Added support for dynamic d3dcompile load
If you really want to use d3dcompile, then I think its better to find the most recent d3dcompile you have on your computer and load its D3DCompile function. This process is now automatically handled. Just define the right Preprocessor.merge-requests/28/head
parent
a1037e3bf2
commit
3a0d9c55c1
|
@ -335,6 +335,12 @@ bool ImGui_ImplDX10_CreateDeviceObjects()
|
|||
// 2) use code to detect any version of the DLL and grab a pointer to D3DCompile from the DLL.
|
||||
// See https://github.com/ocornut/imgui/pull/638 for sources and details.
|
||||
|
||||
#ifdef USE_D3DCOMPILE
|
||||
decltype(D3DCompile)* D3DCompile = load_d3dcompile();
|
||||
if (D3DCompile == nullptr)
|
||||
return false;
|
||||
#endif
|
||||
|
||||
// Create the vertex shader
|
||||
{
|
||||
#ifdef USE_D3DCOMPILE
|
||||
|
@ -367,6 +373,7 @@ bool ImGui_ImplDX10_CreateDeviceObjects()
|
|||
}";
|
||||
|
||||
D3DCompile(vertexShader, strlen(vertexShader), NULL, NULL, NULL, "main", "vs_4_0", 0, 0, &g_pVertexShaderBlob, NULL);
|
||||
|
||||
if (g_pVertexShaderBlob == NULL) // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
|
||||
return false;
|
||||
|
||||
|
@ -424,6 +431,7 @@ bool ImGui_ImplDX10_CreateDeviceObjects()
|
|||
}";
|
||||
|
||||
D3DCompile(pixelShader, strlen(pixelShader), NULL, NULL, NULL, "main", "ps_4_0", 0, 0, &g_pPixelShaderBlob, NULL);
|
||||
|
||||
if (g_pPixelShaderBlob == NULL) // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
|
||||
return false;
|
||||
if (g_pd3dDevice->CreatePixelShader((DWORD*)g_pPixelShaderBlob->GetBufferPointer(), g_pPixelShaderBlob->GetBufferSize(), &g_pPixelShader) != S_OK)
|
||||
|
@ -434,6 +442,10 @@ bool ImGui_ImplDX10_CreateDeviceObjects()
|
|||
#endif
|
||||
}
|
||||
|
||||
#ifdef USE_D3DCOMPILE
|
||||
unload_d3dcompile();
|
||||
#endif
|
||||
|
||||
// Create the blending setup
|
||||
{
|
||||
D3D10_BLEND_DESC desc;
|
||||
|
|
|
@ -342,6 +342,12 @@ bool ImGui_ImplDX11_CreateDeviceObjects()
|
|||
// 2) use code to detect any version of the DLL and grab a pointer to D3DCompile from the DLL.
|
||||
// See https://github.com/ocornut/imgui/pull/638 for sources and details.
|
||||
|
||||
#ifdef USE_D3DCOMPILE
|
||||
decltype(D3DCompile)* D3DCompile = load_d3dcompile();
|
||||
if (D3DCompile == nullptr)
|
||||
return false;
|
||||
#endif
|
||||
|
||||
// Create the vertex shader
|
||||
{
|
||||
#ifdef USE_D3DCOMPILE
|
||||
|
@ -441,6 +447,10 @@ bool ImGui_ImplDX11_CreateDeviceObjects()
|
|||
#endif
|
||||
}
|
||||
|
||||
#ifdef USE_D3DCOMPILE
|
||||
unload_d3dcompile();
|
||||
#endif
|
||||
|
||||
// Create the blending setup
|
||||
{
|
||||
D3D11_BLEND_DESC desc;
|
||||
|
|
|
@ -468,6 +468,12 @@ bool ImGui_ImplDX12_CreateDeviceObjects()
|
|||
psoDesc.SampleDesc.Count = 1;
|
||||
psoDesc.Flags = D3D12_PIPELINE_STATE_FLAG_NONE;
|
||||
|
||||
#ifdef USE_D3DCOMPILE
|
||||
decltype(D3DCompile)* D3DCompile = load_d3dcompile();
|
||||
if (D3DCompile == nullptr)
|
||||
return false;
|
||||
#endif
|
||||
|
||||
// Create the vertex shader
|
||||
{
|
||||
#ifdef USE_D3DCOMPILE
|
||||
|
@ -546,6 +552,10 @@ bool ImGui_ImplDX12_CreateDeviceObjects()
|
|||
#endif
|
||||
}
|
||||
|
||||
#ifdef USE_D3DCOMPILE
|
||||
unload_d3dcompile();
|
||||
#endif
|
||||
|
||||
// Create the blending setup
|
||||
{
|
||||
D3D12_BLEND_DESC& desc = psoDesc.BlendState;
|
||||
|
|
|
@ -1,5 +1,36 @@
|
|||
#include "ImGui_ShaderBlobs.h"
|
||||
|
||||
#ifdef USE_D3DCOMPILE
|
||||
|
||||
#include <stdio.h>
|
||||
|
||||
static HMODULE d3dcompile_dll = nullptr;
|
||||
|
||||
decltype(D3DCompile)* load_d3dcompile()
|
||||
{
|
||||
decltype(D3DCompile)* func = nullptr;
|
||||
for (int i = 47; i > 30; i--)
|
||||
{
|
||||
char dll_name[20];
|
||||
sprintf_s(dll_name, "d3dcompiler_%02d.dll", i);
|
||||
if (d3dcompile_dll = LoadLibraryA(dll_name))
|
||||
{
|
||||
func = (decltype(D3DCompile)*)GetProcAddress(d3dcompile_dll, "D3DCompile");
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
return func;
|
||||
}
|
||||
|
||||
void unload_d3dcompile()
|
||||
{
|
||||
if (d3dcompile_dll)
|
||||
FreeLibrary(d3dcompile_dll);
|
||||
}
|
||||
|
||||
#else
|
||||
|
||||
extern unsigned char ImGui_vertexShaderDX10[] = {
|
||||
0x44, 0x58, 0x42, 0x43, 0x7a, 0x54, 0x84, 0x96, 0xdf, 0xd1, 0x9e, 0x21,
|
||||
0xfd, 0x85, 0x86, 0x3d, 0x28, 0xd1, 0x03, 0xae, 0x01, 0x00, 0x00, 0x00,
|
||||
|
@ -284,3 +315,5 @@ extern unsigned char ImGui_pixelShaderDX12[] = {
|
|||
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
|
||||
0x00, 0x00, 0x00, 0x00
|
||||
};
|
||||
|
||||
#endif
|
|
@ -6,9 +6,12 @@
|
|||
|
||||
#ifdef USE_D3DCOMPILE
|
||||
#include <d3dcompiler.h>
|
||||
#ifdef _MSC_VER
|
||||
#pragma comment(lib, "d3dcompiler") // Automatically link with d3dcompiler.lib as we are using D3DCompile() below.
|
||||
#endif
|
||||
//#ifdef _MSC_VER
|
||||
// #pragma comment(lib, "d3dcompiler") // Automatically link with d3dcompiler.lib as we are using D3DCompile() below.
|
||||
//#endif
|
||||
|
||||
decltype(D3DCompile)* load_d3dcompile();
|
||||
void unload_d3dcompile();
|
||||
#else
|
||||
|
||||
#define ImGui_vertexShaderDX10_len 876
|
||||
|
|
Loading…
Reference in New Issue