fteqw/engine/d3d/d3d_shader.c
Spoike 27a59a0cbc LOTS OF CHANGES. was hoping to get revision 5000 perfect, but really that's never going to happen. this has gone on for too long now.
vulkan, wasapi, quake injector features added.
irc, avplug, cef plugins/drivers reworked/updated/added
openal reverb, doppler effects added.
'dir' console command now attempts to view clicked files.
lots of warning fixes, should now only be deprecation warnings for most targets (depending on compiler version anyway...).
SendEntity finally reworked to use flags properly.
effectinfo improved, other smc-targetted fixes.
mapcluster stuff now has support for linux.
.basebone+.baseframe now exist in ssqc.
qcc: -Fqccx supports qccx syntax, including qccx hacks. don't expect these to work in fteqw nor dp though.
qcc: rewrote function call handling to use refs rather than defs. this makes struct passing more efficient and makes the __out keyword usable with fields etc.
qccgui: can cope a little better with non-unicode files. can now represent most quake chars.
qcc: suppressed warnings from *extensions.qc

git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5000 fc73d0e0-1445-4013-8a0c-d673dee63da5
2016-07-12 00:40:13 +00:00

504 lines
14 KiB
C

#include "quakedef.h"
#ifdef D3D9QUAKE
#include "shader.h"
#include "winquake.h"
#if !defined(HMONITOR_DECLARED) && (WINVER < 0x0500)
#define HMONITOR_DECLARED
DECLARE_HANDLE(HMONITOR);
#endif
#include <d3d9.h>
extern LPDIRECT3DDEVICE9 pD3DDev9;
typedef struct {
LPCSTR Name;
LPCSTR Definition;
} D3DXMACRO;
#define D3DXHANDLE void *
#define LPD3DXINCLUDE void *
#undef INTERFACE
#define INTERFACE d3dxbuffer
DECLARE_INTERFACE_(d3dxbuffer,IUnknown)
{
STDMETHOD(QueryInterface)(THIS_ REFIID,PVOID*) PURE;
STDMETHOD_(ULONG,AddRef)(THIS) PURE;
STDMETHOD_(ULONG,Release)(THIS) PURE;
STDMETHOD_(LPVOID,GetBufferPointer)(THIS) PURE;
STDMETHOD_(SIZE_T,GetBufferSize)(THIS) PURE;
};
typedef struct d3dxbuffer *LPD3DXBUFFER;
typedef enum _D3DXREGISTER_SET
{
D3DXRS_BOOL,
D3DXRS_INT4,
D3DXRS_FLOAT4,
D3DXRS_SAMPLER,
D3DXRS_FORCE_DWORD = 0x7fffffff
} D3DXREGISTER_SET, *LPD3DXREGISTER_SET;
typedef enum _D3DXPARAMETER_CLASS
{
D3DXPC_SCALAR,
D3DXPC_VECTOR,
D3DXPC_MATRIX_ROWS,
D3DXPC_MATRIX_COLUMNS,
D3DXPC_OBJECT,
D3DXPC_STRUCT,
D3DXPC_FORCE_DWORD = 0x7fffffff
} D3DXPARAMETER_CLASS, *LPD3DXPARAMETER_CLASS;
typedef enum _D3DXPARAMETER_TYPE
{
D3DXPT_VOID,
D3DXPT_BOOL,
D3DXPT_INT,
D3DXPT_FLOAT,
D3DXPT_STRING,
D3DXPT_TEXTURE,
D3DXPT_TEXTURE1D,
D3DXPT_TEXTURE2D,
D3DXPT_TEXTURE3D,
D3DXPT_TEXTURECUBE,
D3DXPT_SAMPLER,
D3DXPT_SAMPLER1D,
D3DXPT_SAMPLER2D,
D3DXPT_SAMPLER3D,
D3DXPT_SAMPLERCUBE,
D3DXPT_PIXELSHADER,
D3DXPT_VERTEXSHADER,
D3DXPT_PIXELFRAGMENT,
D3DXPT_VERTEXFRAGMENT,
} D3DXPARAMETER_TYPE, *LPD3DXPARAMETER_TYPE;
typedef struct _D3DXCONSTANT_DESC
{
LPCSTR Name; // Constant name
D3DXREGISTER_SET RegisterSet; // Register set
UINT RegisterIndex; // Register index
UINT RegisterCount; // Number of registers occupied
D3DXPARAMETER_CLASS Class; // Class
D3DXPARAMETER_TYPE Type; // Component type
UINT Rows; // Number of rows
UINT Columns; // Number of columns
UINT Elements; // Number of array elements
UINT StructMembers; // Number of structure member sub-parameters
UINT Bytes; // Data size, in bytes
LPCVOID DefaultValue; // Pointer to default value
} D3DXCONSTANT_DESC, *LPD3DXCONSTANT_DESC;
typedef struct _D3DXCONSTANTTABLE_DESC
{
LPCSTR Creator; // Creator string
DWORD Version; // Shader version
UINT Constants; // Number of constants
} D3DXCONSTANTTABLE_DESC, *LPD3DXCONSTANTTABLE_DESC;
#undef INTERFACE
#define INTERFACE d3dxconstanttable
DECLARE_INTERFACE_(d3dxconstanttable,IUnknown)
{
STDMETHOD(QueryInterface)(THIS_ REFIID,PVOID*) PURE;
STDMETHOD_(ULONG,AddRef)(THIS) PURE;
STDMETHOD_(ULONG,Release)(THIS) PURE;
STDMETHOD_(LPVOID,GetBufferPointer)(THIS) PURE;
STDMETHOD_(SIZE_T,GetBufferSize)(THIS) PURE;
STDMETHOD(GetDesc)(THIS_ D3DXCONSTANTTABLE_DESC *pDesc) PURE;
STDMETHOD(GetConstantDesc)(THIS_ D3DXHANDLE hConstant, D3DXCONSTANT_DESC *pConstantDesc, UINT *pCount) PURE;
STDMETHOD_(D3DXHANDLE, GetConstant)(THIS_ D3DXHANDLE hConstant, UINT Index) PURE;
STDMETHOD_(D3DXHANDLE, GetConstantByName)(THIS_ D3DXHANDLE hConstant, LPCSTR pName) PURE;
STDMETHOD_(D3DXHANDLE, GetConstantElement)(THIS_ D3DXHANDLE hConstant, UINT Index) PURE;
/*more stuff not included here cos I don't need it*/
};
typedef struct d3dxconstanttable *LPD3DXCONSTANTTABLE;
HRESULT (WINAPI *pD3DXCompileShader) (
LPCSTR pSrcData,
UINT SrcDataLen,
const D3DXMACRO *pDefines,
LPD3DXINCLUDE pInclude,
LPCSTR pEntrypoint,
LPCSTR pTarget,
UINT Flags,
LPD3DXBUFFER *ppCode,
LPD3DXBUFFER *ppErrorMsgs,
LPD3DXCONSTANTTABLE *constants
);
static dllhandle_t *shaderlib;
#ifndef IUnknown_Release
#define IUnknown_Release(This) \
(This)->lpVtbl -> Release(This)
#endif
static qboolean D3D9Shader_CreateProgram (program_t *prog, const char *sname, unsigned int permu, int ver, const char **precompilerconstants, const char *vert, const char *tcs, const char *tes, const char *geom, const char *frag, qboolean silent, vfsfile_t *blobfile)
{
D3DXMACRO defines[64];
LPD3DXBUFFER code = NULL, errors = NULL;
qboolean success = false;
char defbuf[2048];
char *defbufe;
if (geom || tcs || tes)
{
Con_Printf("geometry and tessellation shaders are not availale in d3d9 (%s)\n", sname);
return false;
}
prog->permu[permu].h.hlsl.vert = NULL;
prog->permu[permu].h.hlsl.frag = NULL;
if (pD3DXCompileShader)
{
int consts;
for (consts = 0; precompilerconstants[consts]; consts++)
;
consts+=2;
if (consts >= 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++;
for (defbufe = defbuf; *precompilerconstants; precompilerconstants++)
{
defines[consts].Definition = COM_ParseOut(*precompilerconstants+7, defbufe, defbuf+sizeof(defbuf) - defbufe-1);
defines[consts].Name = defbufe;
defbufe += strlen(defbufe)+1;
consts++;
}
defines[consts].Name = NULL;
defines[consts].Definition = NULL;
success = true;
defines[0].Name = "VERTEX_SHADER";
if (FAILED(pD3DXCompileShader(vert, strlen(vert), defines, NULL, "main", "vs_2_0", 0, &code, &errors, (LPD3DXCONSTANTTABLE*)&prog->permu[permu].h.hlsl.ctabv)))
success = false;
else
{
IDirect3DDevice9_CreateVertexShader(pD3DDev9, code->lpVtbl->GetBufferPointer(code), (IDirect3DVertexShader9**)&prog->permu[permu].h.hlsl.vert);
code->lpVtbl->Release(code);
}
if (errors)
{
char *messages = errors->lpVtbl->GetBufferPointer(errors);
Con_Printf("Error compiling vertex shader %s:\n%s", sname, messages);
errors->lpVtbl->Release(errors);
}
defines[0].Name = "FRAGMENT_SHADER";
if (FAILED(pD3DXCompileShader(frag, strlen(frag), defines, NULL, "main", "ps_2_0", 0, &code, &errors, (LPD3DXCONSTANTTABLE*)&prog->permu[permu].h.hlsl.ctabf)))
success = false;
else
{
IDirect3DDevice9_CreatePixelShader(pD3DDev9, code->lpVtbl->GetBufferPointer(code), (IDirect3DPixelShader9**)&prog->permu[permu].h.hlsl.frag);
code->lpVtbl->Release(code);
}
if (errors)
{
char *messages = errors->lpVtbl->GetBufferPointer(errors);
Con_Printf("Error compiling pixel shader %s:\n%s", sname, messages);
errors->lpVtbl->Release(errors);
}
}
return success;
}
static int D3D9Shader_FindUniform_(LPD3DXCONSTANTTABLE ct, const char *name)
{
if (ct)
{
UINT dc = 1;
D3DXCONSTANT_DESC d;
if (!FAILED(ct->lpVtbl->GetConstantDesc(ct, (void*)name, &d, &dc)))
return d.RegisterIndex;
}
return -1;
}
static int D3D9Shader_FindUniform(union programhandle_u *h, int type, const char *name)
{
int offs;
if (!type || type == 1)
{
offs = D3D9Shader_FindUniform_(h->hlsl.ctabv, name);
if (offs >= 0)
return offs;
}
if (!type || type == 2)
{
offs = D3D9Shader_FindUniform_(h->hlsl.ctabf, name);
if (offs >= 0)
return offs;
}
return -1;
}
static void D3D9Shader_ProgAutoFields(program_t *prog, const char *progname, cvar_t **cvarrefs, char **cvarnames, int *cvartypes)
{
struct programpermu_s *pp;
unsigned int i, p;
int uniformloc;
static const char *defaultsamplers[] =
{
"s_shadowmap",
"s_projectionmap",
"s_diffuse",
"s_normalmap",
"s_specular",
"s_upper",
"s_lower",
"s_fullbright",
"s_paletted",
"s_reflectcube",
"s_reflectmask",
"s_lightmap",
"s_deluxmap"
#if MAXRLIGHTMAPS > 1
,"s_lightmap1"
,"s_lightmap2"
,"s_lightmap3"
,"s_deluxmap1"
,"s_deluxmap2"
,"s_deluxmap3"
#endif
};
#define ALTLIGHTMAPSAMP 13
#define ALTDELUXMAPSAMP 16
prog->nofixedcompat = true;
prog->defaulttextures = 0;
prog->numsamplers = 0;
for (p = 0; p < PERMUTATIONS; p++)
{
int maxparms = 0;
pp = &prog->permu[p];
pp->parm = NULL;
pp->numparms = 0;
if (!pp->h.loaded)
continue;
IDirect3DDevice9_SetVertexShader(pD3DDev9, pp->h.hlsl.vert);
IDirect3DDevice9_SetPixelShader(pD3DDev9, pp->h.hlsl.frag);
for (i = 0; shader_unif_names[i].name; i++)
{
uniformloc = D3D9Shader_FindUniform(&pp->h, 0, shader_unif_names[i].name);
if (uniformloc != -1)
{
if (pp->numparms == maxparms)
{
maxparms = maxparms?maxparms*2:8;
pp->parm = BZ_Realloc(pp->parm, sizeof(*pp->parm) * maxparms);
}
pp->parm[pp->numparms].handle = uniformloc;
pp->parm[pp->numparms].type = shader_unif_names[i].ptype;
pp->numparms++;
}
}
for (i = 0; cvarnames[i]; i++)
{
if (!cvarrefs[i])
continue;
//just directly sets uniforms. can't cope with cvars dynamically changing.
cvarrefs[i]->flags |= CVAR_SHADERSYSTEM;
uniformloc = D3D9Shader_FindUniform(&prog->permu[p].h, 1, va("cvar_%s", cvarnames[i]));
if (uniformloc != -1)
{
if (cvartypes[i] == SP_CVARI)
{
int v[4] = {cvarrefs[i]->ival, 0, 0, 0};
IDirect3DDevice9_SetVertexShaderConstantI(pD3DDev9, 0, v, 1);
}
else
IDirect3DDevice9_SetVertexShaderConstantF(pD3DDev9, 0, cvarrefs[i]->vec4, 1);
}
uniformloc = D3D9Shader_FindUniform(&prog->permu[p].h, 2, va("cvar_%s", cvarnames[i]));
if (uniformloc != -1)
{
if (cvartypes[i] == SP_CVARI)
{
int v[4] = {cvarrefs[i]->ival, 0, 0, 0};
IDirect3DDevice9_SetPixelShaderConstantI(pD3DDev9, 0, v, 1);
}
else
IDirect3DDevice9_SetPixelShaderConstantF(pD3DDev9, 0, cvarrefs[i]->vec4, 1);
}
}
/*set texture uniforms*/
for (i = 0; i < 8; i++)
{
uniformloc = D3D9Shader_FindUniform(&pp->h, 2, va("s_t%i", i));
if (uniformloc != -1)
{
int v[4] = {i};
IDirect3DDevice9_SetPixelShader(pD3DDev9, pp->h.hlsl.frag);
IDirect3DDevice9_SetPixelShaderConstantI(pD3DDev9, 0, v, 1);
if (prog->numsamplers < i+1)
prog->numsamplers = i+1;
}
}
for (i = 0; i < sizeof(defaultsamplers)/sizeof(defaultsamplers[0]); i++)
{
//figure out which ones are needed.
if (prog->defaulttextures & (1u<<i))
continue; //don't spam
uniformloc = D3D9Shader_FindUniform(&pp->h, 2, defaultsamplers[i]);
if (uniformloc != -1)
prog->defaulttextures |= (1u<<i);
}
}
//multiple lightmaps is kinda hacky. if any are set, all must be.
if (prog->defaulttextures & ((1u<<(ALTLIGHTMAPSAMP+0)) | (1u<<(ALTLIGHTMAPSAMP+1)) | (1u<<(ALTLIGHTMAPSAMP+2))))
prog->defaulttextures |=((1u<<(ALTLIGHTMAPSAMP+0)) | (1u<<(ALTLIGHTMAPSAMP+1)) | (1u<<(ALTLIGHTMAPSAMP+2)));
if (prog->defaulttextures & ((1u<<(ALTDELUXMAPSAMP+0)) | (1u<<(ALTDELUXMAPSAMP+1)) | (1u<<(ALTDELUXMAPSAMP+2))))
prog->defaulttextures |=((1u<<(ALTDELUXMAPSAMP+0)) | (1u<<(ALTDELUXMAPSAMP+1)) | (1u<<(ALTDELUXMAPSAMP+2)));
if (prog->defaulttextures)
{
unsigned int sampnum;
/*set default texture uniforms*/
for (p = 0; p < PERMUTATIONS; p++)
{
if (!prog->permu[p].h.loaded)
continue;
sampnum = prog->numsamplers;
for (i = 0; i < sizeof(defaultsamplers)/sizeof(defaultsamplers[0]); i++)
{
if (prog->defaulttextures & (1u<<i))
{
uniformloc = D3D9Shader_FindUniform(&prog->permu[p].h, 2, defaultsamplers[i]);
if (uniformloc != -1)
{
int v[4] = {sampnum};
IDirect3DDevice9_SetPixelShader(pD3DDev9, prog->permu[p].h.hlsl.frag);
IDirect3DDevice9_SetPixelShaderConstantI(pD3DDev9, 0, v, 1);
}
sampnum++;
}
}
}
}
IDirect3DDevice9_SetVertexShader(pD3DDev9, NULL);
IDirect3DDevice9_SetPixelShader(pD3DDev9, NULL);
}
void D3D9Shader_DeleteProg(program_t *prog)
{
unsigned int permu;
for (permu = 0; permu < countof(prog->permu); permu++)
{
if (prog->permu[permu].h.hlsl.vert)
{
IDirect3DVertexShader9 *vs = prog->permu[permu].h.hlsl.vert;
prog->permu[permu].h.hlsl.vert = NULL;
IDirect3DVertexShader9_Release(vs);
}
if (prog->permu[permu].h.hlsl.frag)
{
IDirect3DPixelShader9 *fs = prog->permu[permu].h.hlsl.frag;
prog->permu[permu].h.hlsl.frag = NULL;
IDirect3DPixelShader9_Release(fs);
}
if (prog->permu[permu].h.hlsl.ctabv)
{
LPD3DXCONSTANTTABLE vct = prog->permu[permu].h.hlsl.ctabv;
prog->permu[permu].h.hlsl.ctabv = NULL;
IUnknown_Release(vct);
}
if (prog->permu[permu].h.hlsl.ctabf)
{
LPD3DXCONSTANTTABLE fct = prog->permu[permu].h.hlsl.ctabf;
prog->permu[permu].h.hlsl.ctabf = NULL;
IUnknown_Release(fct);
}
}
}
void D3D9Shader_Init(void)
{
D3DCAPS9 caps;
dllfunction_t funcs[] =
{
{(void**)&pD3DXCompileShader, "D3DXCompileShader"},
{NULL,NULL}
};
if (!shaderlib)
shaderlib = Sys_LoadLibrary("d3dx9_32", funcs);
if (!shaderlib)
shaderlib = Sys_LoadLibrary("d3dx9_34", funcs);
memset(&sh_config, 0, sizeof(sh_config));
sh_config.minver = 9;
sh_config.maxver = 9;
sh_config.blobpath = "hlsl/%s.blob";
sh_config.progpath = shaderlib?"hlsl/%s.hlsl":NULL;
sh_config.shadernamefmt = "%s_hlsl9";
sh_config.progs_supported = !!shaderlib;
sh_config.progs_required = false;
sh_config.pDeleteProg = D3D9Shader_DeleteProg;
sh_config.pLoadBlob = NULL;//D3D9Shader_LoadBlob;
sh_config.pCreateProgram = D3D9Shader_CreateProgram;
sh_config.pProgAutoFields = D3D9Shader_ProgAutoFields;
sh_config.tex_env_combine = 1;
sh_config.nv_tex_env_combine4 = 1;
sh_config.env_add = 1;
//FIXME: check caps
sh_config.texfmt[PTI_RGBX8] = true; //fixme: shouldn't support
sh_config.texfmt[PTI_RGBA8] = true; //fixme: shouldn't support
sh_config.texfmt[PTI_BGRX8] = true;
sh_config.texfmt[PTI_BGRA8] = true;
sh_config.texfmt[PTI_RGB565] = true;
sh_config.texfmt[PTI_ARGB1555] = true;
sh_config.texfmt[PTI_ARGB4444] = true;
IDirect3DDevice9_GetDeviceCaps(pD3DDev9, &caps);
if (caps.TextureCaps & D3DPTEXTURECAPS_POW2)
{ //this flag is a LIMITATION, not a capability.
sh_config.texture_non_power_of_two = false;
sh_config.texture_non_power_of_two_pic = !!(caps.TextureCaps & D3DPTEXTURECAPS_NONPOW2CONDITIONAL); //pic npot is supported if both flags are set.
}
else
{ //modern cards support npot
sh_config.texture_non_power_of_two_pic = true;
sh_config.texture_non_power_of_two = true;
}
sh_config.texture_maxsize = min(caps.MaxTextureWidth, caps.MaxTextureHeight);
}
#endif