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fteqw/engine/d3d/d3d11_shader.c

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#include "quakedef.h"
#ifdef D3D11QUAKE
#include "shader.h"
#include "winquake.h"
#define COBJMACROS
#include <d3d11.h>
extern ID3D11Device *pD3DDev11;
typedef struct _D3D_SHADER_MACRO
{
LPCSTR Name;
LPCSTR Definition;
} D3D_SHADER_MACRO, *LPD3D_SHADER_MACRO;
typedef enum _D3D_INCLUDE_TYPE {
D3D_INCLUDE_LOCAL = 0,
D3D_INCLUDE_SYSTEM = ( D3D_INCLUDE_LOCAL + 1 ),
D3D_INCLUDE_FORCE_DWORD = 0x7fffffff
} D3D_INCLUDE_TYPE;
#undef INTERFACE
#define INTERFACE ID3DInclude
DECLARE_INTERFACE_(INTERFACE, IUnknown)
{
STDMETHOD(Open)(THIS_ D3D_INCLUDE_TYPE IncludeType, LPCSTR pFileName, LPCVOID pParentData, LPCVOID *ppData, UINT *pBytes) PURE;
STDMETHOD(Close)(THIS_ LPCVOID pData) PURE;
};
#undef INTERFACE
#define INTERFACE ID3DBlob
DECLARE_INTERFACE_(INTERFACE, IUnknown)
{
STDMETHOD(QueryInterface)(THIS_ REFIID iid, LPVOID *ppv) PURE;
STDMETHOD_(ULONG, AddRef)(THIS) PURE;
STDMETHOD_(ULONG, Release)(THIS) PURE;
STDMETHOD_(LPVOID, GetBufferPointer)(THIS) PURE;
STDMETHOD_(SIZE_T, GetBufferSize)(THIS) PURE;
};
#define ID3DBlob_GetBufferPointer(b) b->lpVtbl->GetBufferPointer(b)
#define ID3DBlob_Release(b) b->lpVtbl->Release(b)
#define ID3DBlob_GetBufferSize(b) b->lpVtbl->GetBufferSize(b)
#undef INTERFACE
HRESULT (WINAPI *pD3DCompile) (
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 dllhandle_t *shaderlib;
D3D_FEATURE_LEVEL d3dfeaturelevel;
qboolean D3D11Shader_Init(unsigned int flevel)
{
//FIXME: if the feature level is below 10, make sure the compiler supports all the right targets etc
int ver;
dllfunction_t funcsold[] =
{
{(void**)&pD3DCompile, "D3DCompileFromMemory"},
{NULL,NULL}
};
dllfunction_t funcsnew[] =
{
{(void**)&pD3DCompile, "D3DCompile"},
{NULL,NULL}
};
for (ver = 43; ver >= 33; ver--)
{
shaderlib = Sys_LoadLibrary(va("D3dcompiler_%i.dll", ver), (ver>=40)?funcsnew:funcsold);
if (shaderlib)
break;
}
if (!shaderlib)
return false;
d3dfeaturelevel = flevel;
return true;
}
HRESULT STDMETHODCALLTYPE d3dinclude_Close(ID3DInclude *this, LPCVOID pData)
{
free((void*)pData);
return S_OK;
}
HRESULT STDMETHODCALLTYPE d3dinclude_Open(ID3DInclude *this, D3D_INCLUDE_TYPE IncludeType, LPCSTR pFileName, LPCVOID pParentData, LPCVOID *ppData, UINT *pBytes)
{
if (IncludeType == D3D_INCLUDE_SYSTEM)
{
if (!strcmp(pFileName, "ftedefs.h"))
{
static const char *defstruct =
"cbuffer ftemodeldefs : register(b0)\n"
"{\n"
"matrix m_model;\n"
"float3 e_eyepos; float e_time;\n"
"float3 e_light_ambient; float pad1;\n"
"float3 e_light_dir; float pad2;\n"
"float3 e_light_mul; float pad3;\n"
"float4 e_lmscale[4];\n"
"};\n"
"cbuffer fteviewdefs : register(b1)\n"
"{\n"
"matrix m_view;\n"
"matrix m_projection;\n"
"float3 v_eyepos; float v_time;\n"
"};\n"
"cbuffer ftelightdefs : register(b2)\n"
"{\n"
"matrix l_cubematrix;\n"
"float3 l_lightposition; float padl1;\n"
"float3 l_colour; float padl2;\n"
"float3 l_lightcolourscale;float l_lightradius;\n"
"float4 l_shadowmapproj;\n"
"float2 l_shadowmapscale; float2 padl3;\n"
"};\n"
;
*ppData = strdup(defstruct);
*pBytes = strlen(*ppData);
return S_OK;
}
if (!strcmp(pFileName, "sys/skeletal.h"))
{
static const char *defstruct =
""
;
*ppData = strdup(defstruct);
*pBytes = strlen(*ppData);
return S_OK;
}
}
else
{
}
return E_FAIL;
}
ID3DIncludeVtbl myd3dincludetab =
{
d3dinclude_Open,
d3dinclude_Close
};
ID3DInclude myd3dinclude =
{
&myd3dincludetab
};
typedef struct
{
vecV_t coord;
vec2_t tex;
vec2_t lm;
vec3_t ndir;
vec3_t sdir;
vec3_t tdir;
byte_vec4_t colorsb;
} vbovdata_t;
void D3D11Shader_DeleteProgram(program_t *prog)
{
ID3D11InputLayout *layout;
ID3D11PixelShader *frag;
ID3D11VertexShader *vert;
int permu;
for (permu = 0; permu < PERMUTATIONS; permu++)
{
vert = prog->permu[permu].handle.hlsl.vert;
frag = prog->permu[permu].handle.hlsl.frag;
layout = prog->permu[permu].handle.hlsl.layout;
if (vert)
ID3D11VertexShader_Release(vert);
if (frag)
ID3D11PixelShader_Release(frag);
if (layout)
ID3D11InputLayout_Release(layout);
}
}
qboolean D3D11Shader_CreateProgram (program_t *prog, const char *name, int permu, char **precompilerconstants, char *vert, char *frag)
{
char *vsformat;
char *fsformat;
D3D_SHADER_MACRO defines[64];
ID3DBlob *vcode = NULL, *fcode = NULL, *errors = NULL;
qboolean success = false;
if (d3dfeaturelevel >= D3D_FEATURE_LEVEL_11_0) //and 11.1
{
vsformat = "vs_5_0";
fsformat = "ps_5_0";
}
else if (d3dfeaturelevel >= D3D_FEATURE_LEVEL_10_1)
{
vsformat = "vs_4_1";
fsformat = "ps_4_1";
}
else if (d3dfeaturelevel >= D3D_FEATURE_LEVEL_10_0)
{
vsformat = "vs_4_0";
fsformat = "ps_4_0";
}
else if (d3dfeaturelevel >= D3D_FEATURE_LEVEL_9_3)
{ //dx10-compatible output for 9.3 hardware
vsformat = "vs_4_0_level_9_3";
fsformat = "ps_4_0_level_9_3";
}
else
{ //dx10-compatible output for 9.1|9.2 hardware
vsformat = "vs_4_0_level_9_1";
fsformat = "ps_4_0_level_9_1";
}
prog->permu[permu].handle.hlsl.vert = NULL;
prog->permu[permu].handle.hlsl.frag = NULL;
prog->permu[permu].handle.hlsl.layout = NULL;
if (pD3DCompile)
{
int consts;
for (consts = 2; precompilerconstants[consts]; consts++)
;
if (consts >= sizeof(defines) / sizeof(defines[0]))
return success;
consts = 0;
defines[consts].Name = NULL; /*shader type*/
defines[consts].Definition = "1";
consts++;
defines[consts].Name = "ENGINE_"DISTRIBUTION;
defines[consts].Definition = __DATE__;
consts++;
defines[consts].Name = Z_StrDup("LEVEL");
defines[consts].Definition = Z_StrDup(va("0x%x", d3dfeaturelevel));
consts++;
for (; *precompilerconstants; precompilerconstants++)
{
char *t = *precompilerconstants;
t = COM_Parse(t);
t = COM_Parse(t);
defines[consts].Name = Z_StrDup(com_token);
defines[consts].Definition = t?Z_StrDup(t):NULL;
consts++;
}
defines[consts].Name = NULL;
defines[consts].Definition = NULL;
success = true;
defines[0].Name = "VERTEX_SHADER";
if (FAILED(pD3DCompile(vert, strlen(vert), name, defines, &myd3dinclude, "main", vsformat, 0, 0, &vcode, &errors)))
success = false;
else
{
if (FAILED(ID3D11Device_CreateVertexShader(pD3DDev11, ID3DBlob_GetBufferPointer(vcode), ID3DBlob_GetBufferSize(vcode), NULL, (ID3D11VertexShader**)&prog->permu[permu].handle.hlsl.vert)))
success = false;
}
if (errors)
{
char *messages = ID3DBlob_GetBufferPointer(errors);
Con_Printf("vertex shader:\n%s", messages);
ID3DBlob_Release(errors);
}
defines[0].Name = "FRAGMENT_SHADER";
if (FAILED(pD3DCompile(frag, strlen(frag), name, defines, &myd3dinclude, "main", fsformat, 0, 0, &fcode, &errors)))
success = false;
else
{
if (FAILED(ID3D11Device_CreatePixelShader(pD3DDev11, ID3DBlob_GetBufferPointer(fcode), ID3DBlob_GetBufferSize(fcode), NULL, (ID3D11PixelShader**)&prog->permu[permu].handle.hlsl.frag)))
success = false;
}
if (errors)
{
char *messages = ID3DBlob_GetBufferPointer(errors);
Con_Printf("fragment shader:\n%s", messages);
ID3DBlob_Release(errors);
}
while(consts-->2)
{
Z_Free((void*)defines[consts].Name);
Z_Free((void*)defines[consts].Definition);
}
if (success)
{
D3D11_INPUT_ELEMENT_DESC decl[13];
int elements = 0;
vbovdata_t *foo = NULL;
decl[elements].SemanticName = "POSITION";
decl[elements].SemanticIndex = 0;
decl[elements].Format = DXGI_FORMAT_R32G32B32_FLOAT;
decl[elements].InputSlot = 0;
decl[elements].AlignedByteOffset = (char*)&foo->coord[0] - (char*)NULL;
decl[elements].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
decl[elements].InstanceDataStepRate = 0;
elements++;
decl[elements].SemanticName = "TEXCOORD";
decl[elements].SemanticIndex = 0;
decl[elements].Format = DXGI_FORMAT_R32G32B32A32_FLOAT;
decl[elements].InputSlot = 0;
decl[elements].AlignedByteOffset = (char*)&foo->tex[0] - (char*)NULL;
decl[elements].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
decl[elements].InstanceDataStepRate = 0;
elements++;
/*
decl[elements].SemanticName = "TEXCOORD";
decl[elements].SemanticIndex = 1;
decl[elements].Format = DXGI_FORMAT_R32G32_FLOAT;
decl[elements].InputSlot = 1;
decl[elements].AlignedByteOffset = (char*)&foo->lm[0] - (char*)NULL;
decl[elements].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
decl[elements].InstanceDataStepRate = 0;
elements++;
*/
decl[elements].SemanticName = "COLOR";
decl[elements].SemanticIndex = 0;
decl[elements].Format = DXGI_FORMAT_R8G8B8A8_UNORM;
decl[elements].InputSlot = 0;
decl[elements].AlignedByteOffset = (char*)&foo->colorsb[0] - (char*)NULL;
decl[elements].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
decl[elements].InstanceDataStepRate = 0;
elements++;
decl[elements].SemanticName = "NORMAL";
decl[elements].SemanticIndex = 0;
decl[elements].Format = DXGI_FORMAT_R32G32B32_FLOAT;
decl[elements].InputSlot = 0;
decl[elements].AlignedByteOffset = (char*)&foo->ndir[0] - (char*)NULL;
decl[elements].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
decl[elements].InstanceDataStepRate = 0;
elements++;
decl[elements].SemanticName = "TANGENT";
decl[elements].SemanticIndex = 0;
decl[elements].Format = DXGI_FORMAT_R32G32B32_FLOAT;
decl[elements].InputSlot = 0;
decl[elements].AlignedByteOffset = (char*)&foo->sdir[0] - (char*)NULL;
decl[elements].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
decl[elements].InstanceDataStepRate = 0;
elements++;
decl[elements].SemanticName = "BINORMAL";
decl[elements].SemanticIndex = 0;
decl[elements].Format = DXGI_FORMAT_R32G32B32_FLOAT;
decl[elements].InputSlot = 0;
decl[elements].AlignedByteOffset = (char*)&foo->tdir[0] - (char*)NULL;
decl[elements].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
decl[elements].InstanceDataStepRate = 0;
elements++;
/*
decl[elements].SemanticName = "BLENDWEIGHT";
decl[elements].SemanticIndex = 0;
decl[elements].Format = DXGI_FORMAT_R32G32B32A32_FLOAT;
decl[elements].InputSlot = 0;
decl[elements].AlignedByteOffset = 0;
decl[elements].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
decl[elements].InstanceDataStepRate = 0;
elements++;
decl[elements].SemanticName = "BLENDINDICIES";
decl[elements].SemanticIndex = 0;
decl[elements].Format = DXGI_FORMAT_R8G8B8A8_UINT;
decl[elements].InputSlot = 0;
decl[elements].AlignedByteOffset = 0;
decl[elements].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
decl[elements].InstanceDataStepRate = 0;
elements++;
*/
if (FAILED(ID3D11Device_CreateInputLayout(pD3DDev11, decl, elements, ID3DBlob_GetBufferPointer(vcode), ID3DBlob_GetBufferSize(vcode), (ID3D11InputLayout**)&prog->permu[permu].handle.hlsl.layout)))
{
Con_Printf("HLSL Shader %s requires unsupported inputs\n", name);
success = false;
}
}
if (vcode)
ID3DBlob_Release(vcode);
if (fcode)
ID3DBlob_Release(fcode);
}
return success;
}
int D3D11Shader_FindUniform(union programhandle_u *h, int type, char *name)
{
return -1;
}
#endif