NONE;
	d3dpp.MultiSampleQuality = 0;
	d3dpp.BackBufferCount = 1;
	d3dpp.EnableAutoDepthStencil = TRUE;
	d3dpp.AutoDepthStencilFormat = D3DFMT_D24S8;
	d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
	d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE;
	//d3dpp.PresentationInterval = (useVsync == true)?D3DPRESENT_INTERVAL_ONE:D3DPRESENT_INTERVAL_IMMEDIATE;
	//d3dpp.RingBufferParameters = d3dr;

	HRESULT hr = pD3D->CreateDevice( D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, window,
                                      D3DCREATE_HARDWARE_VERTEXPROCESSING,
                                      &d3dpp, &pD3Ddevice);
	if (hr != D3D_OK) {
		// TODO
	}

#ifdef _XBOX
	pD3Ddevice->SetRingBufferParameters( &d3dr );
#endif

	CompileShaders();

	fbo_init(pD3D);
}

};