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- //-----------------------------------------------------------------------------
- // Copyright (c) 2012 GarageGames, LLC
- //
- // Permission is hereby granted, free of charge, to any person obtaining a copy
- // of this software and associated documentation files (the "Software"), to
- // deal in the Software without restriction, including without limitation the
- // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
- // sell copies of the Software, and to permit persons to whom the Software is
- // furnished to do so, subject to the following conditions:
- //
- // The above copyright notice and this permission notice shall be included in
- // all copies or substantial portions of the Software.
- //
- // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
- // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
- // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
- // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
- // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
- // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
- // IN THE SOFTWARE.
- //-----------------------------------------------------------------------------
- #include "gfx/D3D9/pc/gfxPCD3D9Device.h"
- #include "gfx/D3D9/gfxD3D9CardProfiler.h"
- #include "gfx/D3D9/gfxD3D9Shader.h"
- #include "gfx/D3D9/gfxD3D9VertexBuffer.h"
- #include "gfx/D3D9/gfxD3D9EnumTranslate.h"
- #include "core/strings/unicode.h"
- #include "console/console.h"
- //------------------------------------------------------------------------------
- // D3DX Function binding
- //------------------------------------------------------------------------------
- bool d3dxBindFunction( DLibrary *dll, void *&fnAddress, const char *name )
- {
- fnAddress = dll->bind( name );
- if (!fnAddress)
- Con::warnf( "D3DX Loader: DLL bind failed for %s", name );
- return fnAddress != 0;
- }
- void GFXD3D9Device::initD3DXFnTable()
- {
- if ( smD3DX.isLoaded )
- return;
- // We only load the d3dx version that we compiled
- // and linked against which should keep unexpected
- // problems from newer or older SDKs to a minimum.
- String d3dxVersion = String::ToString( "d3dx9_%d.dll", (S32)D3DX_SDK_VERSION );
- smD3DX.dllRef = OsLoadLibrary( d3dxVersion );
- // If the d3dx version we requested didn't load then we have
- // a corrupt or old install of DirectX.... prompt them to update.
- if ( !smD3DX.dllRef )
- {
- Con::errorf( "Unsupported DirectX version!" );
- Platform::messageBox( Con::getVariable( "$appName" ),
- "DirectX could not be started!\r\n"
- "Please be sure you have the latest version of DirectX installed.",
- MBOk, MIStop );
- Platform::forceShutdown( -1 );
- }
- smD3DX.isLoaded = true;
- #define D3DX_FUNCTION(fn_name, fn_return, fn_args) \
- smD3DX.isLoaded &= d3dxBindFunction(smD3DX.dllRef, *(void**)&smD3DX.fn_name, #fn_name);
- # include "gfx/D3D9/d3dx9Functions.h"
- #undef D3DX_FUNCTION
- AssertISV( smD3DX.isLoaded, "D3DX Failed to load all functions." );
- // HACK: For some reason in the latest versions of
- // the D3D SDK on the PC the shader compiler will load
- // and unload the compiler DLL over and over with each
- // shader compiled.
- //
- // By loading the DLL once ourselves we keep it from
- // ever unloading it which makes shader compiling faster.
- //
- String compilerVersion = String::ToString( "D3DCompiler_%d.dll", (S32)D3DX_SDK_VERSION );
- smD3DX.compilerDllRef = OsLoadLibrary( compilerVersion );
- }
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