fteqw/engine/d3d/vid_d3d11.c
Spoike 6d36834f8e Reworked client support for DPP5+. less code now, its much more graceful.
added waterfog command. waterfog overrides regular fog only when the view is in water.
fixed 64bit printf format specifiers. should work better on winxp64.
fixed some spec angle weirdness.
fixed viewsize 99.99 weirdness with ezhud.
fixed extra offset on the console (exhibited in 64bit builds, but not limited to).
fixed .avi playback, can now actually display frames again.
reimplemented line sparks.
fixed r_editlights_save flipping the light's pitch.
fixed issue with oggs failing to load.
fixed condump to cope with unicode properly.
made sv_bigcoords default except in quake. hexen2 kinda needs it for bsp angle precision.
fixed nq server to not stall weirdly on map changes.
fixed qwprogs svc_cdtrack not bugging out with nq clients on the server.
fixed restart command to load the last map run by the server, instead of start.bsp (when idle)
optimised d3d9 renderer a little. now uses less draw calls, especially with complex scenes. seems to get higher framerates than opengl now.
fixed d3d9 renderer to not bug out quite so much when run fullscreen (shader subsystem is now correctly initialised).
fixed a couple of bugs from font change. also now supports utf-8 in a few more places.
r_editlights_reload no longer generates rtlights inside the void. this resolves a few glitches (but should also help framerates a little).
fixed so corona-only lights won't generate shadowmaps and waste lots of time.
removed lots of #defines from qclib. I should never have made them in the first place, but I was lazy. obviously there's more left that I cba to remove yet.
fixed nested calls with variant-vectors. this fixes csaddon's light editor.
fixed qcc hc calling conventions using redundant stores.
disabled keywords can still be used by using __keyword instead.
fixed ftegccgui grep feature.
fixed motionless-dog qcc bug.
tweaked qcc warnings a little. -Wall is now a viable setting. you should be able to fix all those warnings.
fixed qw svc_intermission + dpp5+ clients bug.
fixed annoying spam about disconnecting in hexen2.
rewrote status command a little to cope with ipv6 addresses more gracefully
fixed significant stall when hibernating/debugging a server with a player sitting on it.
fixed truelightning.
fixed rocketlight overriding pflags.
fixed torches vanishing on vid_restart.
fixed issue with decal scaling.
fixed findentityfield builtin.
fixed fteqcc issue with ptr+1
fixed use of arrays inside class functions.
fixed/implemented fteqcc emulation of pointer opcodes.
added __inout keyword to fteqcc, so that it doesn't feel so horrendous.
fixed sizeof(*foo)
fixed *struct = struct;
fixed recursive structs.
fixed fteqcc warning report.
fixed sdl2 controller support, hopefully.
attempted to implement xinput, including per-player audio playback.
slightly fixed relaxed attitude to mouse focus when running fullscreen.
fixed weird warnings/errors with 'ent.arrayhead' terms. now generates sane errors.
implemented bindmaps (for csqc).
fixed crashing bug with eprint builtin.
implemented subset of music_playlist_* functionality. significant changes to music playback.
fixed some more dpcsqc compat.
fixed binds menu. now displays and accepts modifiers.
fixed issues with huge lightmaps.
fixed protocol determinism with dp clients connecting to fte servers. the initial getchallenge request now inhibits vanilla nq connection requests.
implemented support for 'dupe' userinfo key, allowing clients to request client->server packet duplication. should probably queue them tbh.
implemented sv_saveentfile command.
fixed resume after breaking inside a stepped-over function.
fixed erroneous footer after debugging.
(I wonder just how many things I broke with these fixes)

git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4946 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-07-26 10:56:18 +00:00

1562 lines
42 KiB
C

#include "quakedef.h"
#ifdef D3D11QUAKE
#include "winquake.h"
#include "gl_draw.h"
#include "glquake.h"
#include "shader.h"
#include "renderque.h"
#define COBJMACROS
#include <d3d11.h>
ID3D11Device *pD3DDev11;
ID3D11DeviceContext *d3ddevctx;
#ifdef WINRT //winrt crap has its own non-hwnd window crap, after years of microsoft forcing everyone to use hwnds for everything. I wonder why they don't have that many winrt apps.
#pragma comment(lib, "dxgi.lib")
#pragma comment(lib, "D3D11.lib")
#include "dxgi1_2.h"
#else
/*Fixup outdated windows headers*/
#ifndef WM_XBUTTONDOWN
#define WM_XBUTTONDOWN 0x020B
#define WM_XBUTTONUP 0x020C
#endif
#ifndef MK_XBUTTON1
#define MK_XBUTTON1 0x0020
#endif
#ifndef MK_XBUTTON2
#define MK_XBUTTON2 0x0040
#endif
// copied from DarkPlaces in an attempt to grab more buttons
#ifndef MK_XBUTTON3
#define MK_XBUTTON3 0x0080
#endif
#ifndef MK_XBUTTON4
#define MK_XBUTTON4 0x0100
#endif
#ifndef MK_XBUTTON5
#define MK_XBUTTON5 0x0200
#endif
#ifndef MK_XBUTTON6
#define MK_XBUTTON6 0x0400
#endif
#ifndef MK_XBUTTON7
#define MK_XBUTTON7 0x0800
#endif
#ifndef WM_INPUT
#define WM_INPUT 255
#endif
#endif
#define DEFINE_QGUID(name, l, w1, w2, b1, b2, b3, b4, b5, b6, b7, b8) \
const GUID DECLSPEC_SELECTANY name \
= { l, w1, w2, { b1, b2, b3, b4, b5, b6, b7, b8 } }
DEFINE_QGUID(qIID_ID3D11Texture2D,0x6f15aaf2,0xd208,0x4e89,0x9a,0xb4,0x48,0x95,0x35,0xd3,0x4f,0x9c);
#ifdef WINRT
IDXGISwapChain1 *d3dswapchain;
#else
IDXGISwapChain *d3dswapchain;
#endif
IDXGIOutput *d3dscreen;
ID3D11RenderTargetView *fb_backbuffer;
ID3D11DepthStencilView *fb_backdepthstencil;
void *d3d11mod;
qboolean vid_initializing;
extern qboolean scr_initialized; // ready to draw
extern qboolean scr_drawloading;
extern qboolean scr_con_forcedraw;
static qboolean d3d_resized;
cvar_t vid_hardwaregamma;
//sound/error code needs this
HWND mainwindow;
//input code needs these
int window_center_x, window_center_y;
RECT window_rect;
int window_x, window_y;
static void released3dbackbuffer(void);
static qboolean resetd3dbackbuffer(int width, int height);
#if 0//def _DEBUG
#include <dxgidebug.h>
const GUID IID_IDXGIDebug = { 0x119E7452,0xDE9E,0x40fe, { 0x88,0x06,0x88,0xF9,0x0C,0x12,0xB4,0x41 } };
const GUID DXGI_DEBUG_ALL = { 0xe48ae283, 0xda80, 0x490b, {0x87, 0xe6, 0x43, 0xe9, 0xa9, 0xcf, 0xda, 0x8 }};
void DoDXGIDebug(void)
{
IDXGIDebug *dbg = NULL;
HRESULT (WINAPI *pDXGIGetDebugInterface)(REFIID riid, void **ppDebug);
dllfunction_t dxdidebugfuncs[] =
{
{(void**)&pDXGIGetDebugInterface, "DXGIGetDebugInterface"},
{NULL}
};
pDXGIGetDebugInterface = NULL;
Sys_LoadLibrary("dxgidebug", dxdidebugfuncs);
pDXGIGetDebugInterface(&IID_IDXGIDebug, &dbg);
if (dbg)
{
IDXGIDebug_ReportLiveObjects(dbg, DXGI_DEBUG_ALL, DXGI_DEBUG_RLO_ALL);
IDXGIDebug_Release(dbg);
}
}
#else
#define DoDXGIDebug()
#endif
char *D3D_NameForResult(HRESULT hr)
{
if (hr == DXGI_ERROR_DEVICE_REMOVED && pD3DDev11)
hr = ID3D11Device_GetDeviceRemovedReason(pD3DDev11);
switch(hr)
{
case E_OUTOFMEMORY: return "E_OUTOFMEMORY";
case E_NOINTERFACE: return "E_NOINTERFACE";
case DXGI_ERROR_DEVICE_HUNG: return "DXGI_ERROR_DEVICE_HUNG";
case DXGI_ERROR_DEVICE_REMOVED: return "DXGI_ERROR_DEVICE_REMOVED";
case DXGI_ERROR_DEVICE_RESET: return "DXGI_ERROR_DEVICE_RESET";
case DXGI_ERROR_DRIVER_INTERNAL_ERROR: return "DXGI_ERROR_DRIVER_INTERNAL_ERROR";
case DXGI_ERROR_INVALID_CALL: return "DXGI_ERROR_INVALID_CALL";
default: return va("%x", hr);
}
}
static void D3D11_PresentOrCrash(void)
{
extern cvar_t vid_vsync;
HRESULT hr = IDXGISwapChain_Present(d3dswapchain, vid_vsync.ival, 0);
if (FAILED(hr))
Sys_Error("IDXGISwapChain_Present: %s\n", D3D_NameForResult(hr));
}
typedef enum {MS_WINDOWED, MS_FULLSCREEN, MS_FULLDIB, MS_UNINIT} modestate_t;
static modestate_t modestate;
//FIXME: need to push/pop render targets like gl does, to not harm shadowmaps/refraction/etc.
void D3D11_ApplyRenderTargets(qboolean usedepth)
{
unsigned int width = 0, height = 0;
int i;
texid_t textures[1];
texid_t depth;
ID3D11RenderTargetView *rtv[sizeof(textures)/sizeof(textures[0])];
ID3D11DepthStencilView *dsv;
for (i = 0; i < sizeof(textures)/sizeof(textures[0]); i++)
{
if (!*r_refdef.rt_destcolour[i].texname)
break;
textures[i] = R2D_RT_GetTexture(r_refdef.rt_destcolour[i].texname, &width, &height);
if (textures[i]->ptr2)
{
ID3D11ShaderResourceView_Release((ID3D11ShaderResourceView*)textures[i]->ptr2);
textures[i]->ptr2 = NULL;
}
ID3D11Device_CreateRenderTargetView(pD3DDev11, textures[i]->ptr, NULL, &rtv[i]);
}
if (usedepth)
{
if (*r_refdef.rt_depth.texname)
depth = R2D_RT_GetTexture(r_refdef.rt_depth.texname, &width, &height);
else
depth = R2D_RT_Configure("depth", width, height, TF_DEPTH24);
}
else
depth = NULL;
if (depth && depth->ptr)
{
if (depth->ptr2)
{
ID3D11DepthStencilView_Release((ID3D11DepthStencilView*)depth->ptr2);
depth->ptr2 = NULL;
}
ID3D11Device_CreateDepthStencilView(pD3DDev11, depth->ptr, NULL, &dsv);
}
else
dsv = NULL;
ID3D11DeviceContext_OMSetRenderTargets(d3ddevctx, i, rtv, dsv);
for (i = 0; i < sizeof(textures)/sizeof(textures[0]); i++)
if (rtv[i])
ID3D11RenderTargetView_Release(rtv[i]);
if (dsv)
{
ID3D11DeviceContext_ClearDepthStencilView(d3ddevctx, dsv, D3D11_CLEAR_DEPTH, 1, 0); //is it faster to clear the stencil too?
ID3D11DepthStencilView_Release(dsv);
}
}
#ifndef WINRT //winrt crap has its own non-hwnd window crap, after years of microsoft forcing everyone to use hwnds for everything. I wonder why they don't have that many winrt apps.
static void D3DVID_UpdateWindowStatus (HWND hWnd)
{
POINT p;
RECT nr;
int window_width, window_height;
GetClientRect(hWnd, &nr);
// Sys_Printf("Update: %i %i %i %i\n", nr.left, nr.top, nr.right, nr.bottom);
//if its bad then we're probably minimised
if (nr.right <= nr.left)
return;
if (nr.bottom <= nr.top)
return;
p.x = 0;
p.y = 0;
ClientToScreen(hWnd, &p);
window_x = p.x;
window_y = p.y;
window_width = nr.right - nr.left;
window_height = nr.bottom - nr.top;
// vid.pixelwidth = window_width;
// vid.pixelheight = window_height;
window_rect.left = window_x;
window_rect.top = window_y;
window_rect.right = window_x + window_width;
window_rect.bottom = window_y + window_height;
window_center_x = (window_rect.left + window_rect.right) / 2;
window_center_y = (window_rect.top + window_rect.bottom) / 2;
// Sys_Printf("Window: %i %i %i %i\n", window_x, window_y, window_width, window_height);
INS_UpdateClipCursor ();
}
static qboolean D3D11AppActivate(BOOL fActive, BOOL minimize)
/****************************************************************************
*
* Function: AppActivate
* Parameters: fActive - True if app is activating
*
* Description: If the application is activating, then swap the system
* into SYSPAL_NOSTATIC mode so that our palettes will display
* correctly.
*
****************************************************************************/
{
static BOOL sound_active;
if (ActiveApp == fActive && Minimized == minimize)
return false; //so windows doesn't crash us over and over again.
ActiveApp = fActive;
Minimized = minimize;
// enable/disable sound on focus gain/loss
if (!ActiveApp && sound_active)
{
S_BlockSound ();
sound_active = false;
}
else if (ActiveApp && !sound_active)
{
S_UnblockSound ();
sound_active = true;
}
INS_UpdateGrabs(modestate != MS_WINDOWED, ActiveApp);
return true;
}
static void D3D11_DoResize(void)
{
d3d_resized = true;
D3DVID_UpdateWindowStatus(mainwindow);
if (d3dscreen)
{ //seriously? this is disgusting.
DXGI_OUTPUT_DESC desc;
IDXGIOutput_GetDesc(d3dscreen, &desc);
vid.pixelwidth = desc.DesktopCoordinates.right - desc.DesktopCoordinates.left;
vid.pixelheight = desc.DesktopCoordinates.bottom - desc.DesktopCoordinates.top;
}
else
{
vid.pixelwidth = window_rect.right - window_rect.left;
vid.pixelheight = window_rect.bottom - window_rect.top;
}
// Con_Printf("Resizing buffer to %i*%i\n", vid.pixelwidth, vid.pixelheight);
released3dbackbuffer();
IDXGISwapChain_ResizeBuffers(d3dswapchain, 0, vid.pixelwidth, vid.pixelheight, DXGI_FORMAT_UNKNOWN, DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH);
D3D11BE_Reset(true);
resetd3dbackbuffer(vid.pixelwidth, vid.pixelheight);
D3D11BE_Reset(false);
}
static LRESULT WINAPI D3D11_WindowProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam)
{
LONG lRet = 0;
int fActive, fMinimized, temp;
extern unsigned int uiWheelMessage;
extern qboolean keydown[K_MAX];
if ( uMsg == uiWheelMessage )
uMsg = WM_MOUSEWHEEL;
switch (uMsg)
{
#if 1
/* case WM_KILLFOCUS:
if (modestate == MS_FULLDIB)
ShowWindow(mainwindow, SW_SHOWMINNOACTIVE);
break;
*/
// case WM_CREATE:
// break;
case WM_MOVE:
D3DVID_UpdateWindowStatus (hWnd);
lRet = DefWindowProc (hWnd, uMsg, wParam, lParam);
break;
case WM_KEYDOWN:
case WM_SYSKEYDOWN:
if (keydown[K_LALT] && wParam == '\r')
{
if (d3dscreen)
{
IDXGIOutput_Release(d3dscreen);
d3dscreen = NULL;
}
if (modestate == MS_FULLSCREEN)
modestate = MS_WINDOWED;
else
{
RECT rect;
extern cvar_t vid_width, vid_height;
int width = vid_width.ival;
int height = vid_height.ival;
if (!width || !height)
{
DXGI_OUTPUT_DESC desc;
IDXGISwapChain_GetContainingOutput(d3dswapchain, &d3dscreen);
IDXGIOutput_GetDesc(d3dscreen, &desc);
rect = desc.DesktopCoordinates;
}
else
{
rect.left = (GetSystemMetrics(SM_CXSCREEN) - width) / 2;
rect.top = (GetSystemMetrics(SM_CYSCREEN) - height) / 2;
rect.right = rect.left+width;
rect.bottom = rect.top+height;
}
AdjustWindowRectEx(&rect, WS_OVERLAPPED, FALSE, 0);
SetWindowPos(hWnd, NULL, rect.left, rect.top, rect.right-rect.left, rect.bottom-rect.top, SWP_SHOWWINDOW|SWP_FRAMECHANGED);
modestate = MS_FULLSCREEN;
}
if (!d3dscreen && modestate == MS_FULLSCREEN)
IDXGISwapChain_GetContainingOutput(d3dswapchain, &d3dscreen);
IDXGISwapChain_SetFullscreenState(d3dswapchain, modestate == MS_FULLSCREEN, (modestate == MS_FULLSCREEN)?d3dscreen:NULL);
if (modestate == MS_WINDOWED)
{
RECT rect;
int width = 640;
int height = 480;
rect.left = (GetSystemMetrics(SM_CXSCREEN) - width) / 2;
rect.top = (GetSystemMetrics(SM_CYSCREEN) - height) / 2;
rect.right = rect.left+width;
rect.bottom = rect.top+height;
AdjustWindowRectEx(&rect, WS_OVERLAPPEDWINDOW, FALSE, 0);
SetWindowLong(hWnd, GWL_STYLE, WS_OVERLAPPEDWINDOW); //make sure dxgi didn't break us.
SetWindowPos(hWnd, HWND_TOP, rect.left, rect.top, rect.right-rect.left, rect.bottom-rect.top, SWP_SHOWWINDOW|SWP_FRAMECHANGED);
SetForegroundWindow(hWnd);
SetFocus(hWnd);
//work around a windows bug by forcing all windows to be repainted.
InvalidateRect(NULL, NULL, false);
}
D3D11_DoResize();
Cvar_ForceCallback(&v_gamma);
}
else if (!vid_initializing)
INS_TranslateKeyEvent (wParam, lParam, true, 0, false);
break;
case WM_KEYUP:
case WM_SYSKEYUP:
if (!vid_initializing)
INS_TranslateKeyEvent (wParam, lParam, false, 0, false);
break;
case WM_SYSCHAR:
// keep Alt-Space from happening
break;
// this is complicated because Win32 seems to pack multiple mouse events into
// one update sometimes, so we always check all states and look for events
case WM_LBUTTONDOWN:
case WM_LBUTTONUP:
case WM_RBUTTONDOWN:
case WM_RBUTTONUP:
case WM_MBUTTONDOWN:
case WM_MBUTTONUP:
case WM_MOUSEMOVE:
case WM_XBUTTONDOWN:
case WM_XBUTTONUP:
temp = 0;
if (wParam & MK_LBUTTON)
temp |= 1;
if (wParam & MK_RBUTTON)
temp |= 2;
if (wParam & MK_MBUTTON)
temp |= 4;
if (wParam & MK_XBUTTON1)
temp |= 8;
if (wParam & MK_XBUTTON2)
temp |= 16;
if (wParam & MK_XBUTTON3)
temp |= 32;
if (wParam & MK_XBUTTON4)
temp |= 64;
if (wParam & MK_XBUTTON5)
temp |= 128;
if (wParam & MK_XBUTTON6)
temp |= 256;
if (wParam & MK_XBUTTON7)
temp |= 512;
if (!vid_initializing)
INS_MouseEvent (temp);
break;
// JACK: This is the mouse wheel with the Intellimouse
// Its delta is either positive or neg, and we generate the proper
// Event.
case WM_MOUSEWHEEL:
if (!vid_initializing)
{
if ((short) HIWORD(wParam) > 0)
{
Key_Event(0, K_MWHEELUP, 0, true);
Key_Event(0, K_MWHEELUP, 0, false);
}
else
{
Key_Event(0, K_MWHEELDOWN, 0, true);
Key_Event(0, K_MWHEELDOWN, 0, false);
}
}
break;
case WM_INPUT:
// raw input handling
if (!vid_initializing)
INS_RawInput_Read((HANDLE)lParam);
break;
case WM_GETMINMAXINFO:
{
RECT windowrect;
RECT clientrect;
MINMAXINFO *mmi = (MINMAXINFO *) lParam;
GetWindowRect (hWnd, &windowrect);
GetClientRect (hWnd, &clientrect);
mmi->ptMinTrackSize.x = 320 + ((windowrect.right - windowrect.left) - (clientrect.right - clientrect.left));
mmi->ptMinTrackSize.y = 200 + ((windowrect.bottom - windowrect.top) - (clientrect.bottom - clientrect.top));
}
return 0;
case WM_SIZE:
d3d_resized = true;
D3DVID_UpdateWindowStatus(mainwindow);
released3dbackbuffer();
IDXGISwapChain_ResizeBuffers(d3dswapchain, 0, 0, 0, DXGI_FORMAT_UNKNOWN, DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH);
D3D11BE_Reset(true);
vid.pixelwidth = window_rect.right - window_rect.left;
vid.pixelheight = window_rect.bottom - window_rect.top;
resetd3dbackbuffer(vid.pixelwidth, vid.pixelheight);
D3D11BE_Reset(false);
lRet = DefWindowProc (hWnd, uMsg, wParam, lParam);
break;
case WM_CLOSE:
if (!vid_initializing)
if (MessageBox (mainwindow, "Are you sure you want to quit?", "Confirm Exit",
MB_YESNO | MB_SETFOREGROUND | MB_ICONQUESTION) == IDYES)
{
Cbuf_AddText("\nquit\n", RESTRICT_LOCAL);
}
break;
case WM_ACTIVATE:
fActive = LOWORD(wParam);
fMinimized = (BOOL) HIWORD(wParam);
if (!D3D11AppActivate(!(fActive == WA_INACTIVE), fMinimized))
break;//so, urm, tell me microsoft, what changed?
if (modestate == MS_FULLDIB)
ShowWindow(mainwindow, SW_SHOWNORMAL);
if (modestate == MS_FULLSCREEN)
{
IDXGISwapChain_SetFullscreenState(d3dswapchain, ActiveApp, d3dscreen);
D3D11_DoResize();
}
Cvar_ForceCallback(&v_gamma);
// fix the leftover Alt from any Alt-Tab or the like that switched us away
// ClearAllStates ();
lRet = 1;
break;
case WM_DESTROY:
{
// if (dibwindow)
// DestroyWindow (dibwindow);
}
break;
case MM_MCINOTIFY:
lRet = CDAudio_MessageHandler (hWnd, uMsg, wParam, lParam);
break;
#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 = 1;
t2ddesc.SampleDesc.Quality = 0;
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 = 1+info->multisample;
scd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
scd.BufferCount = 2+info->triplebuffer; //rt only supports fullscreen, so the frontbuffer needs to be created by us.
scd.SwapEffect = DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL;
scd.Flags = 0;
//create d3d stuff
hr = CreateDXGIFactory1(&factiid2, &fact);
if (FAILED(D3D11CreateDevice(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, 0, flevels, sizeof(flevels)/sizeof(flevels[0]), D3D11_SDK_VERSION, &pD3DDev11, &flevel, &d3ddevctx)))
Sys_Error("D3D11CreateDevice failed\n");
else
{
if (FAILED(IDXGIFactory2_CreateSwapChainForCoreWindow(fact, (IUnknown*)pD3DDev11, window, &scd, NULL, &d3dswapchain)))
Sys_Error("IDXGIFactory2_CreateSwapChainForCoreWindow failed\n");
else
{
vid.numpages = scd.BufferCount;
if (!resetd3dbackbuffer(info->width, info->height))
Sys_Error("unable to reset back buffer\n");
else
{
if (!D3D11Shader_Init(flevel))
Con_Printf("Unable to intialise a suitable HLSL compiler, please install the DirectX runtime.\n");
else
return true;
}
}
}
return false;
}
#else
static qboolean initD3D11Device(HWND hWnd, rendererstate_t *info, PFN_D3D11_CREATE_DEVICE_AND_SWAP_CHAIN func, IDXGIAdapter *adapt)
{
UINT support;
int flags = 0;//= D3D11_CREATE_DEVICE_SINGLETHREADED;
D3D_DRIVER_TYPE drivertype;
DXGI_SWAP_CHAIN_DESC scd;
D3D_FEATURE_LEVEL flevel, flevels[] =
{
//D3D_FEATURE_LEVEL_11_1,
D3D_FEATURE_LEVEL_11_0,
D3D_FEATURE_LEVEL_10_1,
D3D_FEATURE_LEVEL_10_0,
//FIXME: need npot.
D3D_FEATURE_LEVEL_9_3,
D3D_FEATURE_LEVEL_9_2,
D3D_FEATURE_LEVEL_9_1
};
memset(&scd, 0, sizeof(scd));
if (!stricmp(info->subrenderer, "debug"))
flags |= D3D11_CREATE_DEVICE_DEBUG;
if (!stricmp(info->subrenderer, "warp"))
drivertype = D3D_DRIVER_TYPE_WARP;
else if (!stricmp(info->subrenderer, "ref"))
drivertype = D3D_DRIVER_TYPE_REFERENCE;
else if (!stricmp(info->subrenderer, "hw"))
drivertype = D3D_DRIVER_TYPE_HARDWARE;
else if (!stricmp(info->subrenderer, "null"))
drivertype = D3D_DRIVER_TYPE_NULL;
else if (!stricmp(info->subrenderer, "software"))
drivertype = D3D_DRIVER_TYPE_SOFTWARE;
else if (!stricmp(info->subrenderer, "unknown"))
drivertype = D3D_DRIVER_TYPE_UNKNOWN;
else
drivertype = adapt?D3D_DRIVER_TYPE_UNKNOWN:D3D_DRIVER_TYPE_HARDWARE;
//for stereo support, we would have to rewrite all of this in a way that would make us dependant upon windows 8 or 7+platform update, which would exclude vista.
scd.BufferDesc.Width = info->width;
scd.BufferDesc.Height = info->height;
scd.BufferDesc.RefreshRate.Numerator = 0;
scd.BufferDesc.RefreshRate.Denominator = 0;
scd.BufferCount = 1+info->triplebuffer; //back buffer count
scd.BufferDesc.Format = info->srgb?DXGI_FORMAT_R8G8B8A8_UNORM_SRGB:DXGI_FORMAT_R8G8B8A8_UNORM; //32bit colour
scd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
scd.OutputWindow = hWnd;
scd.SampleDesc.Count = 1+info->multisample; //as we're starting up windowed (and switching to fullscreen after), the frontbuffer is handled by windows.
scd.Windowed = TRUE;
scd.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;// | DXGI_SWAP_CHAIN_FLAG_NONPREROTATED;
#ifdef _DEBUG
// flags |= D3D11_CREATE_DEVICE_DEBUG;
#endif
if (drivertype == D3D_DRIVER_TYPE_UNKNOWN && adapt)
{
DXGI_ADAPTER_DESC adesc;
IDXGIAdapter_GetDesc(adapt, &adesc);
Con_Printf("D3D11 Adaptor: %S\n", adesc.Description);
}
else
adapt = NULL;
if (FAILED(func(adapt, drivertype, NULL, flags,
flevels, sizeof(flevels)/sizeof(flevels[0]),
D3D11_SDK_VERSION,
&scd,
&d3dswapchain,
&pD3DDev11,
&flevel,
&d3ddevctx)))
return false;
if (!pD3DDev11)
return false;
Con_Printf("D3D11 Feature level: %i_%i\n", flevel>>12, (flevel>>8) & 0xf);
if (!resetd3dbackbuffer(info->width, info->height))
return false;
if (info->fullscreen)
{
}
memset(&sh_config, 0, sizeof(sh_config));
sh_config.texture_non_power_of_two = flevel>=D3D_FEATURE_LEVEL_10_0; //npot MUST be supported on all d3d10+ cards.
sh_config.texture_non_power_of_two_pic = true; //always supported in d3d11, supposedly, even with d3d9 devices.
sh_config.npot_rounddown = false;
if (flevel>=D3D_FEATURE_LEVEL_11_0)
sh_config.texture_maxsize = 16384;
else if (flevel>=D3D_FEATURE_LEVEL_10_0)
sh_config.texture_maxsize = 8192;
else if (flevel>=D3D_FEATURE_LEVEL_9_3)
sh_config.texture_maxsize = 4096;
else
sh_config.texture_maxsize = 2048;
//11.1 formats
#define DXGI_FORMAT_B4G4R4A4_UNORM 115
ID3D11Device_CheckFormatSupport(pD3DDev11, DXGI_FORMAT_B5G6R5_UNORM, &support); sh_config.texfmt[PTI_RGB565] = !!(support & D3D11_FORMAT_SUPPORT_TEXTURE2D);
ID3D11Device_CheckFormatSupport(pD3DDev11, DXGI_FORMAT_B5G5R5A1_UNORM, &support); sh_config.texfmt[PTI_ARGB1555] = !!(support & D3D11_FORMAT_SUPPORT_TEXTURE2D);
ID3D11Device_CheckFormatSupport(pD3DDev11, DXGI_FORMAT_B4G4R4A4_UNORM, &support); sh_config.texfmt[PTI_ARGB4444] = !!(support & D3D11_FORMAT_SUPPORT_TEXTURE2D);
ID3D11Device_CheckFormatSupport(pD3DDev11, DXGI_FORMAT_R8G8B8A8_UNORM, &support); sh_config.texfmt[PTI_RGBA8] = !!(support & D3D11_FORMAT_SUPPORT_TEXTURE2D);
ID3D11Device_CheckFormatSupport(pD3DDev11, DXGI_FORMAT_B8G8R8A8_UNORM, &support); sh_config.texfmt[PTI_BGRA8] = !!(support & D3D11_FORMAT_SUPPORT_TEXTURE2D);
ID3D11Device_CheckFormatSupport(pD3DDev11, DXGI_FORMAT_B8G8R8X8_UNORM, &support); sh_config.texfmt[PTI_BGRX8] = !!(support & D3D11_FORMAT_SUPPORT_TEXTURE2D);
ID3D11Device_CheckFormatSupport(pD3DDev11, DXGI_FORMAT_BC1_UNORM, &support); sh_config.texfmt[PTI_S3RGBA1] = !!(support & D3D11_FORMAT_SUPPORT_TEXTURE2D);
ID3D11Device_CheckFormatSupport(pD3DDev11, DXGI_FORMAT_BC2_UNORM, &support); sh_config.texfmt[PTI_S3RGBA3] = !!(support & D3D11_FORMAT_SUPPORT_TEXTURE2D);
ID3D11Device_CheckFormatSupport(pD3DDev11, DXGI_FORMAT_BC3_UNORM, &support); sh_config.texfmt[PTI_S3RGBA5] = !!(support & D3D11_FORMAT_SUPPORT_TEXTURE2D);
//these formats are not officially supported as specified, but noone cares
sh_config.texfmt[PTI_RGBX8] = sh_config.texfmt[PTI_RGBA8];
sh_config.texfmt[PTI_S3RGB1] = sh_config.texfmt[PTI_S3RGBA1];
vid.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 *d3d11dll;
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, &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;
extern cvar_t vid_conwidth;
//extern cvar_t vid_conheight;
//DDGAMMARAMP gammaramp;
//int i;
char *CLASSNAME = "FTED3D11QUAKE";
WNDCLASS wc = {
0,
&D3D11_WindowProc,
0,
0,
NULL,
NULL,
NULL,
NULL,
NULL,
CLASSNAME
};
wc.style = CS_HREDRAW | CS_VREDRAW;
wc.hCursor = LoadCursor (NULL,IDC_ARROW);
wc.hInstance = global_hInstance;
vid_initializing = true;
RegisterClass(&wc);
modestate = info->fullscreen?MS_FULLSCREEN:MS_WINDOWED;
wstyle = WS_OVERLAPPEDWINDOW;
rect.left = (GetSystemMetrics(SM_CXSCREEN) - width) / 2;
rect.top = (GetSystemMetrics(SM_CYSCREEN) - height) / 2;
rect.right = rect.left+width;
rect.bottom = rect.top+height;
AdjustWindowRectEx(&rect, wstyle, FALSE, 0);
mainwindow = CreateWindow(CLASSNAME, "Direct3D11", wstyle, rect.left, rect.top, rect.right-rect.left, rect.bottom-rect.top, NULL, NULL, NULL, NULL);
// Try as specified.
DoDXGIDebug();
initD3D11(mainwindow, info);
if (!pD3DDev11)
{
DoDXGIDebug();
Con_Printf("No suitable D3D11 device found\n");
return false;
}
if (info->fullscreen)
{
if (!d3dscreen)
IDXGISwapChain_GetContainingOutput(d3dswapchain, &d3dscreen);
IDXGISwapChain_SetFullscreenState(d3dswapchain, true, d3dscreen);
}
vid.pixelwidth = width;
vid.pixelheight = height;
while (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE))
{
TranslateMessage(&msg);
DispatchMessage(&msg);
}
CL_UpdateWindowTitle();
ShowWindow(mainwindow, SW_SHOWNORMAL);
vid.width = vid.pixelwidth;
vid.height = vid.pixelheight;
vid_initializing = false;
GetWindowRect(mainwindow, &window_rect);
{
extern qboolean mouseactive;
mouseactive = false;
}
return true;
}
#endif
static void (D3D11_VID_DeInit) (void)
{
D3D11BE_Shutdown();
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)
{
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 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 prepad, int *truevidwidth, int *truevidheight)
{
//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(prepad + 3 * vid.pixelwidth * vid.pixelheight);
r += prepad;
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);
*truevidwidth = vid.pixelwidth;
*truevidheight = vid.pixelheight;
return r;
}
static void (D3D11_VID_SetWindowCaption) (char *msg)
{
#ifndef WINRT
SetWindowText(mainwindow, msg);
#endif
}
void D3D11_Set2D (void)
{
D3D11_VIEWPORT vport;
// Matrix4x4_CM_Orthographic(r_refdef.m_projection, 0 + (0.5*vid.width/vid.pixelwidth), vid.width + (0.5*vid.width/vid.pixelwidth), 0 + (0.5*vid.height/vid.pixelheight), vid.height + (0.5*vid.height/vid.pixelheight), 0, 100);
Matrix4x4_CM_Orthographic(r_refdef.m_projection, 0, vid.width, vid.height, 0, 0, 99999);
Matrix4x4_Identity(r_refdef.m_view);
vport.TopLeftX = 0;
vport.TopLeftY = 0;
vport.Width = vid.pixelwidth;
vport.Height = vid.pixelheight;
vport.MinDepth = 0;
vport.MaxDepth = 1;
ID3D11DeviceContext_RSSetViewports(d3ddevctx, 1, &vport);
D3D11BE_SetupViewCBuffer();
vid.fbvwidth = vid.width;
vid.fbvheight = vid.height;
vid.fbpwidth = vid.pixelwidth;
vid.fbpheight = vid.pixelheight;
}
static void (D3D11_SCR_UpdateScreen) (void)
{
//extern int keydown[];
//extern cvar_t vid_conheight;
int uimenu;
#ifdef TEXTEDITOR
//extern qboolean editormodal;
#endif
qboolean nohud, noworld;
RSpeedMark();
if (r_clear.ival)
{
float colours[4] = {(r_clear.ival==2)?0:1, 0, 0, 0};
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;
// IDirect3DDevice9_EndScene(pD3DDev9);
D3D11_PresentOrCrash();
RSpeedEnd(RSPEED_TOTALREFRESH);
return;
}
}
if (!scr_initialized || !con_initialized)
{
RSpeedEnd(RSPEED_TOTALREFRESH);
return; // not initialized yet
}
Shader_DoReload();
#ifdef VM_UI
uimenu = UI_MenuState();
#else
uimenu = 0;
#endif
// d3d11error(IDirect3DDevice9_BeginScene(pD3DDev9));
/*
#ifdef TEXTEDITOR
if (editormodal)
{
Editor_Draw();
V_UpdatePalette (false);
#if defined(_WIN32) && defined(GLQUAKE)
Media_RecordFrame();
#endif
R2D_BrightenScreen();
if (key_dest == key_console)
Con_DrawConsole(vid_conheight.value/2, false);
GL_EndRendering ();
GL_DoSwap();
RSpeedEnd(RSPEED_TOTALREFRESH);
return;
}
#endif
*/
if (Media_ShowFilm())
{
M_Draw(0);
// V_UpdatePalette (false);
#if defined(_WIN32)
Media_RecordFrame();
#endif
// R2D_BrightenScreen();
// IDirect3DDevice9_EndScene(pD3DDev9);
D3D11_PresentOrCrash();
RSpeedEnd(RSPEED_TOTALREFRESH);
return;
}
//
// do 3D refresh drawing, and then update the screen
//
SCR_SetUpToDrawConsole ();
noworld = false;
nohud = false;
#ifdef VM_CG
if (CG_Refresh())
nohud = true;
else
#endif
#ifdef CSQC_DAT
if (CSQC_DrawView())
nohud = true;
else
#endif
if (uimenu != 1)
{
if (r_worldentity.model && cls.state == ca_active)
V_RenderView ();
else
{
noworld = true;
}
}
D3D11_Set2D();
if (!noworld)
{
R2D_PolyBlend ();
R2D_BrightenScreen();
}
scr_con_forcedraw = false;
if (noworld)
{
if ((!Key_Dest_Has(~(kdm_game|kdm_console))) && SCR_GetLoadingStage() == LS_NONE)
scr_con_current = vid.height;
if (scr_con_current != vid.height)
R2D_ConsoleBackground(0, vid.height, true);
else
scr_con_forcedraw = true;
nohud = true;
}
SCR_DrawTwoDimensional(uimenu, nohud);
V_UpdatePalette (false);
#if defined(_WIN32) && defined(GLQUAKE)
Media_RecordFrame();
#endif
RSpeedEnd(RSPEED_TOTALREFRESH);
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, ActiveApp);
}
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();
Shader_Shutdown();
}
static void D3D11_SetupViewPort(void)
{
extern cvar_t gl_mindist;
float screenaspect;
int x, x2, y2, y, w, h;
float fov_x, fov_y;
// D3DVIEWPORT9 vport;
AngleVectors (r_refdef.viewangles, vpn, vright, vup);
VectorCopy (r_refdef.vieworg, r_origin);
//
// set up viewpoint
//
x = r_refdef.vrect.x * vid.pixelwidth/(int)vid.width;
x2 = (r_refdef.vrect.x + r_refdef.vrect.width) * vid.pixelwidth/(int)vid.width;
y = (r_refdef.vrect.y) * vid.pixelheight/(int)vid.height;
y2 = ((int)(r_refdef.vrect.y + r_refdef.vrect.height)) * vid.pixelheight/(int)vid.height;
// fudge around because of frac screen scale
if (x > 0)
x--;
if (x2 < vid.pixelwidth)
x2++;
if (y < 0)
y--;
if (y2 < vid.pixelheight)
y2++;
w = x2 - x;
h = y2 - y;
fov_x = r_refdef.fov_x;//+sin(cl.time)*5;
fov_y = r_refdef.fov_y;//-sin(cl.time+1)*5;
if (r_waterwarp.value<0 && r_viewcontents & FTECONTENTS_FLUID)
{
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);
}
screenaspect = (float)r_refdef.vrect.width/r_refdef.vrect.height;
/*view matrix*/
Matrix4x4_CM_ModelViewMatrixFromAxis(r_refdef.m_view, vpn, vright, vup, r_refdef.vieworg);
Matrix4x4_CM_Projection_Inf(r_refdef.m_projection, fov_x, fov_y, gl_mindist.value);
}
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_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?
D3D11_SetupViewPort();
//unlike gl, we clear colour beforehand, because that seems more sane.
//always clear depth
x = (r_refdef.vrect.x * (int)vid.pixelwidth)/(int)vid.width;
x2 = (r_refdef.vrect.x + r_refdef.vrect.width) * (int)vid.pixelwidth/(int)vid.width;
y = (r_refdef.vrect.y * (int)vid.pixelheight)/(int)vid.height;
y2 = (r_refdef.vrect.y + r_refdef.vrect.height) * (int)vid.pixelheight/(int)vid.height;
r_refdef.pxrect.x = floor(x);
r_refdef.pxrect.y = floor(y);
r_refdef.pxrect.width = (int)ceil(x2) - r_refdef.pxrect.x;
r_refdef.pxrect.height = (int)ceil(y2) - r_refdef.pxrect.y;
Surf_SetupFrame();
//fixme: waterwarp fov
R_SetFrustum (r_refdef.m_projection, r_refdef.m_view);
RQ_BeginFrame();
// if (!(r_refdef.flags & Q2RDF_NOWORLDMODEL))
// {
// if (cl.worldmodel)
// P_DrawParticles ();
// }
if (!(r_refdef.flags & RDF_NOWORLDMODEL))
if (!r_worldentity.model || r_worldentity.model->loadstate != MLS_LOADED || !cl.worldmodel)
{
D3D11_Set2D ();
R2D_ImageColours(0, 0, 0, 1);
R2D_FillBlock(r_refdef.vrect.x, r_refdef.vrect.y, r_refdef.vrect.width, r_refdef.vrect.height);
R2D_ImageColours(1, 1, 1, 1);
if (dofbo)
D3D11_ApplyRenderTargets(false);
return;
}
Surf_DrawWorld();
RQ_RenderBatchClear();
D3D11_Set2D ();
if (r_speeds.ival)
{
time2 = Sys_DoubleTime();
RQuantAdd(RQUANT_MSECS, (int)((time2-time1)*1000000));
}
if (dofbo)
D3D11_ApplyRenderTargets(false);
}
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