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fteqw/engine/d3d/d3d11_image.c
Spoike 53a7b3d47c added support for external capture plugins - and using avcodec as a plugin.c.
The ragdoll API is potentially usable now, but still really limited.
Enabled SQL requests by default using sqlite. Note that you'll need the sqlite dll to use this. MySQL should still be usable, but I didn't try. MySQL requires -DUSE_MYSQL to compile it, and a dll and -mysql argument to enable it.
Fixed nacl.
NPFTE plugin now invokes an exe to run the game rather than running the game within the browser.
externvalue builtin now accepts & prefix to return a pointer instead.
Fixed vector autocvars.
uri_get, bufstr_add, bufstr_free, now functional.
QC debugger can now show asm if line numbers are not available.
Added support for QC watchpoints. Use the watchpoint command.
gl_specular now give specular even without rtlights, thankfully not as blatently, but its there.
android will not crash due to supported audio formats, and gles2 can be selected via a cvar (requires full FTEDroidActivity/program restart).

git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4152 fc73d0e0-1445-4013-8a0c-d673dee63da5
2012-11-27 03:23:19 +00:00

547 lines
13 KiB
C

#include "quakedef.h"
#ifdef D3D11QUAKE
#include "winquake.h"
#define COBJMACROS
#include <d3d11.h>
extern ID3D11Device *pD3DDev11;
extern ID3D11DeviceContext *d3ddevctx;
typedef struct d3dtexture_s
{
texcom_t com;
ID3D11ShaderResourceView *view;
struct d3dtexture_s *prev;
struct d3dtexture_s *next;
ID3D11Texture2D *tex2d;
char name[1];
} d3d11texture_t;
static d3d11texture_t *d3d11textures;
void D3D11_Image_Shutdown(void)
{
//destroy all named textures
while(d3d11textures)
{
d3d11texture_t *t = d3d11textures;
d3d11textures = t->next;
if (t->view)
ID3D11ShaderResourceView_Release(t->view);
if (t->tex2d)
ID3D11Texture2D_Release(t->tex2d);
free(t);
}
}
void D3D11_DestroyTexture (texid_t tex)
{
d3d11texture_t *t = (d3d11texture_t*)tex.ref;
ID3D11Texture2D *tx = tex.ptr;
if (t->view)
ID3D11ShaderResourceView_Release(t->view);
if (t->tex2d)
ID3D11Texture2D_Release(t->tex2d);
t->view = NULL;
t->tex2d = NULL;
if (t->prev)
t->prev->next = t->next;
else
d3d11textures = t->next;
if (t->next)
t->next->prev = t->prev;
t->prev = NULL;
t->next = NULL;
free(t);
}
static d3d11texture_t *d3d_lookup_texture(char *ident)
{
d3d11texture_t *tex;
if (*ident)
{
for (tex = d3d11textures; tex; tex = tex->next)
if (!strcmp(tex->name, ident))
return tex;
}
tex = calloc(1, sizeof(*tex)+strlen(ident));
strcpy(tex->name, ident);
tex->view = NULL;
tex->tex2d = NULL;
tex->next = d3d11textures;
tex->prev = NULL;
d3d11textures = tex;
if (tex->next)
tex->next->prev = tex;
return tex;
}
extern cvar_t gl_picmip;
extern cvar_t gl_picmip2d;
static texid_t ToTexID(d3d11texture_t *tex)
{
texid_t tid;
tid.ref = &tex->com;
if (!tex->view)
ID3D11Device_CreateShaderResourceView(pD3DDev11, (ID3D11Resource *)tex->tex2d, NULL, &tex->view);
tid.ptr = tex->view;
return tid;
}
static void *D3D11_AllocNewTextureData(void *datargba, int width, int height, unsigned int flags)
{
HRESULT hr;
ID3D11Texture2D *tx = NULL;
D3D11_TEXTURE2D_DESC tdesc = {0};
D3D11_SUBRESOURCE_DATA subresdesc = {0};
subresdesc.pSysMem = datargba;
subresdesc.SysMemPitch = width*4;
subresdesc.SysMemSlicePitch = width*height*4;
tdesc.Width = width;
tdesc.Height = height;
tdesc.MipLevels = 1;
tdesc.ArraySize = 1;
tdesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
tdesc.SampleDesc.Count = 1;
tdesc.SampleDesc.Quality = 0;
tdesc.Usage = datargba?D3D11_USAGE_DEFAULT:D3D11_USAGE_DYNAMIC;
tdesc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
tdesc.CPUAccessFlags = 0;
tdesc.MiscFlags = 0;
hr = ID3D11Device_CreateTexture2D(pD3DDev11, &tdesc, (datargba?&subresdesc:NULL), &tx);
if (FAILED(hr))
{
tx = NULL;
}
return tx;
}
texid_t D3D11_AllocNewTexture(char *ident, int width, int height, unsigned int flags)
{
d3d11texture_t *t;
void *img = D3D11_AllocNewTextureData(NULL, width, height, flags);
if (!img)
return r_nulltex;
t = d3d_lookup_texture("");
t->tex2d = img;
return ToTexID(t);
}
static void D3D11_RoundDimensions(int *scaled_width, int *scaled_height, qboolean mipmap)
{
// if (gl_config.arb_texture_non_power_of_two) //NPOT is a simple extension that relaxes errors.
// {
// TRACE(("dbg: GL_RoundDimensions: GL_ARB_texture_non_power_of_two\n"));
// }
// else
{
int width = *scaled_width;
int height = *scaled_height;
for (*scaled_width = 1 ; *scaled_width < width ; *scaled_width<<=1)
;
for (*scaled_height = 1 ; *scaled_height < height ; *scaled_height<<=1)
;
}
if (mipmap)
{
TRACE(("dbg: GL_RoundDimensions: %i\n", gl_picmip.ival));
*scaled_width >>= gl_picmip.ival;
*scaled_height >>= gl_picmip.ival;
}
else
{
*scaled_width >>= gl_picmip2d.ival;
*scaled_height >>= gl_picmip2d.ival;
}
TRACE(("dbg: GL_RoundDimensions: %i\n", gl_max_size.ival));
if (gl_max_size.ival)
{
if (*scaled_width > gl_max_size.ival)
*scaled_width = gl_max_size.ival;
if (*scaled_height > gl_max_size.ival)
*scaled_height = gl_max_size.ival;
}
if (*scaled_width < 1)
*scaled_width = 1;
if (*scaled_height < 1)
*scaled_height = 1;
}
#if 0
static void D3D_MipMap (qbyte *out, int outwidth, int outheight, qbyte *in, int inwidth, int inheight)
{
int i, j;
qbyte *inrow;
//with npot
int rowwidth = inwidth*4; //rowwidth is the byte width of the input
inrow = in;
for (i=0 ; i<outheight ; i++, inrow+=rowwidth*2)
{
for (in = inrow, j=0 ; j<outwidth ; j++, out+=4, in+=8)
{
out[0] = (in[0] + in[4] + in[rowwidth+0] + in[rowwidth+4])>>2;
out[1] = (in[1] + in[5] + in[rowwidth+1] + in[rowwidth+5])>>2;
out[2] = (in[2] + in[6] + in[rowwidth+2] + in[rowwidth+6])>>2;
out[3] = (in[3] + in[7] + in[rowwidth+3] + in[rowwidth+7])>>2;
}
}
}
#endif
static void Upload_Texture_32(ID3D11Texture2D *tex, unsigned int *data, int width, int height, unsigned int flags)
{
// int x, y;
// unsigned int *dest;
// unsigned char swapbuf[4];
// unsigned char swapbuf2[4];
// D3D11_MAPPED_SUBRESOURCE lock;
D3D11_TEXTURE2D_DESC desc;
if (!tex)
return;
ID3D11Texture2D_GetDesc(tex, &desc);
if (width == desc.Width && height == desc.Height)
{
ID3D11DeviceContext_UpdateSubresource(d3ddevctx, (ID3D11Resource*)tex, 0, NULL, data, width*4, width*height*4);
return;
}
Con_Printf("Wrong size!\n");
return;
#if 0
if (FAILED(ID3D11DeviceContext_Map(d3ddevctx, (ID3D11Resource*)tex, 0, D3D11_MAP_WRITE_DISCARD, 0, &lock)))
{
Con_Printf("Dynamic texture update failed\n");
return;
}
if (width == desc.Width && height == desc.Height)
{
for (y = 0; y < height; y++)
{
dest = (unsigned int *)((char *)lock.pData + lock.RowPitch*y);
for (x = 0; x < width; x++)
{
*(unsigned int*)swapbuf2 = *(unsigned int*)swapbuf = data[x];
swapbuf[0] = swapbuf2[2];
swapbuf[2] = swapbuf2[0];
dest[x] = *(unsigned int*)swapbuf;
}
data += width;
}
}
else
{
int x, y;
int iny;
unsigned int *row, *inrow;
for (y = 0; y < desc.Height; y++)
{
row = (unsigned int*)((char *)lock.pData + lock.RowPitch*y);
iny = (y * height) / desc.Height;
inrow = data + width*iny;
for (x = 0; x < desc.Width; x++)
{
*(unsigned int*)swapbuf2 = *(unsigned int*)swapbuf = inrow[(x * width)/desc.Width];
swapbuf[0] = swapbuf2[2];
swapbuf[2] = swapbuf2[0];
row[x] = *(unsigned int*)swapbuf;
}
}
}
ID3D11DeviceContext_Unmap(d3ddevctx, (ID3D11Resource*)tex, 0);
#endif
}
//create a basic shader from a 32bit image
static void D3D11_LoadTexture_32(d3d11texture_t *tex, unsigned int *data, int width, int height, int flags)
{
int nwidth, nheight;
/*
if (!(flags & TF_MANDATORY))
{
Con_Printf("Texture upload missing flags\n");
return NULL;
}
*/
nwidth = width;
nheight = height;
D3D11_RoundDimensions(&nwidth, &nheight, !(flags & IF_NOMIPMAP));
if (!tex->tex2d)
{
tex->tex2d = D3D11_AllocNewTextureData(data, width, height, flags);
return;
}
Upload_Texture_32(tex->tex2d, data, width, height, flags);
}
static void D3D11_LoadTexture_8(d3d11texture_t *tex, unsigned char *data, unsigned int *pal32, int width, int height, int flags, enum uploadfmt fmt)
{
static unsigned trans[1024*1024];
int i, s;
qboolean noalpha;
int p;
if (width*height > 1024*1024)
Sys_Error("GL_Upload8: image too big (%i*%i)", width, height);
s = width*height;
// if there are no transparent pixels, make it a 3 component
// texture even if it was specified as otherwise
if (fmt == TF_TRANS8_FULLBRIGHT)
{
for (i=0 ; i<s ; i++)
{
p = data[i];
noalpha = true;
if (p > 255-vid.fullbright)
trans[i] = pal32[p];
else
{
noalpha = false;
trans[i] = 0;
}
}
}
else if ((fmt!=TF_SOLID8) && !(flags & IF_NOALPHA))
{
noalpha = true;
for (i=0 ; i<s ; i++)
{
p = data[i];
if (p == 255)
{
noalpha = false;
trans[i] = 0;
}
else
trans[i] = pal32[p];
}
switch(fmt)
{
default:
if (noalpha)
fmt = TF_SOLID8;
break;
case TF_H2_T7G1:
fmt = TF_TRANS8;
for (i=0 ; i<s ; i++)
{
p = data[i];
if (p == 0)
trans[i] &= 0x00ffffff;
else if( p & 1 )
{
trans[i] &= 0x00ffffff;
trans[i] |= ( ( int )( 255 * 0.5 ) ) << 24;
}
else
{
trans[i] |= 0xff000000;
}
}
break;
case TF_H2_TRANS8_0:
fmt = TF_TRANS8;
for (i=0 ; i<s ; i++)
{
p = data[i];
if (p == 0)
trans[i] &= 0x00ffffff;
}
break;
/* case TF_H2_T4A4:
fmt = TF_TRANS8;
for (i=0 ; i<s ; i++)
{
p = data[i];
trans[i] = d_8to24rgbtable[ColorIndex[p>>4]] & 0x00ffffff;
trans[i] |= ( int )ColorPercent[p&15] << 24;
//trans[i] = 0x7fff0000;
}
break;
*/
}
}
else
{
for (i=(s&~3)-4 ; i>=0 ; i-=4)
{
trans[i] = pal32[data[i]];
trans[i+1] = pal32[data[i+1]];
trans[i+2] = pal32[data[i+2]];
trans[i+3] = pal32[data[i+3]];
}
for (i=s&~3 ; i<s ; i++) //wow, funky
{
trans[i] = pal32[data[i]];
}
}
D3D11_LoadTexture_32(tex, trans, width, height, flags);
}
void D3D11_Upload (texid_t tex, char *name, enum uploadfmt fmt, void *data, void *palette, int width, int height, unsigned int flags)
{
switch (fmt)
{
case TF_RGBX32:
flags |= IF_NOALPHA;
//fall through
case TF_RGBA32:
Upload_Texture_32(tex.ptr, data, width, height, flags);
break;
case TF_TRANS8:
OutputDebugString(va("D3D11_LoadTextureFmt doesn't support fmt TF_TRANS8 (%s)\n", fmt, name));
break;
default:
OutputDebugString(va("D3D11_LoadTextureFmt doesn't support fmt %i (%s)\n", fmt, name));
break;
}
}
void D3D11_UploadLightmap(lightmapinfo_t *lm)
{
d3d11texture_t *tex;
lm->modified = false;
if (!TEXVALID(lm->lightmap_texture))
{
lm->lightmap_texture = R_AllocNewTexture("***lightmap***", LMBLOCK_WIDTH, LMBLOCK_HEIGHT, 0);
if (!lm->lightmap_texture.ref)
return;
}
tex = (d3d11texture_t*)lm->lightmap_texture.ref;
if (!tex->tex2d)
tex->tex2d = D3D11_AllocNewTextureData(lm->lightmaps, lm->width, lm->height, 0);
else
{
if (tex->view)
{
ID3D11ShaderResourceView_Release(tex->view);
tex->view = NULL;
}
Upload_Texture_32(tex->tex2d, (void*)lm->lightmaps, lm->width, lm->height, 0);
}
lm->lightmap_texture = ToTexID(tex);
}
texid_t D3D11_LoadTexture (char *identifier, int width, int height, enum uploadfmt fmt, void *data, unsigned int flags)
{
d3d11texture_t *tex;
switch (fmt)
{
case TF_TRANS8_FULLBRIGHT:
{
qbyte *d = data;
unsigned int c = width * height;
while (c)
{
if (d[--c] > 255 - vid.fullbright)
break;
}
/*reject it if there's no fullbrights*/
if (!c)
return r_nulltex;
}
break;
case TF_INVALID:
case TF_RGBA32:
case TF_BGRA32:
case TF_RGBX32:
case TF_RGB24:
case TF_BGR24_FLIP:
case TF_SOLID8:
case TF_TRANS8:
case TF_HEIGHT8:
case TF_HEIGHT8PAL:
case TF_H2_T7G1:
case TF_H2_TRANS8_0:
case TF_H2_T4A4:
case TF_PALETTES:
case TF_8PAL24:
case TF_8PAL32:
break;
}
tex = d3d_lookup_texture(identifier);
switch (fmt)
{
case TF_SOLID8:
case TF_TRANS8:
case TF_H2_T7G1:
case TF_H2_TRANS8_0:
case TF_H2_T4A4:
case TF_TRANS8_FULLBRIGHT:
D3D11_LoadTexture_8(tex, data, d_8to24rgbtable, width, height, flags, fmt);
return ToTexID(tex);
case TF_RGBX32:
flags |= IF_NOALPHA;
case TF_RGBA32:
D3D11_LoadTexture_32(tex, data, width, height, flags);
return ToTexID(tex);
case TF_HEIGHT8PAL:
OutputDebugString(va("D3D11_LoadTexture doesn't support fmt TF_HEIGHT8PAL (%s)\n", identifier));
return r_nulltex;
default:
OutputDebugString(va("D3D11_LoadTexture doesn't support fmt %i (%s)\n", fmt, identifier));
return r_nulltex;
}
}
texid_t D3D11_LoadCompressed (char *name)
{
return r_nulltex;
}
texid_t D3D11_FindTexture (char *identifier, unsigned int flags)
{
d3d11texture_t *tex = d3d_lookup_texture(identifier);
if (tex->tex2d)
return ToTexID(tex);
return r_nulltex;
}
texid_t D3D11_LoadTexture8Pal32 (char *identifier, int width, int height, qbyte *data, qbyte *palette32, unsigned int flags)
{
d3d11texture_t *tex = d3d_lookup_texture(identifier);
D3D11_LoadTexture_8(tex, data, (unsigned int *)palette32, width, height, flags, TF_SOLID8);
return ToTexID(tex);
}
texid_t D3D11_LoadTexture8Pal24 (char *identifier, int width, int height, qbyte *data, qbyte *palette24, unsigned int flags)
{
unsigned int pal32[256];
int i;
for (i = 0; i < 256; i++)
{
pal32[i] = 0x00000000 |
(palette24[i*3+2]<<24) |
(palette24[i*3+1]<<8) |
(palette24[i*3+0]<<0);
}
return D3D11_LoadTexture8Pal32(identifier, width, height, data, (qbyte*)pal32, flags);
}
#endif