mirror of
https://github.com/nzp-team/fteqw.git
synced 2024-11-29 23:22:01 +00:00
dbfd69f572
flipped gl qc rendertargets to logically be top-down. the joys of weird matricies is a sight to behold. try to fix threading dependency on recent versions of windows. break some other related stuff. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4768 fc73d0e0-1445-4013-8a0c-d673dee63da5
378 lines
10 KiB
C
378 lines
10 KiB
C
#include "quakedef.h"
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#ifdef D3D11QUAKE
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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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extern ID3D11DeviceContext *d3ddevctx;
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extern D3D_FEATURE_LEVEL d3dfeaturelevel;
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#define D3D_HAVE_FULL_NPOT() (d3dfeaturelevel>=D3D_FEATURE_LEVEL_10_0)
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void D3D11BE_UnbindAllTextures(void);
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ID3D11ShaderResourceView *D3D11_Image_View(const texid_t id)
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{
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if (!id || !id->ptr)
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return NULL;
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if (!id->ptr2)
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ID3D11Device_CreateShaderResourceView(pD3DDev11, (ID3D11Resource *)id->ptr, NULL, (ID3D11ShaderResourceView**)&id->ptr2);
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return id->ptr2;
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}
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void D3D11_DestroyTexture (texid_t tex)
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{
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if (!tex)
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return;
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if (tex->ptr2)
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ID3D11ShaderResourceView_Release((ID3D11ShaderResourceView*)tex->ptr2);
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tex->ptr2 = NULL;
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if (tex->ptr)
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ID3D11Texture2D_Release((ID3D11Texture2D*)tex->ptr);
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tex->ptr = NULL;
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}
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#if 0
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static void Upload_Texture_32(ID3D11Texture2D *tex, unsigned int *data, int datawidth, int dataheight, unsigned int flags)
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{
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int x, y;
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unsigned int *dest;
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// unsigned char swapbuf[4];
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// unsigned char swapbuf2[4];
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D3D11_MAPPED_SUBRESOURCE lock;
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D3D11_TEXTURE2D_DESC desc;
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if (!tex)
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return;
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desc.Width = 0;
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desc.Height = 0;
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ID3D11Texture2D_GetDesc(tex, &desc);
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#if 0
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if (width == desc.Width && height == desc.Height)
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{
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ID3D11DeviceContext_UpdateSubresource(d3ddevctx, (ID3D11Resource*)tex, 0, NULL, data, width*4, width*height*4);
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return;
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}
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Con_Printf("Wrong size!\n");
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return;
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#else
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if (FAILED(ID3D11DeviceContext_Map(d3ddevctx, (ID3D11Resource*)tex, 0, D3D11_MAP_WRITE_DISCARD, 0, &lock)))
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{
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Con_Printf("Dynamic texture update failed\n");
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return;
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}
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if (datawidth == desc.Width && dataheight == desc.Height)
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{
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for (y = 0; y < dataheight; y++)
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{
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dest = (unsigned int *)((char *)lock.pData + lock.RowPitch*y);
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for (x = 0; x < datawidth; x++)
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{
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// *(unsigned int*)swapbuf2 = *(unsigned int*)swapbuf = data[x];
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// swapbuf[0] = swapbuf2[2];
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// swapbuf[2] = swapbuf2[0];
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dest[x] = data[x];//*(unsigned int*)swapbuf;
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}
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data += datawidth;
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}
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}
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else
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{
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int x, y;
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int iny;
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unsigned int *row, *inrow;
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for (y = 0; y < desc.Height; y++)
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{
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row = (unsigned int*)((char *)lock.pData + lock.RowPitch*y);
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iny = (y * dataheight) / desc.Height;
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inrow = data + datawidth*iny;
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for (x = 0; x < desc.Width; x++)
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{
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//*(unsigned int*)swapbuf2 = *(unsigned int*)swapbuf = inrow[(x * width)/desc.Width];
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//swapbuf[0] = swapbuf2[2];
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//swapbuf[2] = swapbuf2[0];
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row[x] = inrow[(x * datawidth)/desc.Width];//*(unsigned int*)swapbuf;
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}
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}
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}
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ID3D11DeviceContext_Unmap(d3ddevctx, (ID3D11Resource*)tex, 0);
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#endif
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}
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#endif
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qboolean D3D11_LoadTextureMips(image_t *tex, struct pendingtextureinfo *mips)
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{
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HRESULT hr;
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D3D11_TEXTURE2D_DESC tdesc = {0};
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D3D11_SUBRESOURCE_DATA subresdesc[sizeof(mips->mip) / sizeof(mips->mip[0])];
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int i;
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tdesc.Width = mips->mip[0].width;
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tdesc.Height = mips->mip[0].height;
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tdesc.ArraySize = 1;
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tdesc.SampleDesc.Count = 1;
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tdesc.SampleDesc.Quality = 0;
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tdesc.Usage = mips->mip[0].data?D3D11_USAGE_IMMUTABLE:D3D11_USAGE_DYNAMIC;
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tdesc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
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tdesc.CPUAccessFlags = (mips->mip[0].data)?0:D3D11_CPU_ACCESS_WRITE;
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tdesc.MiscFlags = 0;
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if (tex->flags & IF_RENDERTARGET)
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{
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tdesc.BindFlags |= D3D11_BIND_RENDER_TARGET;
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tdesc.Usage = D3D11_USAGE_DEFAULT;
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tdesc.CPUAccessFlags = 0;
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}
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if (mips->type == PTI_CUBEMAP)
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{
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tdesc.ArraySize *= 6;
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tdesc.MiscFlags |= D3D11_RESOURCE_MISC_TEXTURECUBE;
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}
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else if (mips->type == PTI_3D)
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return false; //nyi
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//d3d11.1 formats
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#define DXGI_FORMAT_B4G4R4A4_UNORM 115
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switch(mips->encoding)
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{
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default:
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return false;
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case PTI_DEPTH16:
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tdesc.Format = DXGI_FORMAT_D16_UNORM;
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tdesc.BindFlags = D3D11_BIND_DEPTH_STENCIL;
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break;
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case PTI_DEPTH24:
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tdesc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
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tdesc.BindFlags = D3D11_BIND_DEPTH_STENCIL;
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break;
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case PTI_DEPTH32:
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tdesc.Format = DXGI_FORMAT_D32_FLOAT;
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tdesc.BindFlags = D3D11_BIND_DEPTH_STENCIL;
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break;
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case PTI_DEPTH24_8:
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tdesc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
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tdesc.BindFlags = D3D11_BIND_DEPTH_STENCIL;
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break;
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case PTI_RGB565:
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tdesc.Format = DXGI_FORMAT_B5G6R5_UNORM;
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break;
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// case PTI_RGBA5551:
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// tdesc.Format = DXGI_FORMAT_A1B5G5R5_UNORM;
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// break;
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case PTI_ARGB1555:
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tdesc.Format = DXGI_FORMAT_B5G5R5A1_UNORM;
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break;
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case PTI_RGBA4444:
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tdesc.Format = DXGI_FORMAT_B4G4R4A4_UNORM;
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break;
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// case PTI_ARGB4444:
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// tdesc.Format = DXGI_FORMAT_A4B4G4R4_UNORM;
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// break;
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case PTI_RGBA8:
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case PTI_RGBX8: //d3d11 has no alphaless format. be sure to proprly disable alpha in the shader.
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tdesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
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break;
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case PTI_BGRA8:
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tdesc.Format = DXGI_FORMAT_B8G8R8A8_UNORM;
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break;
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case PTI_BGRX8:
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tdesc.Format = DXGI_FORMAT_B8G8R8X8_UNORM;
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break;
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case PTI_S3RGB1: //d3d11 provides no way to disable alpha with dxt1. be sure to proprly disable alpha in the shader.
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case PTI_S3RGBA1:
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tdesc.Format = DXGI_FORMAT_BC1_UNORM;
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break;
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case PTI_S3RGBA3:
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tdesc.Format = DXGI_FORMAT_BC2_UNORM;
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break;
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case PTI_S3RGBA5:
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tdesc.Format = DXGI_FORMAT_BC3_UNORM;
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break;
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}
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if (!mips->mip[0].data)
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{
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subresdesc[0].pSysMem = NULL;
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//one mip, but no data. happens with rendertargets
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tdesc.MipLevels = 1;
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}
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else
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{
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for (i = 0; i < mips->mipcount; i++)
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{
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subresdesc[i].pSysMem = mips->mip[i].data;
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subresdesc[i].SysMemPitch = mips->mip[i].width*4;
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subresdesc[i].SysMemSlicePitch = mips->mip[i].width*mips->mip[i].height*4;
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}
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tdesc.MipLevels = i/tdesc.ArraySize;
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}
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D3D11_DestroyTexture(tex);
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hr = ID3D11Device_CreateTexture2D(pD3DDev11, &tdesc, (mips->mip[0].data?subresdesc:NULL), (ID3D11Texture2D**)&tex->ptr);
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for (i = 0; i < mips->mipcount; i++)
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{
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if (mips->mip[i].needfree)
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BZ_Free(mips->mip[i].data);
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}
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if (mips->extrafree)
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BZ_Free(mips->extrafree);
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return !FAILED(hr);
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}
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void D3D11_UploadLightmap(lightmapinfo_t *lm)
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{
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extern cvar_t gl_lightmap_nearest;
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struct pendingtextureinfo mips;
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image_t *tex;
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lm->modified = false;
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if (!TEXVALID(lm->lightmap_texture))
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{
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lm->lightmap_texture = Image_CreateTexture("***lightmap***", NULL, (gl_lightmap_nearest.ival?IF_NEAREST:IF_LINEAR));
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if (!lm->lightmap_texture)
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return;
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}
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tex = lm->lightmap_texture;
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mips.extrafree = NULL;
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mips.type = PTI_2D;
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mips.mip[0].data = lm->lightmaps;
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mips.mip[0].needfree = false;
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mips.mip[0].width = lm->width;
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mips.mip[0].height = lm->height;
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mips.encoding = PTI_RGBX8;
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mips.mipcount = 1;
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D3D11_LoadTextureMips(tex, &mips);
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tex->width = lm->width;
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tex->height = lm->height;
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lm->lightmap_texture = tex;
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}
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#ifdef RTLIGHTS
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static const int shadowfmt = 1;
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static const int shadowfmts[][3] =
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{
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//sampler, creation, render
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{DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT},
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{DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_R16_TYPELESS, DXGI_FORMAT_D16_UNORM},
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{DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_R8G8B8A8_UNORM}
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};
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image_t shadowmap_texture[2];
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ID3D11DepthStencilView *shadowmap_dsview[2];
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ID3D11RenderTargetView *shadowmap_rtview[2];
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texid_t D3D11_GetShadowMap(int id)
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{
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texid_t tex = &shadowmap_texture[id];
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if (!tex->ptr)
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{
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return r_nulltex;
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}
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if (!tex->ptr2)
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{
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D3D11_SHADER_RESOURCE_VIEW_DESC desc;
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desc.Format = shadowfmts[shadowfmt][0];
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desc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
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desc.Texture2D.MostDetailedMip = 0;
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desc.Texture2D.MipLevels = -1;
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ID3D11Device_CreateShaderResourceView(pD3DDev11, (ID3D11Resource *)tex->ptr, &desc, (ID3D11ShaderResourceView**)&tex->ptr2);
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}
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return tex;
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}
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void D3D11_TerminateShadowMap(void)
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{
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int i;
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for (i = 0; i < sizeof(shadowmap_texture)/sizeof(shadowmap_texture[0]); i++)
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{
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if (shadowmap_dsview[i])
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ID3D11DepthStencilView_Release(shadowmap_dsview[i]);
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shadowmap_dsview[i] = NULL;
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D3D11_DestroyTexture(&shadowmap_texture[i]);
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}
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}
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qboolean D3D11_BeginShadowMap(int id, int w, int h)
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{
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D3D11_TEXTURE2D_DESC texdesc;
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HRESULT hr;
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if (!shadowmap_dsview[id] && !shadowmap_rtview[id])
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{
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memset(&texdesc, 0, sizeof(texdesc));
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texdesc.Width = w;
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texdesc.Height = h;
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texdesc.MipLevels = 1;
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texdesc.ArraySize = 1;
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texdesc.Format = shadowfmts[shadowfmt][1];
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texdesc.SampleDesc.Count = 1;
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texdesc.SampleDesc.Quality = 0;
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texdesc.Usage = D3D11_USAGE_DEFAULT;
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texdesc.BindFlags = D3D11_BIND_DEPTH_STENCIL | D3D11_BIND_SHADER_RESOURCE;
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texdesc.CPUAccessFlags = 0;
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texdesc.MiscFlags = 0;
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if (shadowfmt == 2)
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texdesc.BindFlags = D3D11_BIND_RENDER_TARGET | D3D11_BIND_SHADER_RESOURCE;
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// Create the texture
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if (!shadowmap_texture[id].ptr)
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{
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hr = ID3D11Device_CreateTexture2D(pD3DDev11, &texdesc, NULL, (ID3D11Texture2D **)&shadowmap_texture[id].ptr);
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if (FAILED(hr))
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return false;
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}
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if (shadowfmt == 2)
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{
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hr = ID3D11Device_CreateRenderTargetView(pD3DDev11, (ID3D11Resource *)shadowmap_texture[id].ptr, NULL, &shadowmap_rtview[id]);
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}
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else
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{
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D3D11_DEPTH_STENCIL_VIEW_DESC rtdesc;
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rtdesc.Format = shadowfmts[shadowfmt][2];
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rtdesc.Flags = 0;
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rtdesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D;
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rtdesc.Texture2D.MipSlice = 0;
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hr = ID3D11Device_CreateDepthStencilView(pD3DDev11, (ID3D11Resource *)shadowmap_texture[id].ptr, &rtdesc, &shadowmap_dsview[id]);
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}
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if (FAILED(hr))
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return false;
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}
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D3D11BE_UnbindAllTextures();
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if (shadowfmt == 2)
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{
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float colours[4] = {0, 1, 0, 0};
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colours[0] = frandom();
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colours[1] = frandom();
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colours[2] = frandom();
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ID3D11DeviceContext_OMSetRenderTargets(d3ddevctx, 1, &shadowmap_rtview[id], shadowmap_dsview[id]);
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ID3D11DeviceContext_ClearRenderTargetView(d3ddevctx, shadowmap_rtview[id], colours);
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}
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else
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{
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ID3D11DeviceContext_OMSetRenderTargets(d3ddevctx, 0, NULL, shadowmap_dsview[id]);
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ID3D11DeviceContext_ClearDepthStencilView(d3ddevctx, shadowmap_dsview[id], D3D11_CLEAR_DEPTH, 1.0f, 0);
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}
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return true;
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}
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void D3D11_EndShadowMap(void)
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{
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extern ID3D11RenderTargetView *fb_backbuffer;
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extern ID3D11DepthStencilView *fb_backdepthstencil;
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ID3D11DeviceContext_OMSetRenderTargets(d3ddevctx, 1, &fb_backbuffer, fb_backdepthstencil);
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}
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#endif
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#endif
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