mirror of
https://github.com/nzp-team/fteqw.git
synced 2024-11-14 16:31:38 +00:00
2e1a70e319
maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
577 lines
16 KiB
C
577 lines
16 KiB
C
#include "quakedef.h"
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#ifdef D3D11QUAKE
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#include "shader.h"
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#include "winquake.h"
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#define COBJMACROS
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#include <d3d11.h>
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extern ID3D11Device *pD3DDev11;
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#ifndef IID_ID3DBlob
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//microsoft can be such a pain sometimes.
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typedef struct _D3D_SHADER_MACRO
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{
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LPCSTR Name;
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LPCSTR Definition;
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} D3D_SHADER_MACRO, *LPD3D_SHADER_MACRO;
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typedef enum _D3D_INCLUDE_TYPE {
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D3D_INCLUDE_LOCAL = 0,
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D3D_INCLUDE_SYSTEM = ( D3D_INCLUDE_LOCAL + 1 ),
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D3D_INCLUDE_FORCE_DWORD = 0x7fffffff
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} D3D_INCLUDE_TYPE;
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#undef INTERFACE
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#define INTERFACE ID3DInclude
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DECLARE_INTERFACE_(INTERFACE, IUnknown)
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{
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STDMETHOD(Open)(THIS_ D3D_INCLUDE_TYPE IncludeType, LPCSTR pFileName, LPCVOID pParentData, LPCVOID *ppData, UINT *pBytes) PURE;
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STDMETHOD(Close)(THIS_ LPCVOID pData) PURE;
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};
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#undef INTERFACE
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#define INTERFACE ID3DBlob
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DECLARE_INTERFACE_(INTERFACE, IUnknown)
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{
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STDMETHOD(QueryInterface)(THIS_ REFIID iid, LPVOID *ppv) PURE;
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STDMETHOD_(ULONG, AddRef)(THIS) PURE;
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STDMETHOD_(ULONG, Release)(THIS) PURE;
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STDMETHOD_(LPVOID, GetBufferPointer)(THIS) PURE;
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STDMETHOD_(SIZE_T, GetBufferSize)(THIS) PURE;
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};
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#undef INTERFACE
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#endif
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#define ID3DBlob_GetBufferPointer(b) b->lpVtbl->GetBufferPointer(b)
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#define ID3DBlob_Release(b) b->lpVtbl->Release(b)
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#define ID3DBlob_GetBufferSize(b) b->lpVtbl->GetBufferSize(b)
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HRESULT (WINAPI *pD3DCompile) (
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LPCVOID pSrcData,
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SIZE_T SrcDataSize,
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LPCSTR pSourceName,
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const D3D_SHADER_MACRO *pDefines,
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ID3DInclude *pInclude,
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LPCSTR pEntrypoint,
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LPCSTR pTarget,
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UINT Flags1,
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UINT Flags2,
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ID3DBlob **ppCode,
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ID3DBlob **ppErrorMsgs
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);
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static dllhandle_t *shaderlib;
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D3D_FEATURE_LEVEL d3dfeaturelevel;
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HRESULT STDMETHODCALLTYPE d3dinclude_Close(ID3DInclude *this, LPCVOID pData)
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{
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free((void*)pData);
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return S_OK;
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}
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HRESULT STDMETHODCALLTYPE d3dinclude_Open(ID3DInclude *this, D3D_INCLUDE_TYPE IncludeType, LPCSTR pFileName, LPCVOID pParentData, LPCVOID *ppData, UINT *pBytes)
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{
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if (IncludeType == D3D_INCLUDE_SYSTEM)
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{
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if (!strcmp(pFileName, "ftedefs.h"))
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{
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static const char *defstruct =
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"cbuffer ftemodeldefs : register(b0)\n"
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"{\n"
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"matrix m_model;\n"
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"float3 e_eyepos; float e_time;\n"
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"float3 e_light_ambient; float pad1;\n"
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"float3 e_light_dir; float pad2;\n"
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"float3 e_light_mul; float pad3;\n"
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"float4 e_lmscale[4];\n"
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"};\n"
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"cbuffer fteviewdefs : register(b1)\n"
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"{\n"
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"matrix m_view;\n"
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"matrix m_projection;\n"
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"float3 v_eyepos; float v_time;\n"
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"};\n"
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"cbuffer ftelightdefs : register(b2)\n"
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"{\n"
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"matrix l_cubematrix;\n"
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"float3 l_lightposition; float padl1;\n"
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"float3 l_colour; float padl2;\n"
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"float3 l_lightcolourscale;float l_lightradius;\n"
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"float4 l_shadowmapproj;\n"
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"float2 l_shadowmapscale; float2 padl3;\n"
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"};\n"
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;
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*ppData = strdup(defstruct);
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*pBytes = strlen(*ppData);
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return S_OK;
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}
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if (!strcmp(pFileName, "sys/skeletal.h"))
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{
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static const char *defstruct =
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""
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;
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*ppData = strdup(defstruct);
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*pBytes = strlen(*ppData);
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return S_OK;
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}
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}
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else
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{
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}
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return E_FAIL;
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}
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ID3DIncludeVtbl myd3dincludetab =
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{
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d3dinclude_Open,
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d3dinclude_Close
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};
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ID3DInclude myd3dinclude =
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{
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&myd3dincludetab
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};
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typedef struct
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{
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vecV_t coord;
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vec2_t tex;
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vec2_t lm;
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vec3_t ndir;
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vec3_t sdir;
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vec3_t tdir;
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byte_vec4_t colorsb;
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} vbovdata_t;
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void D3D11Shader_DeleteProg(program_t *prog, unsigned int permu)
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{
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ID3D11InputLayout *layout;
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ID3D11PixelShader *frag;
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ID3D11VertexShader *vert;
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vert = prog->permu[permu].handle.hlsl.vert;
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frag = prog->permu[permu].handle.hlsl.frag;
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layout = prog->permu[permu].handle.hlsl.layout;
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if (vert)
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ID3D11VertexShader_Release(vert);
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if (frag)
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ID3D11PixelShader_Release(frag);
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if (layout)
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ID3D11InputLayout_Release(layout);
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}
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//create a program from two blobs.
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static qboolean D3D11Shader_CreateShaders(program_t *prog, const char *name, int permu,
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void *vblob, size_t vsize,
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void *hblob, size_t hsize,
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void *dblob, size_t dsize,
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void *fblob, size_t fsize)
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{
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qboolean success = true;
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if (FAILED(ID3D11Device_CreateVertexShader(pD3DDev11, vblob, vsize, NULL, (ID3D11VertexShader**)&prog->permu[permu].handle.hlsl.vert)))
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success = false;
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if (hblob || dblob)
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{
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prog->permu[permu].handle.hlsl.topology = D3D11_PRIMITIVE_TOPOLOGY_3_CONTROL_POINT_PATCHLIST;
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if (FAILED(ID3D11Device_CreateHullShader(pD3DDev11, hblob, hsize, NULL, (ID3D11HullShader**)&prog->permu[permu].handle.hlsl.hull)))
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success = false;
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if (FAILED(ID3D11Device_CreateDomainShader(pD3DDev11, dblob, dsize, NULL, (ID3D11DomainShader**)&prog->permu[permu].handle.hlsl.domain)))
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success = false;
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}
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else
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prog->permu[permu].handle.hlsl.topology = D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST;
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if (FAILED(ID3D11Device_CreatePixelShader(pD3DDev11, fblob, fsize, NULL, (ID3D11PixelShader**)&prog->permu[permu].handle.hlsl.frag)))
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success = false;
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if (success)
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{
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D3D11_INPUT_ELEMENT_DESC decl[13];
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int elements = 0;
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vbovdata_t *foo = NULL;
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decl[elements].SemanticName = "POSITION";
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decl[elements].SemanticIndex = 0;
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decl[elements].Format = DXGI_FORMAT_R32G32B32_FLOAT;
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decl[elements].InputSlot = 0;
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decl[elements].AlignedByteOffset = (char*)&foo->coord[0] - (char*)NULL;
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decl[elements].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
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decl[elements].InstanceDataStepRate = 0;
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elements++;
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decl[elements].SemanticName = "TEXCOORD";
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decl[elements].SemanticIndex = 0;
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decl[elements].Format = DXGI_FORMAT_R32G32B32A32_FLOAT;
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decl[elements].InputSlot = 0;
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decl[elements].AlignedByteOffset = (char*)&foo->tex[0] - (char*)NULL;
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decl[elements].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
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decl[elements].InstanceDataStepRate = 0;
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elements++;
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/*
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decl[elements].SemanticName = "TEXCOORD";
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decl[elements].SemanticIndex = 1;
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decl[elements].Format = DXGI_FORMAT_R32G32_FLOAT;
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decl[elements].InputSlot = 1;
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decl[elements].AlignedByteOffset = (char*)&foo->lm[0] - (char*)NULL;
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decl[elements].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
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decl[elements].InstanceDataStepRate = 0;
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elements++;
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*/
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decl[elements].SemanticName = "COLOR";
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decl[elements].SemanticIndex = 0;
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decl[elements].Format = DXGI_FORMAT_R8G8B8A8_UNORM;
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decl[elements].InputSlot = 0;
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decl[elements].AlignedByteOffset = (char*)&foo->colorsb[0] - (char*)NULL;
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decl[elements].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
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decl[elements].InstanceDataStepRate = 0;
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elements++;
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decl[elements].SemanticName = "NORMAL";
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decl[elements].SemanticIndex = 0;
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decl[elements].Format = DXGI_FORMAT_R32G32B32_FLOAT;
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decl[elements].InputSlot = 0;
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decl[elements].AlignedByteOffset = (char*)&foo->ndir[0] - (char*)NULL;
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decl[elements].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
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decl[elements].InstanceDataStepRate = 0;
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elements++;
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decl[elements].SemanticName = "TANGENT";
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decl[elements].SemanticIndex = 0;
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decl[elements].Format = DXGI_FORMAT_R32G32B32_FLOAT;
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decl[elements].InputSlot = 0;
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decl[elements].AlignedByteOffset = (char*)&foo->sdir[0] - (char*)NULL;
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decl[elements].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
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decl[elements].InstanceDataStepRate = 0;
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elements++;
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decl[elements].SemanticName = "BINORMAL";
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decl[elements].SemanticIndex = 0;
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decl[elements].Format = DXGI_FORMAT_R32G32B32_FLOAT;
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decl[elements].InputSlot = 0;
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decl[elements].AlignedByteOffset = (char*)&foo->tdir[0] - (char*)NULL;
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decl[elements].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
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decl[elements].InstanceDataStepRate = 0;
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elements++;
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/*
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decl[elements].SemanticName = "BLENDWEIGHT";
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decl[elements].SemanticIndex = 0;
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decl[elements].Format = DXGI_FORMAT_R32G32B32A32_FLOAT;
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decl[elements].InputSlot = 0;
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decl[elements].AlignedByteOffset = 0;
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decl[elements].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
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decl[elements].InstanceDataStepRate = 0;
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elements++;
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decl[elements].SemanticName = "BLENDINDICIES";
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decl[elements].SemanticIndex = 0;
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decl[elements].Format = DXGI_FORMAT_R8G8B8A8_UINT;
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decl[elements].InputSlot = 0;
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decl[elements].AlignedByteOffset = 0;
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decl[elements].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
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decl[elements].InstanceDataStepRate = 0;
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elements++;
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*/
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if (FAILED(ID3D11Device_CreateInputLayout(pD3DDev11, decl, elements, vblob, vsize, (ID3D11InputLayout**)&prog->permu[permu].handle.hlsl.layout)))
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{
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Con_Printf("HLSL Shader %s requires unsupported inputs\n", name);
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success = false;
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}
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}
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return success;
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}
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static qboolean D3D11Shader_LoadBlob(program_t *prog, const char *name, unsigned int permu, vfsfile_t *blobfile)
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{
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qboolean success;
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char *vblob, *hblob, *dblob, *fblob;
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unsigned int vsz, hsz, dsz, fsz;
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VFS_READ(blobfile, &vsz, sizeof(vsz));
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vblob = Z_Malloc(vsz);
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VFS_READ(blobfile, vblob, vsz);
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VFS_READ(blobfile, &hsz, sizeof(hsz));
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if (hsz != ~0u)
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{
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hblob = Z_Malloc(hsz);
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VFS_READ(blobfile, hblob, hsz);
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}
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else
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hblob = NULL;
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VFS_READ(blobfile, &dsz, sizeof(dsz));
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if (dsz != ~0u)
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{
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dblob = Z_Malloc(dsz);
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VFS_READ(blobfile, dblob, dsz);
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}
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else
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dblob = NULL;
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VFS_READ(blobfile, &fsz, sizeof(fsz));
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fblob = Z_Malloc(fsz);
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VFS_READ(blobfile, fblob, fsz);
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success = D3D11Shader_CreateShaders(prog, name, permu, vblob, vsz, hblob, hsz, dblob, dsz, fblob, fsz);
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Z_Free(vblob);
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Z_Free(hblob);
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Z_Free(dblob);
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Z_Free(fblob);
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return success;
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}
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qboolean D3D11Shader_CreateProgram (program_t *prog, const char *name, unsigned int permu, const char **precompilerconstants, const char *vert, const char *hull, const char *domain, const char *frag, qboolean silenterrors, vfsfile_t *blobfile)
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{
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char *vsformat;
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char *hsformat = NULL;
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char *dsformat = NULL;
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char *fsformat;
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D3D_SHADER_MACRO defines[64];
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ID3DBlob *vcode = NULL, *hcode = NULL, *dcode = NULL, *fcode = NULL, *errors = NULL;
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qboolean success = false;
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if (d3dfeaturelevel >= D3D_FEATURE_LEVEL_11_0) //and 11.1
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{
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vsformat = "vs_5_0";
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hsformat = "hs_5_0";
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dsformat = "ds_5_0";
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fsformat = "ps_5_0";
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}
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else if (d3dfeaturelevel >= D3D_FEATURE_LEVEL_10_1)
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{
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vsformat = "vs_4_1";
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fsformat = "ps_4_1";
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}
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else if (d3dfeaturelevel >= D3D_FEATURE_LEVEL_10_0)
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{
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vsformat = "vs_4_0";
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fsformat = "ps_4_0";
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}
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else if (d3dfeaturelevel >= D3D_FEATURE_LEVEL_9_3)
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{ //dx10-compatible output for 9.3 hardware
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vsformat = "vs_4_0_level_9_3";
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fsformat = "ps_4_0_level_9_3";
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}
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else
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{ //dx10-compatible output for 9.1|9.2 hardware
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vsformat = "vs_4_0_level_9_1";
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fsformat = "ps_4_0_level_9_1";
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}
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prog->permu[permu].handle.hlsl.vert = NULL;
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prog->permu[permu].handle.hlsl.frag = NULL;
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prog->permu[permu].handle.hlsl.layout = NULL;
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if (pD3DCompile)
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{
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int consts;
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for (consts = 0; precompilerconstants[consts]; consts++)
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;
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if (consts+3 >= sizeof(defines) / sizeof(defines[0]))
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return success;
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consts = 0;
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defines[consts].Name = NULL; /*shader type*/
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defines[consts].Definition = "1";
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consts++;
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defines[consts].Name = "ENGINE_"DISTRIBUTION;
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defines[consts].Definition = __DATE__;
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consts++;
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defines[consts].Name = Z_StrDup("LEVEL");
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defines[consts].Definition = Z_StrDup(va("0x%x", d3dfeaturelevel));
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consts++;
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for (; *precompilerconstants; precompilerconstants++)
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{
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const char *t = *precompilerconstants;
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t = COM_Parse(t);
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t = COM_Parse(t);
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defines[consts].Name = Z_StrDup(com_token);
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defines[consts].Definition = t?Z_StrDup(t):NULL;
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consts++;
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}
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defines[consts].Name = NULL;
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defines[consts].Definition = NULL;
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success = true;
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defines[0].Name = "VERTEX_SHADER";
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if (FAILED(pD3DCompile(vert, strlen(vert), name, defines, &myd3dinclude, "main", vsformat, 0, 0, &vcode, &errors)))
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success = false;
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if (errors && !silenterrors)
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{
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char *messages = ID3DBlob_GetBufferPointer(errors);
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Con_Printf("vertex shader %s:\n%s", name, messages);
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ID3DBlob_Release(errors);
|
|
}
|
|
|
|
if (hull)
|
|
{
|
|
if (!hsformat)
|
|
success = false;
|
|
else
|
|
{
|
|
defines[0].Name = "HULL_SHADER";
|
|
if (FAILED(pD3DCompile(hull, strlen(hull), 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", name, messages);
|
|
ID3DBlob_Release(errors);
|
|
}
|
|
}
|
|
}
|
|
|
|
if (domain)
|
|
{
|
|
if (!dsformat)
|
|
success = false;
|
|
else
|
|
{
|
|
defines[0].Name = "DOMAIN_SHADER";
|
|
if (FAILED(pD3DCompile(domain, strlen(domain), 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", name, messages);
|
|
ID3DBlob_Release(errors);
|
|
}
|
|
}
|
|
}
|
|
|
|
defines[0].Name = "FRAGMENT_SHADER";
|
|
if (FAILED(pD3DCompile(frag, strlen(frag), 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", 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, 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,
|
|
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);
|
|
}
|
|
|
|
sz = ID3DBlob_GetBufferSize(fcode);
|
|
VFS_WRITE(blobfile, &sz, sizeof(sz));
|
|
VFS_WRITE(blobfile, ID3DBlob_GetBufferPointer(fcode), sz);
|
|
}
|
|
|
|
if (vcode)
|
|
ID3DBlob_Release(vcode);
|
|
if (hcode)
|
|
ID3DBlob_Release(hcode);
|
|
if (dcode)
|
|
ID3DBlob_Release(dcode);
|
|
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}
|
|
};
|
|
|
|
memset(&sh_config, 0, sizeof(sh_config));
|
|
|
|
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.tex_env_combine = 1;
|
|
sh_config.nv_tex_env_combine4 = 1;
|
|
sh_config.env_add = 1;
|
|
|
|
d3dfeaturelevel = flevel;
|
|
return true;
|
|
}
|
|
|
|
#endif
|
|
|