#include "quakedef.h" #ifdef D3D11QUAKE #include "winquake.h" #include "gl_draw.h" #include "glquake.h" #include "shader.h" #include "renderque.h" #define COBJMACROS #include /*Fixup outdated windows headers*/ #ifndef WM_XBUTTONDOWN #define WM_XBUTTONDOWN 0x020B #define WM_XBUTTONUP 0x020C #endif #ifndef MK_XBUTTON1 #define MK_XBUTTON1 0x0020 #endif #ifndef MK_XBUTTON2 #define MK_XBUTTON2 0x0040 #endif // copied from DarkPlaces in an attempt to grab more buttons #ifndef MK_XBUTTON3 #define MK_XBUTTON3 0x0080 #endif #ifndef MK_XBUTTON4 #define MK_XBUTTON4 0x0100 #endif #ifndef MK_XBUTTON5 #define MK_XBUTTON5 0x0200 #endif #ifndef MK_XBUTTON6 #define MK_XBUTTON6 0x0400 #endif #ifndef MK_XBUTTON7 #define MK_XBUTTON7 0x0800 #endif #ifndef WM_INPUT #define WM_INPUT 255 #endif #define DEFINE_QGUID(name, l, w1, w2, b1, b2, b3, b4, b5, b6, b7, b8) \ const GUID DECLSPEC_SELECTANY name \ = { l, w1, w2, { b1, b2, b3, b4, b5, b6, b7, b8 } } DEFINE_QGUID(qIID_ID3D11Texture2D,0x6f15aaf2,0xd208,0x4e89,0x9a,0xb4,0x48,0x95,0x35,0xd3,0x4f,0x9c); ID3D11Device *pD3DDev11; ID3D11DeviceContext *d3ddevctx; IDXGISwapChain *d3dswapchain; ID3D11RenderTargetView *fb_backbuffer; ID3D11DepthStencilView *fb_backdepthstencil; void *d3d11mod; qboolean vid_initializing; extern qboolean scr_initialized; // ready to draw extern qboolean scr_drawloading; extern qboolean scr_con_forcedraw; static qboolean d3d_resized; cvar_t vid_hardwaregamma; //sound/error code needs this HWND mainwindow; //input code needs these int window_center_x, window_center_y; RECT window_rect; int window_x, window_y; static void released3dbackbuffer(void); static qboolean resetd3dbackbuffer(int width, int height); #if 0//def _DEBUG #include const GUID IID_IDXGIDebug = { 0x119E7452,0xDE9E,0x40fe, { 0x88,0x06,0x88,0xF9,0x0C,0x12,0xB4,0x41 } }; const GUID DXGI_DEBUG_ALL = { 0xe48ae283, 0xda80, 0x490b, {0x87, 0xe6, 0x43, 0xe9, 0xa9, 0xcf, 0xda, 0x8 }}; void DoDXGIDebug(void) { IDXGIDebug *dbg = NULL; HRESULT (WINAPI *pDXGIGetDebugInterface)(REFIID riid, void **ppDebug); dllfunction_t dxdidebugfuncs[] = { {(void**)&pDXGIGetDebugInterface, "DXGIGetDebugInterface"}, {NULL} }; pDXGIGetDebugInterface = NULL; Sys_LoadLibrary("dxgidebug", dxdidebugfuncs); pDXGIGetDebugInterface(&IID_IDXGIDebug, &dbg); if (dbg) { IDXGIDebug_ReportLiveObjects(dbg, DXGI_DEBUG_ALL, DXGI_DEBUG_RLO_ALL); IDXGIDebug_Release(dbg); } } #else #define DoDXGIDebug() #endif char *D3D_NameForResult(HRESULT hr) { if (hr == DXGI_ERROR_DEVICE_REMOVED && pD3DDev11) hr = ID3D11Device_GetDeviceRemovedReason(pD3DDev11); switch(hr) { case E_OUTOFMEMORY: return "E_OUTOFMEMORY"; case E_NOINTERFACE: return "E_NOINTERFACE"; case DXGI_ERROR_DEVICE_HUNG: return "DXGI_ERROR_DEVICE_HUNG"; case DXGI_ERROR_DEVICE_REMOVED: return "DXGI_ERROR_DEVICE_REMOVED"; case DXGI_ERROR_DEVICE_RESET: return "DXGI_ERROR_DEVICE_RESET"; case DXGI_ERROR_DRIVER_INTERNAL_ERROR: return "DXGI_ERROR_DRIVER_INTERNAL_ERROR"; case DXGI_ERROR_INVALID_CALL: return "DXGI_ERROR_INVALID_CALL"; default: return va("%x", hr); } } static void D3D11_PresentOrCrash(void) { extern cvar_t vid_vsync; HRESULT hr = IDXGISwapChain_Present(d3dswapchain, vid_vsync.ival, 0); if (FAILED(hr)) Sys_Error("IDXGISwapChain_Present: %s\n", D3D_NameForResult(hr)); } typedef enum {MS_WINDOWED, MS_FULLSCREEN, MS_FULLDIB, MS_UNINIT} modestate_t; static modestate_t modestate; static void D3DVID_UpdateWindowStatus (HWND hWnd) { POINT p; RECT nr; int window_width, window_height; GetClientRect(hWnd, &nr); Sys_Printf("Update: %i %i %i %i\n", nr.left, nr.top, nr.right, nr.bottom); //if its bad then we're probably minimised if (nr.right <= nr.left) return; if (nr.bottom <= nr.top) return; p.x = 0; p.y = 0; ClientToScreen(hWnd, &p); window_x = p.x; window_y = p.y; window_width = nr.right - nr.left; window_height = nr.bottom - nr.top; // vid.pixelwidth = window_width; // vid.pixelheight = window_height; window_rect.left = window_x; window_rect.top = window_y; window_rect.right = window_x + window_width; window_rect.bottom = window_y + window_height; window_center_x = (window_rect.left + window_rect.right) / 2; window_center_y = (window_rect.top + window_rect.bottom) / 2; Sys_Printf("Window: %i %i %i %i\n", window_x, window_y, window_width, window_height); INS_UpdateClipCursor (); } static qboolean D3D11AppActivate(BOOL fActive, BOOL minimize) /**************************************************************************** * * Function: AppActivate * Parameters: fActive - True if app is activating * * Description: If the application is activating, then swap the system * into SYSPAL_NOSTATIC mode so that our palettes will display * correctly. * ****************************************************************************/ { static BOOL sound_active; if (ActiveApp == fActive && Minimized == minimize) return false; //so windows doesn't crash us over and over again. ActiveApp = fActive; Minimized = minimize; // enable/disable sound on focus gain/loss if (!ActiveApp && sound_active) { S_BlockSound (); sound_active = false; } else if (ActiveApp && !sound_active) { S_UnblockSound (); sound_active = true; } INS_UpdateGrabs(modestate != MS_WINDOWED, ActiveApp); if (fActive) { Cvar_ForceCallback(&v_gamma); } if (!fActive) { Cvar_ForceCallback(&v_gamma); //wham bam thanks. } return true; } static LRESULT WINAPI D3D11_WindowProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam) { LONG lRet = 0; int fActive, fMinimized, temp; extern unsigned int uiWheelMessage; extern qboolean keydown[K_MAX]; if ( uMsg == uiWheelMessage ) uMsg = WM_MOUSEWHEEL; switch (uMsg) { #if 1 /* case WM_KILLFOCUS: if (modestate == MS_FULLDIB) ShowWindow(mainwindow, SW_SHOWMINNOACTIVE); break; */ // case WM_CREATE: // break; case WM_MOVE: D3DVID_UpdateWindowStatus (hWnd); lRet = DefWindowProc (hWnd, uMsg, wParam, lParam); break; case WM_KEYDOWN: case WM_SYSKEYDOWN: if (keydown[K_LALT] && wParam == '\r') { if (modestate == MS_FULLSCREEN) modestate = MS_WINDOWED; else { RECT rect; extern cvar_t vid_width, vid_height; int width = vid_width.ival; int height = vid_height.ival; rect.left = (GetSystemMetrics(SM_CXSCREEN) - width) / 2; rect.top = (GetSystemMetrics(SM_CYSCREEN) - height) / 2; rect.right = rect.left+width; rect.bottom = rect.top+height; AdjustWindowRectEx(&rect, WS_OVERLAPPED, FALSE, 0); SetWindowPos(hWnd, NULL, rect.left, rect.top, rect.right-rect.left, rect.bottom-rect.top, SWP_SHOWWINDOW|SWP_FRAMECHANGED); modestate = MS_FULLSCREEN; } IDXGISwapChain_SetFullscreenState(d3dswapchain, modestate == MS_FULLSCREEN, NULL); if (modestate == MS_WINDOWED) { RECT rect; int width = 640; int height = 480; rect.left = (GetSystemMetrics(SM_CXSCREEN) - width) / 2; rect.top = (GetSystemMetrics(SM_CYSCREEN) - height) / 2; rect.right = rect.left+width; rect.bottom = rect.top+height; AdjustWindowRectEx(&rect, WS_OVERLAPPEDWINDOW, FALSE, 0); SetWindowLong(hWnd, GWL_STYLE, WS_OVERLAPPEDWINDOW); //make sure dxgi didn't break us. SetWindowPos(hWnd, HWND_TOP, rect.left, rect.top, rect.right-rect.left, rect.bottom-rect.top, SWP_SHOWWINDOW|SWP_FRAMECHANGED); SetForegroundWindow(hWnd); SetFocus(hWnd); } } else if (!vid_initializing) INS_TranslateKeyEvent (wParam, lParam, true, 0); break; case WM_KEYUP: case WM_SYSKEYUP: if (!vid_initializing) INS_TranslateKeyEvent (wParam, lParam, false, 0); break; case WM_SYSCHAR: // keep Alt-Space from happening break; // this is complicated because Win32 seems to pack multiple mouse events into // one update sometimes, so we always check all states and look for events case WM_LBUTTONDOWN: case WM_LBUTTONUP: case WM_RBUTTONDOWN: case WM_RBUTTONUP: case WM_MBUTTONDOWN: case WM_MBUTTONUP: case WM_MOUSEMOVE: case WM_XBUTTONDOWN: case WM_XBUTTONUP: temp = 0; if (wParam & MK_LBUTTON) temp |= 1; if (wParam & MK_RBUTTON) temp |= 2; if (wParam & MK_MBUTTON) temp |= 4; if (wParam & MK_XBUTTON1) temp |= 8; if (wParam & MK_XBUTTON2) temp |= 16; if (wParam & MK_XBUTTON3) temp |= 32; if (wParam & MK_XBUTTON4) temp |= 64; if (wParam & MK_XBUTTON5) temp |= 128; if (wParam & MK_XBUTTON6) temp |= 256; if (wParam & MK_XBUTTON7) temp |= 512; if (!vid_initializing) INS_MouseEvent (temp); break; // JACK: This is the mouse wheel with the Intellimouse // Its delta is either positive or neg, and we generate the proper // Event. case WM_MOUSEWHEEL: if (!vid_initializing) { if ((short) HIWORD(wParam) > 0) { Key_Event(0, K_MWHEELUP, 0, true); Key_Event(0, K_MWHEELUP, 0, false); } else { Key_Event(0, K_MWHEELDOWN, 0, true); Key_Event(0, K_MWHEELDOWN, 0, false); } } break; case WM_INPUT: // raw input handling if (!vid_initializing) INS_RawInput_Read((HANDLE)lParam); break; case WM_GETMINMAXINFO: { RECT windowrect; RECT clientrect; MINMAXINFO *mmi = (MINMAXINFO *) lParam; GetWindowRect (hWnd, &windowrect); GetClientRect (hWnd, &clientrect); mmi->ptMinTrackSize.x = 320 + ((windowrect.right - windowrect.left) - (clientrect.right - clientrect.left)); mmi->ptMinTrackSize.y = 200 + ((windowrect.bottom - windowrect.top) - (clientrect.bottom - clientrect.top)); } return 0; case WM_SIZE: d3d_resized = true; D3DVID_UpdateWindowStatus(mainwindow); released3dbackbuffer(); IDXGISwapChain_ResizeBuffers(d3dswapchain, 0, 0, 0, DXGI_FORMAT_UNKNOWN, DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH); D3D11BE_Reset(true); vid.pixelwidth = window_rect.right - window_rect.left; vid.pixelheight = window_rect.bottom - window_rect.top; resetd3dbackbuffer(vid.pixelwidth, vid.pixelheight); D3D11BE_Reset(false); lRet = DefWindowProc (hWnd, uMsg, wParam, lParam); break; case WM_CLOSE: if (!vid_initializing) if (MessageBox (mainwindow, "Are you sure you want to quit?", "Confirm Exit", MB_YESNO | MB_SETFOREGROUND | MB_ICONQUESTION) == IDYES) { Cbuf_AddText("\nquit\n", RESTRICT_LOCAL); } break; case WM_ACTIVATE: fActive = LOWORD(wParam); fMinimized = (BOOL) HIWORD(wParam); if (!D3D11AppActivate(!(fActive == WA_INACTIVE), fMinimized)) break;//so, urm, tell me microsoft, what changed? if (modestate == MS_FULLDIB) ShowWindow(mainwindow, SW_SHOWNORMAL); if (ActiveApp && modestate == MS_FULLSCREEN) IDXGISwapChain_SetFullscreenState(d3dswapchain, modestate == MS_FULLSCREEN, NULL); // fix the leftover Alt from any Alt-Tab or the like that switched us away // ClearAllStates (); lRet = 1; break; case WM_DESTROY: { // if (dibwindow) // DestroyWindow (dibwindow); } break; case MM_MCINOTIFY: lRet = CDAudio_MessageHandler (hWnd, uMsg, wParam, lParam); break; #endif case WM_ERASEBKGND: return 1; default: /* pass all unhandled messages to DefWindowProc */ lRet = DefWindowProc (hWnd, uMsg, wParam, lParam); break; } /* return 1 if handled message, 0 if not */ return lRet; } #if (WINVER < 0x500) && !defined(__GNUC__) typedef struct tagMONITORINFO { DWORD cbSize; RECT rcMonitor; RECT rcWork; DWORD dwFlags; } MONITORINFO, *LPMONITORINFO; #endif static void released3dbackbuffer(void) { if (d3ddevctx) ID3D11DeviceContext_OMSetRenderTargets(d3ddevctx, 0, NULL, NULL); if (fb_backbuffer) ID3D11RenderTargetView_Release(fb_backbuffer); fb_backbuffer = NULL; if (fb_backdepthstencil) ID3D11DepthStencilView_Release(fb_backdepthstencil); fb_backdepthstencil = NULL; } static qboolean resetd3dbackbuffer(int width, int height) { D3D11_TEXTURE2D_DESC t2ddesc; D3D11_DEPTH_STENCIL_VIEW_DESC dsvd; ID3D11Texture2D *backbuftex, *depthtex; released3dbackbuffer(); //get a proper handle to the backbuffer (silly hurdles) if (FAILED(IDXGISwapChain_GetBuffer(d3dswapchain, 0, &qIID_ID3D11Texture2D, (LPVOID*)&backbuftex))) return false; if (FAILED(ID3D11Device_CreateRenderTargetView(pD3DDev11, (ID3D11Resource*)backbuftex, NULL, &fb_backbuffer))) return false; ID3D11Texture2D_Release(backbuftex); //set up a depth buffer. memset(&t2ddesc, 0, sizeof(t2ddesc)); t2ddesc.Width = width; t2ddesc.Height = height; t2ddesc.MipLevels = 1; t2ddesc.ArraySize = 1; t2ddesc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT; t2ddesc.SampleDesc.Count = 1; t2ddesc.SampleDesc.Quality = 0; t2ddesc.Usage = D3D11_USAGE_DEFAULT; t2ddesc.BindFlags = D3D11_BIND_DEPTH_STENCIL; t2ddesc.CPUAccessFlags = 0; t2ddesc.MiscFlags = 0; if(FAILED(ID3D11Device_CreateTexture2D(pD3DDev11, &t2ddesc, NULL, &depthtex))) return false; dsvd.Format = t2ddesc.Format; dsvd.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D; dsvd.Texture2D.MipSlice = 0; if(FAILED(ID3D11Device_CreateDepthStencilView(pD3DDev11, (ID3D11Resource*)depthtex, NULL/*&dsvd*/, &fb_backdepthstencil))) return false; ID3D11Texture2D_Release(depthtex); //now tell d3d which render targets to use. ID3D11DeviceContext_OMSetRenderTargets(d3ddevctx, 1, &fb_backbuffer, fb_backdepthstencil); return true; } static qboolean initD3D11Device(HWND hWnd, rendererstate_t *info, PFN_D3D11_CREATE_DEVICE_AND_SWAP_CHAIN func, IDXGIAdapter *adapt) { int flags = 0;//= D3D11_CREATE_DEVICE_SINGLETHREADED; D3D_DRIVER_TYPE drivertype; DXGI_SWAP_CHAIN_DESC scd; D3D_FEATURE_LEVEL flevel, flevels[] = { //D3D_FEATURE_LEVEL_11_1, D3D_FEATURE_LEVEL_11_0, D3D_FEATURE_LEVEL_10_1, D3D_FEATURE_LEVEL_10_0, //FIXME: need npot. // D3D_FEATURE_LEVEL_9_3, // D3D_FEATURE_LEVEL_9_2, // D3D_FEATURE_LEVEL_9_1 }; memset(&scd, 0, sizeof(scd)); if (!stricmp(info->subrenderer, "debug")) flags |= D3D11_CREATE_DEVICE_DEBUG; if (!stricmp(info->subrenderer, "warp")) drivertype = D3D_DRIVER_TYPE_WARP; else if (!stricmp(info->subrenderer, "ref")) drivertype = D3D_DRIVER_TYPE_REFERENCE; else if (!stricmp(info->subrenderer, "hw")) drivertype = D3D_DRIVER_TYPE_HARDWARE; else if (!stricmp(info->subrenderer, "null")) drivertype = D3D_DRIVER_TYPE_NULL; else if (!stricmp(info->subrenderer, "software")) drivertype = D3D_DRIVER_TYPE_SOFTWARE; else if (!stricmp(info->subrenderer, "unknown")) drivertype = D3D_DRIVER_TYPE_UNKNOWN; else drivertype = adapt?D3D_DRIVER_TYPE_UNKNOWN:D3D_DRIVER_TYPE_HARDWARE; //for stereo support, we would have to rewrite all of this in a way that would make us dependant upon windows 8 or 7+platform update, which would exclude vista. scd.BufferDesc.Width = info->width; scd.BufferDesc.Height = info->height; scd.BufferDesc.RefreshRate.Numerator = 0; scd.BufferDesc.RefreshRate.Denominator = 0; scd.BufferCount = 1+info->triplebuffer; //back buffer count scd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; //32bit colour scd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; scd.OutputWindow = hWnd; scd.SampleDesc.Count = 1+info->multisample; scd.Windowed = TRUE; scd.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;// | DXGI_SWAP_CHAIN_FLAG_NONPREROTATED; #ifdef _DEBUG // flags |= D3D11_CREATE_DEVICE_DEBUG; #endif if (drivertype == D3D_DRIVER_TYPE_UNKNOWN && adapt) { DXGI_ADAPTER_DESC adesc; IDXGIAdapter_GetDesc(adapt, &adesc); Con_Printf("D3D11 Adaptor: %S\n", adesc.Description); } else adapt = NULL; if (FAILED(func(adapt, drivertype, NULL, flags, flevels, sizeof(flevels)/sizeof(flevels[0]), D3D11_SDK_VERSION, &scd, &d3dswapchain, &pD3DDev11, &flevel, &d3ddevctx))) return false; if (!pD3DDev11) return false; Con_Printf("D3D11 Feature level: %i_%i\n", flevel>>12, (flevel>>8) & 0xf); if (!resetd3dbackbuffer(info->width, info->height)) return false; if (info->fullscreen) { } vid.numpages = scd.BufferCount; if (!D3D11Shader_Init(flevel)) { Con_Printf("Unable to intialise a suitable HLSL compiler, please install the DirectX runtime.\n"); return false; } return true; } static void initD3D11(HWND hWnd, rendererstate_t *info) { static dllhandle_t *d3d11dll; static dllhandle_t *dxgi; static PFN_D3D11_CREATE_DEVICE_AND_SWAP_CHAIN fnc; static HRESULT (WINAPI *pCreateDXGIFactory1)(IID *riid, void **ppFactory); static IID factiid = {0x770aae78, 0xf26f, 0x4dba, 0xa8, 0x29, 0x25, 0x3c, 0x83, 0xd1, 0xb3, 0x87}; IDXGIFactory1 *fact = NULL; IDXGIAdapter *adapt = NULL; dllfunction_t d3d11funcs[] = { {(void**)&fnc, "D3D11CreateDeviceAndSwapChain"}, {NULL} }; dllfunction_t dxgifuncs[] = { {(void**)&pCreateDXGIFactory1, "CreateDXGIFactory1"}, {NULL} }; if (!dxgi) dxgi = Sys_LoadLibrary("dxgi", dxgifuncs); if (!d3d11mod) d3d11mod = Sys_LoadLibrary("d3d11", d3d11funcs); if (!d3d11mod) return; if (pCreateDXGIFactory1) { HRESULT hr; hr = pCreateDXGIFactory1(&factiid, &fact); if (FAILED(hr)) Con_Printf("CreateDXGIFactory1 failed: %s\n", D3D_NameForResult(hr)); if (fact) { IDXGIFactory1_EnumAdapters(fact, 0, &adapt); } } initD3D11Device(hWnd, info, fnc, adapt); if (adapt) IDXGIAdapter_Release(adapt); if (fact) { //DXGI SUCKS and fucks up alt+tab every single time. its pointless to go from fullscreen to fullscreen-with-taskbar-obscuring-half-the-window. //I'm just going to handle that stuff myself. IDXGIFactory1_MakeWindowAssociation(fact, hWnd, DXGI_MWA_NO_WINDOW_CHANGES|DXGI_MWA_NO_ALT_ENTER|DXGI_MWA_NO_PRINT_SCREEN); IDXGIFactory1_Release(fact); } } static qboolean D3D11_VID_Init(rendererstate_t *info, unsigned char *palette) { DWORD width = info->width; DWORD height = info->height; //DWORD bpp = info->bpp; //DWORD zbpp = 16; //DWORD flags = 0; DWORD wstyle; RECT rect; MSG msg; extern cvar_t vid_conwidth; //extern cvar_t vid_conheight; //DDGAMMARAMP gammaramp; //int i; char *CLASSNAME = "FTED3D11QUAKE"; WNDCLASS wc = { 0, &D3D11_WindowProc, 0, 0, NULL, NULL, NULL, NULL, NULL, CLASSNAME }; wc.style = CS_HREDRAW | CS_VREDRAW; wc.hCursor = LoadCursor (NULL,IDC_ARROW); wc.hInstance = global_hInstance; vid_initializing = true; RegisterClass(&wc); modestate = info->fullscreen?MS_FULLSCREEN:MS_WINDOWED; wstyle = WS_OVERLAPPEDWINDOW; rect.left = (GetSystemMetrics(SM_CXSCREEN) - width) / 2; rect.top = (GetSystemMetrics(SM_CYSCREEN) - height) / 2; rect.right = rect.left+width; rect.bottom = rect.top+height; AdjustWindowRectEx(&rect, wstyle, FALSE, 0); mainwindow = CreateWindow(CLASSNAME, "Direct3D11", wstyle, rect.left, rect.top, rect.right-rect.left, rect.bottom-rect.top, NULL, NULL, NULL, NULL); // Try as specified. DoDXGIDebug(); initD3D11(mainwindow, info); if (!pD3DDev11) { DoDXGIDebug(); Con_Printf("No suitable D3D11 device found\n"); return false; } if (info->fullscreen) IDXGISwapChain_SetFullscreenState(d3dswapchain, true, NULL); vid.pixelwidth = width; vid.pixelheight = height; while (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE)) { TranslateMessage(&msg); DispatchMessage(&msg); } CL_UpdateWindowTitle(); ShowWindow(mainwindow, SW_SHOWNORMAL); vid.width = vid.pixelwidth; vid.height = vid.pixelheight; vid_initializing = false; GetWindowRect(mainwindow, &window_rect); { extern qboolean mouseactive; mouseactive = false; } Cvar_ForceCallback(&v_gamma); return true; } /*a new model has been loaded*/ static void (D3D11_R_NewMap) (void) { r_worldentity.model = cl.worldmodel; #ifdef MAP_PROC if (cl.worldmodel && cl.worldmodel->fromgame == fg_doom3) D3_GenerateAreas(cl.worldmodel); #endif /*wipe any lingering particles*/ P_ClearParticles(); CL_RegisterParticles(); R_AnimateLight(); Surf_DeInit(); Surf_WipeStains(); Surf_BuildLightmaps(); TP_NewMap(); R_SetSky(cl.skyname); #ifdef RTLIGHTS Sh_PreGenerateLights(); #endif } extern mleaf_t *r_viewleaf, *r_oldviewleaf; extern mleaf_t *r_viewleaf2, *r_oldviewleaf2; static void (D3D11_R_PreNewMap) (void) { r_viewleaf = NULL; r_oldviewleaf = NULL; r_viewleaf2 = NULL; r_oldviewleaf2 = NULL; } static void (D3D11_VID_DeInit) (void) { D3D11BE_Shutdown(); /*we cannot shut down cleanly while in fullscreen, supposedly*/ if(d3dswapchain) IDXGISwapChain_SetFullscreenState(d3dswapchain, false, NULL); released3dbackbuffer(); if(d3dswapchain) IDXGISwapChain_Release(d3dswapchain); d3dswapchain = NULL; if (pD3DDev11) ID3D11Device_Release(pD3DDev11); pD3DDev11 = NULL; if (d3ddevctx) { ID3D11DeviceContext_ClearState(d3ddevctx); ID3D11DeviceContext_Flush(d3ddevctx); ID3D11DeviceContext_Release(d3ddevctx); } d3ddevctx = NULL; if (mainwindow) { DestroyWindow(mainwindow); mainwindow = NULL; } DoDXGIDebug(); } static qboolean D3D11_VID_ApplyGammaRamps(unsigned short *ramps) { return false; } static char *D3D11_VID_GetRGBInfo(int prepad, int *truevidwidth, int *truevidheight) { //don't directly map the frontbuffer, as that can hold other things. //create a texture, copy the (gpu)backbuffer to that (cpu)texture //then map the (cpu)texture and copy out the parts we need, reordering as needed. D3D11_MAPPED_SUBRESOURCE lock; qbyte *rgb, *in, *r = NULL; unsigned int x,y; D3D11_TEXTURE2D_DESC texDesc; ID3D11Texture2D *texture; ID3D11Resource *backbuffer; texDesc.ArraySize = 1; texDesc.BindFlags = 0; texDesc.CPUAccessFlags = 0; texDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; texDesc.Width = vid.pixelwidth; texDesc.Height = vid.pixelheight; texDesc.MipLevels = 1; texDesc.MiscFlags = 0; texDesc.SampleDesc.Count = 1; texDesc.SampleDesc.Quality = 0; texDesc.Usage = D3D11_USAGE_STAGING; texDesc.CPUAccessFlags = D3D11_CPU_ACCESS_READ; if (FAILED(ID3D11Device_CreateTexture2D(pD3DDev11, &texDesc, 0, &texture))) return NULL; ID3D11RenderTargetView_GetResource(fb_backbuffer, &backbuffer); ID3D11DeviceContext_CopyResource(d3ddevctx, (ID3D11Resource*)texture, backbuffer); ID3D11Resource_Release(backbuffer); if (!FAILED(ID3D11DeviceContext_Map(d3ddevctx, (ID3D11Resource*)texture, 0, D3D11_MAP_READ, 0, &lock))) { r = rgb = BZ_Malloc(prepad + 3 * vid.pixelwidth * vid.pixelheight); r += prepad; for (y = vid.pixelheight; y-- > 0; ) { in = lock.pData; in += y * lock.RowPitch; for (x = 0; x < vid.pixelwidth; x++, rgb+=3, in+=4) { rgb[0] = in[0]; rgb[1] = in[1]; rgb[2] = in[2]; } } ID3D11DeviceContext_Unmap(d3ddevctx, (ID3D11Resource*)texture, 0); } ID3D11Texture2D_Release(texture); *truevidwidth = vid.pixelwidth; *truevidheight = vid.pixelheight; return r; } static void (D3D11_VID_SetWindowCaption) (char *msg) { SetWindowText(mainwindow, msg); } void D3D11_Set2D (void) { D3D11_VIEWPORT vport; // Matrix4x4_CM_Orthographic(r_refdef.m_projection, 0 + (0.5*vid.width/vid.pixelwidth), vid.width + (0.5*vid.width/vid.pixelwidth), 0 + (0.5*vid.height/vid.pixelheight), vid.height + (0.5*vid.height/vid.pixelheight), 0, 100); Matrix4x4_CM_Orthographic(r_refdef.m_projection, 0, vid.width, vid.height, 0, 0, 99999); Matrix4x4_Identity(r_refdef.m_view); vport.TopLeftX = 0; vport.TopLeftY = 0; vport.Width = vid.pixelwidth; vport.Height = vid.pixelheight; vport.MinDepth = 0; vport.MaxDepth = 1; ID3D11DeviceContext_RSSetViewports(d3ddevctx, 1, &vport); D3D11BE_SetupViewCBuffer(); } static void (D3D11_SCR_UpdateScreen) (void) { //extern int keydown[]; //extern cvar_t vid_conheight; int uimenu; #ifdef TEXTEDITOR //extern qboolean editormodal; #endif qboolean nohud, noworld; RSpeedMark(); if (r_clear.ival) { float colours[4] = {1, 0, 0, 0}; ID3D11DeviceContext_ClearRenderTargetView(d3ddevctx, fb_backbuffer, colours); } if (d3d_resized) { extern cvar_t vid_conautoscale, vid_conwidth; d3d_resized = false; // force width/height to be updated //vid.pixelwidth = window_rect.right - window_rect.left; //vid.pixelheight = window_rect.bottom - window_rect.top; Cvar_ForceCallback(&vid_conautoscale); Cvar_ForceCallback(&vid_conwidth); } if (scr_disabled_for_loading) { extern float scr_disabled_time; if (Sys_DoubleTime() - scr_disabled_time > 60 || Key_Dest_Has(~kdm_game)) { scr_disabled_for_loading = false; } else { // IDirect3DDevice9_BeginScene(pD3DDev9); scr_drawloading = true; SCR_DrawLoading (); scr_drawloading = false; // IDirect3DDevice9_EndScene(pD3DDev9); D3D11_PresentOrCrash(); RSpeedEnd(RSPEED_TOTALREFRESH); return; } } if (!scr_initialized || !con_initialized) { RSpeedEnd(RSPEED_TOTALREFRESH); return; // not initialized yet } Shader_DoReload(); #ifdef VM_UI uimenu = UI_MenuState(); #else uimenu = 0; #endif // d3d11error(IDirect3DDevice9_BeginScene(pD3DDev9)); /* #ifdef TEXTEDITOR if (editormodal) { Editor_Draw(); V_UpdatePalette (false); #if defined(_WIN32) && defined(GLQUAKE) Media_RecordFrame(); #endif R2D_BrightenScreen(); if (key_dest == key_console) Con_DrawConsole(vid_conheight.value/2, false); GL_EndRendering (); GL_DoSwap(); RSpeedEnd(RSPEED_TOTALREFRESH); return; } #endif */ if (Media_ShowFilm()) { M_Draw(0); // V_UpdatePalette (false); #if defined(_WIN32) Media_RecordFrame(); #endif // R2D_BrightenScreen(); // IDirect3DDevice9_EndScene(pD3DDev9); D3D11_PresentOrCrash(); RSpeedEnd(RSPEED_TOTALREFRESH); return; } // // do 3D refresh drawing, and then update the screen // SCR_SetUpToDrawConsole (); noworld = false; nohud = false; #ifdef VM_CG if (CG_Refresh()) nohud = true; else #endif #ifdef CSQC_DAT if (CSQC_DrawView()) nohud = true; else #endif if (uimenu != 1) { if (r_worldentity.model && cls.state == ca_active) V_RenderView (); else { noworld = true; } } D3D11_Set2D(); if (!noworld) { R2D_PolyBlend (); R2D_BrightenScreen(); } scr_con_forcedraw = false; if (noworld) { if ((!Key_Dest_Has(~(kdm_game|kdm_console))) && SCR_GetLoadingStage() == LS_NONE) scr_con_current = vid.height; if (scr_con_current != vid.height) R2D_ConsoleBackground(0, vid.height, true); else scr_con_forcedraw = true; nohud = true; } else if (!nohud) SCR_TileClear (); SCR_DrawTwoDimensional(uimenu, nohud); V_UpdatePalette (false); #if defined(_WIN32) && defined(GLQUAKE) Media_RecordFrame(); #endif RSpeedEnd(RSPEED_TOTALREFRESH); RSpeedShow(); D3D11_PresentOrCrash(); window_center_x = (window_rect.left + window_rect.right)/2; window_center_y = (window_rect.top + window_rect.bottom)/2; INS_UpdateGrabs(modestate != MS_WINDOWED, ActiveApp); } static void (D3D11_Draw_Init) (void) { R2D_Init(); } static void (D3D11_Draw_Shutdown) (void) { R2D_Shutdown(); } static void (D3D11_R_Init) (void) { } static void (D3D11_R_DeInit) (void) { Surf_DeInit(); Shader_Shutdown(); D3D11_Image_Shutdown(); } static void D3D11_SetupViewPort(void) { extern cvar_t gl_mindist; float screenaspect; int x, x2, y2, y, w, h; float fov_x, fov_y; // D3DVIEWPORT9 vport; AngleVectors (r_refdef.viewangles, vpn, vright, vup); VectorCopy (r_refdef.vieworg, r_origin); // // set up viewpoint // x = r_refdef.vrect.x * vid.pixelwidth/(int)vid.width; x2 = (r_refdef.vrect.x + r_refdef.vrect.width) * vid.pixelwidth/(int)vid.width; y = (r_refdef.vrect.y) * vid.pixelheight/(int)vid.height; y2 = ((int)(r_refdef.vrect.y + r_refdef.vrect.height)) * vid.pixelheight/(int)vid.height; // fudge around because of frac screen scale if (x > 0) x--; if (x2 < vid.pixelwidth) x2++; if (y < 0) y--; if (y2 < vid.pixelheight) y2++; w = x2 - x; h = y2 - y; fov_x = r_refdef.fov_x;//+sin(cl.time)*5; fov_y = r_refdef.fov_y;//-sin(cl.time+1)*5; if (r_waterwarp.value<0 && r_viewcontents & FTECONTENTS_FLUID) { fov_x *= 1 + (((sin(cl.time * 4.7) + 1) * 0.015) * r_waterwarp.value); fov_y *= 1 + (((sin(cl.time * 3.0) + 1) * 0.015) * r_waterwarp.value); } screenaspect = (float)r_refdef.vrect.width/r_refdef.vrect.height; /*view matrix*/ Matrix4x4_CM_ModelViewMatrixFromAxis(r_refdef.m_view, vpn, vright, vup, r_refdef.vieworg); Matrix4x4_CM_Projection_Inf(r_refdef.m_projection, fov_x, fov_y, gl_mindist.value); } static void (D3D11_R_RenderView) (void) { float x, x2, y, y2; D3D11_SetupViewPort(); //unlike gl, we clear colour beforehand, because that seems more sane. //always clear depth ID3D11DeviceContext_ClearDepthStencilView(d3ddevctx, fb_backdepthstencil, D3D11_CLEAR_DEPTH, 1, 0); //is it faster to clear the stencil too? x = (r_refdef.vrect.x * (int)vid.pixelwidth)/(int)vid.width; x2 = (r_refdef.vrect.x + r_refdef.vrect.width) * (int)vid.pixelwidth/(int)vid.width; y = (r_refdef.vrect.y * (int)vid.pixelheight)/(int)vid.height; y2 = (r_refdef.vrect.y + r_refdef.vrect.height) * (int)vid.pixelheight/(int)vid.height; r_refdef.pxrect.x = floor(x); r_refdef.pxrect.y = floor(y); r_refdef.pxrect.width = (int)ceil(x2) - r_refdef.pxrect.x; r_refdef.pxrect.height = (int)ceil(y2) - r_refdef.pxrect.y; R_SetFrustum (r_refdef.m_projection, r_refdef.m_view); RQ_BeginFrame(); // if (!(r_refdef.flags & Q2RDF_NOWORLDMODEL)) // { // if (cl.worldmodel) // P_DrawParticles (); // } if (!(r_refdef.flags & Q2RDF_NOWORLDMODEL)) if (!r_worldentity.model || r_worldentity.model->needload || !cl.worldmodel) { D3D11_Set2D (); R2D_ImageColours(0, 0, 0, 1); R2D_FillBlock(r_refdef.vrect.x, r_refdef.vrect.y, r_refdef.vrect.width, r_refdef.vrect.height); R2D_ImageColours(1, 1, 1, 1); return; } Surf_DrawWorld(); RQ_RenderBatchClear(); D3D11_Set2D (); } void D3D11BE_RenderToTextureUpdate2d(qboolean destchanged) { } rendererinfo_t d3d11rendererinfo = { "Direct3D11", { "D3D11", "Direct3d11", "DirectX11", "DX11" }, QR_DIRECT3D11, D3D11_Draw_Init, D3D11_Draw_Shutdown, D3D11_LoadTexture, D3D11_LoadTexture8Pal24, D3D11_LoadTexture8Pal32, D3D11_LoadCompressed, D3D11_FindTexture, D3D11_AllocNewTexture, D3D11_Upload, D3D11_DestroyTexture, D3D11_R_Init, D3D11_R_DeInit, D3D11_R_RenderView, D3D11_R_NewMap, D3D11_R_PreNewMap, D3D11_VID_Init, D3D11_VID_DeInit, D3D11_VID_ApplyGammaRamps, D3D11_VID_GetRGBInfo, D3D11_VID_SetWindowCaption, D3D11_SCR_UpdateScreen, D3D11BE_SelectMode, D3D11BE_DrawMesh_List, D3D11BE_DrawMesh_Single, D3D11BE_SubmitBatch, D3D11BE_GetTempBatch, D3D11BE_DrawWorld, D3D11BE_Init, D3D11BE_GenBrushModelVBO, D3D11BE_ClearVBO, D3D11BE_UploadAllLightmaps, D3D11BE_SelectEntity, D3D11BE_SelectDLight, D3D11BE_Scissor, D3D11BE_LightCullModel, D3D11BE_VBO_Begin, D3D11BE_VBO_Data, D3D11BE_VBO_Finish, D3D11BE_VBO_Destroy, D3D11BE_RenderToTextureUpdate2d, "no more" }; #endif