mirror of
https://github.com/nzp-team/fteqw.git
synced 2024-11-23 12:22:42 +00:00
230ce4e0a0
added option for softer/wider lines. attempt to use hardware cursors in windows. provide api for csqc to specify its own. cl_downloads cvar blocks all automatic downloads. QUAKETC: new compile-time setting. if defined lots of stuff will be disabled including built in menus. remove spam from log files. try to get the webgl port to complain a bit more reliably when webgl is not usable. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4738 fc73d0e0-1445-4013-8a0c-d673dee63da5
578 lines
16 KiB
C
578 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, int ver, 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);
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}
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if (hull)
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{
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if (!hsformat)
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success = false;
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else
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{
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defines[0].Name = "HULL_SHADER";
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if (FAILED(pD3DCompile(hull, strlen(hull), name, defines, &myd3dinclude, "main", hsformat, 0, 0, &hcode, &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("hull shader %s:\n%s", name, messages);
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ID3DBlob_Release(errors);
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}
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}
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}
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if (domain)
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{
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if (!dsformat)
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success = false;
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else
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{
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defines[0].Name = "DOMAIN_SHADER";
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if (FAILED(pD3DCompile(domain, strlen(domain), name, defines, &myd3dinclude, "main", dsformat, 0, 0, &dcode, &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("domain shader %s:\n%s", name, messages);
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ID3DBlob_Release(errors);
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}
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}
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}
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defines[0].Name = "FRAGMENT_SHADER";
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if (FAILED(pD3DCompile(frag, strlen(frag), name, defines, &myd3dinclude, "main", fsformat, 0, 0, &fcode, &errors)))
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|
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.texture_non_power_of_two = true;
|
|
sh_config.tex_env_combine = 1;
|
|
sh_config.nv_tex_env_combine4 = 1;
|
|
sh_config.env_add = 1;
|
|
|
|
d3dfeaturelevel = flevel;
|
|
return true;
|
|
}
|
|
|
|
#endif
|
|
|