mirror of
https://github.com/nzp-team/fteqw.git
synced 2024-12-11 21:11:08 +00:00
062cdf6b21
Q3TA: Fixed script parsing, so the menus are not so broken. Q3TA: added the UI_CIN_* and CG_CIN_* builtins for 2d cinematic playbacks. Q3TA: backspace should work for gamecode text entry now. Q3TA: map_restart now directly restarts without needing loading screens. Fixed multiple envmap generation bugs. Fixed envmaps getting flushed with r_keepimages 0. Console image previews can now display cubemaps (although their orientation is probably a little off). Made a 'remapshader' csqc builtin. Depending on the r_remapshader console command was stupid. Fixed packet command to create a udp socket, if needed. sv_public can now be set to a non-numeric name for custom names (instead of needing to poke sv_port too). Support extended data on the end of miptex entries in bsps. Requires a qbsp (like vanilla) that doesn't rewrite the miptex entries. Updated imgtool to generate/read our new extended miptex data. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5644 fc73d0e0-1445-4013-8a0c-d673dee63da5
1709 lines
48 KiB
C
1709 lines
48 KiB
C
#include "quakedef.h"
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#ifdef D3D11QUAKE
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#include "winquake.h"
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#include "gl_draw.h"
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#include "glquake.h"
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#include "shader.h"
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#include "renderque.h"
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#include "resource.h"
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#define FUCKDXGI
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#define COBJMACROS
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#include <d3d11.h>
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ID3D11Device *pD3DDev11;
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ID3D11DeviceContext *d3ddevctx;
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//#include <d3d11_1.h>
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//ID3D11DeviceContext1 *d3ddevctx1;
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#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.
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#pragma comment(lib, "dxgi.lib")
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#pragma comment(lib, "D3D11.lib")
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#include "dxgi1_2.h"
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#else
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/*Fixup outdated windows headers*/
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#ifndef WM_XBUTTONDOWN
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#define WM_XBUTTONDOWN 0x020B
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#define WM_XBUTTONUP 0x020C
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#endif
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#ifndef MK_XBUTTON1
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#define MK_XBUTTON1 0x0020
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#endif
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#ifndef MK_XBUTTON2
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#define MK_XBUTTON2 0x0040
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#endif
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// copied from DarkPlaces in an attempt to grab more buttons
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#ifndef MK_XBUTTON3
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#define MK_XBUTTON3 0x0080
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#endif
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#ifndef MK_XBUTTON4
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#define MK_XBUTTON4 0x0100
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#endif
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#ifndef MK_XBUTTON5
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#define MK_XBUTTON5 0x0200
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#endif
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#ifndef MK_XBUTTON6
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#define MK_XBUTTON6 0x0400
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#endif
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#ifndef MK_XBUTTON7
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#define MK_XBUTTON7 0x0800
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#endif
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#ifndef WM_INPUT
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#define WM_INPUT 255
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#endif
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#endif
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#define DEFINE_QGUID(name, l, w1, w2, b1, b2, b3, b4, b5, b6, b7, b8) \
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const GUID DECLSPEC_SELECTANY name \
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= { l, w1, w2, { b1, b2, b3, b4, b5, b6, b7, b8 } }
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DEFINE_QGUID(qIID_ID3D11Texture2D,0x6f15aaf2,0xd208,0x4e89,0x9a,0xb4,0x48,0x95,0x35,0xd3,0x4f,0x9c);
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#ifdef WINRT
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IDXGISwapChain1 *d3dswapchain;
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#else
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IDXGISwapChain *d3dswapchain;
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#endif
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IDXGIOutput *d3dscreen;
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ID3D11RenderTargetView *fb_backbuffer;
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ID3D11DepthStencilView *fb_backdepthstencil;
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void *d3d11mod;
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static unsigned int d3d11multisample_count, d3d11multisample_quality;
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qboolean vid_initializing;
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extern qboolean scr_initialized; // ready to draw
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extern qboolean scr_drawloading;
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extern qboolean scr_con_forcedraw;
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static qboolean d3d_resized;
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//sound/error code needs this
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HWND mainwindow;
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//input code needs these
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int window_center_x, window_center_y;
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RECT window_rect;
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int window_x, window_y;
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static void released3dbackbuffer(void);
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static qboolean resetd3dbackbuffer(int width, int height);
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#if 0//def _DEBUG
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#include <dxgidebug.h>
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const GUID IID_IDXGIDebug = { 0x119E7452,0xDE9E,0x40fe, { 0x88,0x06,0x88,0xF9,0x0C,0x12,0xB4,0x41 } };
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const GUID DXGI_DEBUG_ALL = { 0xe48ae283, 0xda80, 0x490b, {0x87, 0xe6, 0x43, 0xe9, 0xa9, 0xcf, 0xda, 0x8 }};
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void DoDXGIDebug(void)
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{
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IDXGIDebug *dbg = NULL;
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HRESULT (WINAPI *pDXGIGetDebugInterface)(REFIID riid, void **ppDebug);
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dllfunction_t dxdidebugfuncs[] =
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{
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{(void**)&pDXGIGetDebugInterface, "DXGIGetDebugInterface"},
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{NULL}
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};
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pDXGIGetDebugInterface = NULL;
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Sys_LoadLibrary("dxgidebug", dxdidebugfuncs);
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pDXGIGetDebugInterface(&IID_IDXGIDebug, &dbg);
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if (dbg)
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{
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IDXGIDebug_ReportLiveObjects(dbg, DXGI_DEBUG_ALL, DXGI_DEBUG_RLO_ALL);
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IDXGIDebug_Release(dbg);
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}
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}
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#else
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#define DoDXGIDebug()
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#endif
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char *D3D_NameForResult(HRESULT hr)
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{
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if (hr == DXGI_ERROR_DEVICE_REMOVED && pD3DDev11)
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hr = ID3D11Device_GetDeviceRemovedReason(pD3DDev11);
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switch(hr)
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{
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case E_OUTOFMEMORY: return "E_OUTOFMEMORY";
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case E_NOINTERFACE: return "E_NOINTERFACE";
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case DXGI_ERROR_DEVICE_HUNG: return "DXGI_ERROR_DEVICE_HUNG";
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case DXGI_ERROR_DEVICE_REMOVED: return "DXGI_ERROR_DEVICE_REMOVED";
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case DXGI_ERROR_DEVICE_RESET: return "DXGI_ERROR_DEVICE_RESET";
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case DXGI_ERROR_DRIVER_INTERNAL_ERROR: return "DXGI_ERROR_DRIVER_INTERNAL_ERROR";
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case DXGI_ERROR_INVALID_CALL: return "DXGI_ERROR_INVALID_CALL";
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default: return va("%lx", hr);
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}
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}
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static void D3D11_PresentOrCrash(void)
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{
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extern cvar_t vid_vsync;
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RSpeedMark();
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HRESULT hr = IDXGISwapChain_Present(d3dswapchain, max(0,vid_vsync.ival), 0);
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if (FAILED(hr))
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Sys_Error("IDXGISwapChain_Present: %s\n", D3D_NameForResult(hr));
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RSpeedEnd(RSPEED_PRESENT);
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}
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typedef enum {MS_WINDOWED, MS_FULLSCREEN, MS_FULLWINDOW, MS_UNINIT} dx11modestate_t;
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static dx11modestate_t modestate;
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//FIXME: need to push/pop render targets like gl does, to not harm shadowmaps/refraction/etc.
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void D3D11_ApplyRenderTargets(qboolean usedepth)
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{
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unsigned int width = 0, height = 0;
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int i;
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texid_t textures[1];
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texid_t depth;
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ID3D11RenderTargetView *rtv[sizeof(textures)/sizeof(textures[0])];
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ID3D11DepthStencilView *dsv;
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for (i = 0; i < sizeof(textures)/sizeof(textures[0]); i++)
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{
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if (!*r_refdef.rt_destcolour[i].texname)
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break;
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textures[i] = R2D_RT_GetTexture(r_refdef.rt_destcolour[i].texname, &width, &height);
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if (textures[i]->ptr2)
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{
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ID3D11ShaderResourceView_Release((ID3D11ShaderResourceView*)textures[i]->ptr2);
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textures[i]->ptr2 = NULL;
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}
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ID3D11Device_CreateRenderTargetView(pD3DDev11, textures[i]->ptr, NULL, &rtv[i]);
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}
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if (usedepth)
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{
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if (*r_refdef.rt_depth.texname)
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depth = R2D_RT_GetTexture(r_refdef.rt_depth.texname, &width, &height);
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else
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depth = R2D_RT_Configure("depth", width, height, PTI_DEPTH24, RT_IMAGEFLAGS);
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}
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else
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depth = NULL;
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if (depth && depth->ptr)
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{
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if (depth->ptr2)
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{
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ID3D11DepthStencilView_Release((ID3D11DepthStencilView*)depth->ptr2);
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depth->ptr2 = NULL;
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}
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ID3D11Device_CreateDepthStencilView(pD3DDev11, depth->ptr, NULL, &dsv);
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}
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else
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dsv = NULL;
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ID3D11DeviceContext_OMSetRenderTargets(d3ddevctx, i, rtv, dsv);
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for (i = 0; i < sizeof(textures)/sizeof(textures[0]); i++)
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if (rtv[i])
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ID3D11RenderTargetView_Release(rtv[i]);
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if (dsv)
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{
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ID3D11DeviceContext_ClearDepthStencilView(d3ddevctx, dsv, D3D11_CLEAR_DEPTH, 1, 0); //is it faster to clear the stencil too?
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ID3D11DepthStencilView_Release(dsv);
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}
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}
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#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.
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static void D3DVID_UpdateWindowStatus (HWND hWnd)
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{
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POINT p;
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RECT nr;
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int window_width, window_height;
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GetClientRect(hWnd, &nr);
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// Sys_Printf("Update: %i %i %i %i\n", nr.left, nr.top, nr.right, nr.bottom);
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//if its bad then we're probably minimised
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if (nr.right <= nr.left)
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return;
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if (nr.bottom <= nr.top)
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return;
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p.x = 0;
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p.y = 0;
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ClientToScreen(hWnd, &p);
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window_x = p.x;
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window_y = p.y;
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window_width = nr.right - nr.left;
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window_height = nr.bottom - nr.top;
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// vid.pixelwidth = window_width;
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// vid.pixelheight = window_height;
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window_rect.left = window_x;
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window_rect.top = window_y;
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window_rect.right = window_x + window_width;
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window_rect.bottom = window_y + window_height;
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window_center_x = (window_rect.left + window_rect.right) / 2;
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window_center_y = (window_rect.top + window_rect.bottom) / 2;
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// Sys_Printf("Window: %i %i %i %i\n", window_x, window_y, window_width, window_height);
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INS_UpdateClipCursor ();
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}
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static qboolean D3D11AppActivate(BOOL fActive, BOOL minimize)
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/****************************************************************************
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*
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* Function: AppActivate
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* Parameters: fActive - True if app is activating
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*
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* Description: If the application is activating, then swap the system
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* into SYSPAL_NOSTATIC mode so that our palettes will display
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* correctly.
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*
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****************************************************************************/
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{
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static BOOL sound_active;
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if (vid.activeapp == fActive && Minimized == minimize)
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return false; //so windows doesn't crash us over and over again.
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vid.activeapp = fActive;
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Minimized = minimize;
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// enable/disable sound on focus gain/loss
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if (!vid.activeapp && sound_active)
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{
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S_BlockSound ();
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sound_active = false;
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}
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else if (vid.activeapp && !sound_active)
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{
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S_UnblockSound ();
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sound_active = true;
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}
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INS_UpdateGrabs(modestate != MS_WINDOWED, vid.activeapp);
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return true;
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}
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#ifndef FUCKDXGI
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static void D3D11_DoResize(void)
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{
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d3d_resized = true;
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D3DVID_UpdateWindowStatus(mainwindow);
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if (d3dscreen)
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{ //seriously? this is disgusting.
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DXGI_OUTPUT_DESC desc;
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IDXGIOutput_GetDesc(d3dscreen, &desc);
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vid.pixelwidth = desc.DesktopCoordinates.right - desc.DesktopCoordinates.left;
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vid.pixelheight = desc.DesktopCoordinates.bottom - desc.DesktopCoordinates.top;
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}
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else
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{
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vid.pixelwidth = window_rect.right - window_rect.left;
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vid.pixelheight = window_rect.bottom - window_rect.top;
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}
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// Con_Printf("Resizing buffer to %i*%i\n", vid.pixelwidth, vid.pixelheight);
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released3dbackbuffer();
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IDXGISwapChain_ResizeBuffers(d3dswapchain, 0, vid.pixelwidth, vid.pixelheight, DXGI_FORMAT_UNKNOWN, DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH);
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D3D11BE_Reset(true);
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resetd3dbackbuffer(vid.pixelwidth, vid.pixelheight);
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D3D11BE_Reset(false);
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}
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#endif
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static void ClearAllStates (void)
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{
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int i;
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// send an up event for each key, to make sure the server clears them all
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for (i=0 ; i<256 ; i++)
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{
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Key_Event (0, i, 0, false);
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}
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Key_ClearStates ();
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INS_ClearStates ();
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}
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static LRESULT WINAPI D3D11_WindowProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam)
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{
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LONG lRet = 0;
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int temp;
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extern unsigned int uiWheelMessage;
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#ifndef FUCKDXGI
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extern qboolean keydown[K_MAX];
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#endif
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if ( uMsg == uiWheelMessage )
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uMsg = WM_MOUSEWHEEL;
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switch (uMsg)
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{
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#if 1
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case WM_KILLFOCUS:
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if (modestate == MS_FULLWINDOW)
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ShowWindow(mainwindow, SW_SHOWMINNOACTIVE);
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D3D11AppActivate(false, false);
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break;
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case WM_SETFOCUS:
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if (modestate == MS_FULLWINDOW)
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ShowWindow(mainwindow, SW_SHOWMAXIMIZED);
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D3D11AppActivate(true, false);
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if (modestate == MS_FULLSCREEN && d3dswapchain)
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IDXGISwapChain_SetFullscreenState(d3dswapchain, vid.activeapp, (vid.activeapp)?d3dscreen:NULL);
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Cvar_ForceCallback(&v_gamma);
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ClearAllStates ();
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break;
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// case WM_CREATE:
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// break;
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case WM_MOVE:
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D3DVID_UpdateWindowStatus (hWnd);
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lRet = DefWindowProc (hWnd, uMsg, wParam, lParam);
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break;
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case WM_KEYDOWN:
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case WM_SYSKEYDOWN:
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#if 0
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if (keydown[K_LALT] && wParam == '\r')
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{
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if (d3dscreen)
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{
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IDXGIOutput_Release(d3dscreen);
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d3dscreen = NULL;
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}
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if (modestate == MS_FULLSCREEN)
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modestate = MS_WINDOWED;
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else
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{
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RECT rect;
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extern cvar_t vid_width, vid_height;
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int width = vid_width.ival;
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int height = vid_height.ival;
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if (!width || !height)
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{
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DXGI_OUTPUT_DESC desc;
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IDXGISwapChain_GetContainingOutput(d3dswapchain, &d3dscreen);
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IDXGIOutput_GetDesc(d3dscreen, &desc);
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rect = desc.DesktopCoordinates;
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}
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else
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{
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rect.left = (GetSystemMetrics(SM_CXSCREEN) - width) / 2;
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rect.top = (GetSystemMetrics(SM_CYSCREEN) - height) / 2;
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rect.right = rect.left+width;
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rect.bottom = rect.top+height;
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}
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AdjustWindowRectEx(&rect, WS_OVERLAPPED, FALSE, 0);
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SetWindowPos(hWnd, NULL, rect.left, rect.top, rect.right-rect.left, rect.bottom-rect.top, SWP_SHOWWINDOW|SWP_FRAMECHANGED);
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modestate = MS_FULLSCREEN;
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}
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if (!d3dscreen && modestate == MS_FULLSCREEN)
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IDXGISwapChain_GetContainingOutput(d3dswapchain, &d3dscreen);
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IDXGISwapChain_SetFullscreenState(d3dswapchain, modestate == MS_FULLSCREEN, (modestate == MS_FULLSCREEN)?d3dscreen:NULL);
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if (modestate == MS_WINDOWED)
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{
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RECT rect;
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int width = 640;
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int height = 480;
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rect.left = (GetSystemMetrics(SM_CXSCREEN) - width) / 2;
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rect.top = (GetSystemMetrics(SM_CYSCREEN) - height) / 2;
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rect.right = rect.left+width;
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rect.bottom = rect.top+height;
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AdjustWindowRectEx(&rect, WS_OVERLAPPEDWINDOW, FALSE, 0);
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SetWindowLong(hWnd, GWL_STYLE, WS_OVERLAPPEDWINDOW); //make sure dxgi didn't break us.
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SetWindowPos(hWnd, HWND_TOP, rect.left, rect.top, rect.right-rect.left, rect.bottom-rect.top, SWP_SHOWWINDOW|SWP_FRAMECHANGED);
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SetForegroundWindow(hWnd);
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SetFocus(hWnd);
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//work around a windows bug by forcing all windows to be repainted.
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InvalidateRect(NULL, NULL, false);
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}
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D3D11_DoResize();
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Cvar_ForceCallback(&v_gamma);
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}
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else
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#endif
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if (!vid_initializing)
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INS_TranslateKeyEvent (wParam, lParam, true, 0, false);
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break;
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case WM_KEYUP:
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case WM_SYSKEYUP:
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if (!vid_initializing)
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INS_TranslateKeyEvent (wParam, lParam, false, 0, false);
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break;
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case WM_APPCOMMAND:
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lRet = INS_AppCommand(lParam);
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break;
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case WM_SYSCHAR:
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// keep Alt-Space from happening
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break;
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// this is complicated because Win32 seems to pack multiple mouse events into
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// one update sometimes, so we always check all states and look for events
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case WM_LBUTTONDOWN:
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case WM_LBUTTONUP:
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case WM_RBUTTONDOWN:
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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:
|
|
if (d3dswapchain)
|
|
{
|
|
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_R11G11B10_FLOAT, &support)))
|
|
sh_config.texfmt[PTI_B10G11R11F] = !!(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_R] = !!(support & D3D11_FORMAT_SUPPORT_TEXTURE2D);
|
|
if (SUCCEEDED(ID3D11Device_CheckFormatSupport(pD3DDev11, DXGI_FORMAT_BC4_SNORM, &support)))
|
|
sh_config.texfmt[PTI_BC4_R_SNORM] = !!(support & D3D11_FORMAT_SUPPORT_TEXTURE2D);
|
|
if (SUCCEEDED(ID3D11Device_CheckFormatSupport(pD3DDev11, DXGI_FORMAT_BC5_UNORM, &support)))
|
|
sh_config.texfmt[PTI_BC5_RG] = !!(support & D3D11_FORMAT_SUPPORT_TEXTURE2D);
|
|
if (SUCCEEDED(ID3D11Device_CheckFormatSupport(pD3DDev11, DXGI_FORMAT_BC5_SNORM, &support)))
|
|
sh_config.texfmt[PTI_BC5_RG_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;
|
|
|
|
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;
|
|
|
|
if (modestate == MS_FULLSCREEN)
|
|
{
|
|
if (!d3dscreen)
|
|
IDXGISwapChain_GetContainingOutput(d3dswapchain, &d3dscreen);
|
|
IDXGISwapChain_SetFullscreenState(d3dswapchain, true, d3dscreen);
|
|
}
|
|
|
|
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;
|
|
#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();
|
|
|
|
// 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
|
|
*/
|
|
|
|
//
|
|
// do 3D refresh drawing, and then update the screen
|
|
//
|
|
SCR_SetUpToDrawConsole ();
|
|
|
|
noworld = false;
|
|
nohud = false;
|
|
|
|
if (topmenu && topmenu->isopaque)
|
|
nohud = true;
|
|
#ifdef VM_CG
|
|
else if (CG_Refresh())
|
|
nohud = true;
|
|
#endif
|
|
#ifdef CSQC_DAT
|
|
else if (CSQC_DrawView())
|
|
nohud = true;
|
|
#endif
|
|
else if (r_worldentity.model && cls.state == ca_active)
|
|
V_RenderView (nohud);
|
|
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(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
|