#include "quakedef.h" #ifdef D3D11QUAKE #include "shader.h" #include "winquake.h" #define COBJMACROS #include extern ID3D11Device *pD3DDev11; //#include //apparently requires win8 sdk, despite being a win7 thing. #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) #define D3D11_SHADER_VARIABLE_DESC void typedef unsigned int D3D_SHADER_INPUT_TYPE; typedef unsigned int D3D_RESOURCE_RETURN_TYPE; typedef unsigned int D3D_SRV_DIMENSION; typedef struct D3D11_SHADER_INPUT_BIND_DESC { LPCSTR Name; D3D_SHADER_INPUT_TYPE Type; UINT BindPoint; UINT BindCount; UINT uFlags; D3D_RESOURCE_RETURN_TYPE ReturnType; D3D_SRV_DIMENSION Dimension; UINT NumSamples; } D3D11_SHADER_INPUT_BIND_DESC; #define ID3D11ShaderReflectionConstantBuffer void #define ID3D11ShaderReflectionType void #define INTERFACE ID3D11ShaderReflectionVariable DECLARE_INTERFACE(ID3D11ShaderReflectionVariable) { STDMETHOD(GetDesc)(THIS_ D3D11_SHADER_VARIABLE_DESC *pDesc) PURE; STDMETHOD_(ID3D11ShaderReflectionType*, GetType)(THIS) PURE; STDMETHOD_(ID3D11ShaderReflectionConstantBuffer*, GetBuffer)(THIS) PURE; STDMETHOD_(UINT, GetInterfaceSlot)(THIS_ UINT uArrayIndex) PURE; }; #undef INTERFACE #define D3D11_SHADER_DESC void #define D3D11_SIGNATURE_PARAMETER_DESC void const GUID IID_ID3D11ShaderReflection = {0x8d536ca1, 0x0cca, 0x4956, 0xa8, 0x37, 0x78, 0x69, 0x63, 0x75, 0x55, 0x84}; #define INTERFACE ID3D11ShaderReflection DECLARE_INTERFACE_(INTERFACE, IUnknown) { STDMETHOD(QueryInterface)(THIS_ REFIID iid, LPVOID *ppv) PURE; STDMETHOD_(ULONG, AddRef)(THIS) PURE; STDMETHOD_(ULONG, Release)(THIS) PURE; STDMETHOD(GetDesc)(THIS_ D3D11_SHADER_DESC *pDesc) PURE; STDMETHOD_(ID3D11ShaderReflectionConstantBuffer*, GetConstantBufferByIndex)(THIS_ UINT Index) PURE; STDMETHOD_(ID3D11ShaderReflectionConstantBuffer*, GetConstantBufferByName)(THIS_ LPCSTR Name) PURE; STDMETHOD(GetResourceBindingDesc)(THIS_ UINT ResourceIndex, D3D11_SHADER_INPUT_BIND_DESC *pDesc) PURE; STDMETHOD(GetInputParameterDesc)(THIS_ UINT ParameterIndex, D3D11_SIGNATURE_PARAMETER_DESC *pDesc) PURE; STDMETHOD(GetOutputParameterDesc)(THIS_ UINT ParameterIndex, D3D11_SIGNATURE_PARAMETER_DESC *pDesc) PURE; STDMETHOD(GetPatchConstantParameterDesc)(THIS_ UINT ParameterIndex, D3D11_SIGNATURE_PARAMETER_DESC *pDesc) PURE; STDMETHOD_(ID3D11ShaderReflectionVariable*, GetVariableByName)(THIS_ LPCSTR Name) PURE; STDMETHOD(GetResourceBindingDescByName)(THIS_ LPCSTR Name, D3D11_SHADER_INPUT_BIND_DESC *pDesc) PURE; //more stuff }; #define ID3D11ShaderReflection_GetVariableByName(r,v) r->lpVtbl->GetVariableByName(r,v) #define ID3D11ShaderReflection_Release IUnknown_Release #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 ); HRESULT (WINAPI *pD3DReflect)( LPCVOID pSrcData, SIZE_T SrcDataSize, REFIID pInterface, void **ppReflector ); 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) { static const char *defaultsamplers[] = { "s_diffuse", "s_normalmap", "s_specular", "s_upper", "s_lower", "s_fullbright", "s_paletted", "s_shadowmap", "s_projectionmap", "s_reflectcube", "s_reflectmask", "s_lightmap", "s_deluxmap" #if MAXRLIGHTMAPS > 1 ,"s_lightmap1" ,"s_lightmap2" ,"s_lightmap3" ,"s_deluxmap1" ,"s_deluxmap2" ,"s_deluxmap3" #endif }; 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; ID3D11ShaderReflection *freflect; int i; 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 (fcode) { pD3DReflect(ID3DBlob_GetBufferPointer(fcode), ID3DBlob_GetBufferSize(fcode), &IID_ID3D11ShaderReflection, (void**)&freflect); if (freflect) { int tmu; D3D11_SHADER_INPUT_BIND_DESC bdesc = {0}; for (i = prog->numsamplers; i < be_maxpasses; i++) { if (SUCCEEDED(freflect->lpVtbl->GetResourceBindingDescByName(freflect, va("t_%i", i), &bdesc))) prog->numsamplers = i+1; } tmu = prog->numsamplers; for (i = 0; i < sizeof(defaultsamplers)/sizeof(defaultsamplers[0]); i++) { // if (prog->defaulttextures & (1u<lpVtbl->GetResourceBindingDescByName(freflect, va("t%s", defaultsamplers[i]+1), &bdesc))) prog->defaulttextures |= (1u<defaulttextures & (1u<= 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