RetroArch/gfx/common/d3dcompiler_common.c

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/* RetroArch - A frontend for libretro.
* Copyright (C) 2014-2018 - Ali Bouhlel
*
* RetroArch is free software: you can redistribute it and/or modify it under the terms
* of the GNU General Public License as published by the Free Software Found-
* ation, either version 3 of the License, or (at your option) any later version.
*
* RetroArch is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
* without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
* PURPOSE. See the GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License along with RetroArch.
* If not, see <http://www.gnu.org/licenses/>.
*/
#include <stdio.h>
#include <dynamic/dylib.h>
#include "gfx/common/d3dcompiler_common.h"
#include "verbosity.h"
HRESULT WINAPI
D3DCompile(LPCVOID pSrcData, SIZE_T SrcDataSize, LPCSTR pSourceName,
CONST D3D_SHADER_MACRO *pDefines, ID3DInclude *pInclude, LPCSTR pEntrypoint,
LPCSTR pTarget, UINT Flags1, UINT Flags2, ID3DBlob **ppCode, ID3DBlob **ppErrorMsgs)
{
static dylib_t d3dcompiler_dll;
static const char *dll_list[] =
{
"D3DCompiler_47.dll",
"D3DCompiler_46.dll",
"D3DCompiler_45.dll",
"D3DCompiler_44.dll",
"D3DCompiler_43.dll",
"D3DCompiler_42.dll",
"D3DCompiler_41.dll",
"D3DCompiler_40.dll",
"D3DCompiler_39.dll",
"D3DCompiler_38.dll",
"D3DCompiler_37.dll",
"D3DCompiler_36.dll",
"D3DCompiler_35.dll",
"D3DCompiler_34.dll",
"D3DCompiler_33.dll",
NULL,
};
const char **dll_name = dll_list;
while (!d3dcompiler_dll && *dll_name)
d3dcompiler_dll = dylib_load(*dll_name++);
if (d3dcompiler_dll)
{
static pD3DCompile fp;
if (!fp)
fp = (pD3DCompile)dylib_proc(d3dcompiler_dll, "D3DCompile");
if (fp)
return fp(pSrcData, SrcDataSize, pSourceName, pDefines, pInclude, pEntrypoint, pTarget, Flags1,
Flags2, ppCode, ppErrorMsgs);
}
return TYPE_E_CANTLOADLIBRARY;
}
bool d3d_compile(const char *src, size_t size, LPCSTR entrypoint, LPCSTR target, D3DBlob *out)
{
D3DBlob error_msg;
UINT compileflags = 0;
#ifdef DEBUG
compileflags |= D3DCOMPILE_DEBUG | D3DCOMPILE_SKIP_OPTIMIZATION;
#endif
if(FAILED(D3DCompile(src, size, NULL, NULL, NULL, entrypoint, target, compileflags, 0, out, &error_msg)))
return false;
if (error_msg)
{
RARCH_ERR("D3DCompile failed :\n%s\n", (const char *)D3DGetBufferPointer(error_msg));
Release(error_msg);
return false;
}
return true;
}