685404250f
reduced input latency. reworked how internal texture formats work,. added support for LIGHTING_E5BGR9 bspx lump for HDR lighting. updated support for srgb, no longer looks quite so weird. works on glx vid_srgb 3 attempts to use half-float swapchains, where possible. gl: use glTextureStorage where available. d3d11: gave up on using dxgi for fullscreen, was just too buggy. glx: updated gl context creation on linux. server: fix svc_updatefrags not being passed though (fixes frikbot scores) fs: spanned pk3s now work (fragmented files/directory will fail to open, so this needs a custom tool to be fully useful). fixed restart_ents command (restarts the map, but preserving the players as they are) tw: removed 'QWSKINS' featureset from tw config git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5217 fc73d0e0-1445-4013-8a0c-d673dee63da5
146 lines
3.4 KiB
C
146 lines
3.4 KiB
C
#include "quakedef.h"
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#include "winquake.h"
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#ifdef D3D8QUAKE
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#if !defined(HMONITOR_DECLARED) && (WINVER < 0x0500)
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#define HMONITOR_DECLARED
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DECLARE_HANDLE(HMONITOR);
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#endif
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#ifdef _XBOX
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#include <xtl.h>
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#define D3DLOCK_NOSYSLOCK 0
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#define D3DLOCK_DISCARD 0
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#endif
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#include <d3d8.h>
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extern LPDIRECT3DDEVICE8 pD3DDev8;
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void D3D8_DestroyTexture (texid_t tex)
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{
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if (!tex)
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return;
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if (tex->ptr)
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IDirect3DTexture8_Release((IDirect3DTexture8*)tex->ptr);
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tex->ptr = NULL;
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}
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qboolean D3D8_LoadTextureMips(image_t *tex, const struct pendingtextureinfo *mips)
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{
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qbyte *fte_restrict out, *fte_restrict in;
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int x, y, i;
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D3DLOCKED_RECT lock;
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D3DFORMAT fmt = D3DFMT_UNKNOWN;
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D3DSURFACE_DESC desc;
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IDirect3DTexture8 *dt;
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qboolean swap = false;
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unsigned int blockwidth, blockheight, blockbytes = 1;
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if (mips->type != PTI_2D)
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return false; //fixme: cube and volumes should work
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switch(mips->encoding)
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{
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case PTI_RGB565:
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fmt = D3DFMT_R5G6B5;
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break;
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case PTI_RGBA4444://not supported on d3d9
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return false;
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case PTI_ARGB4444:
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fmt = D3DFMT_A4R4G4B4;
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break;
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case PTI_RGBA5551://not supported on d3d9
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return false;
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case PTI_ARGB1555:
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fmt = D3DFMT_A1R5G5B5;
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break;
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case PTI_RGBA8:
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// fmt = D3DFMT_A8B8G8R8; //how do we check
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fmt = D3DFMT_A8R8G8B8;
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swap = true;
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break;
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case PTI_RGBX8:
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// fmt = D3DFMT_X8B8G8R8;
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fmt = D3DFMT_X8R8G8B8;
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swap = true;
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break;
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case PTI_BGRA8:
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fmt = D3DFMT_A8R8G8B8;
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break;
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case PTI_BGRX8:
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fmt = D3DFMT_X8R8G8B8;
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break;
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//too lazy to support these for now
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case PTI_BC1_RGB:
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case PTI_BC1_RGBA: //d3d doesn't distinguish between these
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fmt = D3DFMT_DXT1;
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break;
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case PTI_BC2_RGBA:
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fmt = D3DFMT_DXT3;
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break;
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case PTI_BC3_RGBA:
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fmt = D3DFMT_DXT5;
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break;
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case PTI_EMULATED:
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default: //no idea
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break;
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}
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if (fmt == D3DFMT_UNKNOWN)
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return false;
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Image_BlockSizeForEncoding(mips->encoding, &blockbytes, &blockwidth, &blockheight);
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if (!pD3DDev8)
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return false; //can happen on errors
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if (FAILED(IDirect3DDevice8_CreateTexture(pD3DDev8, mips->mip[0].width, mips->mip[0].height, mips->mipcount, 0, fmt, D3DPOOL_MANAGED, &dt)))
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return false;
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for (i = 0; i < mips->mipcount; i++)
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{
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IDirect3DTexture8_GetLevelDesc(dt, i, &desc);
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if (mips->mip[i].height != desc.Height || mips->mip[i].width != desc.Width)
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{
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IDirect3DTexture8_Release(dt);
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return false;
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}
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IDirect3DTexture8_LockRect(dt, i, &lock, NULL, D3DLOCK_NOSYSLOCK|D3DLOCK_DISCARD);
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//can't do it in one go. pitch might contain padding or be upside down.
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if (!mips->mip[i].data)
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;
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else if (swap)
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{
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size_t rowbytes = ((mips->mip[i].width+blockwidth-1)/blockwidth)*blockbytes;
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for (y = 0, out = lock.pBits, in = mips->mip[i].data; y < mips->mip[i].height; y++, out += lock.Pitch, in += rowbytes)
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{
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for (x = 0; x < rowbytes; x+=4)
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{
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out[x+0] = in[x+2];
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out[x+1] = in[x+1];
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out[x+2] = in[x+0];
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out[x+3] = in[x+3];
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}
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}
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}
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else
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{
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size_t rowbytes = ((mips->mip[i].width+blockwidth-1)/blockwidth)*blockbytes;
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for (y = 0, out = lock.pBits, in = mips->mip[i].data; y < mips->mip[i].height; y+=blockheight, out += lock.Pitch, in += rowbytes)
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memcpy(out, in, rowbytes);
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}
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IDirect3DTexture8_UnlockRect(dt, i);
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}
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D3D8_DestroyTexture(tex);
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tex->ptr = dt;
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return true;
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}
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void D3D8_UploadLightmap(lightmapinfo_t *lm)
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{
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}
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#endif
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