fteqw/engine/d3d/vid_d3d11.c

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#include "quakedef.h"
#ifdef D3D11QUAKE
#include "winquake.h"
#include "gl_draw.h"
#include "glquake.h"
#include "shader.h"
#include "renderque.h"
#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/*Fixup outdated windows headers*/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, 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_FULLDIB, MS_UNINIT} modestate_t;
static modestate_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;
}
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);
}
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 (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 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_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_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 (modestate == MS_FULLSCREEN)
{
if (d3dswapchain)
{
IDXGISwapChain_SetFullscreenState(d3dswapchain, vid.activeapp, d3dscreen);
D3D11_DoResize();
}
}
Cvar_ForceCallback(&v_gamma);
// 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;
#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
scd.BufferDesc.Format = info->srgb?DXGI_FORMAT_R8G8B8A8_UNORM_SRGB:DXGI_FORMAT_R8G8B8A8_UNORM; //32bit colour
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.npot_rounddown = false;
if (flevel>=D3D_FEATURE_LEVEL_11_0)
sh_config.texture_maxsize = 16384;
else if (flevel>=D3D_FEATURE_LEVEL_10_0)
sh_config.texture_maxsize = 8192;
else if (flevel>=D3D_FEATURE_LEVEL_9_3)
sh_config.texture_maxsize = 4096;
else
sh_config.texture_maxsize = 2048;
//11.1 formats
#define DXGI_FORMAT_B4G4R4A4_UNORM 115
//why does d3d11 have no rgbx format? anyone else think that weird?
ID3D11Device_CheckFormatSupport(pD3DDev11, DXGI_FORMAT_B5G6R5_UNORM, &support); sh_config.texfmt[PTI_RGB565] = !!(support & D3D11_FORMAT_SUPPORT_TEXTURE2D);
ID3D11Device_CheckFormatSupport(pD3DDev11, DXGI_FORMAT_B5G5R5A1_UNORM, &support); sh_config.texfmt[PTI_ARGB1555] = !!(support & D3D11_FORMAT_SUPPORT_TEXTURE2D);
ID3D11Device_CheckFormatSupport(pD3DDev11, DXGI_FORMAT_B4G4R4A4_UNORM, &support); sh_config.texfmt[PTI_ARGB4444] = !!(support & D3D11_FORMAT_SUPPORT_TEXTURE2D);
ID3D11Device_CheckFormatSupport(pD3DDev11, DXGI_FORMAT_R8G8B8A8_UNORM, &support); sh_config.texfmt[PTI_RGBA8] = !!(support & D3D11_FORMAT_SUPPORT_TEXTURE2D);
ID3D11Device_CheckFormatSupport(pD3DDev11, DXGI_FORMAT_B8G8R8A8_UNORM, &support); sh_config.texfmt[PTI_BGRA8] = !!(support & D3D11_FORMAT_SUPPORT_TEXTURE2D);
ID3D11Device_CheckFormatSupport(pD3DDev11, DXGI_FORMAT_B8G8R8X8_UNORM, &support); sh_config.texfmt[PTI_BGRX8] = !!(support & D3D11_FORMAT_SUPPORT_TEXTURE2D);
ID3D11Device_CheckFormatSupport(pD3DDev11, DXGI_FORMAT_R8G8B8A8_UNORM_SRGB, &support); sh_config.texfmt[PTI_RGBA8_SRGB] = !!(support & D3D11_FORMAT_SUPPORT_TEXTURE2D);
ID3D11Device_CheckFormatSupport(pD3DDev11, DXGI_FORMAT_B8G8R8A8_UNORM_SRGB, &support); sh_config.texfmt[PTI_BGRA8_SRGB] = !!(support & D3D11_FORMAT_SUPPORT_TEXTURE2D);
ID3D11Device_CheckFormatSupport(pD3DDev11, DXGI_FORMAT_B8G8R8X8_UNORM_SRGB, &support); sh_config.texfmt[PTI_BGRX8_SRGB] = !!(support & D3D11_FORMAT_SUPPORT_TEXTURE2D);
ID3D11Device_CheckFormatSupport(pD3DDev11, DXGI_FORMAT_BC1_UNORM, &support); sh_config.texfmt[PTI_S3RGBA1] = !!(support & D3D11_FORMAT_SUPPORT_TEXTURE2D);
ID3D11Device_CheckFormatSupport(pD3DDev11, DXGI_FORMAT_BC2_UNORM, &support); sh_config.texfmt[PTI_S3RGBA3] = !!(support & D3D11_FORMAT_SUPPORT_TEXTURE2D);
ID3D11Device_CheckFormatSupport(pD3DDev11, DXGI_FORMAT_BC3_UNORM, &support); sh_config.texfmt[PTI_S3RGBA5] = !!(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_S3RGB1] = sh_config.texfmt[PTI_S3RGBA1];
vid.srgb = info->srgb>1;
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;
//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 = hArrowCursor = 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)
{
if (!d3dscreen)
IDXGISwapChain_GetContainingOutput(d3dswapchain, &d3dscreen);
IDXGISwapChain_SetFullscreenState(d3dswapchain, true, d3dscreen);
}
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;
}
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)
{
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();
vid.fbvwidth = vid.width;
vid.fbvheight = vid.height;
vid.fbpwidth = vid.pixelwidth;
vid.fbpheight = vid.pixelheight;
D3D11BE_Scissor(NULL);
r_refdef.pxrect.x = 0;
r_refdef.pxrect.y = 0;
r_refdef.pxrect.width = vid.fbpwidth;
r_refdef.pxrect.height = vid.fbpheight;
}
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;
// 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++;
fov_x = r_refdef.fov_x;//+sin(cl.time)*5;
fov_y = r_refdef.fov_y;//-sin(cl.time+1)*5;
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);
}
/*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, fov_x, fov_y, r_refdef.mindist, r_refdef.maxdist);
else
Matrix4x4_CM_Projection_Inf(r_refdef.m_projection, fov_x, fov_y, r_refdef.mindist);
}
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, 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