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Engine directory for ticket #1
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87
Engine/source/gfx/D3D9/pc/gfxD3D9Device.pc.cpp
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87
Engine/source/gfx/D3D9/pc/gfxD3D9Device.pc.cpp
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//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#include "gfx/D3D9/pc/gfxPCD3D9Device.h"
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#include "gfx/D3D9/gfxD3D9CardProfiler.h"
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#include "gfx/D3D9/gfxD3D9Shader.h"
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#include "gfx/D3D9/gfxD3D9VertexBuffer.h"
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#include "gfx/D3D9/gfxD3D9EnumTranslate.h"
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#include "core/strings/unicode.h"
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#include "console/console.h"
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//------------------------------------------------------------------------------
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// D3DX Function binding
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//------------------------------------------------------------------------------
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bool d3dxBindFunction( DLibrary *dll, void *&fnAddress, const char *name )
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{
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fnAddress = dll->bind( name );
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if (!fnAddress)
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Con::warnf( "D3DX Loader: DLL bind failed for %s", name );
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return fnAddress != 0;
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}
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void GFXD3D9Device::initD3DXFnTable()
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{
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if ( smD3DX.isLoaded )
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return;
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// We only load the d3dx version that we compiled
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// and linked against which should keep unexpected
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// problems from newer or older SDKs to a minimum.
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String d3dxVersion = String::ToString( "d3dx9_%d.dll", (S32)D3DX_SDK_VERSION );
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smD3DX.dllRef = OsLoadLibrary( d3dxVersion );
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// If the d3dx version we requested didn't load then we have
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// a corrupt or old install of DirectX.... prompt them to update.
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if ( !smD3DX.dllRef )
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{
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Con::errorf( "Unsupported DirectX version!" );
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Platform::messageBox( Con::getVariable( "$appName" ),
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"DirectX could not be started!\r\n"
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"Please be sure you have the latest version of DirectX installed.",
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MBOk, MIStop );
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Platform::forceShutdown( -1 );
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}
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smD3DX.isLoaded = true;
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#define D3DX_FUNCTION(fn_name, fn_return, fn_args) \
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smD3DX.isLoaded &= d3dxBindFunction(smD3DX.dllRef, *(void**)&smD3DX.fn_name, #fn_name);
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# include "gfx/D3D9/d3dx9Functions.h"
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#undef D3DX_FUNCTION
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AssertISV( smD3DX.isLoaded, "D3DX Failed to load all functions." );
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// HACK: For some reason in the latest versions of
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// the D3D SDK on the PC the shader compiler will load
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// and unload the compiler DLL over and over with each
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// shader compiled.
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//
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// By loading the DLL once ourselves we keep it from
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// ever unloading it which makes shader compiling faster.
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//
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String compilerVersion = String::ToString( "D3DCompiler_%d.dll", (S32)D3DX_SDK_VERSION );
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smD3DX.compilerDllRef = OsLoadLibrary( compilerVersion );
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}
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