engine/engine/d3d/d3d_shader.c

607 lines
17 KiB
C

#include "quakedef.h"
#ifdef D3D9QUAKE
#include "shader.h"
#include "winquake.h"
#if !defined(HMONITOR_DECLARED) && (WINVER < 0x0500)
#define HMONITOR_DECLARED
DECLARE_HANDLE(HMONITOR);
#endif
#include <d3d9.h>
extern LPDIRECT3DDEVICE9 pD3DDev9;
extern cvar_t d3d9_hlsl;
typedef struct {
LPCSTR Name;
LPCSTR Definition;
} D3DXMACRO;
#define D3DXHANDLE void *
typedef enum D3DXINCLUDE_TYPE {
D3DXINC_LOCAL = 0,
D3DXINC_SYSTEM = 1,
D3DXINC_FORCE_DWORD = 0x7fffffff
} D3DXINCLUDE_TYPE, *LPD3DXINCLUDE_TYPE;
#undef INTERFACE
#define INTERFACE myID3DXInclude
DECLARE_INTERFACE(myID3DXInclude)
{
STDMETHOD_(HRESULT,Open)(THIS_ D3DXINCLUDE_TYPE IncludeType, LPCSTR pFileName, LPCVOID pParentData, LPCVOID *ppData, UINT *pBytes) PURE;
STDMETHOD_(HRESULT,Close)(THIS_ LPCVOID pData) PURE;
};
typedef struct myID3DXInclude *LPD3DXINCLUDE;
#undef INTERFACE
#define INTERFACE d3dxbuffer
DECLARE_INTERFACE_(d3dxbuffer,IUnknown)
{
STDMETHOD(QueryInterface)(THIS_ REFIID,PVOID*) PURE;
STDMETHOD_(ULONG,AddRef)(THIS) PURE;
STDMETHOD_(ULONG,Release)(THIS) PURE;
STDMETHOD_(LPVOID,GetBufferPointer)(THIS) PURE;
STDMETHOD_(SIZE_T,GetBufferSize)(THIS) PURE;
};
typedef struct d3dxbuffer *LPD3DXBUFFER;
typedef enum _D3DXREGISTER_SET
{
D3DXRS_BOOL,
D3DXRS_INT4,
D3DXRS_FLOAT4,
D3DXRS_SAMPLER,
D3DXRS_FORCE_DWORD = 0x7fffffff
} D3DXREGISTER_SET, *LPD3DXREGISTER_SET;
typedef enum _D3DXPARAMETER_CLASS
{
D3DXPC_SCALAR,
D3DXPC_VECTOR,
D3DXPC_MATRIX_ROWS,
D3DXPC_MATRIX_COLUMNS,
D3DXPC_OBJECT,
D3DXPC_STRUCT,
D3DXPC_FORCE_DWORD = 0x7fffffff
} D3DXPARAMETER_CLASS, *LPD3DXPARAMETER_CLASS;
typedef enum _D3DXPARAMETER_TYPE
{
D3DXPT_VOID,
D3DXPT_BOOL,
D3DXPT_INT,
D3DXPT_FLOAT,
D3DXPT_STRING,
D3DXPT_TEXTURE,
D3DXPT_TEXTURE1D,
D3DXPT_TEXTURE2D,
D3DXPT_TEXTURE3D,
D3DXPT_TEXTURECUBE,
D3DXPT_SAMPLER,
D3DXPT_SAMPLER1D,
D3DXPT_SAMPLER2D,
D3DXPT_SAMPLER3D,
D3DXPT_SAMPLERCUBE,
D3DXPT_PIXELSHADER,
D3DXPT_VERTEXSHADER,
D3DXPT_PIXELFRAGMENT,
D3DXPT_VERTEXFRAGMENT,
} D3DXPARAMETER_TYPE, *LPD3DXPARAMETER_TYPE;
typedef struct _D3DXCONSTANT_DESC
{
LPCSTR Name; // Constant name
D3DXREGISTER_SET RegisterSet; // Register set
UINT RegisterIndex; // Register index
UINT RegisterCount; // Number of registers occupied
D3DXPARAMETER_CLASS Class; // Class
D3DXPARAMETER_TYPE Type; // Component type
UINT Rows; // Number of rows
UINT Columns; // Number of columns
UINT Elements; // Number of array elements
UINT StructMembers; // Number of structure member sub-parameters
UINT Bytes; // Data size, in bytes
LPCVOID DefaultValue; // Pointer to default value
} D3DXCONSTANT_DESC, *LPD3DXCONSTANT_DESC;
typedef struct _D3DXCONSTANTTABLE_DESC
{
LPCSTR Creator; // Creator string
DWORD Version; // Shader version
UINT Constants; // Number of constants
} D3DXCONSTANTTABLE_DESC, *LPD3DXCONSTANTTABLE_DESC;
#undef INTERFACE
#define INTERFACE d3dxconstanttable
DECLARE_INTERFACE_(d3dxconstanttable,IUnknown)
{
STDMETHOD(QueryInterface)(THIS_ REFIID,PVOID*) PURE;
STDMETHOD_(ULONG,AddRef)(THIS) PURE;
STDMETHOD_(ULONG,Release)(THIS) PURE;
STDMETHOD_(LPVOID,GetBufferPointer)(THIS) PURE;
STDMETHOD_(SIZE_T,GetBufferSize)(THIS) PURE;
STDMETHOD(GetDesc)(THIS_ D3DXCONSTANTTABLE_DESC *pDesc) PURE;
STDMETHOD(GetConstantDesc)(THIS_ D3DXHANDLE hConstant, D3DXCONSTANT_DESC *pConstantDesc, UINT *pCount) PURE;
STDMETHOD_(D3DXHANDLE, GetConstant)(THIS_ D3DXHANDLE hConstant, UINT Index) PURE;
STDMETHOD_(D3DXHANDLE, GetConstantByName)(THIS_ D3DXHANDLE hConstant, LPCSTR pName) PURE;
STDMETHOD_(D3DXHANDLE, GetConstantElement)(THIS_ D3DXHANDLE hConstant, UINT Index) PURE;
/*more stuff not included here cos I don't need it*/
};
typedef struct d3dxconstanttable *LPD3DXCONSTANTTABLE;
HRESULT (WINAPI *pD3DXCompileShader) (
LPCSTR pSrcData,
UINT SrcDataLen,
const D3DXMACRO *pDefines,
LPD3DXINCLUDE pInclude,
LPCSTR pEntrypoint,
LPCSTR pTarget,
UINT Flags,
LPD3DXBUFFER *ppCode,
LPD3DXBUFFER *ppErrorMsgs,
LPD3DXCONSTANTTABLE *constants
);
static dllhandle_t *shaderlib;
#ifndef IUnknown_Release
#define IUnknown_Release(This) \
(This)->lpVtbl -> Release(This)
#endif
static HRESULT STDMETHODCALLTYPE myID3DXIncludeVtbl_Close(myID3DXInclude *cls, LPCVOID pData)
{
return S_OK;
}
static HRESULT STDMETHODCALLTYPE myID3DXIncludeVtbl_Open(myID3DXInclude *cls, D3DXINCLUDE_TYPE IncludeType, LPCSTR pFileName, LPCVOID pParentData, LPCVOID *ppData, UINT *pBytes)
{
char *file = NULL;
// "sys/defs.h"
// "sys/skeletal.h"
// "sys/offsetmapping.h"
if (!strcmp(pFileName, "sys/fog.h"))
{
file =
"#ifdef FRAGMENT_SHADER\n"
"#ifdef FOG\n"
"#ifndef DEFS_DEFINED\n"
"float4 w_fog[2];\n"
"#define w_fogcolour w_fog[0].rgb\n"
"#define w_fogalpha w_fog[0].a\n"
"#define w_fogdensity w_fog[1].x\n"
"#define w_fogdepthbias w_fog[1].y\n"
"#endif\n"
"static const float r_fog_exp2 = 1.0;\n"
"float3 fog3(float3 regularcolour, float distance)"
"{"
"float z = w_fogdensity * distance;\n"
"z = max(0.0,z-w_fogdepthbias);\n"
"if (r_fog_exp2)\n"
"z *= z;\n"
"float fac = exp2(-(z * 1.442695));\n"
"fac = (1.0-w_fogalpha) + (clamp(fac, 0.0, 1.0)*w_fogalpha);\n"
"return lerp(w_fogcolour, regularcolour, fac);\n"
"}\n"
"float3 fog3additive(float3 regularcolour, float distance)"
"{"
"float z = w_fogdensity * distance;\n"
"z = max(0.0,z-w_fogdepthbias);\n"
"if (r_fog_exp2)\n"
"z *= z;\n"
"float fac = exp2(-(z * 1.442695));\n"
"fac = (1.0-w_fogalpha) + (clamp(fac, 0.0, 1.0)*w_fogalpha);\n"
"return regularcolour * fac;\n"
"}\n"
"float4 fog4(float4 regularcolour, float distance)"
"{"
"return float4(fog3(regularcolour.rgb, distance), 1.0) * regularcolour.a;\n"
"}\n"
"float4 fog4additive(float4 regularcolour, float distance)"
"{"
"float z = w_fogdensity * distance;\n"
"z = max(0.0,z-w_fogdepthbias);\n"
"if (r_fog_exp2)\n"
"z *= z;\n"
"float fac = exp2(-(z * 1.442695));\n"
"fac = (1.0-w_fogalpha) + (clamp(fac, 0.0, 1.0)*w_fogalpha);\n"
"return regularcolour * float4(fac, fac, fac, 1.0);\n"
"}\n"
"float4 fog4blend(float4 regularcolour, float distance)"
"{"
"float z = w_fogdensity * distance;\n"
"z = max(0.0,z-w_fogdepthbias);\n"
"if (r_fog_exp2)\n"
"z *= z;\n"
"float fac = exp2(-(z * 1.442695));\n"
"fac = (1.0-w_fogalpha) + (clamp(fac, 0.0, 1.0)*w_fogalpha);\n"
"return regularcolour * float4(1.0, 1.0, 1.0, fac);\n"
"}\n"
"#else\n"
"float3 fog3(float3 regularcolour, float distance) { return regularcolour; }\n"
"float3 fog3additive(float3 regularcolour, float distance) { return regularcolour; }\n"
"float4 fog4(float4 regularcolour, float distance) { return regularcolour; }\n"
"float4 fog4additive(float4 regularcolour, float distance) { return regularcolour; }\n"
"float4 fog4blend(float4 regularcolour, float distance) { return regularcolour; }\n"
"#endif\n"
"#endif\n"
;
}
else if (!strcmp(pFileName, "sys/pcf.h"))
{
file =
"#define ShadowmapFilter(smap,proj) 1.0\n"
;
}
if (file)
{
*ppData = file;
*pBytes = strlen(file);
return S_OK;
}
else
return E_FAIL;
}
static struct myID3DXIncludeVtbl myID3DXIncludeVtbl_C =
{
myID3DXIncludeVtbl_Open,
myID3DXIncludeVtbl_Close
};
static struct myID3DXInclude myID3DXIncludeVtbl_Instance = {&myID3DXIncludeVtbl_C};
static qboolean D3D9Shader_CreateProgram (program_t *prog, struct programpermu_s *permu, int ver, const char **precompilerconstants, const char *vert, const char *tcs, const char *tes, const char *geom, const char *frag, qboolean silent, vfsfile_t *blobfile)
{
D3DXMACRO defines[64];
LPD3DXBUFFER code = NULL, errors = NULL;
qboolean success = false;
char defbuf[2048];
char *defbufe;
if (geom || tcs || tes)
{
Con_Printf("geometry and tessellation shaders are not availale in d3d9 (%s)\n", prog->name);
return false;
}
permu->h.hlsl.vert = NULL;
permu->h.hlsl.frag = NULL;
if (pD3DXCompileShader)
{
int consts;
for (consts = 0; precompilerconstants[consts]; consts++)
;
consts+=2;
if (consts >= sizeof(defines) / sizeof(defines[0]))
return success;
consts = 0;
defines[consts].Name = NULL; /*shader type*/
defines[consts].Definition = "1";
consts++;
defines[consts].Name = "ENGINE_"DISTRIBUTION;
defines[consts].Definition = __DATE__;
consts++;
for (defbufe = defbuf; *precompilerconstants; precompilerconstants++)
{
const char *l, *nl;
for(l = *precompilerconstants; *l; l = nl)
{
l += 7; //skip over the assumed #define
l = COM_ParseOut(l, defbufe, defbuf+sizeof(defbuf) - defbufe-1);
defines[consts].Name = defbufe;
defbufe += strlen(defbufe)+1;
while (*l == ' ' || *l == '\t')
l++;
nl = strchr(l, '\n');
if (nl && *nl)
{
defines[consts++].Definition = defbufe;
memcpy(defbufe, l, nl-l);
defbufe[nl-l] = 0;
defbufe += nl++-l+1;
}
else
defines[consts++].Definition = l;
}
}
defines[consts].Name = NULL;
defines[consts].Definition = NULL;
success = true;
defines[0].Name = "VERTEX_SHADER";
if (FAILED(pD3DXCompileShader(vert, strlen(vert), defines, &myID3DXIncludeVtbl_Instance, "main", "vs_2_0", 0, &code, &errors, (LPD3DXCONSTANTTABLE*)&permu->h.hlsl.ctabv)))
success = false;
else
{
IDirect3DDevice9_CreateVertexShader(pD3DDev9, code->lpVtbl->GetBufferPointer(code), (IDirect3DVertexShader9**)&permu->h.hlsl.vert);
code->lpVtbl->Release(code);
}
if (errors)
{
char *messages = errors->lpVtbl->GetBufferPointer(errors);
//int i;
// for (i = 0; i < consts; i++)
// Con_Printf("%s %i: %s==%s\n", prog->name, i, defines[i].Name, defines[i].Definition);
// Con_Printf("%s\n", vert);
Con_Printf("Error compiling vertex shader %s:\n%s", prog->name, messages);
errors->lpVtbl->Release(errors);
}
defines[0].Name = "FRAGMENT_SHADER";
if (FAILED(pD3DXCompileShader(frag, strlen(frag), defines, &myID3DXIncludeVtbl_Instance, "main", "ps_2_0", 0, &code, &errors, (LPD3DXCONSTANTTABLE*)&permu->h.hlsl.ctabf)))
success = false;
else
{
IDirect3DDevice9_CreatePixelShader(pD3DDev9, code->lpVtbl->GetBufferPointer(code), (IDirect3DPixelShader9**)&permu->h.hlsl.frag);
code->lpVtbl->Release(code);
}
if (errors)
{
char *messages = errors->lpVtbl->GetBufferPointer(errors);
Con_Printf("Error compiling pixel shader %s:\n%s", prog->name, messages);
errors->lpVtbl->Release(errors);
}
}
return success;
}
static int D3D9Shader_FindUniform_(LPD3DXCONSTANTTABLE ct, const char *name)
{
if (ct)
{
UINT dc = 1;
D3DXCONSTANT_DESC d;
if (!FAILED(ct->lpVtbl->GetConstantDesc(ct, (void*)name, &d, &dc)))
return d.RegisterIndex;
}
return -1;
}
static int D3D9Shader_FindUniform(union programhandle_u *h, int type, const char *name)
{
int offs;
if (!type || type == 1)
{
offs = D3D9Shader_FindUniform_(h->hlsl.ctabv, name);
if (offs >= 0)
return offs;
}
if (!type || type == 2)
{
offs = D3D9Shader_FindUniform_(h->hlsl.ctabf, name);
if (offs >= 0)
return offs;
}
return -1;
}
static void D3D9Shader_ProgAutoFields(program_t *prog, struct programpermu_s *pp, cvar_t **cvarrefs, char **cvarnames, int *cvartypes)
{
unsigned int i;
int uniformloc;
char tmpbuffer[256];
#define ALTLIGHTMAPSAMP 13
#define ALTDELUXMAPSAMP 16
/* prog->nofixedcompat = true;
prog->defaulttextures = 0;
prog->numsamplers = 0;
*/
int maxparms = 0;
pp->parm = NULL;
pp->numparms = 0;
IDirect3DDevice9_SetVertexShader(pD3DDev9, pp->h.hlsl.vert);
IDirect3DDevice9_SetPixelShader(pD3DDev9, pp->h.hlsl.frag);
for (i = 0; shader_unif_names[i].name; i++)
{
uniformloc = D3D9Shader_FindUniform(&pp->h, 0, shader_unif_names[i].name);
if (uniformloc != -1)
{
if (pp->numparms == maxparms)
{
maxparms = maxparms?maxparms*2:8;
pp->parm = BZ_Realloc(pp->parm, sizeof(*pp->parm) * maxparms);
}
pp->parm[pp->numparms].handle = uniformloc;
pp->parm[pp->numparms].type = shader_unif_names[i].ptype;
pp->numparms++;
}
}
for (i = 0; cvarnames[i]; i++)
{
if (!cvarrefs[i])
continue;
//just directly sets uniforms. can't cope with cvars dynamically changing.
cvarrefs[i]->flags |= CVAR_SHADERSYSTEM;
Q_snprintfz(tmpbuffer, sizeof(tmpbuffer), "cvar_%s", cvarnames[i]);
uniformloc = D3D9Shader_FindUniform(&pp->h, 1, tmpbuffer);
if (uniformloc != -1)
{
if (cvartypes[i] == SP_CVARI)
{
int v[4] = {cvarrefs[i]->ival, 0, 0, 0};
IDirect3DDevice9_SetVertexShaderConstantI(pD3DDev9, 0, v, 1);
}
else
IDirect3DDevice9_SetVertexShaderConstantF(pD3DDev9, 0, cvarrefs[i]->vec4, 1);
}
uniformloc = D3D9Shader_FindUniform(&pp->h, 2, tmpbuffer);
if (uniformloc != -1)
{
if (cvartypes[i] == SP_CVARI)
{
int v[4] = {cvarrefs[i]->ival, 0, 0, 0};
IDirect3DDevice9_SetPixelShaderConstantI(pD3DDev9, 0, v, 1);
}
else
IDirect3DDevice9_SetPixelShaderConstantF(pD3DDev9, 0, cvarrefs[i]->vec4, 1);
}
}
/*set texture uniforms*/
for (i = 0; i < prog->numsamplers; i++)
{
Q_snprintfz(tmpbuffer, sizeof(tmpbuffer), "s_t%i", i);
uniformloc = D3D9Shader_FindUniform(&pp->h, 2, tmpbuffer);
if (uniformloc != -1)
{
int v[4] = {i};
IDirect3DDevice9_SetPixelShader(pD3DDev9, pp->h.hlsl.frag);
IDirect3DDevice9_SetPixelShaderConstantI(pD3DDev9, 0, v, 1);
// if (prog->numsamplers < i+1)
// prog->numsamplers = i+1;
}
}
/* for (i = 0; sh_defaultsamplers[i].name; i++)
{
//figure out which ones are needed.
if (prog->defaulttextures & sh_defaultsamplers[i].defaulttexbits)
continue; //don't spam
uniformloc = D3D9Shader_FindUniform(&pp->h, 2, sh_defaultsamplers[i].name);
if (uniformloc != -1)
prog->defaulttextures |= sh_defaultsamplers[i].defaulttexbits;
}
*/
if (prog->defaulttextures)
{
unsigned int sampnum;
/*set default texture uniforms*/
sampnum = prog->numsamplers;
for (i = 0; sh_defaultsamplers[i].name; i++)
{
if (prog->defaulttextures & sh_defaultsamplers[i].defaulttexbits)
{
uniformloc = D3D9Shader_FindUniform(&pp->h, 2, sh_defaultsamplers[i].name);
if (uniformloc != -1)
{
int v[4] = {sampnum};
IDirect3DDevice9_SetPixelShader(pD3DDev9, pp->h.hlsl.frag);
IDirect3DDevice9_SetPixelShaderConstantI(pD3DDev9, 0, v, 1);
}
sampnum++;
}
}
}
IDirect3DDevice9_SetVertexShader(pD3DDev9, NULL);
IDirect3DDevice9_SetPixelShader(pD3DDev9, NULL);
}
void D3D9Shader_DeleteProg(program_t *prog)
{
unsigned int permu;
struct programpermu_s *pp;
for (permu = 0; permu < countof(prog->permu); permu++)
{
pp = prog->permu[permu];
if (!pp)
continue;
if (pp->h.hlsl.vert)
{
IDirect3DVertexShader9 *vs = pp->h.hlsl.vert;
pp->h.hlsl.vert = NULL;
IDirect3DVertexShader9_Release(vs);
}
if (pp->h.hlsl.frag)
{
IDirect3DPixelShader9 *fs = pp->h.hlsl.frag;
pp->h.hlsl.frag = NULL;
IDirect3DPixelShader9_Release(fs);
}
if (pp->h.hlsl.ctabv)
{
LPD3DXCONSTANTTABLE vct = pp->h.hlsl.ctabv;
pp->h.hlsl.ctabv = NULL;
IUnknown_Release(vct);
}
if (pp->h.hlsl.ctabf)
{
LPD3DXCONSTANTTABLE fct = pp->h.hlsl.ctabf;
pp->h.hlsl.ctabf = NULL;
IUnknown_Release(fct);
}
pp->numparms = 0;
BZ_Free(pp->parm);
}
}
void D3D9Shader_Init(void)
{
D3DCAPS9 caps;
dllfunction_t funcs[] =
{
{(void**)&pD3DXCompileShader, "D3DXCompileShader"},
{NULL,NULL}
};
if (!shaderlib)
shaderlib = Sys_LoadLibrary("d3dx9_32", funcs);
if (!shaderlib)
shaderlib = Sys_LoadLibrary("d3dx9_34", funcs);
memset(&sh_config, 0, sizeof(sh_config));
sh_config.minver = 9;
sh_config.maxver = 9;
sh_config.blobpath = "hlsl/%s.blob";
sh_config.progpath = shaderlib?"hlsl/%s.hlsl":NULL;
sh_config.shadernamefmt = "%s_hlsl9";
sh_config.progs_supported = !!shaderlib && d3d9_hlsl.ival;
sh_config.progs_required = false;
sh_config.pDeleteProg = D3D9Shader_DeleteProg;
sh_config.pLoadBlob = NULL;//D3D9Shader_LoadBlob;
sh_config.pCreateProgram = D3D9Shader_CreateProgram;
sh_config.pProgAutoFields = D3D9Shader_ProgAutoFields;
sh_config.tex_env_combine = 1;
sh_config.nv_tex_env_combine4 = 1;
sh_config.env_add = 1;
sh_config.can_mipcap = true; //at creation time, I think.
sh_config.havecubemaps = true;
IDirect3DDevice9_GetDeviceCaps(pD3DDev9, &caps);
sh_config.texture_allow_block_padding = false; //microsoft blocks this.
if (caps.TextureCaps & D3DPTEXTURECAPS_POW2)
{ //this flag is a LIMITATION, not a capability.
sh_config.texture_non_power_of_two = false;
sh_config.texture_non_power_of_two_pic = !!(caps.TextureCaps & D3DPTEXTURECAPS_NONPOW2CONDITIONAL); //pic npot is supported if both flags are set.
}
else
{ //modern cards support npot
sh_config.texture_non_power_of_two_pic = true;
sh_config.texture_non_power_of_two = true;
}
sh_config.texturecube_maxsize = sh_config.texture2d_maxsize = min(caps.MaxTextureWidth, caps.MaxTextureHeight);
}
#endif