fteqw/engine/d3d/d3d11_shader.c
Spoike 5b4756f3d9 Lazy GLSL loading, for faster load times.
Fixed some xim issues, for proper keyboard input under x11.
Cmake project can now work for cross compiling win32 targets.
Some other fun-but-pointless stuff.



git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5344 fc73d0e0-1445-4013-8a0c-d673dee63da5
2018-11-27 16:48:19 +00:00

760 lines
21 KiB
C

#include "quakedef.h"
#ifdef D3D11QUAKE
#include "shader.h"
#include "winquake.h"
#define COBJMACROS
#include <d3d11.h>
extern ID3D11Device *pD3DDev11;
//#include <D3D11Shader.h> //apparently requires win8 sdk, despite being a win7 thing.
#ifndef IID_ID3DBlob
//microsoft can be such a pain sometimes.
typedef struct _D3D_SHADER_MACRO
{
LPCSTR Name;
LPCSTR Definition;
} D3D_SHADER_MACRO, *LPD3D_SHADER_MACRO;
typedef enum _D3D_INCLUDE_TYPE {
D3D_INCLUDE_LOCAL = 0,
D3D_INCLUDE_SYSTEM = ( D3D_INCLUDE_LOCAL + 1 ),
D3D_INCLUDE_FORCE_DWORD = 0x7fffffff
} D3D_INCLUDE_TYPE;
#undef INTERFACE
#define INTERFACE ID3DInclude
DECLARE_INTERFACE_(INTERFACE, IUnknown)
{
STDMETHOD(Open)(THIS_ D3D_INCLUDE_TYPE IncludeType, LPCSTR pFileName, LPCVOID pParentData, LPCVOID *ppData, UINT *pBytes) PURE;
STDMETHOD(Close)(THIS_ LPCVOID pData) PURE;
};
#undef INTERFACE
#define INTERFACE ID3DBlob
DECLARE_INTERFACE_(INTERFACE, IUnknown)
{
STDMETHOD(QueryInterface)(THIS_ REFIID iid, LPVOID *ppv) PURE;
STDMETHOD_(ULONG, AddRef)(THIS) PURE;
STDMETHOD_(ULONG, Release)(THIS) PURE;
STDMETHOD_(LPVOID, GetBufferPointer)(THIS) PURE;
STDMETHOD_(SIZE_T, GetBufferSize)(THIS) PURE;
};
#undef INTERFACE
/*
#define D3D11_SHADER_VARIABLE_DESC void
typedef unsigned int D3D_SHADER_INPUT_TYPE;
typedef unsigned int D3D_RESOURCE_RETURN_TYPE;
typedef unsigned int D3D_SRV_DIMENSION;
typedef struct D3D11_SHADER_INPUT_BIND_DESC {
LPCSTR Name;
D3D_SHADER_INPUT_TYPE Type;
UINT BindPoint;
UINT BindCount;
UINT uFlags;
D3D_RESOURCE_RETURN_TYPE ReturnType;
D3D_SRV_DIMENSION Dimension;
UINT NumSamples;
} D3D11_SHADER_INPUT_BIND_DESC;
#define ID3D11ShaderReflectionConstantBuffer void
#define ID3D11ShaderReflectionType void
#define INTERFACE ID3D11ShaderReflectionVariable
DECLARE_INTERFACE(ID3D11ShaderReflectionVariable)
{
STDMETHOD(GetDesc)(THIS_ D3D11_SHADER_VARIABLE_DESC *pDesc) PURE;
STDMETHOD_(ID3D11ShaderReflectionType*, GetType)(THIS) PURE;
STDMETHOD_(ID3D11ShaderReflectionConstantBuffer*, GetBuffer)(THIS) PURE;
STDMETHOD_(UINT, GetInterfaceSlot)(THIS_ UINT uArrayIndex) PURE;
};
#undef INTERFACE
#define D3D11_SHADER_DESC void
#define D3D11_SIGNATURE_PARAMETER_DESC void
#define INTERFACE ID3D11ShaderReflection
DECLARE_INTERFACE_(INTERFACE, IUnknown)
{
STDMETHOD(QueryInterface)(THIS_ REFIID iid, LPVOID *ppv) PURE;
STDMETHOD_(ULONG, AddRef)(THIS) PURE;
STDMETHOD_(ULONG, Release)(THIS) PURE;
STDMETHOD(GetDesc)(THIS_ D3D11_SHADER_DESC *pDesc) PURE;
STDMETHOD_(ID3D11ShaderReflectionConstantBuffer*, GetConstantBufferByIndex)(THIS_ UINT Index) PURE;
STDMETHOD_(ID3D11ShaderReflectionConstantBuffer*, GetConstantBufferByName)(THIS_ LPCSTR Name) PURE;
STDMETHOD(GetResourceBindingDesc)(THIS_ UINT ResourceIndex,
D3D11_SHADER_INPUT_BIND_DESC *pDesc) PURE;
STDMETHOD(GetInputParameterDesc)(THIS_ UINT ParameterIndex,
D3D11_SIGNATURE_PARAMETER_DESC *pDesc) PURE;
STDMETHOD(GetOutputParameterDesc)(THIS_ UINT ParameterIndex,
D3D11_SIGNATURE_PARAMETER_DESC *pDesc) PURE;
STDMETHOD(GetPatchConstantParameterDesc)(THIS_ UINT ParameterIndex,
D3D11_SIGNATURE_PARAMETER_DESC *pDesc) PURE;
STDMETHOD_(ID3D11ShaderReflectionVariable*, GetVariableByName)(THIS_ LPCSTR Name) PURE;
STDMETHOD(GetResourceBindingDescByName)(THIS_ LPCSTR Name, D3D11_SHADER_INPUT_BIND_DESC *pDesc) PURE;
//more stuff
};
#define ID3D11ShaderReflection_GetVariableByName(r,v) r->lpVtbl->GetVariableByName(r,v)
#undef INTERFACE
*/
#else
#include <d3d11shader.h>
#endif
//const GUID IID_ID3D11ShaderReflection = {0x8d536ca1, 0x0cca, 0x4956, {0xa8, 0x37, 0x78, 0x69, 0x63, 0x75, 0x55, 0x84}};
//const GUID IID_ID3D11ShaderReflection = {0x0a233719, 0x3960, 0x4578, {0x9d, 0x7c, 0x20, 0x3b, 0x8b, 0x1d, 0x9c, 0xc1}};
#define ID3DBlob_GetBufferPointer(b) b->lpVtbl->GetBufferPointer(b)
#define ID3DBlob_Release(b) b->lpVtbl->Release(b)
#define ID3DBlob_GetBufferSize(b) b->lpVtbl->GetBufferSize(b)
//#define ID3D11ShaderReflection_Release IUnknown_Release
HRESULT (WINAPI *pD3DCompile) (
LPCVOID pSrcData,
SIZE_T SrcDataSize,
LPCSTR pSourceName,
const D3D_SHADER_MACRO *pDefines,
ID3DInclude *pInclude,
LPCSTR pEntrypoint,
LPCSTR pTarget,
UINT Flags1,
UINT Flags2,
ID3DBlob **ppCode,
ID3DBlob **ppErrorMsgs
);
static dllhandle_t *shaderlib;
D3D_FEATURE_LEVEL d3dfeaturelevel;
HRESULT STDMETHODCALLTYPE d3dinclude_Close(ID3DInclude *this, LPCVOID pData)
{
free((void*)pData);
return S_OK;
}
HRESULT STDMETHODCALLTYPE d3dinclude_Open(ID3DInclude *this, D3D_INCLUDE_TYPE IncludeType, LPCSTR pFileName, LPCVOID pParentData, LPCVOID *ppData, UINT *pBytes)
{
if (IncludeType == D3D_INCLUDE_SYSTEM)
{
if (!strcmp(pFileName, "ftedefs.h") || !strcmp(pFileName, "sys/defs.h"))
{
static const char *defstruct =
"cbuffer ftemodeldefs : register(b0)\n"
"{\n"
"matrix m_model;\n"
"float3 e_eyepos; float e_time;\n"
"float3 e_light_ambient; float pad1;\n"
"float3 e_light_dir; float pad2;\n"
"float3 e_light_mul; float pad3;\n"
"float4 e_lmscale[4];\n"
"float4 e_uppercolour;\n"
"float4 e_lowercolour;\n"
"float4 e_colourmod;\n"
"float4 e_glowmod;\n"
"};\n"
"cbuffer fteviewdefs : register(b1)\n"
"{\n"
"matrix m_view;\n"
"matrix m_projection;\n"
"float3 v_eyepos; float v_time;\n"
"};\n"
"cbuffer ftelightdefs : register(b2)\n"
"{\n"
"matrix l_cubematrix;\n"
"float3 l_lightposition; float padl1;\n"
"float3 l_colour; float padl2;\n"
"float3 l_lightcolourscale;float l_lightradius;\n"
"float4 l_shadowmapproj;\n"
"float2 l_shadowmapscale; float2 padl3;\n"
"};\n"
;
*ppData = strdup(defstruct);
*pBytes = strlen(*ppData);
return S_OK;
}
if (!strcmp(pFileName, "sys/skeletal.h"))
{
static const char *defstruct =
""
;
*ppData = strdup(defstruct);
*pBytes = strlen(*ppData);
return S_OK;
}
//fog
}
else
{
}
return E_FAIL;
}
ID3DIncludeVtbl myd3dincludetab =
{
d3dinclude_Open,
d3dinclude_Close
};
ID3DInclude myd3dinclude =
{
&myd3dincludetab
};
void D3D11Shader_DeleteProg(program_t *prog)
{
ID3D11InputLayout *layout;
ID3D11PixelShader *frag;
ID3D11VertexShader *vert;
unsigned int permu, l;
struct programpermu_s *pp;
for (permu = 0; permu < countof(prog->permu); permu++)
{
pp = prog->permu[permu];
if (!pp)
continue;
vert = pp->h.hlsl.vert;
frag = pp->h.hlsl.frag;
if (vert)
ID3D11VertexShader_Release(vert);
if (frag)
ID3D11PixelShader_Release(frag);
for (l = 0; l < countof(pp->h.hlsl.layouts); l++)
{
layout = pp->h.hlsl.layouts[l];
if (layout)
ID3D11InputLayout_Release(layout);
}
}
}
//create a program from two blobs.
static qboolean D3D11Shader_CreateShaders(program_t *prog, const char *name, struct programpermu_s *permu,
void *vblob, size_t vsize,
void *hblob, size_t hsize,
void *dblob, size_t dsize,
void *gblob, size_t gsize,
void *fblob, size_t fsize)
{
int l;
qboolean success = true;
if (FAILED(ID3D11Device_CreateVertexShader(pD3DDev11, vblob, vsize, NULL, (ID3D11VertexShader**)&permu->h.hlsl.vert)))
success = false;
if (hblob || dblob)
{
permu->h.hlsl.topology = D3D11_PRIMITIVE_TOPOLOGY_3_CONTROL_POINT_PATCHLIST;
if (FAILED(ID3D11Device_CreateHullShader(pD3DDev11, hblob, hsize, NULL, (ID3D11HullShader**)&permu->h.hlsl.hull)))
success = false;
if (FAILED(ID3D11Device_CreateDomainShader(pD3DDev11, dblob, dsize, NULL, (ID3D11DomainShader**)&permu->h.hlsl.domain)))
success = false;
}
else
permu->h.hlsl.topology = D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST;
if (gblob && FAILED(ID3D11Device_CreateGeometryShader(pD3DDev11, gblob, gsize, NULL, (ID3D11GeometryShader**)&permu->h.hlsl.geom)))
success = false;
if (FAILED(ID3D11Device_CreatePixelShader(pD3DDev11, fblob, fsize, NULL, (ID3D11PixelShader**)&permu->h.hlsl.frag)))
success = false;
for (l = 0; l < 2 && success; l++)
{
D3D11_INPUT_ELEMENT_DESC decl[13];
int elements = 0;
decl[elements].SemanticName = "POSITION";
decl[elements].SemanticIndex = 0;
decl[elements].Format = DXGI_FORMAT_R32G32B32_FLOAT;
decl[elements].InputSlot = D3D11_BUFF_POS;
decl[elements].AlignedByteOffset = 0;
decl[elements].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
decl[elements].InstanceDataStepRate = 0;
elements++;
decl[elements].SemanticName = "TEXCOORD";
decl[elements].SemanticIndex = 0;
decl[elements].Format = DXGI_FORMAT_R32G32_FLOAT;
decl[elements].InputSlot = D3D11_BUFF_TC;
decl[elements].AlignedByteOffset = 0;
decl[elements].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
decl[elements].InstanceDataStepRate = 0;
elements++;
decl[elements].SemanticName = "TEXCOORD";
decl[elements].SemanticIndex = 1;
decl[elements].Format = DXGI_FORMAT_R32G32_FLOAT;
decl[elements].InputSlot = D3D11_BUFF_LMTC;
decl[elements].AlignedByteOffset = 0;
decl[elements].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
decl[elements].InstanceDataStepRate = 0;
elements++;
decl[elements].SemanticName = "COLOR";
decl[elements].SemanticIndex = 0;
decl[elements].Format = l?DXGI_FORMAT_R32G32B32A32_FLOAT:DXGI_FORMAT_R8G8B8A8_UNORM;
decl[elements].InputSlot = D3D11_BUFF_COL;
decl[elements].AlignedByteOffset = 0;
decl[elements].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
decl[elements].InstanceDataStepRate = 0;
elements++;
decl[elements].SemanticName = "NORMAL";
decl[elements].SemanticIndex = 0;
decl[elements].Format = DXGI_FORMAT_R32G32B32_FLOAT;
decl[elements].InputSlot = D3D11_BUFF_NORM;
decl[elements].AlignedByteOffset = sizeof(vec3_t)*0;
decl[elements].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
decl[elements].InstanceDataStepRate = 0;
elements++;
decl[elements].SemanticName = "TANGENT";
decl[elements].SemanticIndex = 0;
decl[elements].Format = DXGI_FORMAT_R32G32B32_FLOAT;
decl[elements].InputSlot = D3D11_BUFF_NORM;
decl[elements].AlignedByteOffset = sizeof(vec3_t)*1;
decl[elements].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
decl[elements].InstanceDataStepRate = 0;
elements++;
decl[elements].SemanticName = "BINORMAL";
decl[elements].SemanticIndex = 0;
decl[elements].Format = DXGI_FORMAT_R32G32B32_FLOAT;
decl[elements].InputSlot = D3D11_BUFF_NORM;
decl[elements].AlignedByteOffset = sizeof(vec3_t)*2;
decl[elements].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
decl[elements].InstanceDataStepRate = 0;
elements++;
/*
decl[elements].SemanticName = "BLENDWEIGHT";
decl[elements].SemanticIndex = 0;
decl[elements].Format = DXGI_FORMAT_R32G32B32A32_FLOAT;
decl[elements].InputSlot = D3D11_BUFF_SKEL;
decl[elements].AlignedByteOffset = 0;
decl[elements].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
decl[elements].InstanceDataStepRate = 0;
elements++;
decl[elements].SemanticName = "BLENDINDICIES";
decl[elements].SemanticIndex = 0;
decl[elements].Format = DXGI_FORMAT_R8G8B8A8_UINT;
decl[elements].InputSlot = D3D11_BUFF_SKEL;
decl[elements].AlignedByteOffset = 0;
decl[elements].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
decl[elements].InstanceDataStepRate = 0;
elements++;
*/
if (FAILED(ID3D11Device_CreateInputLayout(pD3DDev11, decl, elements, vblob, vsize, (ID3D11InputLayout**)&permu->h.hlsl.layouts[l])))
{
Con_Printf("HLSL Shader %s requires unsupported inputs\n", name);
success = false;
}
}
return success;
}
static qboolean D3D11Shader_LoadBlob(program_t *prog, unsigned int permu, vfsfile_t *blobfile)
{
qboolean success;
char *vblob, *hblob, *dblob, *gblob, *fblob;
unsigned int vsz, hsz, dsz, gsz, fsz;
VFS_READ(blobfile, &vsz, sizeof(vsz));
vblob = Z_Malloc(vsz);
VFS_READ(blobfile, vblob, vsz);
VFS_READ(blobfile, &hsz, sizeof(hsz));
if (hsz != ~0u)
{
hblob = Z_Malloc(hsz);
VFS_READ(blobfile, hblob, hsz);
}
else
hblob = NULL;
VFS_READ(blobfile, &dsz, sizeof(dsz));
if (dsz != ~0u)
{
dblob = Z_Malloc(dsz);
VFS_READ(blobfile, dblob, dsz);
}
else
dblob = NULL;
VFS_READ(blobfile, &gsz, sizeof(gsz));
if (dsz != ~0u)
{
gblob = Z_Malloc(gsz);
VFS_READ(blobfile, gblob, gsz);
}
else
gblob = NULL;
VFS_READ(blobfile, &fsz, sizeof(fsz));
fblob = Z_Malloc(fsz);
VFS_READ(blobfile, fblob, fsz);
success = D3D11Shader_CreateShaders(prog, prog->name, prog->permu[permu], vblob, vsz, hblob, hsz, dblob, dsz, gblob, gsz, fblob, fsz);
Z_Free(vblob);
Z_Free(hblob);
Z_Free(dblob);
Z_Free(gblob);
Z_Free(fblob);
return success;
}
qboolean D3D11Shader_CreateProgram (program_t *prog, struct programpermu_s *permu, int ver, const char **precompilerconstants, const char *vert, const char *hull, const char *domain, const char *geom, const char *frag, qboolean silenterrors, vfsfile_t *blobfile)
{
char *vsformat;
char *hsformat = NULL;
char *dsformat = NULL;
char *fsformat;
char *gsformat = NULL;
char *tmp;
D3D_SHADER_MACRO defines[64];
ID3DBlob *vcode = NULL, *hcode = NULL, *dcode = NULL, *gcode = NULL, *fcode = NULL, *errors = NULL;
qboolean success = false;
// ID3D11ShaderReflection *freflect;
// int i;
if (d3dfeaturelevel >= D3D_FEATURE_LEVEL_11_0) //and 11.1
{
vsformat = "vs_5_0";
hsformat = "hs_5_0";
dsformat = "ds_5_0";
gsformat = "gs_5_0";
fsformat = "ps_5_0";
}
else if (d3dfeaturelevel >= D3D_FEATURE_LEVEL_10_1)
{
vsformat = "vs_4_1";
gsformat = "gs_4_1";
fsformat = "ps_4_1";
}
else if (d3dfeaturelevel >= D3D_FEATURE_LEVEL_10_0)
{
vsformat = "vs_4_0";
gsformat = "gs_4_0";
fsformat = "ps_4_0";
}
else if (d3dfeaturelevel >= D3D_FEATURE_LEVEL_9_3)
{ //dx10-compatible output for 9.3 hardware
vsformat = "vs_4_0_level_9_3";
fsformat = "ps_4_0_level_9_3";
}
else
{ //dx10-compatible output for 9.1|9.2 hardware
vsformat = "vs_4_0_level_9_1";
fsformat = "ps_4_0_level_9_1";
}
permu->h.hlsl.vert = NULL;
permu->h.hlsl.frag = NULL;
permu->h.hlsl.hull = NULL;
permu->h.hlsl.domain = NULL;
permu->h.hlsl.geom = NULL;
memset(permu->h.hlsl.layouts, 0, sizeof(permu->h.hlsl.layouts));
if (pD3DCompile)
{
int consts;
for (consts = 0; precompilerconstants[consts]; consts++)
;
if (consts+3 >= sizeof(defines) / sizeof(defines[0]))
return success;
consts = 0;
defines[consts].Name = NULL; /*shader type*/
defines[consts].Definition = "1";
consts++;
defines[consts].Name = "ENGINE_"DISTRIBUTION;
defines[consts].Definition = __DATE__;
consts++;
tmp = Z_Malloc(64);
Q_snprintfz(tmp, 64, "0x%x", d3dfeaturelevel);
defines[consts].Name = Z_StrDup("LEVEL");
defines[consts].Definition = tmp;
consts++;
for (; *precompilerconstants; precompilerconstants++)
{
const char *t, *nl;
char *v;
for (t = *precompilerconstants; *t; t++)
{
t = COM_Parse(t);
t = COM_Parse(t);
defines[consts].Name = Z_StrDup(com_token);
while (*t == ' ' || *t == '\t')
t++;
nl = strchr(t, '\n');
if (!nl)
nl = t+strlen(t);
if (nl && nl != t)
{
v = BZ_Malloc(nl-t+1);
memcpy(v, t, nl-t);
v[nl-t] = 0;
defines[consts].Definition = v;
}
else
defines[consts].Definition = t?Z_StrDup(t):NULL;
consts++;
t = nl;
}
}
defines[consts].Name = NULL;
defines[consts].Definition = NULL;
success = true;
defines[0].Name = "VERTEX_SHADER";
if (FAILED(pD3DCompile(vert, strlen(vert), prog->name, defines, &myd3dinclude, "main", vsformat, 0, 0, &vcode, &errors)))
success = false;
if (errors && !silenterrors)
{
char *messages = ID3DBlob_GetBufferPointer(errors);
Con_Printf("vertex shader %s:\n%s", prog->name, messages);
ID3DBlob_Release(errors);
}
if (hull)
{
if (!hsformat)
success = false;
else
{
defines[0].Name = "HULL_SHADER";
if (FAILED(pD3DCompile(hull, strlen(hull), prog->name, defines, &myd3dinclude, "main", hsformat, 0, 0, &hcode, &errors)))
success = false;
if (errors && !silenterrors)
{
char *messages = ID3DBlob_GetBufferPointer(errors);
Con_Printf("hull shader %s:\n%s", prog->name, messages);
ID3DBlob_Release(errors);
}
}
}
if (domain)
{
if (!dsformat)
success = false;
else
{
defines[0].Name = "DOMAIN_SHADER";
if (FAILED(pD3DCompile(domain, strlen(domain), prog->name, defines, &myd3dinclude, "main", dsformat, 0, 0, &dcode, &errors)))
success = false;
if (errors && !silenterrors)
{
char *messages = ID3DBlob_GetBufferPointer(errors);
Con_Printf("domain shader %s:\n%s", prog->name, messages);
ID3DBlob_Release(errors);
}
}
}
if (geom)
{
if (!dsformat)
success = false;
else
{
defines[0].Name = "GEOMETRY_SHADER";
if (FAILED(pD3DCompile(domain, strlen(domain), prog->name, defines, &myd3dinclude, "main", gsformat, 0, 0, &gcode, &errors)))
success = false;
if (errors && !silenterrors)
{
char *messages = ID3DBlob_GetBufferPointer(errors);
Con_Printf("geometry shader %s:\n%s", prog->name, messages);
ID3DBlob_Release(errors);
}
}
}
defines[0].Name = "FRAGMENT_SHADER";
if (FAILED(pD3DCompile(frag, strlen(frag), prog->name, defines, &myd3dinclude, "main", fsformat, 0, 0, &fcode, &errors)))
success = false;
if (errors && !silenterrors)
{
char *messages = ID3DBlob_GetBufferPointer(errors);
Con_Printf("fragment shader %s:\n%s", prog->name, messages);
ID3DBlob_Release(errors);
}
while(consts-->2)
{
Z_Free((void*)defines[consts].Name);
Z_Free((void*)defines[consts].Definition);
}
if (success)
success = D3D11Shader_CreateShaders(prog, prog->name, permu,
ID3DBlob_GetBufferPointer(vcode), ID3DBlob_GetBufferSize(vcode),
hcode?ID3DBlob_GetBufferPointer(hcode):NULL, hcode?ID3DBlob_GetBufferSize(hcode):0,
dcode?ID3DBlob_GetBufferPointer(dcode):NULL, dcode?ID3DBlob_GetBufferSize(dcode):0,
gcode?ID3DBlob_GetBufferPointer(gcode):NULL, gcode?ID3DBlob_GetBufferSize(gcode):0,
ID3DBlob_GetBufferPointer(fcode), ID3DBlob_GetBufferSize(fcode));
if (success && blobfile)
{
unsigned int sz;
sz = ID3DBlob_GetBufferSize(vcode);
VFS_WRITE(blobfile, &sz, sizeof(sz));
VFS_WRITE(blobfile, ID3DBlob_GetBufferPointer(vcode), sz);
if (!hcode)
{
sz = ~0u;
VFS_WRITE(blobfile, &sz, sizeof(sz));
}
else
{
sz = ID3DBlob_GetBufferSize(hcode);
VFS_WRITE(blobfile, &sz, sizeof(sz));
VFS_WRITE(blobfile, ID3DBlob_GetBufferPointer(hcode), sz);
}
if (!dcode)
{
sz = ~0u;
VFS_WRITE(blobfile, &sz, sizeof(sz));
}
else
{
sz = ID3DBlob_GetBufferSize(dcode);
VFS_WRITE(blobfile, &sz, sizeof(sz));
VFS_WRITE(blobfile, ID3DBlob_GetBufferPointer(dcode), sz);
}
if (!gcode)
{
sz = ~0u;
VFS_WRITE(blobfile, &sz, sizeof(sz));
}
else
{
sz = ID3DBlob_GetBufferSize(gcode);
VFS_WRITE(blobfile, &sz, sizeof(sz));
VFS_WRITE(blobfile, ID3DBlob_GetBufferPointer(gcode), sz);
}
sz = ID3DBlob_GetBufferSize(fcode);
VFS_WRITE(blobfile, &sz, sizeof(sz));
VFS_WRITE(blobfile, ID3DBlob_GetBufferPointer(fcode), sz);
}
/* if (fcode)
{
pD3DReflect(ID3DBlob_GetBufferPointer(fcode), ID3DBlob_GetBufferSize(fcode), &IID_ID3D11ShaderReflection, (void**)&freflect);
if (freflect)
{
int tmu;
D3D11_SHADER_INPUT_BIND_DESC bdesc = {0};
for (i = prog->numsamplers; i < 16; i++)
{
if (SUCCEEDED(freflect->lpVtbl->GetResourceBindingDescByName(freflect, va("t_t%i", i), &bdesc)))
prog->numsamplers = i+1;
}
tmu = prog->numsamplers;
for (i = 0; sh_defaultsamplers[i]; i++)
{
// if (prog->defaulttextures & (1u<<i))
// continue;
if (SUCCEEDED(freflect->lpVtbl->GetResourceBindingDescByName(freflect, va("t%s", sh_defaultsamplers[i]+1), &bdesc)))
prog->defaulttextures |= (1u<<i);
if (!(prog->defaulttextures & (1u<<i)))
continue;
tmu++;
}
ID3D11ShaderReflection_Release(freflect);
}
else
Con_Printf("%s: D3DReflect failed, unable to get reflection info\n", name);
}
*/
if (vcode)
ID3DBlob_Release(vcode);
if (hcode)
ID3DBlob_Release(hcode);
if (dcode)
ID3DBlob_Release(dcode);
if (gcode)
ID3DBlob_Release(gcode);
if (fcode)
ID3DBlob_Release(fcode);
}
return success;
}
qboolean D3D11Shader_Init(unsigned int flevel)
{
//FIXME: if the feature level is below 10, make sure the compiler supports all the right targets etc
int ver;
dllfunction_t funcsold[] =
{
{(void**)&pD3DCompile, "D3DCompileFromMemory"},
{NULL,NULL}
};
dllfunction_t funcsnew[] =
{
{(void**)&pD3DCompile, "D3DCompile"},
{NULL,NULL}
};
//FIXME: wine's d3dcompiler dlls don't work properly right now, and winetricks installs ms' only up to 43 (which works, but we loaded 47 instead)
for (ver = 47; ver >= 33; ver--)
{
shaderlib = Sys_LoadLibrary(va("D3dcompiler_%i.dll", ver), (ver>=40)?funcsnew:funcsold);
if (shaderlib)
break;
}
if (!shaderlib)
{
//no shader library available. at least make sure that there's a 2d blob that we can use.
if (!COM_FCheckExists("hlsl11/default2d.blob"))
return false;
}
sh_config.minver = 11;
sh_config.maxver = 11;
sh_config.blobpath = "hlsl11/%s.blob";
sh_config.progpath = shaderlib?"hlsl11/%s.hlsl":NULL;
sh_config.shadernamefmt = "%s_hlsl11";
sh_config.progs_supported = true;
sh_config.progs_required = true;
sh_config.pDeleteProg = D3D11Shader_DeleteProg;
sh_config.pLoadBlob = D3D11Shader_LoadBlob;
sh_config.pCreateProgram = D3D11Shader_CreateProgram;
sh_config.pProgAutoFields = NULL;
sh_config.can_mipcap = true; //at creation time
sh_config.havecubemaps = true;
// sh_config.tex_env_combine = 1;
// sh_config.nv_tex_env_combine4 = 1;
// sh_config.env_add = 1;
d3dfeaturelevel = flevel;
return true;
}
#endif