mirror of
https://github.com/nzp-team/fteqw.git
synced 2024-11-22 20:11:44 +00:00
0f7bbfcf0e
Add separate cl_movement cvar to enable/disable reporting input sequences to DP servers (which use different pathways). Does not affect other protocols. This is separate from cl_nopred but will usually have the same result in the long run. Fixed movevalues for DPP7 clients, if they try using prediction they should now (mostly) get the same values that DP normally uses for QW servers. Reworked sky overrides somewhat. Now uses skyboxes where possible. Fixed dpcompat_makeshitup a little, for better compat. Fixed echo $foo$bar not exanding bar. Try to fix the meanings of vid_hardwaregamma. Fixes for builtins/features/etc that apparently only xonotic uses. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5143 fc73d0e0-1445-4013-8a0c-d673dee63da5
495 lines
14 KiB
C
495 lines
14 KiB
C
#include "quakedef.h"
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#ifdef D3D9QUAKE
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#include "shader.h"
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#include "winquake.h"
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#if !defined(HMONITOR_DECLARED) && (WINVER < 0x0500)
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#define HMONITOR_DECLARED
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DECLARE_HANDLE(HMONITOR);
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#endif
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#include <d3d9.h>
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extern LPDIRECT3DDEVICE9 pD3DDev9;
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typedef struct {
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LPCSTR Name;
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LPCSTR Definition;
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} D3DXMACRO;
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#define D3DXHANDLE void *
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#define LPD3DXINCLUDE void *
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#undef INTERFACE
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#define INTERFACE d3dxbuffer
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DECLARE_INTERFACE_(d3dxbuffer,IUnknown)
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{
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STDMETHOD(QueryInterface)(THIS_ REFIID,PVOID*) PURE;
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STDMETHOD_(ULONG,AddRef)(THIS) PURE;
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STDMETHOD_(ULONG,Release)(THIS) PURE;
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STDMETHOD_(LPVOID,GetBufferPointer)(THIS) PURE;
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STDMETHOD_(SIZE_T,GetBufferSize)(THIS) PURE;
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};
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typedef struct d3dxbuffer *LPD3DXBUFFER;
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typedef enum _D3DXREGISTER_SET
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{
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D3DXRS_BOOL,
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D3DXRS_INT4,
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D3DXRS_FLOAT4,
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D3DXRS_SAMPLER,
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D3DXRS_FORCE_DWORD = 0x7fffffff
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} D3DXREGISTER_SET, *LPD3DXREGISTER_SET;
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typedef enum _D3DXPARAMETER_CLASS
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{
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D3DXPC_SCALAR,
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D3DXPC_VECTOR,
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D3DXPC_MATRIX_ROWS,
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D3DXPC_MATRIX_COLUMNS,
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D3DXPC_OBJECT,
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D3DXPC_STRUCT,
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D3DXPC_FORCE_DWORD = 0x7fffffff
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} D3DXPARAMETER_CLASS, *LPD3DXPARAMETER_CLASS;
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typedef enum _D3DXPARAMETER_TYPE
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{
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D3DXPT_VOID,
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D3DXPT_BOOL,
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D3DXPT_INT,
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D3DXPT_FLOAT,
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D3DXPT_STRING,
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D3DXPT_TEXTURE,
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D3DXPT_TEXTURE1D,
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D3DXPT_TEXTURE2D,
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D3DXPT_TEXTURE3D,
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D3DXPT_TEXTURECUBE,
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D3DXPT_SAMPLER,
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D3DXPT_SAMPLER1D,
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D3DXPT_SAMPLER2D,
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D3DXPT_SAMPLER3D,
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D3DXPT_SAMPLERCUBE,
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D3DXPT_PIXELSHADER,
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D3DXPT_VERTEXSHADER,
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D3DXPT_PIXELFRAGMENT,
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D3DXPT_VERTEXFRAGMENT,
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} D3DXPARAMETER_TYPE, *LPD3DXPARAMETER_TYPE;
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typedef struct _D3DXCONSTANT_DESC
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{
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LPCSTR Name; // Constant name
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D3DXREGISTER_SET RegisterSet; // Register set
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UINT RegisterIndex; // Register index
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UINT RegisterCount; // Number of registers occupied
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D3DXPARAMETER_CLASS Class; // Class
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D3DXPARAMETER_TYPE Type; // Component type
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UINT Rows; // Number of rows
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UINT Columns; // Number of columns
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UINT Elements; // Number of array elements
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UINT StructMembers; // Number of structure member sub-parameters
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UINT Bytes; // Data size, in bytes
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LPCVOID DefaultValue; // Pointer to default value
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} D3DXCONSTANT_DESC, *LPD3DXCONSTANT_DESC;
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typedef struct _D3DXCONSTANTTABLE_DESC
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{
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LPCSTR Creator; // Creator string
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DWORD Version; // Shader version
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UINT Constants; // Number of constants
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} D3DXCONSTANTTABLE_DESC, *LPD3DXCONSTANTTABLE_DESC;
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#undef INTERFACE
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#define INTERFACE d3dxconstanttable
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DECLARE_INTERFACE_(d3dxconstanttable,IUnknown)
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{
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STDMETHOD(QueryInterface)(THIS_ REFIID,PVOID*) PURE;
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STDMETHOD_(ULONG,AddRef)(THIS) PURE;
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STDMETHOD_(ULONG,Release)(THIS) PURE;
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STDMETHOD_(LPVOID,GetBufferPointer)(THIS) PURE;
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STDMETHOD_(SIZE_T,GetBufferSize)(THIS) PURE;
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STDMETHOD(GetDesc)(THIS_ D3DXCONSTANTTABLE_DESC *pDesc) PURE;
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STDMETHOD(GetConstantDesc)(THIS_ D3DXHANDLE hConstant, D3DXCONSTANT_DESC *pConstantDesc, UINT *pCount) PURE;
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STDMETHOD_(D3DXHANDLE, GetConstant)(THIS_ D3DXHANDLE hConstant, UINT Index) PURE;
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STDMETHOD_(D3DXHANDLE, GetConstantByName)(THIS_ D3DXHANDLE hConstant, LPCSTR pName) PURE;
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STDMETHOD_(D3DXHANDLE, GetConstantElement)(THIS_ D3DXHANDLE hConstant, UINT Index) PURE;
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/*more stuff not included here cos I don't need it*/
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};
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typedef struct d3dxconstanttable *LPD3DXCONSTANTTABLE;
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HRESULT (WINAPI *pD3DXCompileShader) (
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LPCSTR pSrcData,
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UINT SrcDataLen,
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const D3DXMACRO *pDefines,
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LPD3DXINCLUDE pInclude,
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LPCSTR pEntrypoint,
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LPCSTR pTarget,
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UINT Flags,
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LPD3DXBUFFER *ppCode,
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LPD3DXBUFFER *ppErrorMsgs,
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LPD3DXCONSTANTTABLE *constants
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);
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static dllhandle_t *shaderlib;
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#ifndef IUnknown_Release
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#define IUnknown_Release(This) \
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(This)->lpVtbl -> Release(This)
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#endif
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static qboolean D3D9Shader_CreateProgram (program_t *prog, const char *sname, unsigned int permu, int ver, const char **precompilerconstants, const char *vert, const char *tcs, const char *tes, const char *geom, const char *frag, qboolean silent, vfsfile_t *blobfile)
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{
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D3DXMACRO defines[64];
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LPD3DXBUFFER code = NULL, errors = NULL;
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qboolean success = false;
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char defbuf[2048];
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char *defbufe;
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if (geom || tcs || tes)
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{
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Con_Printf("geometry and tessellation shaders are not availale in d3d9 (%s)\n", sname);
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return false;
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}
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prog->permu[permu].h.hlsl.vert = NULL;
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prog->permu[permu].h.hlsl.frag = NULL;
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if (pD3DXCompileShader)
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{
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int consts;
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for (consts = 0; precompilerconstants[consts]; consts++)
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;
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consts+=2;
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if (consts >= sizeof(defines) / sizeof(defines[0]))
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return success;
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consts = 0;
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defines[consts].Name = NULL; /*shader type*/
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defines[consts].Definition = "1";
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consts++;
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defines[consts].Name = "ENGINE_"DISTRIBUTION;
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defines[consts].Definition = __DATE__;
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consts++;
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for (defbufe = defbuf; *precompilerconstants; precompilerconstants++)
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{
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const char *l, *nl;
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for(l = *precompilerconstants; *l; l = nl)
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{
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l += 7; //skip over the assumed #define
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l = COM_ParseOut(l, defbufe, defbuf+sizeof(defbuf) - defbufe-1);
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defines[consts].Name = defbufe;
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defbufe += strlen(defbufe)+1;
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while (*l == ' ' || *l == '\t')
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l++;
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nl = strchr(l, '\n');
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if (nl && *nl)
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{
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defines[consts++].Definition = defbufe;
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memcpy(defbufe, l, nl-l);
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defbufe[nl-l] = 0;
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defbufe += nl++-l+1;
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}
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else
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defines[consts++].Definition = l;
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}
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}
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defines[consts].Name = NULL;
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defines[consts].Definition = NULL;
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success = true;
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defines[0].Name = "VERTEX_SHADER";
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if (FAILED(pD3DXCompileShader(vert, strlen(vert), defines, NULL, "main", "vs_2_0", 0, &code, &errors, (LPD3DXCONSTANTTABLE*)&prog->permu[permu].h.hlsl.ctabv)))
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success = false;
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else
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{
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IDirect3DDevice9_CreateVertexShader(pD3DDev9, code->lpVtbl->GetBufferPointer(code), (IDirect3DVertexShader9**)&prog->permu[permu].h.hlsl.vert);
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code->lpVtbl->Release(code);
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}
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if (errors)
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{
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char *messages = errors->lpVtbl->GetBufferPointer(errors);
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Con_Printf("Error compiling vertex shader %s:\n%s", sname, messages);
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errors->lpVtbl->Release(errors);
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}
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defines[0].Name = "FRAGMENT_SHADER";
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if (FAILED(pD3DXCompileShader(frag, strlen(frag), defines, NULL, "main", "ps_2_0", 0, &code, &errors, (LPD3DXCONSTANTTABLE*)&prog->permu[permu].h.hlsl.ctabf)))
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success = false;
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else
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{
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IDirect3DDevice9_CreatePixelShader(pD3DDev9, code->lpVtbl->GetBufferPointer(code), (IDirect3DPixelShader9**)&prog->permu[permu].h.hlsl.frag);
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code->lpVtbl->Release(code);
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}
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if (errors)
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{
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char *messages = errors->lpVtbl->GetBufferPointer(errors);
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Con_Printf("Error compiling pixel shader %s:\n%s", sname, messages);
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errors->lpVtbl->Release(errors);
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}
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}
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return success;
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}
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static int D3D9Shader_FindUniform_(LPD3DXCONSTANTTABLE ct, const char *name)
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{
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if (ct)
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{
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UINT dc = 1;
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D3DXCONSTANT_DESC d;
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if (!FAILED(ct->lpVtbl->GetConstantDesc(ct, (void*)name, &d, &dc)))
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return d.RegisterIndex;
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}
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return -1;
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}
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static int D3D9Shader_FindUniform(union programhandle_u *h, int type, const char *name)
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{
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int offs;
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if (!type || type == 1)
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{
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offs = D3D9Shader_FindUniform_(h->hlsl.ctabv, name);
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if (offs >= 0)
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return offs;
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}
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if (!type || type == 2)
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{
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offs = D3D9Shader_FindUniform_(h->hlsl.ctabf, name);
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if (offs >= 0)
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return offs;
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}
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return -1;
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}
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static void D3D9Shader_ProgAutoFields(program_t *prog, const char *progname, cvar_t **cvarrefs, char **cvarnames, int *cvartypes)
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{
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struct programpermu_s *pp;
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unsigned int i, p;
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int uniformloc;
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#define ALTLIGHTMAPSAMP 13
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#define ALTDELUXMAPSAMP 16
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prog->nofixedcompat = true;
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prog->defaulttextures = 0;
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prog->numsamplers = 0;
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for (p = 0; p < PERMUTATIONS; p++)
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{
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int maxparms = 0;
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pp = &prog->permu[p];
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pp->parm = NULL;
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pp->numparms = 0;
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if (!pp->h.loaded)
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continue;
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IDirect3DDevice9_SetVertexShader(pD3DDev9, pp->h.hlsl.vert);
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IDirect3DDevice9_SetPixelShader(pD3DDev9, pp->h.hlsl.frag);
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for (i = 0; shader_unif_names[i].name; i++)
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{
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uniformloc = D3D9Shader_FindUniform(&pp->h, 0, shader_unif_names[i].name);
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if (uniformloc != -1)
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{
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if (pp->numparms == maxparms)
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{
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maxparms = maxparms?maxparms*2:8;
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pp->parm = BZ_Realloc(pp->parm, sizeof(*pp->parm) * maxparms);
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}
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pp->parm[pp->numparms].handle = uniformloc;
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pp->parm[pp->numparms].type = shader_unif_names[i].ptype;
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pp->numparms++;
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}
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}
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for (i = 0; cvarnames[i]; i++)
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{
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if (!cvarrefs[i])
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continue;
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//just directly sets uniforms. can't cope with cvars dynamically changing.
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cvarrefs[i]->flags |= CVAR_SHADERSYSTEM;
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uniformloc = D3D9Shader_FindUniform(&prog->permu[p].h, 1, va("cvar_%s", cvarnames[i]));
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if (uniformloc != -1)
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{
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if (cvartypes[i] == SP_CVARI)
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{
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int v[4] = {cvarrefs[i]->ival, 0, 0, 0};
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IDirect3DDevice9_SetVertexShaderConstantI(pD3DDev9, 0, v, 1);
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}
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else
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IDirect3DDevice9_SetVertexShaderConstantF(pD3DDev9, 0, cvarrefs[i]->vec4, 1);
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}
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uniformloc = D3D9Shader_FindUniform(&prog->permu[p].h, 2, va("cvar_%s", cvarnames[i]));
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if (uniformloc != -1)
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{
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if (cvartypes[i] == SP_CVARI)
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{
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int v[4] = {cvarrefs[i]->ival, 0, 0, 0};
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IDirect3DDevice9_SetPixelShaderConstantI(pD3DDev9, 0, v, 1);
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}
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else
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IDirect3DDevice9_SetPixelShaderConstantF(pD3DDev9, 0, cvarrefs[i]->vec4, 1);
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}
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}
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/*set texture uniforms*/
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for (i = 0; i < 8; i++)
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{
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uniformloc = D3D9Shader_FindUniform(&pp->h, 2, va("s_t%i", i));
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if (uniformloc != -1)
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{
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int v[4] = {i};
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IDirect3DDevice9_SetPixelShader(pD3DDev9, pp->h.hlsl.frag);
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IDirect3DDevice9_SetPixelShaderConstantI(pD3DDev9, 0, v, 1);
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if (prog->numsamplers < i+1)
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prog->numsamplers = i+1;
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}
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}
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for (i = 0; sh_defaultsamplers[i].name; i++)
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{
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//figure out which ones are needed.
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if (prog->defaulttextures & sh_defaultsamplers[i].defaulttexbits)
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continue; //don't spam
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uniformloc = D3D9Shader_FindUniform(&pp->h, 2, sh_defaultsamplers[i].name);
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if (uniformloc != -1)
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prog->defaulttextures |= sh_defaultsamplers[i].defaulttexbits;
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}
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}
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//multiple lightmaps is kinda hacky. if any are set, all must be.
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if (prog->defaulttextures & ((1u<<(ALTLIGHTMAPSAMP+0)) | (1u<<(ALTLIGHTMAPSAMP+1)) | (1u<<(ALTLIGHTMAPSAMP+2))))
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prog->defaulttextures |=((1u<<(ALTLIGHTMAPSAMP+0)) | (1u<<(ALTLIGHTMAPSAMP+1)) | (1u<<(ALTLIGHTMAPSAMP+2)));
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if (prog->defaulttextures & ((1u<<(ALTDELUXMAPSAMP+0)) | (1u<<(ALTDELUXMAPSAMP+1)) | (1u<<(ALTDELUXMAPSAMP+2))))
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prog->defaulttextures |=((1u<<(ALTDELUXMAPSAMP+0)) | (1u<<(ALTDELUXMAPSAMP+1)) | (1u<<(ALTDELUXMAPSAMP+2)));
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if (prog->defaulttextures)
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{
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unsigned int sampnum;
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/*set default texture uniforms*/
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for (p = 0; p < PERMUTATIONS; p++)
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{
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if (!prog->permu[p].h.loaded)
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continue;
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sampnum = prog->numsamplers;
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for (i = 0; sh_defaultsamplers[i].name; i++)
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{
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if (prog->defaulttextures & sh_defaultsamplers[i].defaulttexbits)
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{
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uniformloc = D3D9Shader_FindUniform(&prog->permu[p].h, 2, sh_defaultsamplers[i].name);
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if (uniformloc != -1)
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{
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int v[4] = {sampnum};
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IDirect3DDevice9_SetPixelShader(pD3DDev9, prog->permu[p].h.hlsl.frag);
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IDirect3DDevice9_SetPixelShaderConstantI(pD3DDev9, 0, v, 1);
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}
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sampnum++;
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}
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}
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}
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}
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IDirect3DDevice9_SetVertexShader(pD3DDev9, NULL);
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IDirect3DDevice9_SetPixelShader(pD3DDev9, NULL);
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}
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void D3D9Shader_DeleteProg(program_t *prog)
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{
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unsigned int permu;
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for (permu = 0; permu < countof(prog->permu); permu++)
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{
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if (prog->permu[permu].h.hlsl.vert)
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{
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IDirect3DVertexShader9 *vs = prog->permu[permu].h.hlsl.vert;
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prog->permu[permu].h.hlsl.vert = NULL;
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IDirect3DVertexShader9_Release(vs);
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}
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if (prog->permu[permu].h.hlsl.frag)
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{
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IDirect3DPixelShader9 *fs = prog->permu[permu].h.hlsl.frag;
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prog->permu[permu].h.hlsl.frag = NULL;
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IDirect3DPixelShader9_Release(fs);
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}
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if (prog->permu[permu].h.hlsl.ctabv)
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{
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LPD3DXCONSTANTTABLE vct = prog->permu[permu].h.hlsl.ctabv;
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prog->permu[permu].h.hlsl.ctabv = NULL;
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IUnknown_Release(vct);
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}
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if (prog->permu[permu].h.hlsl.ctabf)
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{
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LPD3DXCONSTANTTABLE fct = prog->permu[permu].h.hlsl.ctabf;
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prog->permu[permu].h.hlsl.ctabf = NULL;
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IUnknown_Release(fct);
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}
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prog->permu[permu].numparms = 0;
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BZ_Free(prog->permu[permu].parm);
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}
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}
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void D3D9Shader_Init(void)
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{
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D3DCAPS9 caps;
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dllfunction_t funcs[] =
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{
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{(void**)&pD3DXCompileShader, "D3DXCompileShader"},
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{NULL,NULL}
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};
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if (!shaderlib)
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|
shaderlib = Sys_LoadLibrary("d3dx9_32", funcs);
|
|
if (!shaderlib)
|
|
shaderlib = Sys_LoadLibrary("d3dx9_34", funcs);
|
|
|
|
memset(&sh_config, 0, sizeof(sh_config));
|
|
sh_config.minver = 9;
|
|
sh_config.maxver = 9;
|
|
sh_config.blobpath = "hlsl/%s.blob";
|
|
sh_config.progpath = shaderlib?"hlsl/%s.hlsl":NULL;
|
|
sh_config.shadernamefmt = "%s_hlsl9";
|
|
|
|
sh_config.progs_supported = !!shaderlib;
|
|
sh_config.progs_required = false;
|
|
|
|
sh_config.pDeleteProg = D3D9Shader_DeleteProg;
|
|
sh_config.pLoadBlob = NULL;//D3D9Shader_LoadBlob;
|
|
sh_config.pCreateProgram = D3D9Shader_CreateProgram;
|
|
sh_config.pProgAutoFields = D3D9Shader_ProgAutoFields;
|
|
|
|
sh_config.tex_env_combine = 1;
|
|
sh_config.nv_tex_env_combine4 = 1;
|
|
sh_config.env_add = 1;
|
|
|
|
sh_config.can_mipcap = true; //at creation time, I think.
|
|
sh_config.havecubemaps = true;
|
|
|
|
IDirect3DDevice9_GetDeviceCaps(pD3DDev9, &caps);
|
|
|
|
if (caps.TextureCaps & D3DPTEXTURECAPS_POW2)
|
|
{ //this flag is a LIMITATION, not a capability.
|
|
sh_config.texture_non_power_of_two = false;
|
|
sh_config.texture_non_power_of_two_pic = !!(caps.TextureCaps & D3DPTEXTURECAPS_NONPOW2CONDITIONAL); //pic npot is supported if both flags are set.
|
|
}
|
|
else
|
|
{ //modern cards support npot
|
|
sh_config.texture_non_power_of_two_pic = true;
|
|
sh_config.texture_non_power_of_two = true;
|
|
}
|
|
|
|
sh_config.texture_maxsize = min(caps.MaxTextureWidth, caps.MaxTextureHeight);
|
|
}
|
|
#endif
|
|
|