fteqw/engine/d3d/vid_d3d11.c
Spoike d1d0d86fea Rewrote infostrings. Now using infobuffers, which allows for the use of arbitrary blobs, except not using the protocol extension yet in case it needs to be fixed.
Fix sound source issues in Q3.
Fix q2 air acceleration/prediction omission.
Don't change console completion while typing (while that option is still possible).
Shift+tab now cycles completion backwards (now ctrl+shift for cycle subconsoles).
Allow a few things to ignore sv_pure - including csprogs files (which is useful for all the mods that come with the csprogs.dat distributed separately).
clamp pitch values to the range documented by openal, to hopefully avoid error spam.
add some colour coding to the text editor when shader files are being edited/viewed.
Changed how overbrights are clamped on q3bsp.
Added portalfboscale for explicit texture scales on portal/refract/reflect fbos.
qc decompiler can now at least attempt to decompile qtest's qc.
fteqccgui can now be pointed at a .pak file, and decompile the progs.dat inside.

git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5269 fc73d0e0-1445-4013-8a0c-d673dee63da5
2018-07-05 16:21:44 +00:00

1726 lines
48 KiB
C

#include "quakedef.h"
#ifdef D3D11QUAKE
#include "winquake.h"
#include "gl_draw.h"
#include "glquake.h"
#include "shader.h"
#include "renderque.h"
#include "resource.h"
#define FUCKDXGI
#define COBJMACROS
#include <d3d11.h>
ID3D11Device *pD3DDev11;
ID3D11DeviceContext *d3ddevctx;
//#include <d3d11_1.h>
//ID3D11DeviceContext1 *d3ddevctx1;
#ifdef WINRT //winrt crap has its own non-hwnd window crap, after years of microsoft forcing everyone to use hwnds for everything. I wonder why they don't have that many winrt apps.
#pragma comment(lib, "dxgi.lib")
#pragma comment(lib, "D3D11.lib")
#include "dxgi1_2.h"
#else
/*Fixup outdated windows headers*/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
#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);
#ifdef WINRT
IDXGISwapChain1 *d3dswapchain;
#else
IDXGISwapChain *d3dswapchain;
#endif
IDXGIOutput *d3dscreen;
ID3D11RenderTargetView *fb_backbuffer;
ID3D11DepthStencilView *fb_backdepthstencil;
void *d3d11mod;
static unsigned int d3d11multisample_count, d3d11multisample_quality;
qboolean vid_initializing;
extern qboolean scr_initialized; // ready to draw
extern qboolean scr_drawloading;
extern qboolean scr_con_forcedraw;
static qboolean d3d_resized;
//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 <dxgidebug.h>
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("%lx", hr);
}
}
static void D3D11_PresentOrCrash(void)
{
extern cvar_t vid_vsync;
RSpeedMark();
HRESULT hr = IDXGISwapChain_Present(d3dswapchain, max(0,vid_vsync.ival), 0);
if (FAILED(hr))
Sys_Error("IDXGISwapChain_Present: %s\n", D3D_NameForResult(hr));
RSpeedEnd(RSPEED_PRESENT);
}
typedef enum {MS_WINDOWED, MS_FULLSCREEN, MS_FULLWINDOW, MS_UNINIT} dx11modestate_t;
static dx11modestate_t modestate;
//FIXME: need to push/pop render targets like gl does, to not harm shadowmaps/refraction/etc.
void D3D11_ApplyRenderTargets(qboolean usedepth)
{
unsigned int width = 0, height = 0;
int i;
texid_t textures[1];
texid_t depth;
ID3D11RenderTargetView *rtv[sizeof(textures)/sizeof(textures[0])];
ID3D11DepthStencilView *dsv;
for (i = 0; i < sizeof(textures)/sizeof(textures[0]); i++)
{
if (!*r_refdef.rt_destcolour[i].texname)
break;
textures[i] = R2D_RT_GetTexture(r_refdef.rt_destcolour[i].texname, &width, &height);
if (textures[i]->ptr2)
{
ID3D11ShaderResourceView_Release((ID3D11ShaderResourceView*)textures[i]->ptr2);
textures[i]->ptr2 = NULL;
}
ID3D11Device_CreateRenderTargetView(pD3DDev11, textures[i]->ptr, NULL, &rtv[i]);
}
if (usedepth)
{
if (*r_refdef.rt_depth.texname)
depth = R2D_RT_GetTexture(r_refdef.rt_depth.texname, &width, &height);
else
depth = R2D_RT_Configure("depth", width, height, TF_DEPTH24, RT_IMAGEFLAGS);
}
else
depth = NULL;
if (depth && depth->ptr)
{
if (depth->ptr2)
{
ID3D11DepthStencilView_Release((ID3D11DepthStencilView*)depth->ptr2);
depth->ptr2 = NULL;
}
ID3D11Device_CreateDepthStencilView(pD3DDev11, depth->ptr, NULL, &dsv);
}
else
dsv = NULL;
ID3D11DeviceContext_OMSetRenderTargets(d3ddevctx, i, rtv, dsv);
for (i = 0; i < sizeof(textures)/sizeof(textures[0]); i++)
if (rtv[i])
ID3D11RenderTargetView_Release(rtv[i]);
if (dsv)
{
ID3D11DeviceContext_ClearDepthStencilView(d3ddevctx, dsv, D3D11_CLEAR_DEPTH, 1, 0); //is it faster to clear the stencil too?
ID3D11DepthStencilView_Release(dsv);
}
}
#ifndef WINRT //winrt crap has its own non-hwnd window crap, after years of microsoft forcing everyone to use hwnds for everything. I wonder why they don't have that many winrt apps.
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 (vid.activeapp == fActive && Minimized == minimize)
return false; //so windows doesn't crash us over and over again.
vid.activeapp = fActive;
Minimized = minimize;
// enable/disable sound on focus gain/loss
if (!vid.activeapp && sound_active)
{
S_BlockSound ();
sound_active = false;
}
else if (vid.activeapp && !sound_active)
{
S_UnblockSound ();
sound_active = true;
}
INS_UpdateGrabs(modestate != MS_WINDOWED, vid.activeapp);
return true;
}
#ifndef FUCKDXGI
static void D3D11_DoResize(void)
{
d3d_resized = true;
D3DVID_UpdateWindowStatus(mainwindow);
if (d3dscreen)
{ //seriously? this is disgusting.
DXGI_OUTPUT_DESC desc;
IDXGIOutput_GetDesc(d3dscreen, &desc);
vid.pixelwidth = desc.DesktopCoordinates.right - desc.DesktopCoordinates.left;
vid.pixelheight = desc.DesktopCoordinates.bottom - desc.DesktopCoordinates.top;
}
else
{
vid.pixelwidth = window_rect.right - window_rect.left;
vid.pixelheight = window_rect.bottom - window_rect.top;
}
// Con_Printf("Resizing buffer to %i*%i\n", vid.pixelwidth, vid.pixelheight);
released3dbackbuffer();
IDXGISwapChain_ResizeBuffers(d3dswapchain, 0, vid.pixelwidth, vid.pixelheight, DXGI_FORMAT_UNKNOWN, DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH);
D3D11BE_Reset(true);
resetd3dbackbuffer(vid.pixelwidth, vid.pixelheight);
D3D11BE_Reset(false);
}
#endif
static void ClearAllStates (void)
{
int i;
// send an up event for each key, to make sure the server clears them all
for (i=0 ; i<256 ; i++)
{
Key_Event (0, i, 0, false);
}
Key_ClearStates ();
INS_ClearStates ();
}
static LRESULT WINAPI D3D11_WindowProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam)
{
LONG lRet = 0;
int temp;
extern unsigned int uiWheelMessage;
#ifndef FUCKDXGI
extern qboolean keydown[K_MAX];
#endif
if ( uMsg == uiWheelMessage )
uMsg = WM_MOUSEWHEEL;
switch (uMsg)
{
#if 1
case WM_KILLFOCUS:
if (modestate == MS_FULLWINDOW)
ShowWindow(mainwindow, SW_SHOWMINNOACTIVE);
D3D11AppActivate(false, false);
break;
case WM_SETFOCUS:
if (modestate == MS_FULLWINDOW)
ShowWindow(mainwindow, SW_SHOWMAXIMIZED);
D3D11AppActivate(true, false);
if (modestate == MS_FULLSCREEN && d3dswapchain)
IDXGISwapChain_SetFullscreenState(d3dswapchain, vid.activeapp, (vid.activeapp)?d3dscreen:NULL);
Cvar_ForceCallback(&v_gamma);
ClearAllStates ();
break;
// case WM_CREATE:
// break;
case WM_MOVE:
D3DVID_UpdateWindowStatus (hWnd);
lRet = DefWindowProc (hWnd, uMsg, wParam, lParam);
break;
case WM_KEYDOWN:
case WM_SYSKEYDOWN:
#ifndef FUCKDXGI
if (keydown[K_LALT] && wParam == '\r')
{
if (d3dscreen)
{
IDXGIOutput_Release(d3dscreen);
d3dscreen = NULL;
}
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;
if (!width || !height)
{
DXGI_OUTPUT_DESC desc;
IDXGISwapChain_GetContainingOutput(d3dswapchain, &d3dscreen);
IDXGIOutput_GetDesc(d3dscreen, &desc);
rect = desc.DesktopCoordinates;
}
else
{
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;
}
if (!d3dscreen && modestate == MS_FULLSCREEN)
IDXGISwapChain_GetContainingOutput(d3dswapchain, &d3dscreen);
IDXGISwapChain_SetFullscreenState(d3dswapchain, modestate == MS_FULLSCREEN, (modestate == MS_FULLSCREEN)?d3dscreen: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);
//work around a windows bug by forcing all windows to be repainted.
InvalidateRect(NULL, NULL, false);
}
D3D11_DoResize();
Cvar_ForceCallback(&v_gamma);
}
else
#endif
if (!vid_initializing)
INS_TranslateKeyEvent (wParam, lParam, true, 0, false);
break;
case WM_KEYUP:
case WM_SYSKEYUP:
if (!vid_initializing)
INS_TranslateKeyEvent (wParam, lParam, false, 0, false);
break;
case WM_APPCOMMAND:
lRet = INS_AppCommand(lParam);
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_DEVICECHANGE:
COM_AddWork(WG_MAIN, INS_DeviceChanged, NULL, NULL, uMsg, 0);
lRet = TRUE;
break;
case WM_SETCURSOR:
//only use a custom cursor if the cursor is inside the client area
switch(lParam&0xffff)
{
case 0:
break;
case HTCLIENT:
if (hCustomCursor) //custom cursor enabled
SetCursor(hCustomCursor);
else //fallback on an arrow cursor, just so we have something visible at startup or so
SetCursor(hArrowCursor);
lRet = TRUE;
break;
default:
lRet = DefWindowProcW (hWnd, uMsg, wParam, lParam);
break;
}
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_DESTROY:
{
// if (dibwindow)
// DestroyWindow (dibwindow);
}
break;
#ifdef HAVE_CDPLAYER
case MM_MCINOTIFY:
lRet = CDAudio_MessageHandler (hWnd, uMsg, wParam, lParam);
break;
#endif
#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;
}
#endif
#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 = d3d11multisample_count;
t2ddesc.SampleDesc.Quality = d3d11multisample_quality;
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;
}
#ifdef WINRT //winrt crap has its own non-hwnd window crap, after years of microsoft forcing everyone to use hwnds for everything. I wonder why they don't have that many winrt apps.
void D3D11_DoResize(int newwidth, int newheight)
{
d3d_resized = true;
// Con_Printf("Resizing buffer to %i*%i\n", vid.pixelwidth, vid.pixelheight);
released3dbackbuffer();
if (d3dswapchain)
{
IDXGISwapChain_ResizeBuffers(d3dswapchain, 0, vid.pixelwidth, vid.pixelheight, DXGI_FORMAT_UNKNOWN, DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH);
D3D11BE_Reset(true);
resetd3dbackbuffer(vid.pixelwidth, vid.pixelheight);
D3D11BE_Reset(false);
}
}
void *RT_GetCoreWindow(int *width, int *height);
static qboolean D3D11_VID_Init(rendererstate_t *info, unsigned char *palette)
{
static IID factiid1 = {0x770aae78, 0xf26f, 0x4dba, 0xa8, 0x29, 0x25, 0x3c, 0x83, 0xd1, 0xb3, 0x87};
static IID factiid2 = {0x50c83a1c, 0xe072, 0x4c48, 0x87, 0xb0, 0x36, 0x30, 0xfa, 0x36, 0xa6, 0xd0};
IDXGIFactory2 *fact = NULL;
HRESULT hr;
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,
D3D_FEATURE_LEVEL_9_3,
D3D_FEATURE_LEVEL_9_2,
D3D_FEATURE_LEVEL_9_1
};
DXGI_SWAP_CHAIN_DESC1 scd = {0};
IUnknown *window = RT_GetCoreWindow(&info->width, &info->height);
modestate = MS_FULLSCREEN;
//fill scd
scd.Width = info->width;
scd.Height = info->height;
scd.Format = info->srgb?DXGI_FORMAT_R8G8B8A8_UNORM_SRGB:DXGI_FORMAT_B8G8R8A8_UNORM;
scd.Stereo = info->stereo;
scd.SampleDesc.Count = d3d11multisample_count = max(1,info->multisample);
scd.SampleDesc.Quality = d3d11multisample_quality = (d3d11multisample_count>1)?~0:0;
scd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
scd.BufferCount = 2+info->triplebuffer; //rt only supports fullscreen, so the frontbuffer needs to be created by us.
scd.SwapEffect = DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL;
scd.Flags = 0;
//create d3d stuff
hr = CreateDXGIFactory1(&factiid2, &fact);
if (FAILED(D3D11CreateDevice(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, 0, flevels, sizeof(flevels)/sizeof(flevels[0]), D3D11_SDK_VERSION, &pD3DDev11, &flevel, &d3ddevctx)))
Sys_Error("D3D11CreateDevice failed\n");
else
{
if (FAILED(IDXGIFactory2_CreateSwapChainForCoreWindow(fact, (IUnknown*)pD3DDev11, window, &scd, NULL, &d3dswapchain)))
Sys_Error("IDXGIFactory2_CreateSwapChainForCoreWindow failed\n");
else
{
vid.numpages = scd.BufferCount;
if (!resetd3dbackbuffer(info->width, info->height))
Sys_Error("unable to reset back buffer\n");
else
{
if (!D3D11Shader_Init(flevel))
Con_Printf("Unable to intialise a suitable HLSL compiler, please install the DirectX runtime.\n");
else
return true;
}
}
}
return false;
}
#else
static qboolean initD3D11Device(HWND hWnd, rendererstate_t *info, PFN_D3D11_CREATE_DEVICE_AND_SWAP_CHAIN func, IDXGIAdapter *adapt)
{
UINT support;
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
if (info->srgb)
{
if (info->srgb >= 2) //fixme: detect properly.
scd.BufferDesc.Format = DXGI_FORMAT_R16G16B16A16_FLOAT; //on nvidia, outputs linear rgb to srgb devices, which means info->srgb is effectively set
else
scd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM_SRGB;
}
else if (info->bpp == 30) //fixme: detect properly.
scd.BufferDesc.Format = DXGI_FORMAT_R10G10B10A2_UNORM;
else
scd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
scd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
scd.OutputWindow = hWnd;
scd.SampleDesc.Count = d3d11multisample_count = max(1, info->multisample); //as we're starting up windowed (and switching to fullscreen after), the frontbuffer is handled by windows.
scd.SampleDesc.Quality = d3d11multisample_quality = 0;
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)
{
}
memset(&sh_config, 0, sizeof(sh_config));
sh_config.texture_non_power_of_two = flevel>=D3D_FEATURE_LEVEL_10_0; //npot MUST be supported on all d3d10+ cards.
sh_config.texture_non_power_of_two_pic = true; //always supported in d3d11, supposedly, even with d3d9 devices.
sh_config.texture_allow_block_padding = false; //microsoft blocks this.
sh_config.npot_rounddown = false;
if (flevel>=D3D_FEATURE_LEVEL_11_0)
sh_config.texture2d_maxsize = 16384;
else if (flevel>=D3D_FEATURE_LEVEL_10_0)
sh_config.texture2d_maxsize = 8192;
else if (flevel>=D3D_FEATURE_LEVEL_9_3)
sh_config.texture2d_maxsize = 4096;
else
sh_config.texture2d_maxsize = 2048;
if (flevel>=D3D_FEATURE_LEVEL_9_3)
sh_config.texture2d_maxsize = 4096;
else
sh_config.texture2d_maxsize = 512;
//11.1 formats
#define DXGI_FORMAT_B4G4R4A4_UNORM 115
//why does d3d11 have no rgbx format? anyone else think that weird?
if (SUCCEEDED(ID3D11Device_CheckFormatSupport(pD3DDev11, DXGI_FORMAT_B5G6R5_UNORM, &support))) //crippled to win8+ only.
sh_config.texfmt[PTI_RGB565] = !!(support & D3D11_FORMAT_SUPPORT_TEXTURE2D);
if (SUCCEEDED(ID3D11Device_CheckFormatSupport(pD3DDev11, DXGI_FORMAT_B5G5R5A1_UNORM, &support))) //crippled to win8+ only.
sh_config.texfmt[PTI_ARGB1555] = !!(support & D3D11_FORMAT_SUPPORT_TEXTURE2D);
if (SUCCEEDED(ID3D11Device_CheckFormatSupport(pD3DDev11, DXGI_FORMAT_B4G4R4A4_UNORM, &support))) //crippled to win8+ only.
sh_config.texfmt[PTI_ARGB4444] = !!(support & D3D11_FORMAT_SUPPORT_TEXTURE2D);
if (SUCCEEDED(ID3D11Device_CheckFormatSupport(pD3DDev11, DXGI_FORMAT_R8G8B8A8_UNORM, &support)))
sh_config.texfmt[PTI_RGBA8] = !!(support & D3D11_FORMAT_SUPPORT_TEXTURE2D);
if (SUCCEEDED(ID3D11Device_CheckFormatSupport(pD3DDev11, DXGI_FORMAT_R8G8B8A8_UNORM_SRGB, &support)))
sh_config.texfmt[PTI_RGBA8_SRGB] = !!(support & D3D11_FORMAT_SUPPORT_TEXTURE2D);
if (SUCCEEDED(ID3D11Device_CheckFormatSupport(pD3DDev11, DXGI_FORMAT_R10G10B10A2_UNORM, &support)))
sh_config.texfmt[PTI_A2BGR10] = !!(support & D3D11_FORMAT_SUPPORT_TEXTURE2D) && !!(support & D3D11_FORMAT_SUPPORT_RENDER_TARGET);
if (SUCCEEDED(ID3D11Device_CheckFormatSupport(pD3DDev11, DXGI_FORMAT_R9G9B9E5_SHAREDEXP, &support)))
sh_config.texfmt[PTI_E5BGR9] = !!(support & D3D11_FORMAT_SUPPORT_TEXTURE2D);
if (SUCCEEDED(ID3D11Device_CheckFormatSupport(pD3DDev11, DXGI_FORMAT_R16G16B16A16_FLOAT, &support)))
sh_config.texfmt[PTI_RGBA16F] = !!(support & D3D11_FORMAT_SUPPORT_TEXTURE2D) && !!(support & D3D11_FORMAT_SUPPORT_RENDER_TARGET);
if (SUCCEEDED(ID3D11Device_CheckFormatSupport(pD3DDev11, DXGI_FORMAT_R32G32B32A32_FLOAT, &support)))
sh_config.texfmt[PTI_RGBA32F] = !!(support & D3D11_FORMAT_SUPPORT_TEXTURE2D) && !!(support & D3D11_FORMAT_SUPPORT_RENDER_TARGET);
if (SUCCEEDED(ID3D11Device_CheckFormatSupport(pD3DDev11, DXGI_FORMAT_B8G8R8A8_UNORM, &support)))
sh_config.texfmt[PTI_BGRA8] = !!(support & D3D11_FORMAT_SUPPORT_TEXTURE2D);
if (SUCCEEDED(ID3D11Device_CheckFormatSupport(pD3DDev11, DXGI_FORMAT_B8G8R8A8_UNORM_SRGB, &support)))
sh_config.texfmt[PTI_BGRA8_SRGB] = !!(support & D3D11_FORMAT_SUPPORT_TEXTURE2D);
if (SUCCEEDED(ID3D11Device_CheckFormatSupport(pD3DDev11, DXGI_FORMAT_B8G8R8X8_UNORM, &support)))
sh_config.texfmt[PTI_BGRX8] = !!(support & D3D11_FORMAT_SUPPORT_TEXTURE2D);
if (SUCCEEDED(ID3D11Device_CheckFormatSupport(pD3DDev11, DXGI_FORMAT_B8G8R8X8_UNORM_SRGB, &support)))
sh_config.texfmt[PTI_BGRX8_SRGB] = !!(support & D3D11_FORMAT_SUPPORT_TEXTURE2D);
//compressed formats
if (SUCCEEDED(ID3D11Device_CheckFormatSupport(pD3DDev11, DXGI_FORMAT_BC1_UNORM, &support)))
sh_config.texfmt[PTI_BC1_RGBA] = !!(support & D3D11_FORMAT_SUPPORT_TEXTURE2D);
if (SUCCEEDED(ID3D11Device_CheckFormatSupport(pD3DDev11, DXGI_FORMAT_BC1_UNORM_SRGB, &support)))
sh_config.texfmt[PTI_BC1_RGBA_SRGB] = !!(support & D3D11_FORMAT_SUPPORT_TEXTURE2D);
if (SUCCEEDED(ID3D11Device_CheckFormatSupport(pD3DDev11, DXGI_FORMAT_BC2_UNORM, &support)))
sh_config.texfmt[PTI_BC2_RGBA] = !!(support & D3D11_FORMAT_SUPPORT_TEXTURE2D);
if (SUCCEEDED(ID3D11Device_CheckFormatSupport(pD3DDev11, DXGI_FORMAT_BC2_UNORM_SRGB, &support)))
sh_config.texfmt[PTI_BC2_RGBA_SRGB] = !!(support & D3D11_FORMAT_SUPPORT_TEXTURE2D);
if (SUCCEEDED(ID3D11Device_CheckFormatSupport(pD3DDev11, DXGI_FORMAT_BC3_UNORM, &support)))
sh_config.texfmt[PTI_BC3_RGBA] = !!(support & D3D11_FORMAT_SUPPORT_TEXTURE2D);
if (SUCCEEDED(ID3D11Device_CheckFormatSupport(pD3DDev11, DXGI_FORMAT_BC3_UNORM_SRGB, &support)))
sh_config.texfmt[PTI_BC3_RGBA_SRGB] = !!(support & D3D11_FORMAT_SUPPORT_TEXTURE2D);
if (SUCCEEDED(ID3D11Device_CheckFormatSupport(pD3DDev11, DXGI_FORMAT_BC4_UNORM, &support)))
sh_config.texfmt[PTI_BC4_R8] = !!(support & D3D11_FORMAT_SUPPORT_TEXTURE2D);
if (SUCCEEDED(ID3D11Device_CheckFormatSupport(pD3DDev11, DXGI_FORMAT_BC4_SNORM, &support)))
sh_config.texfmt[PTI_BC4_R8_SNORM] = !!(support & D3D11_FORMAT_SUPPORT_TEXTURE2D);
if (SUCCEEDED(ID3D11Device_CheckFormatSupport(pD3DDev11, DXGI_FORMAT_BC5_UNORM, &support)))
sh_config.texfmt[PTI_BC5_RG8] = !!(support & D3D11_FORMAT_SUPPORT_TEXTURE2D);
if (SUCCEEDED(ID3D11Device_CheckFormatSupport(pD3DDev11, DXGI_FORMAT_BC5_SNORM, &support)))
sh_config.texfmt[PTI_BC5_RG8_SNORM] = !!(support & D3D11_FORMAT_SUPPORT_TEXTURE2D);
if (SUCCEEDED(ID3D11Device_CheckFormatSupport(pD3DDev11, DXGI_FORMAT_BC6H_UF16, &support)))
sh_config.texfmt[PTI_BC6_RGB_UFLOAT] = !!(support & D3D11_FORMAT_SUPPORT_TEXTURE2D);
if (SUCCEEDED(ID3D11Device_CheckFormatSupport(pD3DDev11, DXGI_FORMAT_BC6H_SF16, &support)))
sh_config.texfmt[PTI_BC6_RGB_SFLOAT] = !!(support & D3D11_FORMAT_SUPPORT_TEXTURE2D);
if (SUCCEEDED(ID3D11Device_CheckFormatSupport(pD3DDev11, DXGI_FORMAT_BC7_UNORM, &support)))
sh_config.texfmt[PTI_BC7_RGBA] = !!(support & D3D11_FORMAT_SUPPORT_TEXTURE2D);
if (SUCCEEDED(ID3D11Device_CheckFormatSupport(pD3DDev11, DXGI_FORMAT_BC7_UNORM_SRGB, &support)))
sh_config.texfmt[PTI_BC7_RGBA_SRGB] = !!(support & D3D11_FORMAT_SUPPORT_TEXTURE2D);
//these formats are not officially supported as specified, but noone cares
sh_config.texfmt[PTI_RGBX8] = sh_config.texfmt[PTI_RGBA8];
sh_config.texfmt[PTI_RGBX8_SRGB] = sh_config.texfmt[PTI_RGBA8_SRGB];
sh_config.texfmt[PTI_BC1_RGB] = sh_config.texfmt[PTI_BC1_RGBA];
sh_config.texfmt[PTI_BC1_RGB_SRGB] = sh_config.texfmt[PTI_BC1_RGBA_SRGB];
switch(scd.BufferDesc.Format)
{
case DXGI_FORMAT_R16G16B16A16_FLOAT:
vid.flags |= VID_SRGB_FB_LINEAR|VID_FP16; //these are apparently linear already.
break;
case DXGI_FORMAT_R8G8B8A8_UNORM_SRGB:
case DXGI_FORMAT_B8G8R8A8_UNORM_SRGB:
case DXGI_FORMAT_B8G8R8X8_UNORM_SRGB:
vid.flags |= VID_SRGB_FB_LINEAR; //effectively linear.
break;
default:
//non-linear formats.
break;
}
if ((vid.flags & VID_SRGB_FB) && info->srgb >= 0)
vid.flags |= VID_SRGBAWARE;
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 *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, (void**)&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;
HICON hIcon = LoadIcon (global_hInstance, MAKEINTRESOURCE (IDI_ICON1));
//DDGAMMARAMP gammaramp;
//int i;
char *CLASSNAME = "FTED3D11QUAKE";
WNDCLASS wc = {
0,
&D3D11_WindowProc,
0,
0,
NULL,
hIcon,
NULL,
NULL,
NULL,
CLASSNAME
};
wc.style = CS_HREDRAW | CS_VREDRAW;
wc.hCursor = hArrowCursor = LoadCursor (NULL,IDC_ARROW);
wc.hInstance = global_hInstance;
vid_initializing = true;
RegisterClass(&wc);
if (info->fullscreen/* == 2*/)
modestate = MS_FULLWINDOW;
else if (info->fullscreen)
modestate = MS_FULLSCREEN; //FIXME: I'm done with fighting dxgi. I'm just going to pick the easy method that doesn't end up with totally fucked up behaviour.
else
modestate = MS_WINDOWED;
if (modestate == MS_FULLWINDOW)
{
wstyle = WS_POPUP;
rect.right = GetSystemMetrics(SM_CXSCREEN);
rect.bottom = GetSystemMetrics(SM_CYSCREEN);
rect.left = 0;
rect.top = 0;
}
else
{
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;
}
vid.pixelwidth = width;
vid.pixelheight = height;
if (modestate == MS_FULLSCREEN)
{
if (!d3dscreen)
IDXGISwapChain_GetContainingOutput(d3dswapchain, &d3dscreen);
IDXGISwapChain_SetFullscreenState(d3dswapchain, true, d3dscreen);
}
while (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE))
{
TranslateMessage(&msg);
DispatchMessage(&msg);
}
CL_UpdateWindowTitle();
if (modestate == MS_FULLWINDOW)
ShowWindow(mainwindow, SW_SHOWMAXIMIZED);
else
ShowWindow(mainwindow, SW_SHOWNORMAL);
vid.width = vid.pixelwidth;
vid.height = vid.pixelheight;
vid_initializing = false;
GetWindowRect(mainwindow, &window_rect);
{
extern qboolean mouseactive;
mouseactive = false;
}
rf->VID_CreateCursor = WIN_CreateCursor;
rf->VID_DestroyCursor = WIN_DestroyCursor;
rf->VID_SetCursor = WIN_SetCursor;
return true;
}
#endif
static void (D3D11_VID_DeInit) (void)
{
Image_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;
#ifndef WINRT
if (mainwindow)
{
DestroyWindow(mainwindow);
mainwindow = NULL;
}
#endif
if (d3dscreen)
IUnknown_Release(d3dscreen);
d3dscreen = NULL;
DoDXGIDebug();
}
extern float hw_blend[4]; // rgba 0.0 - 1.0
static void D3D11_BuildRamps(int points, DXGI_RGB *out)
{
//FIXME: repack input rather than recalculating.
int i;
vec3_t cshift;
vec3_t c;
float sc;
VectorScale(hw_blend, hw_blend[3], cshift);
for (i = 0; i < points; i++)
{
sc = i / (float)(points-1);
VectorSet(c, sc, sc, sc);
VectorAdd(c, cshift, c);
VectorScale(c, v_contrast.value, c);
out[i].Red = pow (c[0], v_gamma.value) + v_brightness.value;
out[i].Green = pow (c[1], v_gamma.value) + v_brightness.value;
out[i].Blue = pow (c[2], v_gamma.value) + v_brightness.value;
}
}
static qboolean D3D11_VID_ApplyGammaRamps(unsigned int gammarampsize, unsigned short *ramps)
{
HRESULT hr;
DXGI_GAMMA_CONTROL_CAPABILITIES caps;
DXGI_GAMMA_CONTROL gam;
//cache the screen, so we don't get too confused.
if (!d3dscreen)
return false; //don't do it when we're running windowed.
if (d3dscreen)
{
gam.Scale.Red = 1;
gam.Scale.Green = 1;
gam.Scale.Blue = 1;
gam.Offset.Red = 0;
gam.Offset.Green = 0;
gam.Offset.Blue = 0;
if (FAILED(IDXGIOutput_GetGammaControlCapabilities(d3dscreen, &caps)))
return false;
if (caps.NumGammaControlPoints > 1025)
caps.NumGammaControlPoints = 1025;
D3D11_BuildRamps(caps.NumGammaControlPoints, gam.GammaCurve);
hr = IDXGIOutput_SetGammaControl(d3dscreen, &gam);
if (SUCCEEDED(hr))
return true;
}
return false;
}
static char *D3D11_VID_GetRGBInfo(int *bytestride, int *truevidwidth, int *truevidheight, enum uploadfmt *fmt)
{
//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(3 * vid.pixelwidth * vid.pixelheight);
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);
*bytestride = vid.pixelwidth*3;
*truevidwidth = vid.pixelwidth;
*truevidheight = vid.pixelheight;
*fmt = TF_RGB24;
return r;
}
static void (D3D11_VID_SetWindowCaption) (const char *msg)
{
#ifndef WINRT
SetWindowText(mainwindow, msg);
#endif
}
void D3D11_Set2D (void)
{
// 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_std, 0, vid.width, vid.height, 0, 0, 99999);
Matrix4x4_Identity(r_refdef.m_view);
vid.fbvwidth = vid.width;
vid.fbvheight = vid.height;
vid.fbpwidth = vid.pixelwidth;
vid.fbpheight = vid.pixelheight;
r_refdef.pxrect.x = 0;
r_refdef.pxrect.y = 0;
r_refdef.pxrect.width = vid.fbpwidth;
r_refdef.pxrect.height = vid.fbpheight;
D3D11BE_Set2D();
}
static qboolean (D3D11_SCR_UpdateScreen) (void)
{
//extern int keydown[];
//extern cvar_t vid_conheight;
int uimenu;
#ifdef TEXTEDITOR
//extern qboolean editormodal;
#endif
qboolean nohud, noworld;
if (r_clear.ival)
{
float colours[4] = {(r_clear.ival&1)?1:0, (r_clear.ival&2)?1:0, (r_clear.ival&4)?1:0, 1};
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);
}
R2D_Font_Changed();
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 (true);
scr_drawloading = false;
if (R2D_Flush)
R2D_Flush();
// IDirect3DDevice9_EndScene(pD3DDev9);
D3D11_PresentOrCrash();
return true;
}
}
if (!scr_initialized || !con_initialized)
{
return false; // 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);
Media_RecordFrame();
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);
Media_RecordFrame();
// R2D_BrightenScreen();
// IDirect3DDevice9_EndScene(pD3DDev9);
D3D11_PresentOrCrash();
return true;
}
//
// 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_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;
}
SCR_DrawTwoDimensional(uimenu, nohud);
V_UpdatePalette (false);
Media_RecordFrame();
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, vid.activeapp);
return true;
}
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)
{
R_GAliasFlushSkinCache(true);
Surf_DeInit();
D3D11BE_Shutdown();
Shader_Shutdown();
}
static void D3D11_SetupViewPort(void)
{
int x, x2, y2, y;
float fov_x, fov_y;
float fovv_x, fovv_y;
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++;
fov_x = r_refdef.fov_x;//+sin(cl.time)*5;
fov_y = r_refdef.fov_y;//-sin(cl.time+1)*5;
fovv_x = r_refdef.fovv_x;
fovv_y = r_refdef.fovv_y;
if ((r_refdef.flags & RDF_UNDERWATER) && !(r_refdef.flags & RDF_WATERWARP))
{
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);
fovv_x *= 1 + (((sin(cl.time * 4.7) + 1) * 0.015) * r_waterwarp.value);
fovv_y *= 1 + (((sin(cl.time * 3.0) + 1) * 0.015) * r_waterwarp.value);
}
/*view matrix*/
Matrix4x4_CM_ModelViewMatrixFromAxis(r_refdef.m_view, vpn, vright, vup, r_refdef.vieworg);
if (r_refdef.maxdist)
{
Matrix4x4_CM_Projection_Far(r_refdef.m_projection_std, fov_x, fov_y, r_refdef.mindist, r_refdef.maxdist, false);
Matrix4x4_CM_Projection_Far(r_refdef.m_projection_view, fovv_x, fovv_y, r_refdef.mindist, r_refdef.maxdist, false);
}
else
{
Matrix4x4_CM_Projection_Inf(r_refdef.m_projection_std, fov_x, fov_y, r_refdef.mindist, false);
Matrix4x4_CM_Projection_Inf(r_refdef.m_projection_view, fovv_x, fovv_y, r_refdef.mindist, false);
}
}
static void (D3D11_R_RenderView) (void)
{
float x, x2, y, y2;
double time1 = 0, time2 = 0;
qboolean dofbo = *r_refdef.rt_destcolour[0].texname || *r_refdef.rt_depth.texname;
// texid_t colourrt[1];
if (!r_norefresh.value)
{
if (r_speeds.ival)
time1 = Sys_DoubleTime();
if (dofbo)
D3D11_ApplyRenderTargets(true);
else
ID3D11DeviceContext_ClearDepthStencilView(d3ddevctx, fb_backdepthstencil, D3D11_CLEAR_DEPTH, 1, 0); //is it faster to clear the stencil too?
//check if we can do underwater warp
if (cls.protocol != CP_QUAKE2) //quake2 tells us directly
{
if (r_viewcontents & FTECONTENTS_FLUID)
r_refdef.flags |= RDF_UNDERWATER;
else
r_refdef.flags &= ~RDF_UNDERWATER;
}
if (r_refdef.flags & RDF_UNDERWATER)
{
extern cvar_t r_projection;
if (!r_waterwarp.value || r_projection.ival)
r_refdef.flags &= ~RDF_UNDERWATER; //no warp at all
// else if (r_waterwarp.value > 0 && scenepp_waterwarp)
// r_refdef.flags |= RDF_WATERWARP; //try fullscreen warp instead if we can
}
D3D11_SetupViewPort();
//unlike gl, we clear colour beforehand, because that seems more sane.
//always clear depth
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;
Surf_SetupFrame();
//fixme: waterwarp fov
R_SetFrustum (r_refdef.m_projection_std, r_refdef.m_view);
RQ_BeginFrame();
// if (!(r_refdef.flags & Q2RDF_NOWORLDMODEL))
// {
// if (cl.worldmodel)
// P_DrawParticles ();
// }
if (!(r_refdef.flags & RDF_NOWORLDMODEL))
if (!r_worldentity.model || r_worldentity.model->loadstate != MLS_LOADED || !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);
if (dofbo)
D3D11_ApplyRenderTargets(false);
return;
}
Surf_DrawWorld();
RQ_RenderBatchClear();
if (r_speeds.ival)
{
time2 = Sys_DoubleTime();
RQuantAdd(RQUANT_MSECS, (int)((time2-time1)*1000000));
}
if (dofbo)
D3D11_ApplyRenderTargets(false);
}
D3D11_Set2D ();
}
void D3D11BE_RenderToTextureUpdate2d(qboolean destchanged)
{
if (destchanged)
{
if (*r_refdef.rt_destcolour[0].texname)
D3D11_ApplyRenderTargets(false);
else
ID3D11DeviceContext_OMSetRenderTargets(d3ddevctx, 1, &fb_backbuffer, fb_backdepthstencil);
D3D11_Set2D();
}
else
{
// shaderstate.tex_sourcecol = R2D_RT_GetTexture(r_refdef.rt_sourcecolour.texname, &width, &height);
// shaderstate.tex_sourcedepth = R2D_RT_GetTexture(r_refdef.rt_depth.texname, &width, &height);
}
}
rendererinfo_t d3d11rendererinfo =
{
"Direct3D11",
{
"D3D11",
"Direct3d11",
"DirectX11",
"DX11"
},
QR_DIRECT3D11,
D3D11_Draw_Init,
D3D11_Draw_Shutdown,
D3D11_UpdateFiltering,
D3D11_LoadTextureMips,
D3D11_DestroyTexture,
/*
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_VID_Init,
D3D11_VID_DeInit,
D3D11_PresentOrCrash,
D3D11_VID_ApplyGammaRamps,
NULL,
NULL,
NULL,
D3D11_VID_SetWindowCaption,
D3D11_VID_GetRGBInfo,
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