fteqw/engine/d3d/d3d8_image.c
Spoike 685404250f added cmake file.
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
2018-03-04 14:41:16 +00:00

146 lines
3.4 KiB
C

#include "quakedef.h"
#include "winquake.h"
#ifdef D3D8QUAKE
#if !defined(HMONITOR_DECLARED) && (WINVER < 0x0500)
#define HMONITOR_DECLARED
DECLARE_HANDLE(HMONITOR);
#endif
#ifdef _XBOX
#include <xtl.h>
#define D3DLOCK_NOSYSLOCK 0
#define D3DLOCK_DISCARD 0
#endif
#include <d3d8.h>
extern LPDIRECT3DDEVICE8 pD3DDev8;
void D3D8_DestroyTexture (texid_t tex)
{
if (!tex)
return;
if (tex->ptr)
IDirect3DTexture8_Release((IDirect3DTexture8*)tex->ptr);
tex->ptr = NULL;
}
qboolean D3D8_LoadTextureMips(image_t *tex, const struct pendingtextureinfo *mips)
{
qbyte *fte_restrict out, *fte_restrict in;
int x, y, i;
D3DLOCKED_RECT lock;
D3DFORMAT fmt = D3DFMT_UNKNOWN;
D3DSURFACE_DESC desc;
IDirect3DTexture8 *dt;
qboolean swap = false;
unsigned int blockwidth, blockheight, blockbytes = 1;
if (mips->type != PTI_2D)
return false; //fixme: cube and volumes should work
switch(mips->encoding)
{
case PTI_RGB565:
fmt = D3DFMT_R5G6B5;
break;
case PTI_RGBA4444://not supported on d3d9
return false;
case PTI_ARGB4444:
fmt = D3DFMT_A4R4G4B4;
break;
case PTI_RGBA5551://not supported on d3d9
return false;
case PTI_ARGB1555:
fmt = D3DFMT_A1R5G5B5;
break;
case PTI_RGBA8:
// fmt = D3DFMT_A8B8G8R8; //how do we check
fmt = D3DFMT_A8R8G8B8;
swap = true;
break;
case PTI_RGBX8:
// fmt = D3DFMT_X8B8G8R8;
fmt = D3DFMT_X8R8G8B8;
swap = true;
break;
case PTI_BGRA8:
fmt = D3DFMT_A8R8G8B8;
break;
case PTI_BGRX8:
fmt = D3DFMT_X8R8G8B8;
break;
//too lazy to support these for now
case PTI_BC1_RGB:
case PTI_BC1_RGBA: //d3d doesn't distinguish between these
fmt = D3DFMT_DXT1;
break;
case PTI_BC2_RGBA:
fmt = D3DFMT_DXT3;
break;
case PTI_BC3_RGBA:
fmt = D3DFMT_DXT5;
break;
case PTI_EMULATED:
default: //no idea
break;
}
if (fmt == D3DFMT_UNKNOWN)
return false;
Image_BlockSizeForEncoding(mips->encoding, &blockbytes, &blockwidth, &blockheight);
if (!pD3DDev8)
return false; //can happen on errors
if (FAILED(IDirect3DDevice8_CreateTexture(pD3DDev8, mips->mip[0].width, mips->mip[0].height, mips->mipcount, 0, fmt, D3DPOOL_MANAGED, &dt)))
return false;
for (i = 0; i < mips->mipcount; i++)
{
IDirect3DTexture8_GetLevelDesc(dt, i, &desc);
if (mips->mip[i].height != desc.Height || mips->mip[i].width != desc.Width)
{
IDirect3DTexture8_Release(dt);
return false;
}
IDirect3DTexture8_LockRect(dt, i, &lock, NULL, D3DLOCK_NOSYSLOCK|D3DLOCK_DISCARD);
//can't do it in one go. pitch might contain padding or be upside down.
if (!mips->mip[i].data)
;
else if (swap)
{
size_t rowbytes = ((mips->mip[i].width+blockwidth-1)/blockwidth)*blockbytes;
for (y = 0, out = lock.pBits, in = mips->mip[i].data; y < mips->mip[i].height; y++, out += lock.Pitch, in += rowbytes)
{
for (x = 0; x < rowbytes; x+=4)
{
out[x+0] = in[x+2];
out[x+1] = in[x+1];
out[x+2] = in[x+0];
out[x+3] = in[x+3];
}
}
}
else
{
size_t rowbytes = ((mips->mip[i].width+blockwidth-1)/blockwidth)*blockbytes;
for (y = 0, out = lock.pBits, in = mips->mip[i].data; y < mips->mip[i].height; y+=blockheight, out += lock.Pitch, in += rowbytes)
memcpy(out, in, rowbytes);
}
IDirect3DTexture8_UnlockRect(dt, i);
}
D3D8_DestroyTexture(tex);
tex->ptr = dt;
return true;
}
void D3D8_UploadLightmap(lightmapinfo_t *lm)
{
}
#endif