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gsdx-dx: Load D3DCompiler dll at runtime
D3DCompiler_47.dll will be loaded for Windows 8.1 and above (and maybe Windows 7 devs), D3DCompiler_43.dll will be loaded for Windows 7 and below.
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@ -132,6 +132,10 @@ EXPORT_C_(int) GSinit()
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return -1;
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}
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if (!GSDeviceDX::LoadD3DCompiler())
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{
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return -1;
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}
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#endif
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return 0;
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@ -156,6 +160,8 @@ EXPORT_C GSshutdown()
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s_hr = E_FAIL;
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}
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GSDeviceDX::FreeD3DCompiler();
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#endif
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}
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@ -22,6 +22,11 @@
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#include "stdafx.h"
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#include "GSdx.h"
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#include "GSDeviceDX.h"
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#include <VersionHelpers.h>
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HMODULE GSDeviceDX::s_d3d_compiler_dll = nullptr;
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decltype(&D3DCompile) GSDeviceDX::s_pD3DCompile = nullptr;
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bool GSDeviceDX::s_old_d3d_compiler_dll;
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GSDeviceDX::GSDeviceDX()
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{
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@ -35,6 +40,48 @@ GSDeviceDX::~GSDeviceDX()
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{
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}
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bool GSDeviceDX::LoadD3DCompiler()
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{
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// Windows 8.1 and later come with the latest d3dcompiler_47.dll, but
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// Windows 7 devs might also have the dll available for use (which will
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// have to be placed in the application directory)
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s_d3d_compiler_dll = LoadLibraryEx(D3DCOMPILER_DLL, nullptr, LOAD_LIBRARY_SEARCH_APPLICATION_DIR | LOAD_LIBRARY_SEARCH_SYSTEM32);
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// Windows Vista and 7 can use the older version. If the previous LoadLibrary
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// call fails on Windows 8.1 and later, then the user's system is likely
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// broken.
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if (s_d3d_compiler_dll)
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{
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s_old_d3d_compiler_dll = false;
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}
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else
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{
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if (!IsWindows8Point1OrGreater())
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s_d3d_compiler_dll = LoadLibraryEx("D3DCompiler_43.dll", nullptr, LOAD_LIBRARY_SEARCH_SYSTEM32);
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if (s_d3d_compiler_dll == nullptr)
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return false;
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s_old_d3d_compiler_dll = true;
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}
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s_pD3DCompile = reinterpret_cast<decltype(&D3DCompile)>(GetProcAddress(s_d3d_compiler_dll, "D3DCompile"));
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if (s_pD3DCompile)
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return true;
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FreeLibrary(s_d3d_compiler_dll);
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s_d3d_compiler_dll = nullptr;
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return false;
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}
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void GSDeviceDX::FreeD3DCompiler()
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{
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s_pD3DCompile = nullptr;
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if (s_d3d_compiler_dll)
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FreeLibrary(s_d3d_compiler_dll);
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s_d3d_compiler_dll = nullptr;
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}
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GSTexture* GSDeviceDX::FetchSurface(int type, int w, int h, bool msaa, int format)
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{
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if(m_msaa < 2)
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@ -278,6 +278,12 @@ protected:
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uint32 m_msaa;
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DXGI_SAMPLE_DESC m_msaa_desc;
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static HMODULE s_d3d_compiler_dll;
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static decltype(&D3DCompile) s_pD3DCompile;
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// Older version doesn't support D3D_COMPILE_STANDARD_FILE_INCLUDE, which
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// could be useful for external shaders.
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static bool s_old_d3d_compiler_dll;
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GSTexture* FetchSurface(int type, int w, int h, bool msaa, int format);
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public:
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@ -297,6 +303,9 @@ public:
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virtual bool HasStencil() = 0;
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virtual bool HasDepth32() = 0;
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static bool LoadD3DCompiler();
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static void FreeD3DCompiler();
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template<class T> void PrepareShaderMacro(vector<T>& dst, const T* src)
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{
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dst.clear();
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@ -37,6 +37,7 @@
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#include <commctrl.h>
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#include <commdlg.h>
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#include <shellapi.h>
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#include <d3dcompiler.h>
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#include <d3d11.h>
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#include <d3dx11.h>
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#include <d3d9.h>
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