fteqw/engine/d3d/d3d11_image.c

813 lines
20 KiB
C

#include "quakedef.h"
#ifdef D3D11QUAKE
#include "winquake.h"
#define COBJMACROS
#include <d3d11.h>
extern ID3D11Device *pD3DDev11;
extern ID3D11DeviceContext *d3ddevctx;
//FIXME: need support for cubemaps.
typedef struct d3dtexture_s
{
texcom_t com;
ID3D11ShaderResourceView *view;
struct d3dtexture_s *prev;
struct d3dtexture_s *next;
ID3D11Texture2D *tex2d;
char name[1];
} d3d11texture_t;
static d3d11texture_t *d3d11textures;
ID3D11ShaderResourceView *D3D11_Image_View(const texid_t *id)
{
d3d11texture_t *info = (d3d11texture_t*)id->ref;
if (!info)
return NULL;
if (!info->view)
ID3D11Device_CreateShaderResourceView(pD3DDev11, (ID3D11Resource *)info->tex2d, NULL, &info->view);
return info->view;
}
void D3D11_Image_Shutdown(void)
{
//destroy all named textures
while(d3d11textures)
{
d3d11texture_t *t = d3d11textures;
d3d11textures = t->next;
if (t->view)
ID3D11ShaderResourceView_Release(t->view);
if (t->tex2d)
ID3D11Texture2D_Release(t->tex2d);
free(t);
}
}
void D3D11_DestroyTexture (texid_t tex)
{
d3d11texture_t *t = (d3d11texture_t*)tex.ref;
ID3D11Texture2D *tx = tex.ptr;
if (!t)
return;
if (t->view)
ID3D11ShaderResourceView_Release(t->view);
if (t->tex2d)
ID3D11Texture2D_Release(t->tex2d);
t->view = NULL;
t->tex2d = NULL;
if (t->prev)
t->prev->next = t->next;
else
d3d11textures = t->next;
if (t->next)
t->next->prev = t->prev;
t->prev = NULL;
t->next = NULL;
free(t);
}
static d3d11texture_t *d3d_lookup_texture(char *ident)
{
d3d11texture_t *tex;
if (*ident)
{
for (tex = d3d11textures; tex; tex = tex->next)
if (!strcmp(tex->name, ident))
return tex;
}
tex = calloc(1, sizeof(*tex)+strlen(ident));
strcpy(tex->name, ident);
tex->view = NULL;
tex->tex2d = NULL;
tex->next = d3d11textures;
tex->prev = NULL;
d3d11textures = tex;
if (tex->next)
tex->next->prev = tex;
return tex;
}
extern cvar_t gl_picmip;
extern cvar_t gl_picmip2d;
static texid_t ToTexID(d3d11texture_t *tex)
{
texid_t tid;
tid.ref = &tex->com;
if (!tex->view)
ID3D11Device_CreateShaderResourceView(pD3DDev11, (ID3D11Resource *)tex->tex2d, NULL, &tex->view);
tid.ptr = NULL;//(void*)0xdeadbeef;
return tid;
}
static void D3D_MipMap (qbyte *out, int outwidth, int outheight, const qbyte *in, int inwidth, int inheight)
{
int i, j;
const qbyte *inrow;
//with npot
int rowwidth = inwidth*4; //rowwidth is the byte width of the input
inrow = in;
for (i=0 ; i<outheight ; i++, inrow+=rowwidth*2)
{
for (in = inrow, j=0 ; j<outwidth ; j++, out+=4, in+=8)
{
out[0] = (in[0] + in[4] + in[rowwidth+0] + in[rowwidth+4])>>2;
out[1] = (in[1] + in[5] + in[rowwidth+1] + in[rowwidth+5])>>2;
out[2] = (in[2] + in[6] + in[rowwidth+2] + in[rowwidth+6])>>2;
out[3] = (in[3] + in[7] + in[rowwidth+3] + in[rowwidth+7])>>2;
}
}
}
static void *D3D11_AllocNewTextureData(void *datargba, int width, int height, unsigned int flags)
{
HRESULT hr;
ID3D11Texture2D *tx = NULL;
D3D11_TEXTURE2D_DESC tdesc = {0};
D3D11_SUBRESOURCE_DATA subresdesc[64] = {0};
int i;
int owidth, oheight;
tdesc.Width = width;
tdesc.Height = height;
tdesc.MipLevels = (!datargba || (flags & IF_NOMIPMAP))?1:0; //0 generates mipmaps automagically
tdesc.ArraySize = 1;
tdesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
tdesc.SampleDesc.Count = 1;
tdesc.SampleDesc.Quality = 0;
tdesc.Usage = datargba?D3D11_USAGE_IMMUTABLE:D3D11_USAGE_DYNAMIC;
tdesc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
tdesc.CPUAccessFlags = (datargba)?0:D3D11_CPU_ACCESS_WRITE;
tdesc.MiscFlags = 0;
//first mip level
subresdesc[0].SysMemPitch = width*4;
subresdesc[0].SysMemSlicePitch = width*height*4;
if (!datargba)
{
subresdesc[0].pSysMem = NULL;
//one mip, but no data
i = 1;
}
else
{
subresdesc[0].pSysMem = datargba;
for (i = 1; i < 64 && width > 1 && height > 1; i++)
{
owidth = width;
oheight = height;
width /= 2;
height /= 2;
subresdesc[i].pSysMem = malloc(width*height*4);
subresdesc[i].SysMemPitch = width*4;
subresdesc[i].SysMemSlicePitch = width*height*4;
D3D_MipMap((void*)subresdesc[i].pSysMem, width, height, subresdesc[i-1].pSysMem, owidth, oheight);
}
}
tdesc.MipLevels = i; //0 generates mipmaps automagically
hr = ID3D11Device_CreateTexture2D(pD3DDev11, &tdesc, (subresdesc[0].pSysMem?subresdesc:NULL), &tx);
if (FAILED(hr))
{
Con_Printf("Failed to create texture\n");
tx = NULL;
}
for (i = 1; i < tdesc.MipLevels; i++)
{
free((void*)subresdesc[i].pSysMem);
}
return tx;
}
texid_t D3D11_AllocNewTexture(char *ident, int width, int height, unsigned int flags)
{
d3d11texture_t *t = d3d_lookup_texture("");
texid_t id;
if (t->tex2d)
return ToTexID(t);
t->tex2d = D3D11_AllocNewTextureData(NULL, width, height, flags);
t->com.width = width;
t->com.height = height;
id = ToTexID(t);
if (!t->tex2d)
{
D3D11_DestroyTexture(id);
return r_nulltex;
}
return id;
}
static void D3D11_RoundDimensions(int *scaled_width, int *scaled_height, qboolean mipmap)
{
// if (gl_config.arb_texture_non_power_of_two) //NPOT is a simple extension that relaxes errors.
// {
// TRACE(("dbg: GL_RoundDimensions: GL_ARB_texture_non_power_of_two\n"));
// }
// else
{
int width = *scaled_width;
int height = *scaled_height;
for (*scaled_width = 1 ; *scaled_width < width ; *scaled_width<<=1)
;
for (*scaled_height = 1 ; *scaled_height < height ; *scaled_height<<=1)
;
}
if (mipmap)
{
TRACE(("dbg: GL_RoundDimensions: %i\n", gl_picmip.ival));
*scaled_width >>= gl_picmip.ival;
*scaled_height >>= gl_picmip.ival;
}
else
{
*scaled_width >>= gl_picmip2d.ival;
*scaled_height >>= gl_picmip2d.ival;
}
TRACE(("dbg: GL_RoundDimensions: %i\n", gl_max_size.ival));
if (gl_max_size.ival)
{
if (*scaled_width > gl_max_size.ival)
*scaled_width = gl_max_size.ival;
if (*scaled_height > gl_max_size.ival)
*scaled_height = gl_max_size.ival;
}
if (*scaled_width < 1)
*scaled_width = 1;
if (*scaled_height < 1)
*scaled_height = 1;
}
static void Upload_Texture_32(ID3D11Texture2D *tex, unsigned int *data, int width, int height, unsigned int flags)
{
int x, y;
unsigned int *dest;
// unsigned char swapbuf[4];
// unsigned char swapbuf2[4];
D3D11_MAPPED_SUBRESOURCE lock;
D3D11_TEXTURE2D_DESC desc;
if (!tex)
return;
desc.Width = 0;
desc.Height = 0;
ID3D11Texture2D_GetDesc(tex, &desc);
#if 0
if (width == desc.Width && height == desc.Height)
{
ID3D11DeviceContext_UpdateSubresource(d3ddevctx, (ID3D11Resource*)tex, 0, NULL, data, width*4, width*height*4);
return;
}
Con_Printf("Wrong size!\n");
return;
#else
if (FAILED(ID3D11DeviceContext_Map(d3ddevctx, (ID3D11Resource*)tex, 0, D3D11_MAP_WRITE_DISCARD, 0, &lock)))
{
Con_Printf("Dynamic texture update failed\n");
return;
}
if (width == desc.Width && height == desc.Height)
{
for (y = 0; y < height; y++)
{
dest = (unsigned int *)((char *)lock.pData + lock.RowPitch*y);
for (x = 0; x < width; x++)
{
// *(unsigned int*)swapbuf2 = *(unsigned int*)swapbuf = data[x];
// swapbuf[0] = swapbuf2[2];
// swapbuf[2] = swapbuf2[0];
dest[x] = data[x];//*(unsigned int*)swapbuf;
}
data += width;
}
}
else
{
int x, y;
int iny;
unsigned int *row, *inrow;
for (y = 0; y < desc.Height; y++)
{
row = (unsigned int*)((char *)lock.pData + lock.RowPitch*y);
iny = (y * height) / desc.Height;
inrow = data + width*iny;
for (x = 0; x < desc.Width; x++)
{
//*(unsigned int*)swapbuf2 = *(unsigned int*)swapbuf = inrow[(x * width)/desc.Width];
//swapbuf[0] = swapbuf2[2];
//swapbuf[2] = swapbuf2[0];
row[x] = inrow[(x * width)/desc.Width];//*(unsigned int*)swapbuf;
}
}
}
ID3D11DeviceContext_Unmap(d3ddevctx, (ID3D11Resource*)tex, 0);
#endif
}
//create a basic shader from a 32bit image
static void D3D11_LoadTexture_32(d3d11texture_t *tex, unsigned int *data, int width, int height, int flags)
{
// int nwidth, nheight;
/*
if (!(flags & TF_MANDATORY))
{
Con_Printf("Texture upload missing flags\n");
return NULL;
}
*/
// nwidth = width;
// nheight = height;
// D3D11_RoundDimensions(&nwidth, &nheight, !(flags & IF_NOMIPMAP));
tex->com.width = width;
tex->com.height = height;
if (!tex->tex2d)
{
tex->tex2d = D3D11_AllocNewTextureData(data, width, height, flags);
return;
}
else
Upload_Texture_32(tex->tex2d, data, width, height, flags);
}
static void D3D11_LoadTexture_8(d3d11texture_t *tex, unsigned char *data, unsigned int *pal32, int width, int height, int flags, enum uploadfmt fmt)
{
static unsigned trans[1024*1024];
int i, s;
qboolean noalpha;
int p;
if (width*height > 1024*1024)
Sys_Error("GL_Upload8: image too big (%i*%i)", width, height);
s = width*height;
// if there are no transparent pixels, make it a 3 component
// texture even if it was specified as otherwise
if (fmt == TF_8PAL24)
{
unsigned char *pal24 = (void*)pal32;
//strictly bgr little endian.
for (i=0 ; i<s ; i++)
{
p = data[i];
trans[i] = (pal24[p*3+0] << 0) | (pal24[p*3+1] << 8) | (pal24[p*3+2] << 16) | (255<<24);
}
}
else if (fmt == TF_TRANS8_FULLBRIGHT)
{
noalpha = true;
for (i=0 ; i<s ; i++)
{
p = data[i];
if (p > 255-vid.fullbright)
trans[i] = pal32[p];
else
{
noalpha = false;
trans[i] = 0;
}
}
}
else if ((fmt!=TF_SOLID8) && !(flags & IF_NOALPHA))
{
noalpha = true;
for (i=0 ; i<s ; i++)
{
p = data[i];
if (p == 255)
{
noalpha = false;
trans[i] = 0;
}
else
trans[i] = pal32[p];
}
switch(fmt)
{
default:
if (noalpha)
fmt = TF_SOLID8;
break;
case TF_H2_T7G1:
fmt = TF_TRANS8;
for (i=0 ; i<s ; i++)
{
p = data[i];
if (p == 0)
trans[i] &= 0x00ffffff;
else if( p & 1 )
{
trans[i] &= 0x00ffffff;
trans[i] |= ( ( int )( 255 * 0.5 ) ) << 24;
}
else
{
trans[i] |= 0xff000000;
}
}
break;
case TF_H2_TRANS8_0:
fmt = TF_TRANS8;
for (i=0 ; i<s ; i++)
{
p = data[i];
if (p == 0)
trans[i] &= 0x00ffffff;
}
break;
/* case TF_H2_T4A4:
fmt = TF_TRANS8;
for (i=0 ; i<s ; i++)
{
p = data[i];
trans[i] = d_8to24rgbtable[ColorIndex[p>>4]] & 0x00ffffff;
trans[i] |= ( int )ColorPercent[p&15] << 24;
//trans[i] = 0x7fff0000;
}
break;
*/
}
}
else
{
for (i=(s&~3)-4 ; i>=0 ; i-=4)
{
trans[i] = pal32[data[i]];
trans[i+1] = pal32[data[i+1]];
trans[i+2] = pal32[data[i+2]];
trans[i+3] = pal32[data[i+3]];
}
for (i=s&~3 ; i<s ; i++) //wow, funky
{
trans[i] = pal32[data[i]];
}
}
D3D11_LoadTexture_32(tex, trans, width, height, flags);
}
void D3D11_Upload (texid_t id, char *name, enum uploadfmt fmt, void *data, void *palette, int width, int height, unsigned int flags)
{
d3d11texture_t *tex = (d3d11texture_t *)id.ref;
switch (fmt)
{
case TF_RGBX32:
flags |= IF_NOALPHA;
//fall through
case TF_RGBA32:
Upload_Texture_32(tex->tex2d, data, width, height, flags);
if (tex->view)
{
tex->view->lpVtbl->Release(tex->view);
tex->view = NULL;
}
ToTexID(tex);
break;
case TF_8PAL24:
D3D11_LoadTexture_8(tex, data, palette, width, height, flags, fmt);
if (tex->view)
{
tex->view->lpVtbl->Release(tex->view);
tex->view = NULL;
}
ToTexID(tex);
break;
case TF_TRANS8:
OutputDebugString(va("D3D11_LoadTextureFmt doesn't support fmt TF_TRANS8 (%s)\n", fmt, name));
break;
default:
OutputDebugString(va("D3D11_LoadTextureFmt doesn't support fmt %i (%s)\n", fmt, name));
break;
}
}
void D3D11_UploadLightmap(lightmapinfo_t *lm)
{
d3d11texture_t *tex;
lm->modified = false;
if (!TEXVALID(lm->lightmap_texture))
{
lm->lightmap_texture = R_AllocNewTexture("***lightmap***", LMBLOCK_WIDTH, LMBLOCK_HEIGHT, 0);
if (!lm->lightmap_texture.ref)
return;
}
tex = (d3d11texture_t*)lm->lightmap_texture.ref;
if (!tex->tex2d)
tex->tex2d = D3D11_AllocNewTextureData(lm->lightmaps, lm->width, lm->height, 0);
else
{
if (tex->view)
{
ID3D11ShaderResourceView_Release(tex->view);
tex->view = NULL;
}
Upload_Texture_32(tex->tex2d, (void*)lm->lightmaps, lm->width, lm->height, 0);
}
tex->com.width = lm->width;
tex->com.height = lm->height;
lm->lightmap_texture = ToTexID(tex);
}
static void genNormalMap(unsigned int *nmap, qbyte *pixels, int w, int h, float scale)
{
int i, j, wr, hr;
unsigned char r, g, b;
float sqlen, reciplen, nx, ny, nz;
const float oneOver255 = 1.0f/255.0f;
float c, cx, cy, dcx, dcy;
wr = w;
hr = h;
for (i=0; i<h; i++)
{
for (j=0; j<w; j++)
{
/* Expand [0,255] texel values to the [0,1] range. */
c = pixels[i*wr + j] * oneOver255;
/* Expand the texel to its right. */
cx = pixels[i*wr + (j+1)%wr] * oneOver255;
/* Expand the texel one up. */
cy = pixels[((i+1)%hr)*wr + j] * oneOver255;
dcx = scale * (c - cx);
dcy = scale * (c - cy);
/* Normalize the vector. */
sqlen = dcx*dcx + dcy*dcy + 1;
reciplen = 1.0f/(float)sqrt(sqlen);
nx = dcx*reciplen;
ny = -dcy*reciplen;
nz = reciplen;
/* Repack the normalized vector into an RGB unsigned qbyte
vector in the normal map image. */
r = (qbyte) (128 + 127*nx);
g = (qbyte) (128 + 127*ny);
b = (qbyte) (128 + 127*nz);
/* The highest resolution mipmap level always has a
unit length magnitude. */
nmap[i*w+j] = LittleLong ((pixels[i*wr + j] << 24)|(b << 16)|(g << 8)|(r)); // <AWE> Added support for big endian.
}
}
}
texid_t D3D11_LoadTexture (char *identifier, int width, int height, enum uploadfmt fmt, void *data, unsigned int flags)
{
d3d11texture_t *tex;
switch (fmt)
{
case TF_TRANS8_FULLBRIGHT:
{
qbyte *d = data;
unsigned int c = width * height;
while (c)
{
if (d[--c] > 255 - vid.fullbright)
break;
}
/*reject it if there's no fullbrights*/
if (!c)
return r_nulltex;
}
break;
case TF_INVALID:
case TF_RGBA32:
case TF_BGRA32:
case TF_RGBX32:
case TF_RGB24:
case TF_BGR24_FLIP:
case TF_SOLID8:
case TF_TRANS8:
case TF_HEIGHT8:
case TF_HEIGHT8PAL:
case TF_H2_T7G1:
case TF_H2_TRANS8_0:
case TF_H2_T4A4:
case TF_PALETTES:
case TF_8PAL24:
case TF_8PAL32:
break;
}
tex = d3d_lookup_texture(identifier);
if (tex->tex2d) //already loaded
return ToTexID(tex);
switch (fmt)
{
case TF_HEIGHT8PAL:
{
extern cvar_t r_shadow_bumpscale_basetexture;
unsigned int *norm = malloc(width*height*4);
genNormalMap(norm, data, width, height, r_shadow_bumpscale_basetexture.value);
D3D11_LoadTexture_32(tex, norm, width, height, flags);
free(norm);
return ToTexID(tex);
}
case TF_HEIGHT8:
{
extern cvar_t r_shadow_bumpscale_basetexture;
unsigned int *norm = malloc(width*height*4);
genNormalMap(norm, data, width, height, r_shadow_bumpscale_basetexture.value);
D3D11_LoadTexture_32(tex, norm, width, height, flags);
free(norm);
return ToTexID(tex);
}
case TF_SOLID8:
case TF_TRANS8:
case TF_H2_T7G1:
case TF_H2_TRANS8_0:
case TF_H2_T4A4:
case TF_TRANS8_FULLBRIGHT:
D3D11_LoadTexture_8(tex, data, d_8to24rgbtable, width, height, flags, fmt);
return ToTexID(tex);
case TF_RGBX32:
flags |= IF_NOALPHA;
case TF_RGBA32:
D3D11_LoadTexture_32(tex, data, width, height, flags);
return ToTexID(tex);
default:
OutputDebugString(va("D3D11_LoadTexture doesn't support fmt %i (%s)\n", fmt, identifier));
return r_nulltex;
}
}
texid_t D3D11_LoadCompressed (char *name)
{
return r_nulltex;
}
texid_t D3D11_FindTexture (char *identifier, unsigned int flags)
{
d3d11texture_t *tex = d3d_lookup_texture(identifier);
if (tex->tex2d)
return ToTexID(tex);
return r_nulltex;
}
texid_t D3D11_LoadTexture8Pal32 (char *identifier, int width, int height, qbyte *data, qbyte *palette32, unsigned int flags)
{
d3d11texture_t *tex = d3d_lookup_texture(identifier);
D3D11_LoadTexture_8(tex, data, (unsigned int *)palette32, width, height, flags, TF_SOLID8);
return ToTexID(tex);
}
texid_t D3D11_LoadTexture8Pal24 (char *identifier, int width, int height, qbyte *data, qbyte *palette24, unsigned int flags)
{
unsigned int pal32[256];
int i;
for (i = 0; i < 256; i++)
{
pal32[i] = (255<<24) |
(palette24[i*3+2]<<16) |
(palette24[i*3+1]<<8) |
(palette24[i*3+0]<<0);
}
return D3D11_LoadTexture8Pal32(identifier, width, height, data, (qbyte*)pal32, flags);
}
#ifdef RTLIGHTS
static const int shadowfmt = 1;
static const int shadowfmts[][3] =
{
//sampler, creation, render
{DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT},
{DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_R16_TYPELESS, DXGI_FORMAT_D16_UNORM},
{DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_R8G8B8A8_UNORM}
};
d3d11texture_t shadowmap_texture[2];
ID3D11DepthStencilView *shadowmap_dsview[2];
ID3D11RenderTargetView *shadowmap_rtview[2];
texid_t D3D11_GetShadowMap(int id)
{
d3d11texture_t *tex = &shadowmap_texture[id];
texid_t tid;
tid.ref = &tex->com;
if (!tex->view)
{
D3D11_SHADER_RESOURCE_VIEW_DESC desc;
desc.Format = shadowfmts[shadowfmt][0];
desc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
desc.Texture2D.MostDetailedMip = 0;
desc.Texture2D.MipLevels = -1;
ID3D11Device_CreateShaderResourceView(pD3DDev11, (ID3D11Resource *)tex->tex2d, &desc, &tex->view);
}
tid.ptr = NULL;
return tid;
}
void D3D11_TerminateShadowMap(void)
{
int i;
for (i = 0; i < sizeof(shadowmap_texture)/sizeof(shadowmap_texture[0]); i++)
{
if (shadowmap_dsview[i])
ID3D11DepthStencilView_Release(shadowmap_dsview[i]);
shadowmap_dsview[i] = NULL;
if (shadowmap_texture[i].tex2d)
ID3D11DepthStencilView_Release(shadowmap_texture[i].tex2d);
shadowmap_texture[i].tex2d = NULL;
}
}
void D3D11_BeginShadowMap(int id, int w, int h)
{
D3D11_TEXTURE2D_DESC texdesc;
HRESULT hr;
if (!shadowmap_dsview[id] && !shadowmap_rtview[id])
{
memset(&texdesc, 0, sizeof(texdesc));
texdesc.Width = w;
texdesc.Height = h;
texdesc.MipLevels = 1;
texdesc.ArraySize = 1;
texdesc.Format = shadowfmts[shadowfmt][1];
texdesc.SampleDesc.Count = 1;
texdesc.SampleDesc.Quality = 0;
texdesc.Usage = D3D11_USAGE_DEFAULT;
texdesc.BindFlags = D3D11_BIND_DEPTH_STENCIL | D3D11_BIND_SHADER_RESOURCE;
texdesc.CPUAccessFlags = 0;
texdesc.MiscFlags = 0;
if (shadowfmt == 2)
texdesc.BindFlags = D3D11_BIND_RENDER_TARGET | D3D11_BIND_SHADER_RESOURCE;
// Create the texture
hr = ID3D11Device_CreateTexture2D(pD3DDev11, &texdesc, NULL, &shadowmap_texture[id].tex2d);
if (FAILED(hr))
Sys_Error("Failed to create depth texture\n");
if (shadowfmt == 2)
{
hr = ID3D11Device_CreateRenderTargetView(pD3DDev11, (ID3D11Resource *)shadowmap_texture[id].tex2d, NULL, &shadowmap_rtview[id]);
}
else
{
D3D11_DEPTH_STENCIL_VIEW_DESC rtdesc;
rtdesc.Format = shadowfmts[shadowfmt][2];
rtdesc.Flags = 0;
rtdesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D;
rtdesc.Texture2D.MipSlice = 0;
hr = ID3D11Device_CreateDepthStencilView(pD3DDev11, (ID3D11Resource *)shadowmap_texture[id].tex2d, &rtdesc, &shadowmap_dsview[id]);
}
if (FAILED(hr))
Sys_Error("ID3D11Device_CreateDepthStencilView failed\n");
}
if (shadowfmt == 2)
{
float colours[4] = {0, 1, 0, 0};
colours[0] = frandom();
colours[1] = frandom();
colours[2] = frandom();
ID3D11DeviceContext_OMSetRenderTargets(d3ddevctx, 1, &shadowmap_rtview[id], shadowmap_dsview[id]);
ID3D11DeviceContext_ClearRenderTargetView(d3ddevctx, shadowmap_rtview[id], colours);
}
else
{
ID3D11DeviceContext_OMSetRenderTargets(d3ddevctx, 0, NULL, shadowmap_dsview[id]);
ID3D11DeviceContext_ClearDepthStencilView(d3ddevctx, shadowmap_dsview[id], D3D11_CLEAR_DEPTH, 1.0f, 0);
}
}
void D3D11_EndShadowMap(void)
{
extern ID3D11RenderTargetView *fb_backbuffer;
extern ID3D11DepthStencilView *fb_backdepthstencil;
ID3D11DeviceContext_OMSetRenderTargets(d3ddevctx, 1, &fb_backbuffer, fb_backdepthstencil);
}
#endif
#endif