bool U2D3DXEffectShader::LoadResource() { U2ASSERT(0 == m_pD3DEffect); HRESULT hr; IDirect3DDevice9* pD3DDev = m_pRenderer->GetD3DDevice(); U2ASSERT(pD3DDev); U2FilePath fPath; TCHAR fullPath[MAX_PATH]; // StackString Memory Leak... U2DynString includePath(FX_SHADER_PATH); includePath += _T("\\2.0"); fPath.ConvertToAbs(fullPath, MAX_PATH * sizeof(TCHAR) , m_szFilename.Str(), includePath); U2File* pFile = U2File::GetFile(fullPath, U2File::READ_ONLY); if(!pFile) { U2_DELETE pFile; return false; } uint32 uBuffLen = pFile->GetfileSize(); if(uBuffLen == 0) { U2_DELETE pFile; return false; } unsigned char* pBuffer = U2_ALLOC(unsigned char, uBuffLen); pFile->Read(pBuffer, uBuffLen); U2_DELETE pFile; ID3DXBuffer* pErrorBuffer = NULL; #ifdef DEBUG_SHADER DWORD compileFlags = D3DXSHADER_DEBUG | D3DXSHADER_SKIPOPTIMIZATION | D3DXSHADER_USE_LEGACY_D3DX9_31_DLL | D3DXSHADER_FORCE_VS_SOFTWARE_NOOPT | D3DXSHADER_FORCE_PS_SOFTWARE_NOOPT ; #else DWORD compileFlags = D3DXSHADER_USE_LEGACY_D3DX9_31_DLL; #endif //U2DynString includePath(FX_SHADER_PATH); //includePath += _T("\\2.0"); U2D3DXEffectShaderInclude includeHandler(includePath); ID3DXEffectPool* pEffectPool = m_pRenderer->GetD3DEffectPool(); U2ASSERT(pEffectPool); // get the highest supported shader profiles // LPCSTR vsProfile, psProfile; //#ifdef UNICODE // vsProfile = ToUnicode( D3DXGetVertexShaderProfile(pD3DDev) ); // psProfile = ToUnicode( D3DXGetPixelShaderProfile(pD3DDev) ); //#else // vsProfile = D3DXGetVertexShaderProfile(pD3DDev); // psProfile = D3DXGetPixelShaderProfile(pD3DDev); //#endif LPCSTR vsProfile = D3DXGetVertexShaderProfile(pD3DDev); LPCSTR psProfile = D3DXGetPixelShaderProfile(pD3DDev); if (0 == vsProfile) { FDebug("Invalid Vertex Shader profile! Fallback to vs_2_0!\n"); vsProfile = "vs_2_0"; } if (0 == psProfile) { FDebug("Invalid Pixel Shader profile! Fallback to ps_2_0!\n"); psProfile = "ps_2_0"; } // create macro definitions for shader compiler D3DXMACRO defines[] = { { "VS_PROFILE", vsProfile }, { "PS_PROFILE", psProfile }, { 0, 0 }, }; // create effect if (compileFlags) { hr = D3DXCreateEffectFromFile( pD3DDev, // pDevice fullPath, // File name defines, // pDefines &includeHandler, // pInclude compileFlags, // Flags pEffectPool, // pPool &m_pD3DEffect, // ppEffect &pErrorBuffer); // ppCompilationErrors } else { hr = D3DXCreateEffect( pD3DDev, // pDevice pBuffer, // pFileData uBuffLen, // DataSize defines, // pDefines &includeHandler, // pInclude compileFlags, // Flags pEffectPool, // pPool &(m_pD3DEffect), // ppEffect &pErrorBuffer); // ppCompilationErrors } U2_FREE(pBuffer); pBuffer = NULL; if (FAILED(hr)) { FDebug("nD3D9Shader: failed to load fx file '%s' with:\n\n%s\n", fullPath, pErrorBuffer ? pErrorBuffer->GetBufferPointer() : "No D3DX error message."); if (pErrorBuffer) { pErrorBuffer->Release(); } return false; } U2ASSERT(m_pD3DEffect); m_bValidated = false; m_bNotValidate = false; this->ValidateEffect(); return true; }
//----------------------------------------------------------------------- void D3D10HLSLProgram::loadFromSource(void) { class HLSLIncludeHandler : public ID3D10Include { public: HLSLIncludeHandler(Resource* sourceProgram) : mProgram(sourceProgram) {} ~HLSLIncludeHandler() {} STDMETHOD(Open)(D3D10_INCLUDE_TYPE IncludeType, LPCSTR pFileName, LPCVOID pParentData, LPCVOID *ppData, UINT *pByteLen ) { // find & load source code DataStreamPtr stream = ResourceGroupManager::getSingleton().openResource( String(pFileName), mProgram->getGroup(), true, mProgram); String source = stream->getAsString(); // copy into separate c-string // Note - must NOT copy the null terminator, otherwise this will terminate // the entire program string! *pByteLen = static_cast<UINT>(source.length()); char* pChar = new char[*pByteLen]; memcpy(pChar, source.c_str(), *pByteLen); *ppData = pChar; return S_OK; } STDMETHOD(Close)(LPCVOID pData) { char* pChar = (char*)pData; delete [] pChar; return S_OK; } protected: Resource* mProgram; }; // include handler HLSLIncludeHandler includeHandler(this); ID3D10Blob * errors = 0; /*String profile; // Instruction set to be used when generating code. Possible values: "vs_4_0", "ps_4_0", or "gs_4_0". switch(mType) { case GPT_VERTEX_PROGRAM: profile = "vs_4_0"; break; case GPT_FRAGMENT_PROGRAM: profile = "ps_4_0"; break; }*/ HRESULT hr = D3DX10CompileFromMemory( mSource.c_str(), // [in] Pointer to the shader in memory. mSource.size(), // [in] Size of the shader in memory. NULL, // [in] The name of the file that contains the shader code. NULL, // [in] Optional. Pointer to a NULL-terminated array of macro definitions. See D3D10_SHADER_MACRO. If not used, set this to NULL. &includeHandler, // [in] Optional. Pointer to an ID3D10Include Interface interface for handling include files. Setting this to NULL will cause a compile error if a shader contains a #include. mEntryPoint.c_str(), // [in] Name of the shader-entrypoint function where shader execution begins. mTarget.c_str(), // [in] A string that specifies the shader model; can be any profile in shader model 2, shader model 3, or shader model 4. 0, // [in] Effect compile flags - no D3D10_SHADER_ENABLE_BACKWARDS_COMPATIBILITY at the first try... NULL, // [in] Effect compile flags NULL, // [in] A pointer to a thread pump interface (see ID3DX10ThreadPump Interface). Use NULL to specify that this function should not return until it is completed. &mpMicroCode, // [out] A pointer to an ID3D10Blob Interface which contains the compiled shader, as well as any embedded debug and symbol-table information. &errors, // [out] A pointer to an ID3D10Blob Interface which contains a listing of errors and warnings that occured during compilation. These errors and warnings are identical to the the debug output from a debugger. NULL // [out] A pointer to the return value. May be NULL. If pPump is not NULL, then pHResult must be a valid memory location until the asynchronous execution completes. ); if (FAILED(hr)) // if fails - try with backwards compatibility flag { hr = D3DX10CompileFromMemory( mSource.c_str(), // [in] Pointer to the shader in memory. mSource.size(), // [in] Size of the shader in memory. NULL, // [in] The name of the file that contains the shader code. NULL, // [in] Optional. Pointer to a NULL-terminated array of macro definitions. See D3D10_SHADER_MACRO. If not used, set this to NULL. &includeHandler, // [in] Optional. Pointer to an ID3D10Include Interface interface for handling include files. Setting this to NULL will cause a compile error if a shader contains a #include. mEntryPoint.c_str(), // [in] Name of the shader-entrypoint function where shader execution begins. mTarget.c_str(), // [in] A string that specifies the shader model; can be any profile in shader model 2, shader model 3, or shader model 4. D3D10_SHADER_ENABLE_BACKWARDS_COMPATIBILITY, // [in] Effect compile flags - D3D10_SHADER_ENABLE_BACKWARDS_COMPATIBILITY enables older shaders to compile to 4_0 targets NULL, // [in] Effect compile flags NULL, // [in] A pointer to a thread pump interface (see ID3DX10ThreadPump Interface). Use NULL to specify that this function should not return until it is completed. &mpMicroCode, // [out] A pointer to an ID3D10Blob Interface which contains the compiled shader, as well as any embedded debug and symbol-table information. &errors, // [out] A pointer to an ID3D10Blob Interface which contains a listing of errors and warnings that occured during compilation. These errors and warnings are identical to the the debug output from a debugger. NULL // [out] A pointer to the return value. May be NULL. If pPump is not NULL, then pHResult must be a valid memory location until the asynchronous execution completes. ); } #if 0 // this is how you disassemble LPCSTR commentString = NULL; ID3D10Blob* pIDisassembly = NULL; char* pDisassembly = NULL; if( mpMicroCode ) { D3D10DisassembleShader( (UINT*) mpMicroCode->GetBufferPointer(), mpMicroCode->GetBufferSize(), TRUE, commentString, &pIDisassembly ); } const char* assemblyCode = static_cast<const char*>(pIDisassembly->GetBufferPointer()); #endif if (FAILED(hr)) { mErrorsInCompile = true; String message = "Cannot assemble D3D10 high-level shader " + mName + " Errors:\n" + static_cast<const char*>(errors->GetBufferPointer()); errors->Release(); OGRE_EXCEPT(Exception::ERR_RENDERINGAPI_ERROR, message, "D3D10HLSLProgram::loadFromSource"); } SIZE_T BytecodeLength = mpMicroCode->GetBufferSize(); // this is a temp patch for the nov 08 DX SDK #ifdef D3DX10ReflectShader hr = D3DX10ReflectShader( (void*) mpMicroCode->GetBufferPointer(), BytecodeLength, &mpIShaderReflection ); #else hr = D3D10ReflectShader( (void*) mpMicroCode->GetBufferPointer(), BytecodeLength, &mpIShaderReflection ); #endif if (!FAILED(hr)) { hr = mpIShaderReflection->GetDesc( &mShaderDesc ); if (!FAILED(hr)) { if (mShaderDesc.ConstantBuffers == 1) { mShaderReflectionConstantBuffer = mpIShaderReflection->GetConstantBufferByIndex(0); hr = mShaderReflectionConstantBuffer->GetDesc(&mConstantBufferDesc); createConstantBuffer(mConstantBufferDesc.Size); for(unsigned int i = 0; i < mConstantBufferDesc.Variables ; i++) { ID3D10ShaderReflectionVariable* varRef; varRef = mShaderReflectionConstantBuffer->GetVariableByIndex(i); D3D10_SHADER_VARIABLE_DESC shaderVerDesc; HRESULT hr = varRef->GetDesc(&shaderVerDesc); ShaderVarWithPosInBuf newVar; newVar.var = shaderVerDesc; newVar.wasInit = false; mShaderVars.push_back(newVar); } } } } switch(mType) { case GPT_VERTEX_PROGRAM: CreateVertexShader(); break; case GPT_FRAGMENT_PROGRAM: CreatePixelShader(); break; } }