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fteqw/engine/d3d/d3d11_image.c
Spoike 667e8dec10 add geometry shader support. because why not.
bind command now makes it a bit easier to edit the binding. and any alias.
autoid tweaks.
slightly better q1qvm/ktx support. extend the api a little.

git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4927 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-07-01 23:15:25 +00:00

395 lines
11 KiB
C

#include "quakedef.h"
#ifdef D3D11QUAKE
#include "winquake.h"
#define COBJMACROS
#include <d3d11.h>
extern ID3D11Device *pD3DDev11;
extern ID3D11DeviceContext *d3ddevctx;
extern D3D_FEATURE_LEVEL d3dfeaturelevel;
#define D3D_HAVE_FULL_NPOT() (d3dfeaturelevel>=D3D_FEATURE_LEVEL_10_0)
void D3D11BE_UnbindAllTextures(void);
ID3D11ShaderResourceView *D3D11_Image_View(const texid_t id)
{
if (!id || !id->ptr)
return NULL;
if (!id->ptr2)
ID3D11Device_CreateShaderResourceView(pD3DDev11, (ID3D11Resource *)id->ptr, NULL, (ID3D11ShaderResourceView**)&id->ptr2);
return id->ptr2;
}
void D3D11_DestroyTexture (texid_t tex)
{
if (!tex)
return;
if (tex->ptr2)
ID3D11ShaderResourceView_Release((ID3D11ShaderResourceView*)tex->ptr2);
tex->ptr2 = NULL;
if (tex->ptr)
ID3D11Texture2D_Release((ID3D11Texture2D*)tex->ptr);
tex->ptr = NULL;
}
#if 0
static void Upload_Texture_32(ID3D11Texture2D *tex, unsigned int *data, int datawidth, int dataheight, 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;
desc.Width = 0;
desc.Height = 0;
ID3D11Texture2D_GetDesc(tex, &desc);
#if 0
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;
#else
if (FAILED(ID3D11DeviceContext_Map(d3ddevctx, (ID3D11Resource*)tex, 0, D3D11_MAP_WRITE_DISCARD, 0, &lock)))
{
Con_Printf("Dynamic texture update failed\n");
return;
}
if (datawidth == desc.Width && dataheight == desc.Height)
{
for (y = 0; y < dataheight; y++)
{
dest = (unsigned int *)((char *)lock.pData + lock.RowPitch*y);
for (x = 0; x < datawidth; x++)
{
// *(unsigned int*)swapbuf2 = *(unsigned int*)swapbuf = data[x];
// swapbuf[0] = swapbuf2[2];
// swapbuf[2] = swapbuf2[0];
dest[x] = data[x];//*(unsigned int*)swapbuf;
}
data += datawidth;
}
}
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 * dataheight) / desc.Height;
inrow = data + datawidth*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] = inrow[(x * datawidth)/desc.Width];//*(unsigned int*)swapbuf;
}
}
}
ID3D11DeviceContext_Unmap(d3ddevctx, (ID3D11Resource*)tex, 0);
#endif
}
#endif
qboolean D3D11_LoadTextureMips(image_t *tex, struct pendingtextureinfo *mips)
{
int bytesperpixel = 4;
int bcbytes = 0;
HRESULT hr;
D3D11_TEXTURE2D_DESC tdesc = {0};
D3D11_SUBRESOURCE_DATA subresdesc[sizeof(mips->mip) / sizeof(mips->mip[0])];
int i;
tdesc.Width = mips->mip[0].width;
tdesc.Height = mips->mip[0].height;
tdesc.ArraySize = 1;
tdesc.SampleDesc.Count = 1;
tdesc.SampleDesc.Quality = 0;
tdesc.Usage = mips->mip[0].data?D3D11_USAGE_IMMUTABLE:D3D11_USAGE_DYNAMIC;
tdesc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
tdesc.CPUAccessFlags = (mips->mip[0].data)?0:D3D11_CPU_ACCESS_WRITE;
tdesc.MiscFlags = 0;
if (tex->flags & IF_RENDERTARGET)
{
tdesc.BindFlags |= D3D11_BIND_RENDER_TARGET;
tdesc.Usage = D3D11_USAGE_DEFAULT;
tdesc.CPUAccessFlags = 0;
}
if (mips->type == PTI_CUBEMAP)
{
tdesc.ArraySize *= 6;
tdesc.MiscFlags |= D3D11_RESOURCE_MISC_TEXTURECUBE;
}
else if (mips->type == PTI_3D)
return false; //nyi
//d3d11.1 formats
#define DXGI_FORMAT_B4G4R4A4_UNORM 115
switch(mips->encoding)
{
default:
return false;
case PTI_DEPTH16:
tdesc.Format = DXGI_FORMAT_D16_UNORM;
tdesc.BindFlags = D3D11_BIND_DEPTH_STENCIL;
bytesperpixel = 2;
break;
case PTI_DEPTH24:
tdesc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
tdesc.BindFlags = D3D11_BIND_DEPTH_STENCIL;
bytesperpixel = 3;
break;
case PTI_DEPTH32:
tdesc.Format = DXGI_FORMAT_D32_FLOAT;
tdesc.BindFlags = D3D11_BIND_DEPTH_STENCIL;
bytesperpixel = 4;
break;
case PTI_DEPTH24_8:
tdesc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
tdesc.BindFlags = D3D11_BIND_DEPTH_STENCIL;
bytesperpixel = 4;
break;
case PTI_RGB565:
tdesc.Format = DXGI_FORMAT_B5G6R5_UNORM;
bytesperpixel = 2;
break;
// case PTI_RGBA5551:
// tdesc.Format = DXGI_FORMAT_A1B5G5R5_UNORM;
// bytesperpixel = 2;
// break;
case PTI_ARGB1555:
tdesc.Format = DXGI_FORMAT_B5G5R5A1_UNORM;
bytesperpixel = 2;
break;
case PTI_RGBA4444:
tdesc.Format = DXGI_FORMAT_B4G4R4A4_UNORM;
bytesperpixel = 2;
break;
// case PTI_ARGB4444:
// tdesc.Format = DXGI_FORMAT_A4B4G4R4_UNORM;
// bytesperpixel = 2;
// break;
case PTI_RGBA8:
case PTI_RGBX8: //d3d11 has no alphaless format. be sure to proprly disable alpha in the shader.
tdesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
bytesperpixel = 4;
break;
case PTI_BGRA8:
tdesc.Format = DXGI_FORMAT_B8G8R8A8_UNORM;
bytesperpixel = 4;
break;
case PTI_BGRX8:
tdesc.Format = DXGI_FORMAT_B8G8R8X8_UNORM;
bytesperpixel = 4;
break;
case PTI_S3RGB1: //d3d11 provides no way to disable alpha with dxt1. be sure to proprly disable alpha in the shader.
case PTI_S3RGBA1:
tdesc.Format = DXGI_FORMAT_BC1_UNORM;
bcbytes = 8;
break;
case PTI_S3RGBA3:
tdesc.Format = DXGI_FORMAT_BC2_UNORM;
bcbytes = 16;
break;
case PTI_S3RGBA5:
tdesc.Format = DXGI_FORMAT_BC3_UNORM;
bcbytes = 16;
break;
}
if (!mips->mip[0].data)
{
subresdesc[0].pSysMem = NULL;
//one mip, but no data. happens with rendertargets
tdesc.MipLevels = 1;
}
else
{
for (i = 0; i < mips->mipcount; i++)
{
subresdesc[i].pSysMem = mips->mip[i].data;
if (bcbytes)
{
subresdesc[i].SysMemPitch = ((mips->mip[i].width+3)/4) * bcbytes;
subresdesc[i].SysMemSlicePitch = mips->mip[i].datasize;
}
else
{
subresdesc[i].SysMemPitch = mips->mip[i].width*bytesperpixel;
subresdesc[i].SysMemSlicePitch = mips->mip[i].datasize;//mips->mip[i].width*mips->mip[i].height*bytesperpixel;
}
}
tdesc.MipLevels = i/tdesc.ArraySize;
}
D3D11_DestroyTexture(tex);
hr = ID3D11Device_CreateTexture2D(pD3DDev11, &tdesc, (mips->mip[0].data?subresdesc:NULL), (ID3D11Texture2D**)&tex->ptr);
return !FAILED(hr);
}
void D3D11_UploadLightmap(lightmapinfo_t *lm)
{
extern cvar_t gl_lightmap_nearest;
struct pendingtextureinfo mips;
image_t *tex;
lm->modified = false;
if (!TEXVALID(lm->lightmap_texture))
{
lm->lightmap_texture = Image_CreateTexture("***lightmap***", NULL, (gl_lightmap_nearest.ival?IF_NEAREST:IF_LINEAR));
if (!lm->lightmap_texture)
return;
}
tex = lm->lightmap_texture;
mips.extrafree = NULL;
mips.type = PTI_2D;
mips.mip[0].data = lm->lightmaps;
mips.mip[0].needfree = false;
mips.mip[0].width = lm->width;
mips.mip[0].height = lm->height;
mips.encoding = PTI_RGBX8;
mips.mipcount = 1;
D3D11_LoadTextureMips(tex, &mips);
tex->width = lm->width;
tex->height = lm->height;
lm->lightmap_texture = tex;
}
#ifdef RTLIGHTS
static const int shadowfmt = 1;
static const int shadowfmts[][3] =
{
//sampler, creation, render
{DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT},
{DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_R16_TYPELESS, DXGI_FORMAT_D16_UNORM},
{DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_R8G8B8A8_UNORM}
};
image_t shadowmap_texture[2];
ID3D11DepthStencilView *shadowmap_dsview[2];
ID3D11RenderTargetView *shadowmap_rtview[2];
texid_t D3D11_GetShadowMap(int id)
{
texid_t tex = &shadowmap_texture[id];
if (!tex->ptr)
{
return r_nulltex;
}
if (!tex->ptr2)
{
D3D11_SHADER_RESOURCE_VIEW_DESC desc;
desc.Format = shadowfmts[shadowfmt][0];
desc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
desc.Texture2D.MostDetailedMip = 0;
desc.Texture2D.MipLevels = -1;
ID3D11Device_CreateShaderResourceView(pD3DDev11, (ID3D11Resource *)tex->ptr, &desc, (ID3D11ShaderResourceView**)&tex->ptr2);
}
return tex;
}
void D3D11_TerminateShadowMap(void)
{
int i;
for (i = 0; i < sizeof(shadowmap_texture)/sizeof(shadowmap_texture[0]); i++)
{
if (shadowmap_dsview[i])
ID3D11DepthStencilView_Release(shadowmap_dsview[i]);
shadowmap_dsview[i] = NULL;
D3D11_DestroyTexture(&shadowmap_texture[i]);
}
}
qboolean D3D11_BeginShadowMap(int id, int w, int h)
{
D3D11_TEXTURE2D_DESC texdesc;
HRESULT hr;
if (!shadowmap_dsview[id] && !shadowmap_rtview[id])
{
memset(&texdesc, 0, sizeof(texdesc));
texdesc.Width = w;
texdesc.Height = h;
texdesc.MipLevels = 1;
texdesc.ArraySize = 1;
texdesc.Format = shadowfmts[shadowfmt][1];
texdesc.SampleDesc.Count = 1;
texdesc.SampleDesc.Quality = 0;
texdesc.Usage = D3D11_USAGE_DEFAULT;
texdesc.BindFlags = D3D11_BIND_DEPTH_STENCIL | D3D11_BIND_SHADER_RESOURCE;
texdesc.CPUAccessFlags = 0;
texdesc.MiscFlags = 0;
if (shadowfmt == 2)
texdesc.BindFlags = D3D11_BIND_RENDER_TARGET | D3D11_BIND_SHADER_RESOURCE;
// Create the texture
if (!shadowmap_texture[id].ptr)
{
hr = ID3D11Device_CreateTexture2D(pD3DDev11, &texdesc, NULL, (ID3D11Texture2D **)&shadowmap_texture[id].ptr);
if (FAILED(hr))
return false;
}
if (shadowfmt == 2)
{
hr = ID3D11Device_CreateRenderTargetView(pD3DDev11, (ID3D11Resource *)shadowmap_texture[id].ptr, NULL, &shadowmap_rtview[id]);
}
else
{
D3D11_DEPTH_STENCIL_VIEW_DESC rtdesc;
rtdesc.Format = shadowfmts[shadowfmt][2];
rtdesc.Flags = 0;
rtdesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D;
rtdesc.Texture2D.MipSlice = 0;
hr = ID3D11Device_CreateDepthStencilView(pD3DDev11, (ID3D11Resource *)shadowmap_texture[id].ptr, &rtdesc, &shadowmap_dsview[id]);
}
if (FAILED(hr))
return false;
}
D3D11BE_UnbindAllTextures();
if (shadowfmt == 2)
{
float colours[4] = {0, 1, 0, 0};
colours[0] = frandom();
colours[1] = frandom();
colours[2] = frandom();
ID3D11DeviceContext_OMSetRenderTargets(d3ddevctx, 1, &shadowmap_rtview[id], shadowmap_dsview[id]);
ID3D11DeviceContext_ClearRenderTargetView(d3ddevctx, shadowmap_rtview[id], colours);
}
else
{
ID3D11DeviceContext_OMSetRenderTargets(d3ddevctx, 0, NULL, shadowmap_dsview[id]);
ID3D11DeviceContext_ClearDepthStencilView(d3ddevctx, shadowmap_dsview[id], D3D11_CLEAR_DEPTH, 1.0f, 0);
}
return true;
}
void D3D11_EndShadowMap(void)
{
extern ID3D11RenderTargetView *fb_backbuffer;
extern ID3D11DepthStencilView *fb_backdepthstencil;
ID3D11DeviceContext_OMSetRenderTargets(d3ddevctx, 1, &fb_backbuffer, fb_backdepthstencil);
}
#endif
#endif