#include "quakedef.h" #ifdef D3D11QUAKE #include "winquake.h" #include "shader.h" #define COBJMACROS #include extern ID3D11Device *pD3DDev11; extern ID3D11DeviceContext *d3ddevctx; extern D3D_FEATURE_LEVEL d3dfeaturelevel; #define D3D_HAVE_FULL_NPOT() (d3dfeaturelevel>=D3D_FEATURE_LEVEL_10_0) void D3D11BE_UnbindAllTextures(void); ID3D11ShaderResourceView *D3D11_Image_View(const texid_t id) { if (!id || !id->ptr) return NULL; if (!id->ptr2) ID3D11Device_CreateShaderResourceView(pD3DDev11, (ID3D11Resource *)id->ptr, NULL, (ID3D11ShaderResourceView**)&id->ptr2); return id->ptr2; } void D3D11_DestroyTexture (texid_t tex) { if (!tex) return; if (tex->ptr2) ID3D11ShaderResourceView_Release((ID3D11ShaderResourceView*)tex->ptr2); tex->ptr2 = NULL; if (tex->ptr) ID3D11Texture2D_Release((ID3D11Texture2D*)tex->ptr); tex->ptr = NULL; } #if 0 static void Upload_Texture_32(ID3D11Texture2D *tex, unsigned int *data, int datawidth, int dataheight, unsigned int flags) { int x, y; unsigned int *dest; // unsigned char swapbuf[4]; // unsigned char swapbuf2[4]; D3D11_MAPPED_SUBRESOURCE lock; D3D11_TEXTURE2D_DESC desc; if (!tex) return; desc.Width = 0; desc.Height = 0; ID3D11Texture2D_GetDesc(tex, &desc); #if 0 if (width == desc.Width && height == desc.Height) { ID3D11DeviceContext_UpdateSubresource(d3ddevctx, (ID3D11Resource*)tex, 0, NULL, data, width*4, width*height*4); return; } Con_Printf("Wrong size!\n"); return; #else if (FAILED(ID3D11DeviceContext_Map(d3ddevctx, (ID3D11Resource*)tex, 0, D3D11_MAP_WRITE_DISCARD, 0, &lock))) { Con_Printf("Dynamic texture update failed\n"); return; } if (datawidth == desc.Width && dataheight == desc.Height) { for (y = 0; y < dataheight; y++) { dest = (unsigned int *)((char *)lock.pData + lock.RowPitch*y); for (x = 0; x < datawidth; x++) { // *(unsigned int*)swapbuf2 = *(unsigned int*)swapbuf = data[x]; // swapbuf[0] = swapbuf2[2]; // swapbuf[2] = swapbuf2[0]; dest[x] = data[x];//*(unsigned int*)swapbuf; } data += datawidth; } } else { int x, y; int iny; unsigned int *row, *inrow; for (y = 0; y < desc.Height; y++) { row = (unsigned int*)((char *)lock.pData + lock.RowPitch*y); iny = (y * dataheight) / desc.Height; inrow = data + datawidth*iny; for (x = 0; x < desc.Width; x++) { //*(unsigned int*)swapbuf2 = *(unsigned int*)swapbuf = inrow[(x * width)/desc.Width]; //swapbuf[0] = swapbuf2[2]; //swapbuf[2] = swapbuf2[0]; row[x] = inrow[(x * datawidth)/desc.Width];//*(unsigned int*)swapbuf; } } } ID3D11DeviceContext_Unmap(d3ddevctx, (ID3D11Resource*)tex, 0); #endif } #endif qboolean D3D11_LoadTextureMips(image_t *tex, const struct pendingtextureinfo *mips) { unsigned int blockbytes, blockwidth, blockheight; HRESULT hr; D3D11_TEXTURE2D_DESC tdesc = {0}; D3D11_SUBRESOURCE_DATA subresdesc[sizeof(mips->mip) / sizeof(mips->mip[0])]; int i; if (!sh_config.texfmt[mips->encoding]) { Con_Printf("Texture encoding %i not supported by d3d11\n", mips->encoding); return false; } tdesc.Width = mips->mip[0].width; tdesc.Height = mips->mip[0].height; tdesc.ArraySize = 1; tdesc.SampleDesc.Count = 1; tdesc.SampleDesc.Quality = 0; tdesc.Usage = mips->mip[0].data?D3D11_USAGE_IMMUTABLE:D3D11_USAGE_DYNAMIC; tdesc.BindFlags = D3D11_BIND_SHADER_RESOURCE; tdesc.CPUAccessFlags = (mips->mip[0].data)?0:D3D11_CPU_ACCESS_WRITE; tdesc.MiscFlags = 0; tdesc.Format = DXGI_FORMAT_UNKNOWN; if (tex->flags & IF_RENDERTARGET) { tdesc.BindFlags |= D3D11_BIND_RENDER_TARGET; tdesc.Usage = D3D11_USAGE_DEFAULT; tdesc.CPUAccessFlags = 0; } if (mips->type == PTI_CUBEMAP) { tdesc.ArraySize *= 6; tdesc.MiscFlags |= D3D11_RESOURCE_MISC_TEXTURECUBE; } // else if (mips->type == PTI_2D_ARRAY) // { // tdesc.ArraySize *= mips->mip[0].depth; // } else if (mips->type != PTI_2D) return false; //nyi //d3d11.1 formats #define DXGI_FORMAT_B4G4R4A4_UNORM 115 //dxgi formats are expressed in little-endian bit order. byte-aligned formats are always in byte order and are thus little-endian even on big-endian machines. //so byte aligned have the same order, while misligned need reversed order. switch(mips->encoding) { case PTI_DEPTH16: tdesc.Format = DXGI_FORMAT_D16_UNORM; tdesc.BindFlags = D3D11_BIND_DEPTH_STENCIL; break; case PTI_DEPTH24: tdesc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT; tdesc.BindFlags = D3D11_BIND_DEPTH_STENCIL; break; case PTI_DEPTH32: tdesc.Format = DXGI_FORMAT_D32_FLOAT; tdesc.BindFlags = D3D11_BIND_DEPTH_STENCIL; break; case PTI_DEPTH24_8: tdesc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT; tdesc.BindFlags = D3D11_BIND_DEPTH_STENCIL; break; case PTI_RGB565: tdesc.Format = DXGI_FORMAT_B5G6R5_UNORM; break; case PTI_ARGB1555: tdesc.Format = DXGI_FORMAT_B5G5R5A1_UNORM; break; case PTI_RGBA5551: // tdesc.Format = DXGI_FORMAT_A1B5G5R5_UNORM; break; case PTI_ARGB4444: tdesc.Format = DXGI_FORMAT_B4G4R4A4_UNORM; //DX11.1 break; case PTI_RGBA4444: // tdesc.Format = DXGI_FORMAT_A4B4G4R4_UNORM; break; case PTI_RGB8: // tdesc.Format = DXGI_FORMAT_R8G8B8_UNORM; break; case PTI_BGR8: // tdesc.Format = DXGI_FORMAT_B8G8R8_UNORM; break; case PTI_RGBA8: tdesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; break; case PTI_RGBX8: //d3d11 has no alphaless format. be sure to proprly disable alpha in the shader. tdesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; break; case PTI_BGRA8: tdesc.Format = DXGI_FORMAT_B8G8R8A8_UNORM; break; case PTI_BGRX8: tdesc.Format = DXGI_FORMAT_B8G8R8X8_UNORM; break; case PTI_A2BGR10: //mostly for rendertargets, might also be useful for overbight lightmaps. tdesc.Format = DXGI_FORMAT_R10G10B10A2_UNORM; break; case PTI_E5BGR9: tdesc.Format = DXGI_FORMAT_R9G9B9E5_SHAREDEXP; break; case PTI_RGBA8_SRGB: tdesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM_SRGB; break; case PTI_RGBX8_SRGB: //d3d11 has no alphaless format. be sure to proprly disable alpha in the shader. tdesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM_SRGB; break; case PTI_BGRA8_SRGB: tdesc.Format = DXGI_FORMAT_B8G8R8A8_UNORM_SRGB; break; case PTI_BGRX8_SRGB: tdesc.Format = DXGI_FORMAT_B8G8R8X8_UNORM_SRGB; break; case PTI_BC1_RGB: //d3d11 provides no way to disable alpha with dxt1. be sure to proprly disable alpha in the shader. case PTI_BC1_RGBA: tdesc.Format = DXGI_FORMAT_BC1_UNORM; break; case PTI_BC2_RGBA: tdesc.Format = DXGI_FORMAT_BC2_UNORM; break; case PTI_BC3_RGBA: tdesc.Format = DXGI_FORMAT_BC3_UNORM; break; case PTI_BC1_RGB_SRGB: //d3d11 provides no way to disable alpha with dxt1. be sure to proprly disable alpha in the shader. case PTI_BC1_RGBA_SRGB: tdesc.Format = DXGI_FORMAT_BC1_UNORM_SRGB; break; case PTI_BC2_RGBA_SRGB: tdesc.Format = DXGI_FORMAT_BC2_UNORM_SRGB; break; case PTI_BC3_RGBA_SRGB: tdesc.Format = DXGI_FORMAT_BC3_UNORM_SRGB; break; case PTI_BC4_R8: tdesc.Format = DXGI_FORMAT_BC4_UNORM; break; case PTI_BC4_R8_SNORM: tdesc.Format = DXGI_FORMAT_BC4_SNORM; break; case PTI_BC5_RG8: tdesc.Format = DXGI_FORMAT_BC5_UNORM; break; case PTI_BC5_RG8_SNORM: tdesc.Format = DXGI_FORMAT_BC5_SNORM; break; case PTI_BC6_RGB_UFLOAT: tdesc.Format = DXGI_FORMAT_BC6H_UF16; break; case PTI_BC6_RGB_SFLOAT: tdesc.Format = DXGI_FORMAT_BC6H_SF16; break; case PTI_BC7_RGBA: tdesc.Format = DXGI_FORMAT_BC7_UNORM; break; case PTI_BC7_RGBA_SRGB: tdesc.Format = DXGI_FORMAT_BC7_UNORM_SRGB; break; case PTI_R16: tdesc.Format = DXGI_FORMAT_R16_UNORM; break; case PTI_RGBA16: tdesc.Format = DXGI_FORMAT_R16G16B16A16_UNORM; break; case PTI_R16F: tdesc.Format = DXGI_FORMAT_R16_FLOAT; break; case PTI_R32F: tdesc.Format = DXGI_FORMAT_R32_FLOAT; break; case PTI_RGBA16F: tdesc.Format = DXGI_FORMAT_R16G16B16A16_FLOAT; break; case PTI_RGBA32F: tdesc.Format = DXGI_FORMAT_R32G32B32A32_FLOAT; break; case PTI_L8: //UNSUPPORTED case PTI_P8: //R8, but different usage. case PTI_R8: tdesc.Format = DXGI_FORMAT_R8_UNORM; break; case PTI_L8A8: //UNSUPPORTED case PTI_RG8: tdesc.Format = DXGI_FORMAT_R8G8_UNORM; break; case PTI_R8_SNORM: tdesc.Format = DXGI_FORMAT_R8_SNORM; break; case PTI_RG8_SNORM: tdesc.Format = DXGI_FORMAT_R8G8_SNORM; break; case PTI_L8_SRGB: //no swizzles / single-channel srgb case PTI_L8A8_SRGB: //no swizzles / single-channel srgb case PTI_ETC1_RGB8: //not invented here... case PTI_ETC2_RGB8: case PTI_ETC2_RGB8A1: case PTI_ETC2_RGB8A8: case PTI_ETC2_RGB8_SRGB: case PTI_ETC2_RGB8A1_SRGB: case PTI_ETC2_RGB8A8_SRGB: case PTI_EAC_R11: case PTI_EAC_R11_SNORM: case PTI_EAC_RG11: case PTI_EAC_RG11_SNORM: case PTI_ASTC_4X4_LDR: //not invented here... case PTI_ASTC_5X4_LDR: case PTI_ASTC_5X5_LDR: case PTI_ASTC_6X5_LDR: case PTI_ASTC_6X6_LDR: case PTI_ASTC_8X5_LDR: case PTI_ASTC_8X6_LDR: case PTI_ASTC_10X5_LDR: case PTI_ASTC_10X6_LDR: case PTI_ASTC_8X8_LDR: case PTI_ASTC_10X8_LDR: case PTI_ASTC_10X10_LDR: case PTI_ASTC_12X10_LDR: case PTI_ASTC_12X12_LDR: case PTI_ASTC_4X4_HDR: case PTI_ASTC_5X4_HDR: case PTI_ASTC_5X5_HDR: case PTI_ASTC_6X5_HDR: case PTI_ASTC_6X6_HDR: case PTI_ASTC_8X5_HDR: case PTI_ASTC_8X6_HDR: case PTI_ASTC_10X5_HDR: case PTI_ASTC_10X6_HDR: case PTI_ASTC_8X8_HDR: case PTI_ASTC_10X8_HDR: case PTI_ASTC_10X10_HDR: case PTI_ASTC_12X10_HDR: case PTI_ASTC_12X12_HDR: case PTI_ASTC_4X4_SRGB: case PTI_ASTC_5X4_SRGB: case PTI_ASTC_5X5_SRGB: case PTI_ASTC_6X5_SRGB: case PTI_ASTC_6X6_SRGB: case PTI_ASTC_8X5_SRGB: case PTI_ASTC_8X6_SRGB: case PTI_ASTC_10X5_SRGB: case PTI_ASTC_10X6_SRGB: case PTI_ASTC_8X8_SRGB: case PTI_ASTC_10X8_SRGB: case PTI_ASTC_10X10_SRGB: case PTI_ASTC_12X10_SRGB: case PTI_ASTC_12X12_SRGB: #ifdef FTE_TARGET_WEB case PTI_WHOLEFILE: //basically webgl only... #endif case PTI_MAX: //not actually valid... case PTI_EMULATED: //not hardware-compatible. break; } if (tdesc.Format == DXGI_FORMAT_UNKNOWN) { return false; } Image_BlockSizeForEncoding(mips->encoding, &blockbytes, &blockwidth, &blockheight); if (!mips->mip[0].data) { subresdesc[0].pSysMem = NULL; //one mip, but no data. happens with rendertargets tdesc.MipLevels = 1; } else { for (i = 0; i < mips->mipcount; i++) { subresdesc[i].pSysMem = mips->mip[i].data; subresdesc[i].SysMemPitch = ((mips->mip[i].width+blockwidth-1)/blockwidth) * blockbytes; subresdesc[i].SysMemSlicePitch = mips->mip[i].datasize; } tdesc.MipLevels = i/tdesc.ArraySize; } D3D11_DestroyTexture(tex); hr = ID3D11Device_CreateTexture2D(pD3DDev11, &tdesc, (mips->mip[0].data?subresdesc:NULL), (ID3D11Texture2D**)&tex->ptr); return !FAILED(hr); } void D3D11_UploadLightmap(lightmapinfo_t *lm) { extern cvar_t r_lightmap_nearest; struct pendingtextureinfo mips; image_t *tex; lm->modified = false; if (!TEXVALID(lm->lightmap_texture)) { lm->lightmap_texture = Image_CreateTexture("***lightmap***", NULL, (r_lightmap_nearest.ival?IF_NEAREST:IF_LINEAR)); if (!lm->lightmap_texture) return; } tex = lm->lightmap_texture; mips.extrafree = NULL; mips.type = PTI_2D; mips.mip[0].data = lm->lightmaps; mips.mip[0].needfree = false; mips.mip[0].width = lm->width; mips.mip[0].height = lm->height; mips.mip[0].datasize = lm->width*lm->height*4; switch (lm->fmt) { default: case PTI_A2BGR10: case PTI_E5BGR9: case PTI_RGBA16F: case PTI_RGBA32F: mips.encoding = lm->fmt; break; case PTI_BGRA8: mips.encoding = PTI_BGRX8; break; case PTI_RGBA8: mips.encoding = PTI_RGBX8; break; case PTI_L8: mips.encoding = PTI_R8; //FIXME: unspported break; } mips.mipcount = 1; D3D11_LoadTextureMips(tex, &mips); tex->width = lm->width; tex->height = lm->height; lm->lightmap_texture = tex; } #ifdef RTLIGHTS static const int shadowfmt = 1; static const int shadowfmts[][3] = { //sampler, creation, render {DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT}, {DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_R16_TYPELESS, DXGI_FORMAT_D16_UNORM}, {DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_R8G8B8A8_UNORM} }; image_t shadowmap_texture[2]; ID3D11DepthStencilView *shadowmap_dsview[2]; ID3D11RenderTargetView *shadowmap_rtview[2]; texid_t D3D11_GetShadowMap(int id) { texid_t tex = &shadowmap_texture[id]; if (!tex->ptr) { return r_nulltex; } if (!tex->ptr2) { D3D11_SHADER_RESOURCE_VIEW_DESC desc; desc.Format = shadowfmts[shadowfmt][0]; desc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D; desc.Texture2D.MostDetailedMip = 0; desc.Texture2D.MipLevels = -1; ID3D11Device_CreateShaderResourceView(pD3DDev11, (ID3D11Resource *)tex->ptr, &desc, (ID3D11ShaderResourceView**)&tex->ptr2); } return tex; } void D3D11_TerminateShadowMap(void) { int i; for (i = 0; i < sizeof(shadowmap_texture)/sizeof(shadowmap_texture[0]); i++) { if (shadowmap_dsview[i]) ID3D11DepthStencilView_Release(shadowmap_dsview[i]); shadowmap_dsview[i] = NULL; D3D11_DestroyTexture(&shadowmap_texture[i]); } } qboolean D3D11_BeginShadowMap(int id, int w, int h) { D3D11_TEXTURE2D_DESC texdesc; HRESULT hr; if (!shadowmap_dsview[id] && !shadowmap_rtview[id]) { memset(&texdesc, 0, sizeof(texdesc)); texdesc.Width = w; texdesc.Height = h; texdesc.MipLevels = 1; texdesc.ArraySize = 1; texdesc.Format = shadowfmts[shadowfmt][1]; texdesc.SampleDesc.Count = 1; texdesc.SampleDesc.Quality = 0; texdesc.Usage = D3D11_USAGE_DEFAULT; texdesc.BindFlags = D3D11_BIND_DEPTH_STENCIL | D3D11_BIND_SHADER_RESOURCE; texdesc.CPUAccessFlags = 0; texdesc.MiscFlags = 0; if (shadowfmt == 2) texdesc.BindFlags = D3D11_BIND_RENDER_TARGET | D3D11_BIND_SHADER_RESOURCE; // Create the texture if (!shadowmap_texture[id].ptr) { hr = ID3D11Device_CreateTexture2D(pD3DDev11, &texdesc, NULL, (ID3D11Texture2D **)&shadowmap_texture[id].ptr); if (FAILED(hr)) return false; } if (shadowfmt == 2) { hr = ID3D11Device_CreateRenderTargetView(pD3DDev11, (ID3D11Resource *)shadowmap_texture[id].ptr, NULL, &shadowmap_rtview[id]); } else { D3D11_DEPTH_STENCIL_VIEW_DESC rtdesc; rtdesc.Format = shadowfmts[shadowfmt][2]; rtdesc.Flags = 0; rtdesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D; rtdesc.Texture2D.MipSlice = 0; hr = ID3D11Device_CreateDepthStencilView(pD3DDev11, (ID3D11Resource *)shadowmap_texture[id].ptr, &rtdesc, &shadowmap_dsview[id]); } if (FAILED(hr)) return false; } D3D11BE_UnbindAllTextures(); if (shadowfmt == 2) { float colours[4] = {0, 1, 0, 0}; colours[0] = frandom(); colours[1] = frandom(); colours[2] = frandom(); ID3D11DeviceContext_OMSetRenderTargets(d3ddevctx, 1, &shadowmap_rtview[id], shadowmap_dsview[id]); ID3D11DeviceContext_ClearRenderTargetView(d3ddevctx, shadowmap_rtview[id], colours); } else { ID3D11DeviceContext_OMSetRenderTargets(d3ddevctx, 0, NULL, shadowmap_dsview[id]); ID3D11DeviceContext_ClearDepthStencilView(d3ddevctx, shadowmap_dsview[id], D3D11_CLEAR_DEPTH, 1.0f, 0); } return true; } void D3D11_EndShadowMap(void) { extern ID3D11RenderTargetView *fb_backbuffer; extern ID3D11DepthStencilView *fb_backdepthstencil; ID3D11DeviceContext_OMSetRenderTargets(d3ddevctx, 1, &fb_backbuffer, fb_backdepthstencil); } #endif #endif