#include "quakedef.h" #ifdef D3D11QUAKE #include "shader.h" #include "winquake.h" #define COBJMACROS #include 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