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fteqw/engine/d3d/d3d11_shader.c
Spoike 97579ebfbb bugfixes:
hexen2 players now have colourmaps again. doesn't crash with rgb player colours.
hexen2 colour previews now work (as well as they did in actual hexen2, anyway)
fix possible issue with 'bad type - needs fixing'
color command now longer omits 0 values when displaying.
readded support for all hexen2 palette lookup types.
fixed some hexen2 image positions.
using premultiplied alpha for pics as an easy fix for hexen2's various ugly halos.
the checkerboard texture is back!
fix q1 maps that have more than 32k clipplanes.
new features:
when associated with mdl etc file extensions, now opens up the modelviewer. also potentially changes gamedir (this applies to bsps too).
multiplayer setup menu now supports selecting rgb colours (lower colour remains with the 14 team colours). press shift for the normal/hue colour selection instead. 
attempt to use bgra for texture uploads by default where available. reimplement possible support for 16bit textures.
attempt to implement gamepad support for web port. untested, but should be completeish.

git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4764 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-10-11 19:39:45 +00:00

575 lines
16 KiB
C

#include "quakedef.h"
#ifdef D3D11QUAKE
#include "shader.h"
#include "winquake.h"
#define COBJMACROS
#include <d3d11.h>
extern ID3D11Device *pD3DDev11;
#ifndef IID_ID3DBlob
//microsoft can be such a pain sometimes.
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;
};
#undef INTERFACE
#endif
#define ID3DBlob_GetBufferPointer(b) b->lpVtbl->GetBufferPointer(b)
#define ID3DBlob_Release(b) b->lpVtbl->Release(b)
#define ID3DBlob_GetBufferSize(b) b->lpVtbl->GetBufferSize(b)
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;
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_DeleteProg(program_t *prog, unsigned int permu)
{
ID3D11InputLayout *layout;
ID3D11PixelShader *frag;
ID3D11VertexShader *vert;
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);
}
//create a program from two blobs.
static qboolean D3D11Shader_CreateShaders(program_t *prog, const char *name, int permu,
void *vblob, size_t vsize,
void *hblob, size_t hsize,
void *dblob, size_t dsize,
void *fblob, size_t fsize)
{
qboolean success = true;
if (FAILED(ID3D11Device_CreateVertexShader(pD3DDev11, vblob, vsize, NULL, (ID3D11VertexShader**)&prog->permu[permu].handle.hlsl.vert)))
success = false;
if (hblob || dblob)
{
prog->permu[permu].handle.hlsl.topology = D3D11_PRIMITIVE_TOPOLOGY_3_CONTROL_POINT_PATCHLIST;
if (FAILED(ID3D11Device_CreateHullShader(pD3DDev11, hblob, hsize, NULL, (ID3D11HullShader**)&prog->permu[permu].handle.hlsl.hull)))
success = false;
if (FAILED(ID3D11Device_CreateDomainShader(pD3DDev11, dblob, dsize, NULL, (ID3D11DomainShader**)&prog->permu[permu].handle.hlsl.domain)))
success = false;
}
else
prog->permu[permu].handle.hlsl.topology = D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST;
if (FAILED(ID3D11Device_CreatePixelShader(pD3DDev11, fblob, fsize, NULL, (ID3D11PixelShader**)&prog->permu[permu].handle.hlsl.frag)))
success = false;
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, vblob, vsize, (ID3D11InputLayout**)&prog->permu[permu].handle.hlsl.layout)))
{
Con_Printf("HLSL Shader %s requires unsupported inputs\n", name);
success = false;
}
}
return success;
}
static qboolean D3D11Shader_LoadBlob(program_t *prog, const char *name, unsigned int permu, vfsfile_t *blobfile)
{
qboolean success;
char *vblob, *hblob, *dblob, *fblob;
unsigned int vsz, hsz, dsz, fsz;
VFS_READ(blobfile, &vsz, sizeof(vsz));
vblob = Z_Malloc(vsz);
VFS_READ(blobfile, vblob, vsz);
VFS_READ(blobfile, &hsz, sizeof(hsz));
if (hsz != ~0u)
{
hblob = Z_Malloc(hsz);
VFS_READ(blobfile, hblob, hsz);
}
else
hblob = NULL;
VFS_READ(blobfile, &dsz, sizeof(dsz));
if (dsz != ~0u)
{
dblob = Z_Malloc(dsz);
VFS_READ(blobfile, dblob, dsz);
}
else
dblob = NULL;
VFS_READ(blobfile, &fsz, sizeof(fsz));
fblob = Z_Malloc(fsz);
VFS_READ(blobfile, fblob, fsz);
success = D3D11Shader_CreateShaders(prog, name, permu, vblob, vsz, hblob, hsz, dblob, dsz, fblob, fsz);
Z_Free(vblob);
Z_Free(hblob);
Z_Free(dblob);
Z_Free(fblob);
return success;
}
qboolean D3D11Shader_CreateProgram (program_t *prog, const char *name, unsigned int permu, int ver, const char **precompilerconstants, const char *vert, const char *hull, const char *domain, const char *frag, qboolean silenterrors, vfsfile_t *blobfile)
{
char *vsformat;
char *hsformat = NULL;
char *dsformat = NULL;
char *fsformat;
D3D_SHADER_MACRO defines[64];
ID3DBlob *vcode = NULL, *hcode = NULL, *dcode = NULL, *fcode = NULL, *errors = NULL;
qboolean success = false;
if (d3dfeaturelevel >= D3D_FEATURE_LEVEL_11_0) //and 11.1
{
vsformat = "vs_5_0";
hsformat = "hs_5_0";
dsformat = "ds_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 = 0; precompilerconstants[consts]; consts++)
;
if (consts+3 >= 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++)
{
const 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;
if (errors && !silenterrors)
{
char *messages = ID3DBlob_GetBufferPointer(errors);
Con_Printf("vertex shader %s:\n%s", name, messages);
ID3DBlob_Release(errors);
}
if (hull)
{
if (!hsformat)
success = false;
else
{
defines[0].Name = "HULL_SHADER";
if (FAILED(pD3DCompile(hull, strlen(hull), name, defines, &myd3dinclude, "main", hsformat, 0, 0, &hcode, &errors)))
success = false;
if (errors && !silenterrors)
{
char *messages = ID3DBlob_GetBufferPointer(errors);
Con_Printf("hull shader %s:\n%s", name, messages);
ID3DBlob_Release(errors);
}
}
}
if (domain)
{
if (!dsformat)
success = false;
else
{
defines[0].Name = "DOMAIN_SHADER";
if (FAILED(pD3DCompile(domain, strlen(domain), name, defines, &myd3dinclude, "main", dsformat, 0, 0, &dcode, &errors)))
success = false;
if (errors && !silenterrors)
{
char *messages = ID3DBlob_GetBufferPointer(errors);
Con_Printf("domain shader %s:\n%s", name, 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;
if (errors && !silenterrors)
{
char *messages = ID3DBlob_GetBufferPointer(errors);
Con_Printf("fragment shader %s:\n%s", name, messages);
ID3DBlob_Release(errors);
}
while(consts-->2)
{
Z_Free((void*)defines[consts].Name);
Z_Free((void*)defines[consts].Definition);
}
if (success)
success = D3D11Shader_CreateShaders(prog, name, permu,
ID3DBlob_GetBufferPointer(vcode), ID3DBlob_GetBufferSize(vcode),
hcode?ID3DBlob_GetBufferPointer(hcode):NULL, hcode?ID3DBlob_GetBufferSize(hcode):0,
dcode?ID3DBlob_GetBufferPointer(dcode):NULL, dcode?ID3DBlob_GetBufferSize(dcode):0,
ID3DBlob_GetBufferPointer(fcode), ID3DBlob_GetBufferSize(fcode));
if (success && blobfile)
{
unsigned int sz;
sz = ID3DBlob_GetBufferSize(vcode);
VFS_WRITE(blobfile, &sz, sizeof(sz));
VFS_WRITE(blobfile, ID3DBlob_GetBufferPointer(vcode), sz);
if (!hcode)
{
sz = ~0u;
VFS_WRITE(blobfile, &sz, sizeof(sz));
}
else
{
sz = ID3DBlob_GetBufferSize(hcode);
VFS_WRITE(blobfile, &sz, sizeof(sz));
VFS_WRITE(blobfile, ID3DBlob_GetBufferPointer(hcode), sz);
}
if (!dcode)
{
sz = ~0u;
VFS_WRITE(blobfile, &sz, sizeof(sz));
}
else
{
sz = ID3DBlob_GetBufferSize(dcode);
VFS_WRITE(blobfile, &sz, sizeof(sz));
VFS_WRITE(blobfile, ID3DBlob_GetBufferPointer(dcode), sz);
}
sz = ID3DBlob_GetBufferSize(fcode);
VFS_WRITE(blobfile, &sz, sizeof(sz));
VFS_WRITE(blobfile, ID3DBlob_GetBufferPointer(fcode), sz);
}
if (vcode)
ID3DBlob_Release(vcode);
if (hcode)
ID3DBlob_Release(hcode);
if (dcode)
ID3DBlob_Release(dcode);
if (fcode)
ID3DBlob_Release(fcode);
}
return success;
}
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 = 47; ver >= 33; ver--)
{
shaderlib = Sys_LoadLibrary(va("D3dcompiler_%i.dll", ver), (ver>=40)?funcsnew:funcsold);
if (shaderlib)
break;
}
if (!shaderlib)
{
//no shader library available. at least make sure that there's a 2d blob that we can use.
if (!COM_FCheckExists("hlsl11/default2d.blob"))
return false;
}
sh_config.minver = 11;
sh_config.maxver = 11;
sh_config.blobpath = "hlsl11/%s.blob";
sh_config.progpath = shaderlib?"hlsl11/%s.hlsl":NULL;
sh_config.shadernamefmt = "%s_hlsl11";
sh_config.progs_supported = true;
sh_config.progs_required = true;
sh_config.pDeleteProg = D3D11Shader_DeleteProg;
sh_config.pLoadBlob = D3D11Shader_LoadBlob;
sh_config.pCreateProgram = D3D11Shader_CreateProgram;
sh_config.pProgAutoFields = NULL;
sh_config.tex_env_combine = 1;
sh_config.nv_tex_env_combine4 = 1;
sh_config.env_add = 1;
d3dfeaturelevel = flevel;
return true;
}
#endif