Files
glest-source/source/shared_lib/sources/graphics/d3d9/shader_d3d9.cpp
Mark Vejvoda 8c0bf75bf5 - got built in memory leak working. Just edit leak_dumper.h and uncomment:
//#define SL_LEAK_DUMP
- got better / more accurate stack dumps when we detect errors in game.
- Both of these need to be worked on in windows next, win32 may not compile for now until i fix it on that platform.
- BE VERY CAREFUL when working in leak_dumper.* it may cause GCC and your system to crash if you don't know what you are doing!
2012-04-14 21:21:09 +00:00

254 lines
7.1 KiB
C++

#include "shader_d3d9.h"
#include <fstream>
#include "graphics_interface.h"
#include "context_d3d9.h"
#include "texture_d3d9.h"
#include "d3d9_util.h"
#include "leak_dumper.h"
using namespace std;
namespace Shared{ namespace Graphics{ namespace D3d9{
// ===============================================
// class ShaderD3d9
// ===============================================
ShaderProgramD3d9::ShaderProgramD3d9(){
GraphicsInterface &gi= GraphicsInterface::getInstance();
d3dDevice= static_cast<ContextD3d9*>(gi.getCurrentContext())->getD3dDevice();
vertexShader= NULL;
pixelShader= NULL;
}
void ShaderProgramD3d9::attach(VertexShader *vs, FragmentShader *fs){
vertexShader= static_cast<VertexShaderD3d9*>(vs);
pixelShader= static_cast<PixelShaderD3d9*>(fs);
}
bool ShaderProgramD3d9::link(string &messages){
d3dVsConstantTable= vertexShader->getD3dConstantTable();
d3dPsConstantTable= pixelShader->getD3dConstantTable();
return true;
}
void ShaderProgramD3d9::activate(){
d3dDevice->SetVertexShader(vertexShader->getD3dVertexShader());
d3dDevice->SetPixelShader(pixelShader->getD3dPixelShader());
}
void ShaderProgramD3d9::setUniform(const string &name, int value){
D3DXHANDLE vsHandle= d3dVsConstantTable->GetConstantByName(NULL, name.c_str());
D3DXHANDLE psHandle= d3dPsConstantTable->GetConstantByName(NULL, name.c_str());
HRESULT vsResult= d3dVsConstantTable->SetInt(d3dDevice, vsHandle, value);
HRESULT psResult= d3dPsConstantTable->SetInt(d3dDevice, psHandle, value);
if(vsResult!=D3D_OK && psResult!=D3D_OK){
throw megaglest_runtime_error("Error setting shader uniform: "+string(name));
}
}
void ShaderProgramD3d9::setUniform(const string &name, float value){
D3DXHANDLE vsHandle= d3dVsConstantTable->GetConstantByName(NULL, name.c_str());
D3DXHANDLE psHandle= d3dPsConstantTable->GetConstantByName(NULL, name.c_str());
HRESULT vsResult= d3dVsConstantTable->SetFloat(d3dDevice, vsHandle, value);
HRESULT psResult= d3dPsConstantTable->SetFloat(d3dDevice, psHandle, value);
if(vsResult!=D3D_OK && psResult!=D3D_OK){
throw megaglest_runtime_error("Error setting shader uniform: "+string(name));
}
}
void ShaderProgramD3d9::setUniform(const string &name, const Vec2f &value){
setUniform(name, Vec4f(value.x, value.y, 0.0f, 0.0f));
}
void ShaderProgramD3d9::setUniform(const string &name, const Vec3f &value){
setUniform(name, Vec4f(value.x, value.y, value.z, 0.0f));
}
void ShaderProgramD3d9::setUniform(const string &name, const Vec4f &value){
D3DXVECTOR4 v;
memcpy(&v, &value, sizeof(float)*4);
D3DXHANDLE vsHandle= d3dVsConstantTable->GetConstantByName(NULL, name.c_str());
D3DXHANDLE psHandle= d3dPsConstantTable->GetConstantByName(NULL, name.c_str());
HRESULT vsResult= d3dVsConstantTable->SetVector(d3dDevice, vsHandle, &v);
HRESULT psResult= d3dPsConstantTable->SetVector(d3dDevice, psHandle, &v);
if(vsResult!=D3D_OK && psResult!=D3D_OK){
throw megaglest_runtime_error("Error setting shader uniform: "+string(name));
}
}
void ShaderProgramD3d9::setUniform(const string &name, const Matrix3f &value){
throw megaglest_runtime_error("Not implemented");
}
void ShaderProgramD3d9::setUniform(const string &name, const Matrix4f &value){
D3DXMATRIX m;
memcpy(&m, &value, sizeof(float)*16);
D3DXHANDLE vsHandle= d3dVsConstantTable->GetConstantByName(NULL, name.c_str());
D3DXHANDLE psHandle= d3dPsConstantTable->GetConstantByName(NULL, name.c_str());
HRESULT vsResult= d3dVsConstantTable->SetMatrix(d3dDevice, vsHandle, &m);
HRESULT psResult= d3dPsConstantTable->SetMatrix(d3dDevice, psHandle, &m);
if(vsResult!=D3D_OK && psResult!=D3D_OK){
throw megaglest_runtime_error("Error setting shader uniform: "+string(name));
}
}
/*void ShaderD3d9::setUniform(const string &name, const Texture *value){
D3DXHANDLE handle= d3dConstantTable->GetConstantByName(NULL, name);
D3DXCONSTANT_DESC d3dDesc;
UINT i=1;
IDirect3DTexture9 *d3dTexture= static_cast<const Texture2DD3d9*>(value)->getD3dTexture();
HRESULT result= d3dConstantTable->GetConstantDesc(handle, &d3dDesc, &i);
if(result==D3D_OK)
d3dDevice->SetTexture(d3dDesc.RegisterIndex, d3dTexture);
else
throw megaglest_runtime_error("Error setting shader uniform sampler: "+string(name));
}
bool ShaderD3d9::isUniform(char *name){
D3DXCONSTANT_DESC d3dDesc;
UINT i=1;
D3DXHANDLE handle= d3dConstantTable->GetConstantByName(NULL, name);
HRESULT result= d3dConstantTable->GetConstantDesc(handle, &d3dDesc, &i);
return result==D3D_OK;
}*/
// ===============================================
// class ShaderD3d9
// ===============================================
ShaderD3d9::ShaderD3d9(){
GraphicsInterface &gi= GraphicsInterface::getInstance();
d3dDevice= static_cast<ContextD3d9*>(gi.getCurrentContext())->getD3dDevice();
d3dConstantTable= NULL;
}
void ShaderD3d9::end(){
if(d3dConstantTable!=NULL){
d3dConstantTable->Release();
d3dConstantTable= NULL;
}
}
void ShaderD3d9::load(const string &path){
source.load(path);
}
// ===============================================
// class VertexShaderD3d9
// ===============================================
VertexShaderD3d9::VertexShaderD3d9(){
target= "vs_2_0";
d3dVertexShader= NULL;
}
void VertexShaderD3d9::end(){
ShaderD3d9::end();
if(d3dVertexShader!=NULL){
d3dVertexShader->Release();
d3dVertexShader= NULL;
}
}
bool VertexShaderD3d9::compile(string &messages){
//compile shader
ID3DXBuffer *code= NULL;
ID3DXBuffer *errors= NULL;
HRESULT result= D3DXCompileShader(
source.getCode().c_str(), source.getCode().size(), NULL, NULL,
"main", target.c_str(), 0, &code, &errors,
&d3dConstantTable);
if(errors!=NULL){
messages+= reinterpret_cast<char*>(errors->GetBufferPointer());
}
if(FAILED(result)){
return false;
}
//create shader
if(code!=NULL){
D3DCALL(d3dDevice->CreateVertexShader((DWORD*) code->GetBufferPointer(), &d3dVertexShader));
//release
code->Release();
}
if(errors!=NULL){
errors->Release();
}
//set defaults
if(d3dConstantTable!=NULL){
d3dConstantTable->SetDefaults(d3dDevice);
}
return true;
}
// ===============================================
// class PixelShaderD3d9
// ===============================================
PixelShaderD3d9::PixelShaderD3d9(){
target= "ps_2_0";
d3dPixelShader= NULL;
}
void PixelShaderD3d9::end(){
ShaderD3d9::end();
if(d3dPixelShader!=NULL){
d3dPixelShader->Release();
d3dPixelShader= NULL;
}
}
bool PixelShaderD3d9::compile(string &messages){
messages+= "Compiling shader: " + source.getPathInfo() + "\n";
//compile shader
ID3DXBuffer *code= NULL;
ID3DXBuffer *errors= NULL;
HRESULT result= D3DXCompileShader(
source.getCode().c_str(), source.getCode().size(), NULL, NULL,
"main", target.c_str(), 0, &code, &errors,
&d3dConstantTable);
if(errors!=NULL){
messages+= reinterpret_cast<char*>(errors->GetBufferPointer());
}
if(FAILED(result)){
return false;
}
if(code!=NULL) {
//create shader
D3DCALL(d3dDevice->CreatePixelShader((DWORD*) code->GetBufferPointer(), &d3dPixelShader));
//release
code->Release();
}
if(errors!=NULL){
errors->Release();
}
//set defaults
if(d3dConstantTable!=NULL){
d3dConstantTable->SetDefaults(d3dDevice);
}
return true;
}
}}}//end namespace