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fteqw/engine/d3d/d3d_shader.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

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7.2 KiB
C

#include "quakedef.h"
#ifdef D3D9QUAKE
#include "shader.h"
#include "winquake.h"
#if !defined(HMONITOR_DECLARED) && (WINVER < 0x0500)
#define HMONITOR_DECLARED
DECLARE_HANDLE(HMONITOR);
#endif
#include <d3d9.h>
extern LPDIRECT3DDEVICE9 pD3DDev9;
typedef struct {
LPCSTR Name;
LPCSTR Definition;
} D3DXMACRO;
#define D3DXHANDLE void *
#define LPD3DXINCLUDE void *
#undef INTERFACE
#define INTERFACE d3dxbuffer
DECLARE_INTERFACE_(d3dxbuffer,IUnknown)
{
STDMETHOD(QueryInterface)(THIS_ REFIID,PVOID*) PURE;
STDMETHOD_(ULONG,AddRef)(THIS) PURE;
STDMETHOD_(ULONG,Release)(THIS) PURE;
STDMETHOD_(LPVOID,GetBufferPointer)(THIS) PURE;
STDMETHOD_(SIZE_T,GetBufferSize)(THIS) PURE;
};
typedef struct d3dxbuffer *LPD3DXBUFFER;
typedef enum _D3DXREGISTER_SET
{
D3DXRS_BOOL,
D3DXRS_INT4,
D3DXRS_FLOAT4,
D3DXRS_SAMPLER,
D3DXRS_FORCE_DWORD = 0x7fffffff
} D3DXREGISTER_SET, *LPD3DXREGISTER_SET;
typedef enum _D3DXPARAMETER_CLASS
{
D3DXPC_SCALAR,
D3DXPC_VECTOR,
D3DXPC_MATRIX_ROWS,
D3DXPC_MATRIX_COLUMNS,
D3DXPC_OBJECT,
D3DXPC_STRUCT,
D3DXPC_FORCE_DWORD = 0x7fffffff
} D3DXPARAMETER_CLASS, *LPD3DXPARAMETER_CLASS;
typedef enum _D3DXPARAMETER_TYPE
{
D3DXPT_VOID,
D3DXPT_BOOL,
D3DXPT_INT,
D3DXPT_FLOAT,
D3DXPT_STRING,
D3DXPT_TEXTURE,
D3DXPT_TEXTURE1D,
D3DXPT_TEXTURE2D,
D3DXPT_TEXTURE3D,
D3DXPT_TEXTURECUBE,
D3DXPT_SAMPLER,
D3DXPT_SAMPLER1D,
D3DXPT_SAMPLER2D,
D3DXPT_SAMPLER3D,
D3DXPT_SAMPLERCUBE,
D3DXPT_PIXELSHADER,
D3DXPT_VERTEXSHADER,
D3DXPT_PIXELFRAGMENT,
D3DXPT_VERTEXFRAGMENT,
} D3DXPARAMETER_TYPE, *LPD3DXPARAMETER_TYPE;
typedef struct _D3DXCONSTANT_DESC
{
LPCSTR Name; // Constant name
D3DXREGISTER_SET RegisterSet; // Register set
UINT RegisterIndex; // Register index
UINT RegisterCount; // Number of registers occupied
D3DXPARAMETER_CLASS Class; // Class
D3DXPARAMETER_TYPE Type; // Component type
UINT Rows; // Number of rows
UINT Columns; // Number of columns
UINT Elements; // Number of array elements
UINT StructMembers; // Number of structure member sub-parameters
UINT Bytes; // Data size, in bytes
LPCVOID DefaultValue; // Pointer to default value
} D3DXCONSTANT_DESC, *LPD3DXCONSTANT_DESC;
typedef struct _D3DXCONSTANTTABLE_DESC
{
LPCSTR Creator; // Creator string
DWORD Version; // Shader version
UINT Constants; // Number of constants
} D3DXCONSTANTTABLE_DESC, *LPD3DXCONSTANTTABLE_DESC;
#undef INTERFACE
#define INTERFACE d3dxconstanttable
DECLARE_INTERFACE_(d3dxconstanttable,IUnknown)
{
STDMETHOD(QueryInterface)(THIS_ REFIID,PVOID*) PURE;
STDMETHOD_(ULONG,AddRef)(THIS) PURE;
STDMETHOD_(ULONG,Release)(THIS) PURE;
STDMETHOD_(LPVOID,GetBufferPointer)(THIS) PURE;
STDMETHOD_(SIZE_T,GetBufferSize)(THIS) PURE;
STDMETHOD(GetDesc)(THIS_ D3DXCONSTANTTABLE_DESC *pDesc) PURE;
STDMETHOD(GetConstantDesc)(THIS_ D3DXHANDLE hConstant, D3DXCONSTANT_DESC *pConstantDesc, UINT *pCount) PURE;
STDMETHOD_(D3DXHANDLE, GetConstant)(THIS_ D3DXHANDLE hConstant, UINT Index) PURE;
STDMETHOD_(D3DXHANDLE, GetConstantByName)(THIS_ D3DXHANDLE hConstant, LPCSTR pName) PURE;
STDMETHOD_(D3DXHANDLE, GetConstantElement)(THIS_ D3DXHANDLE hConstant, UINT Index) PURE;
/*more stuff not included here cos I don't need it*/
};
typedef struct d3dxconstanttable *LPD3DXCONSTANTTABLE;
HRESULT (WINAPI *pD3DXCompileShader) (
LPCSTR pSrcData,
UINT SrcDataLen,
const D3DXMACRO *pDefines,
LPD3DXINCLUDE pInclude,
LPCSTR pEntrypoint,
LPCSTR pTarget,
UINT Flags,
LPD3DXBUFFER *ppCode,
LPD3DXBUFFER *ppErrorMsgs,
LPD3DXCONSTANTTABLE *constants
);
dllhandle_t *shaderlib;
void D3D9Shader_Init(void)
{
dllfunction_t funcs[] =
{
{(void**)&pD3DXCompileShader, "D3DXCompileShader"},
{NULL,NULL}
};
if (!shaderlib)
shaderlib = Sys_LoadLibrary("d3dx9_32", funcs);
if (!shaderlib)
shaderlib = Sys_LoadLibrary("d3dx9_34", funcs);
if (!shaderlib)
return;
}
qboolean D3D9Shader_CreateProgram (program_t *prog, char *sname, int permu, char **precompilerconstants, char *vert, char *frag)
{
D3DXMACRO defines[64];
LPD3DXBUFFER code = NULL, errors = NULL;
qboolean success = false;
prog->permu[permu].handle.hlsl.vert = NULL;
prog->permu[permu].handle.hlsl.frag = NULL;
if (pD3DXCompileShader)
{
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++;
for (; *precompilerconstants; precompilerconstants++)
{
defines[consts].Name = NULL;
defines[consts].Definition = NULL;
consts++;
}
defines[consts].Name = NULL;
defines[consts].Definition = NULL;
success = true;
defines[0].Name = "VERTEX_SHADER";
if (FAILED(pD3DXCompileShader(vert, strlen(vert), defines, NULL, "main", "vs_2_0", 0, &code, &errors, (LPD3DXCONSTANTTABLE*)&prog->permu[permu].handle.hlsl.ctabv)))
success = false;
else
{
IDirect3DDevice9_CreateVertexShader(pD3DDev9, code->lpVtbl->GetBufferPointer(code), (IDirect3DVertexShader9**)&prog->permu[permu].handle.hlsl.vert);
code->lpVtbl->Release(code);
}
if (errors)
{
char *messages = errors->lpVtbl->GetBufferPointer(errors);
Con_Printf("Error compiling vertex shader %s:\n%s", sname, messages);
errors->lpVtbl->Release(errors);
}
defines[0].Name = "FRAGMENT_SHADER";
if (FAILED(pD3DXCompileShader(frag, strlen(frag), defines, NULL, "main", "ps_2_0", 0, &code, &errors, (LPD3DXCONSTANTTABLE*)&prog->permu[permu].handle.hlsl.ctabf)))
success = false;
else
{
IDirect3DDevice9_CreatePixelShader(pD3DDev9, code->lpVtbl->GetBufferPointer(code), (IDirect3DPixelShader9**)&prog->permu[permu].handle.hlsl.frag);
code->lpVtbl->Release(code);
}
if (errors)
{
char *messages = errors->lpVtbl->GetBufferPointer(errors);
Con_Printf("Error compiling pixel shader %s:\n%s", sname, messages);
errors->lpVtbl->Release(errors);
}
}
return success;
}
static int D3D9Shader_FindUniform_(LPD3DXCONSTANTTABLE ct, char *name)
{
if (ct)
{
UINT dc = 1;
D3DXCONSTANT_DESC d;
if (!FAILED(ct->lpVtbl->GetConstantDesc(ct, name, &d, &dc)))
return d.RegisterIndex;
}
return -1;
}
int D3D9Shader_FindUniform(union programhandle_u *h, int type, char *name)
{
int offs;
if (!type || type == 1)
{
offs = D3D9Shader_FindUniform_(h->hlsl.ctabv, name);
if (offs >= 0)
return offs;
}
if (!type || type == 2)
{
offs = D3D9Shader_FindUniform_(h->hlsl.ctabf, name);
if (offs >= 0)
return offs;
}
return -1;
}
#endif