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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================
# include "pch_materialsystem.h"
# include "tier1/functors.h"
# include "itextureinternal.h"
# define MATSYS_INTERNAL
# include "cmatqueuedrendercontext.h"
# include "cmaterialsystem.h" // @HACKHACK
// NOTE: This has to be the last file included!
# include "tier0/memdbgon.h"
ConVar mat_report_queue_status ( " mat_report_queue_status " , " 0 " , FCVAR_MATERIAL_SYSTEM_THREAD ) ;
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
# if defined( _WIN32 )
void FastCopy ( byte * pDest , const byte * pSrc , size_t nBytes )
{
if ( ! nBytes )
{
return ;
}
# if !defined( _X360 )
if ( ( size_t ) pDest % 16 = = 0 & & ( size_t ) pSrc % 16 = = 0 )
{
const int BYTES_PER_FULL = 128 ;
int nBytesFull = nBytes - ( nBytes % BYTES_PER_FULL ) ;
for ( byte * pLimit = pDest + nBytesFull ; pDest < pLimit ; pDest + = BYTES_PER_FULL , pSrc + = BYTES_PER_FULL )
{
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# ifdef __i386__
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__asm
{
mov esi , pSrc
mov edi , pDest
movaps xmm0 , [ esi + 0 ]
movaps xmm1 , [ esi + 16 ]
movaps xmm2 , [ esi + 32 ]
movaps xmm3 , [ esi + 48 ]
movaps xmm4 , [ esi + 64 ]
movaps xmm5 , [ esi + 80 ]
movaps xmm6 , [ esi + 96 ]
movaps xmm7 , [ esi + 112 ]
movntps [ edi + 0 ] , xmm0
movntps [ edi + 16 ] , xmm1
movntps [ edi + 32 ] , xmm2
movntps [ edi + 48 ] , xmm3
movntps [ edi + 64 ] , xmm4
movntps [ edi + 80 ] , xmm5
movntps [ edi + 96 ] , xmm6
movntps [ edi + 112 ] , xmm7
}
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# else
memcpy ( pDest , pSrc , BYTES_PER_FULL ) ;
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# endif
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}
nBytes - = nBytesFull ;
}
if ( nBytes )
{
memcpy ( pDest , pSrc , nBytes ) ;
}
# else
if ( ( size_t ) pDest % 4 = = 0 & & nBytes % 4 = = 0 )
{
XMemCpyStreaming_WriteCombined ( pDest , pSrc , nBytes ) ;
}
else
{
// work around a bug in memcpy
if ( ( size_t ) pDest % 2 = = 0 & & nBytes = = 4 )
{
* ( reinterpret_cast < short * > ( pDest ) ) = * ( reinterpret_cast < const short * > ( pSrc ) ) ;
* ( reinterpret_cast < short * > ( pDest ) + 1 ) = * ( reinterpret_cast < const short * > ( pSrc ) + 1 ) ;
}
else
{
memcpy ( pDest , pSrc , nBytes ) ;
}
}
# endif
}
# else
# define FastCopy memcpy
# endif
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
enum MatQueuedMeshFlags_t
{
MQM_BUFFERED = ( 1 < < 0 ) ,
MQM_FLEX = ( 1 < < 1 ) ,
} ;
class CMatQueuedMesh : public IMesh
{
public :
CMatQueuedMesh ( CMatQueuedRenderContext * pOwner , IMatRenderContextInternal * pHardwareContext )
: m_pLateBoundMesh ( & m_pActualMesh ) ,
m_pOwner ( pOwner ) ,
m_pCallQueue ( pOwner - > GetCallQueueInternal ( ) ) ,
m_pHardwareContext ( pHardwareContext ) ,
m_pVertexData ( NULL ) ,
m_pIndexData ( NULL ) ,
m_nVerts ( 0 ) ,
m_nIndices ( 0 ) ,
m_VertexSize ( 0 ) ,
m_Type ( MATERIAL_TRIANGLES ) ,
m_pVertexOverride ( NULL ) ,
m_pIndexOverride ( NULL ) ,
m_pActualMesh ( NULL ) ,
m_nActualVertexOffsetInBytes ( 0 ) ,
m_VertexFormat ( 0 ) ,
m_MorphFormat ( 0 )
{
}
CLateBoundPtr < IMesh > & AccessLateBoundMesh ( )
{
return m_pLateBoundMesh ;
}
byte * GetVertexData ( ) { return m_pVertexData ; }
uint16 * GetIndexData ( ) { return m_pIndexData ; }
IMesh * DetachActualMesh ( ) { IMesh * p = m_pActualMesh ; m_pActualMesh = NULL ; return p ; }
IMesh * GetActualMesh ( ) { return m_pActualMesh ; }
int GetActualVertexOffsetInBytes ( ) { return m_nActualVertexOffsetInBytes ; }
void DeferredGetDynamicMesh ( VertexFormat_t vertexFormat , unsigned flags , IMesh * pVertexOverride , IMesh * pIndexOverride , IMaterialInternal * pMaterial )
{
if ( ! ( flags & MQM_FLEX ) )
{
if ( vertexFormat = = 0 )
{
m_pActualMesh = m_pHardwareContext - > GetDynamicMesh ( ( ( flags & MQM_BUFFERED ) ! = 0 ) , pVertexOverride , pIndexOverride , pMaterial ) ;
}
else
{
m_pActualMesh = m_pHardwareContext - > GetDynamicMeshEx ( vertexFormat , ( ( flags & MQM_BUFFERED ) ! = 0 ) , pVertexOverride , pIndexOverride , pMaterial ) ;
}
}
else
{
m_pActualMesh = m_pHardwareContext - > GetFlexMesh ( ) ;
}
}
bool OnGetDynamicMesh ( VertexFormat_t vertexFormat , unsigned flags , IMesh * pVertexOverride , IMesh * pIndexOverride , IMaterialInternal * pMaterial , int nHWSkinBoneCount )
{
if ( ! m_pVertexOverride & & ( m_pVertexData | | m_pIndexData ) )
{
CannotSupport ( ) ;
if ( IsDebug ( ) )
{
Assert ( ! " Getting a dynamic mesh without resolving the previous one " ) ;
}
else
{
Error ( " Getting a dynamic mesh without resolving the previous one " ) ;
}
}
FreeBuffers ( ) ;
m_pVertexOverride = pVertexOverride ;
m_pIndexOverride = pIndexOverride ;
if ( ! ( flags & MQM_FLEX ) )
{
if ( pVertexOverride )
{
m_VertexFormat = pVertexOverride - > GetVertexFormat ( ) ;
}
else
{
// Remove VERTEX_FORMAT_COMPRESSED from the material's format (dynamic meshes don't
// support compression, and all materials should support uncompressed verts too)
m_VertexFormat = ( vertexFormat = = 0 ) ? ( pMaterial - > GetVertexFormat ( ) & ~ VERTEX_FORMAT_COMPRESSED ) : vertexFormat ;
if ( vertexFormat ! = 0 )
{
int nVertexFormatBoneWeights = NumBoneWeights ( vertexFormat ) ;
if ( nHWSkinBoneCount < nVertexFormatBoneWeights )
{
nHWSkinBoneCount = nVertexFormatBoneWeights ;
}
}
// Force the requested number of bone weights
m_VertexFormat & = ~ VERTEX_BONE_WEIGHT_MASK ;
m_VertexFormat | = VERTEX_BONEWEIGHT ( nHWSkinBoneCount ) ;
if ( nHWSkinBoneCount > 0 )
{
m_VertexFormat | = VERTEX_BONE_INDEX ;
}
}
}
else
{
m_VertexFormat = VERTEX_POSITION | VERTEX_NORMAL | VERTEX_FORMAT_USE_EXACT_FORMAT ;
if ( g_pMaterialSystemHardwareConfig - > SupportsPixelShaders_2_b ( ) )
{
m_VertexFormat | = VERTEX_WRINKLE ;
}
}
MeshDesc_t temp ;
g_pShaderAPI - > ComputeVertexDescription ( 0 , m_VertexFormat , temp ) ;
m_VertexSize = temp . m_ActualVertexSize ;
// queue up get of real dynamic mesh, allocate space for verts & indices
m_pCallQueue - > QueueCall ( this , & CMatQueuedMesh : : DeferredGetDynamicMesh , vertexFormat , flags , pVertexOverride , pIndexOverride , pMaterial ) ;
return true ;
}
void ModifyBegin ( int firstVertex , int numVerts , int firstIndex , int numIndices , MeshDesc_t & desc )
{
CannotSupport ( ) ;
}
void ModifyBeginEx ( bool bReadOnly , int firstVertex , int numVerts , int firstIndex , int numIndices , MeshDesc_t & desc )
{
CannotSupport ( ) ;
}
void ModifyEnd ( MeshDesc_t & desc )
{
CannotSupport ( ) ;
}
void GenerateSequentialIndexBuffer ( unsigned short * pIndexMemory , int numIndices , int firstVertex )
{
Assert ( pIndexMemory = = m_pIndexData ) ;
m_pCallQueue - > QueueCall ( & : : GenerateSequentialIndexBuffer , pIndexMemory , numIndices , firstVertex ) ;
}
void GenerateQuadIndexBuffer ( unsigned short * pIndexMemory , int numIndices , int firstVertex )
{
Assert ( pIndexMemory = = m_pIndexData ) ;
m_pCallQueue - > QueueCall ( & : : GenerateQuadIndexBuffer , pIndexMemory , numIndices , firstVertex ) ;
}
void GeneratePolygonIndexBuffer ( unsigned short * pIndexMemory , int numIndices , int firstVertex )
{
Assert ( pIndexMemory = = m_pIndexData ) ;
m_pCallQueue - > QueueCall ( & : : GeneratePolygonIndexBuffer , pIndexMemory , numIndices , firstVertex ) ;
}
void GenerateLineStripIndexBuffer ( unsigned short * pIndexMemory , int numIndices , int firstVertex )
{
Assert ( pIndexMemory = = m_pIndexData ) ;
m_pCallQueue - > QueueCall ( & : : GenerateLineStripIndexBuffer , pIndexMemory , numIndices , firstVertex ) ;
}
void GenerateLineLoopIndexBuffer ( unsigned short * pIndexMemory , int numIndices , int firstVertex )
{
Assert ( pIndexMemory = = m_pIndexData ) ;
m_pCallQueue - > QueueCall ( & : : GenerateLineLoopIndexBuffer , pIndexMemory , numIndices , firstVertex ) ;
}
int VertexCount ( ) const
{
return m_VertexSize ? m_nVerts : 0 ;
}
int IndexCount ( ) const
{
return m_nIndices ;
}
int GetVertexSize ( )
{
return m_VertexSize ;
}
void SetPrimitiveType ( MaterialPrimitiveType_t type )
{
m_Type = type ;
m_pCallQueue - > QueueCall ( m_pLateBoundMesh , & IMesh : : SetPrimitiveType , type ) ;
}
void SetColorMesh ( IMesh * pColorMesh , int nVertexOffset )
{
m_pCallQueue - > QueueCall ( m_pLateBoundMesh , & IMesh : : SetColorMesh , pColorMesh , nVertexOffset ) ;
}
void Draw ( CPrimList * pLists , int nLists )
{
CannotSupport ( ) ;
}
void CopyToMeshBuilder ( int iStartVert , int nVerts , int iStartIndex , int nIndices , int indexOffset , CMeshBuilder & builder )
{
CannotSupport ( ) ;
}
void Spew ( int numVerts , int numIndices , const MeshDesc_t & desc )
{
}
void ValidateData ( int numVerts , int numIndices , const MeshDesc_t & desc )
{
}
void LockMesh ( int numVerts , int numIndices , MeshDesc_t & desc )
{
if ( ! m_pVertexOverride )
{
m_nVerts = numVerts ;
}
else
{
m_nVerts = 0 ;
}
if ( ! m_pIndexOverride )
{
m_nIndices = numIndices ;
}
else
{
m_nIndices = 0 ;
}
if ( numVerts > 0 )
{
Assert ( m_VertexSize ) ;
Assert ( ! m_pVertexData ) ;
m_pVertexData = ( byte * ) m_pOwner - > AllocVertices ( numVerts , m_VertexSize ) ;
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Assert ( ( uintp ) m_pVertexData % 16 = = 0 ) ;
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// Compute the vertex index..
desc . m_nFirstVertex = 0 ;
static_cast < VertexDesc_t * > ( & desc ) - > m_nOffset = 0 ;
// Set up the mesh descriptor
g_pShaderAPI - > ComputeVertexDescription ( m_pVertexData , m_VertexFormat , desc ) ;
}
else
{
desc . m_nFirstVertex = 0 ;
static_cast < VertexDesc_t * > ( & desc ) - > m_nOffset = 0 ;
// Set up the mesh descriptor
g_pShaderAPI - > ComputeVertexDescription ( 0 , 0 , desc ) ;
}
if ( m_Type ! = MATERIAL_POINTS & & numIndices > 0 )
{
Assert ( ! m_pIndexData ) ;
m_pIndexData = m_pOwner - > AllocIndices ( numIndices ) ;
desc . m_pIndices = m_pIndexData ;
desc . m_nIndexSize = 1 ;
desc . m_nFirstIndex = 0 ;
static_cast < IndexDesc_t * > ( & desc ) - > m_nOffset = 0 ;
}
else
{
desc . m_pIndices = & gm_ScratchIndexBuffer [ 0 ] ;
desc . m_nIndexSize = 0 ;
desc . m_nFirstIndex = 0 ;
static_cast < IndexDesc_t * > ( & desc ) - > m_nOffset = 0 ;
}
}
void UnlockMesh ( int numVerts , int numIndices , MeshDesc_t & desc )
{
if ( m_pVertexData & & numVerts < m_nVerts )
{
m_pVertexData = m_pOwner - > ReallocVertices ( m_pVertexData , m_nVerts , numVerts , m_VertexSize ) ;
}
m_nVerts = numVerts ;
if ( m_pIndexData & & numIndices < m_nIndices )
{
m_pIndexData = m_pOwner - > ReallocIndices ( m_pIndexData , m_nIndices , numIndices ) ;
}
m_nIndices = numIndices ;
}
void SetFlexMesh ( IMesh * pMesh , int nVertexOffset )
{
m_pCallQueue - > QueueCall ( m_pLateBoundMesh , & IMesh : : SetFlexMesh , pMesh , nVertexOffset ) ;
}
void DisableFlexMesh ( )
{
m_pCallQueue - > QueueCall ( m_pLateBoundMesh , & IMesh : : DisableFlexMesh ) ;
}
void ExecuteDefferredBuild ( byte * pVertexData , int nVerts , int nBytesVerts , uint16 * pIndexData , int nIndices )
{
Assert ( m_pActualMesh ) ;
MeshDesc_t desc ;
m_pActualMesh - > LockMesh ( nVerts , nIndices , desc ) ;
m_nActualVertexOffsetInBytes = desc . m_nFirstVertex * desc . m_ActualVertexSize ;
if ( pVertexData & & desc . m_ActualVertexSize ) // if !desc.m_ActualVertexSize, device lost
{
void * pDest ;
if ( desc . m_VertexSize_Position ! = 0 )
{
pDest = desc . m_pPosition ;
}
else
{
# define FindMin( desc, pCurrent, tag ) ( ( desc.m_VertexSize_##tag != 0 ) ? min( pCurrent, (void *)desc.m_p##tag ) : pCurrent )
pDest = ( void * ) ( ( ( byte * ) 0 ) - 1 ) ;
pDest = FindMin ( desc , pDest , BoneWeight ) ;
pDest = FindMin ( desc , pDest , BoneMatrixIndex ) ;
pDest = FindMin ( desc , pDest , Normal ) ;
pDest = FindMin ( desc , pDest , Color ) ;
pDest = FindMin ( desc , pDest , Specular ) ;
pDest = FindMin ( desc , pDest , TangentS ) ;
pDest = FindMin ( desc , pDest , TangentT ) ;
pDest = FindMin ( desc , pDest , Wrinkle ) ;
for ( int i = 0 ; i < VERTEX_MAX_TEXTURE_COORDINATES ; i + + )
{
if ( desc . m_VertexSize_TexCoord [ i ] & & desc . m_pTexCoord < pDest )
{
pDest = desc . m_pTexCoord ;
}
}
# undef FindMin
}
Assert ( pDest ) ;
if ( pDest )
{
FastCopy ( ( byte * ) pDest , pVertexData , nBytesVerts ) ;
}
}
if ( pIndexData & & pIndexData ! = & gm_ScratchIndexBuffer [ 0 ] & & desc . m_nIndexSize )
{
if ( ! desc . m_nFirstVertex )
{
// AssertMsg(desc.m_pIndices & 0x03 == 0,"desc.m_pIndices is misaligned in CMatQueuedMesh::ExecuteDefferedBuild\n");
FastCopy ( ( byte * ) desc . m_pIndices , ( byte * ) pIndexData , nIndices * sizeof ( * pIndexData ) ) ;
}
else
{
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static ALIGN16 uint16 tempIndices [ 256 ] ;
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// original method
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int i = 0 ;
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while ( i < nIndices )
{
int nToCopy = min ( ( int ) ARRAYSIZE ( tempIndices ) , nIndices - i ) ;
for ( int j = 0 ; j < nToCopy ; j + + )
{
tempIndices [ j ] = pIndexData [ i + j ] + desc . m_nFirstVertex ;
}
FastCopy ( ( byte * ) ( desc . m_pIndices + i ) , ( byte * ) tempIndices , nToCopy * sizeof ( uint16 ) ) ;
i + = nToCopy ;
}
}
}
m_pActualMesh - > UnlockMesh ( nVerts , nIndices , desc ) ;
if ( pIndexData & & pIndexData ! = & gm_ScratchIndexBuffer [ 0 ] )
{
m_pOwner - > FreeIndices ( pIndexData , nIndices ) ;
}
if ( pVertexData )
{
m_pOwner - > FreeVertices ( pVertexData , nVerts , desc . m_ActualVertexSize ) ;
}
}
void QueueBuild ( bool bDetachBuffers = true )
{
m_pCallQueue - > QueueCall ( this , & CMatQueuedMesh : : ExecuteDefferredBuild , m_pVertexData , m_nVerts , m_nVerts * m_VertexSize , m_pIndexData , m_nIndices ) ;
if ( bDetachBuffers )
{
DetachBuffers ( ) ;
m_Type = MATERIAL_TRIANGLES ;
}
}
void Draw ( int firstIndex = - 1 , int numIndices = 0 )
{
if ( ! m_nVerts & & ! m_nIndices )
{
MarkAsDrawn ( ) ;
return ;
}
void ( IMesh : : * pfnDraw ) ( int , int ) = & IMesh : : Draw ; // need assignment to disambiguate overloaded function
bool bDetachBuffers ;
if ( firstIndex = = - 1 | | numIndices = = 0 )
{
bDetachBuffers = true ;
}
else if ( m_pIndexOverride )
{
bDetachBuffers = ( firstIndex + numIndices = = m_pIndexOverride - > IndexCount ( ) ) ;
}
else if ( ! m_nIndices | | firstIndex + numIndices = = m_nIndices )
{
bDetachBuffers = true ;
}
else
{
bDetachBuffers = false ;
}
QueueBuild ( bDetachBuffers ) ;
m_pCallQueue - > QueueCall ( m_pLateBoundMesh , pfnDraw , firstIndex , numIndices ) ;
}
void MarkAsDrawn ( )
{
FreeBuffers ( ) ;
m_pCallQueue - > QueueCall ( m_pLateBoundMesh , & IMesh : : MarkAsDrawn ) ;
}
void FreeBuffers ( )
{
if ( m_pIndexData & & m_pIndexData ! = & gm_ScratchIndexBuffer [ 0 ] )
{
m_pOwner - > FreeIndices ( m_pIndexData , m_nIndices ) ;
m_pIndexData = NULL ;
}
if ( m_pVertexData )
{
m_pOwner - > FreeVertices ( m_pVertexData , m_nVerts , m_VertexSize ) ;
m_pVertexData = NULL ;
}
}
void DetachBuffers ( )
{
m_pVertexData = NULL ;
m_pIndexData = NULL ;
}
unsigned ComputeMemoryUsed ( )
{
return 0 ;
}
virtual VertexFormat_t GetVertexFormat ( ) const
{
return m_VertexFormat ;
}
virtual IMesh * GetMesh ( )
{
return this ;
}
// FIXME: Implement!
virtual bool Lock ( int nMaxIndexCount , bool bAppend , IndexDesc_t & desc )
{
Assert ( 0 ) ;
return false ;
}
virtual void Unlock ( int nWrittenIndexCount , IndexDesc_t & desc )
{
Assert ( 0 ) ;
}
virtual void ModifyBegin ( bool bReadOnly , int nFirstIndex , int nIndexCount , IndexDesc_t & desc )
{
CannotSupport ( ) ;
}
void ModifyEnd ( IndexDesc_t & desc )
{
CannotSupport ( ) ;
}
virtual void Spew ( int nIndexCount , const IndexDesc_t & desc )
{
Assert ( 0 ) ;
}
virtual void ValidateData ( int nIndexCount , const IndexDesc_t & desc )
{
Assert ( 0 ) ;
}
virtual bool Lock ( int nVertexCount , bool bAppend , VertexDesc_t & desc )
{
Assert ( 0 ) ;
return false ;
}
virtual void Unlock ( int nVertexCount , VertexDesc_t & desc )
{
Assert ( 0 ) ;
}
virtual void Spew ( int nVertexCount , const VertexDesc_t & desc )
{
Assert ( 0 ) ;
}
virtual void ValidateData ( int nVertexCount , const VertexDesc_t & desc )
{
Assert ( 0 ) ;
}
virtual bool IsDynamic ( ) const
{
Assert ( 0 ) ;
return false ;
}
virtual MaterialIndexFormat_t IndexFormat ( ) const
{
Assert ( 0 ) ;
return MATERIAL_INDEX_FORMAT_UNKNOWN ;
}
virtual void BeginCastBuffer ( VertexFormat_t format )
{
Assert ( 0 ) ;
}
virtual void BeginCastBuffer ( MaterialIndexFormat_t format )
{
Assert ( 0 ) ;
}
virtual void EndCastBuffer ( )
{
Assert ( 0 ) ;
}
// Returns the number of vertices that can still be written into the buffer
virtual int GetRoomRemaining ( ) const
{
Assert ( 0 ) ;
return 0 ;
}
//----------------------------------------------------------------------------
static void DoDraw ( int firstIndex = - 1 , int numIndices = 0 )
{
}
private :
IMesh * m_pActualMesh ;
int m_nActualVertexOffsetInBytes ;
CLateBoundPtr < IMesh > m_pLateBoundMesh ;
CMatQueuedRenderContext * m_pOwner ;
CMatCallQueue * m_pCallQueue ;
IMatRenderContextInternal * m_pHardwareContext ;
//-----------------------------------------------------
// The vertex format we're using...
VertexFormat_t m_VertexFormat ;
// The morph format we're using
MorphFormat_t m_MorphFormat ;
byte * m_pVertexData ;
uint16 * m_pIndexData ;
int m_nVerts ;
int m_nIndices ;
unsigned short m_VertexSize ;
MaterialPrimitiveType_t m_Type ;
// Used in rendering sub-parts of the mesh
//static unsigned int s_NumIndices;
//static unsigned int s_FirstIndex;
IMesh * m_pVertexOverride ;
IMesh * m_pIndexOverride ;
static unsigned short gm_ScratchIndexBuffer [ 6 ] ;
} ;
unsigned short CMatQueuedMesh : : gm_ScratchIndexBuffer [ 6 ] ;
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
bool CMatQueuedRenderContext : : Init ( CMaterialSystem * pMaterialSystem , CMatRenderContextBase * pHardwareContext )
{
BaseClass : : Init ( ) ;
m_pMaterialSystem = pMaterialSystem ;
m_pHardwareContext = pHardwareContext ;
m_pQueuedMesh = new CMatQueuedMesh ( this , pHardwareContext ) ;
MEM_ALLOC_CREDIT ( ) ;
int nSize = 16 * 1024 * 1024 ;
int nCommitSize = 128 * 1024 ;
# if defined(DEDICATED)
Assert ( ! " CMatQueuedRenderContext shouldn't be initialized on dedicated servers... " ) ;
nSize = nCommitSize = 1024 ;
# endif
bool bVerticesInit = m_Vertices . Init ( nSize , nCommitSize ) ;
bool bIndicesInit = m_Indices . Init ( nSize , nCommitSize ) ;
if ( ! bVerticesInit | | ! bIndicesInit )
{
return false ;
}
return true ;
}
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
void CMatQueuedRenderContext : : Shutdown ( )
{
if ( ! m_pHardwareContext )
{
return ;
}
Assert ( ! m_pCurrentMaterial ) ;
delete m_pQueuedMesh ;
m_pMaterialSystem = NULL ;
m_pHardwareContext = NULL ;
m_pQueuedMesh = NULL ;
m_Vertices . Term ( ) ;
m_Indices . Term ( ) ;
BaseClass : : Shutdown ( ) ;
Assert ( m_queue . Count ( ) = = 0 ) ;
}
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
void CMatQueuedRenderContext : : Free ( )
{
m_Vertices . FreeAll ( ) ;
m_Indices . FreeAll ( ) ;
}
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
void CMatQueuedRenderContext : : CompactMemory ( )
{
BaseClass : : CompactMemory ( ) ;
m_Vertices . FreeAll ( ) ;
m_Indices . FreeAll ( ) ;
}
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
void CMatQueuedRenderContext : : BeginQueue ( CMatRenderContextBase * pInitialState )
{
if ( ! pInitialState )
{
pInitialState = m_pHardwareContext ;
}
CMatRenderContextBase : : InitializeFrom ( pInitialState ) ;
g_pShaderAPI - > GetBackBufferDimensions ( m_WidthBackBuffer , m_HeightBackBuffer ) ;
m_FogMode = pInitialState - > GetFogMode ( ) ;
m_nBoneCount = pInitialState - > GetCurrentNumBones ( ) ;
pInitialState - > GetFogDistances ( & m_flFogStart , & m_flFogEnd , & m_flFogZ ) ;
}
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
void CMatQueuedRenderContext : : EndQueue ( bool bCallQueued )
{
if ( bCallQueued )
{
CallQueued ( ) ;
}
int i ;
if ( m_pCurrentMaterial )
{
m_pCurrentMaterial = NULL ;
}
if ( m_pUserDefinedLightmap )
{
m_pUserDefinedLightmap = NULL ;
}
if ( m_pLocalCubemapTexture )
{
m_pLocalCubemapTexture = NULL ;
}
for ( i = 0 ; i < MAX_FB_TEXTURES ; i + + )
{
if ( m_pCurrentFrameBufferCopyTexture [ i ] )
{
m_pCurrentFrameBufferCopyTexture [ i ] = NULL ;
}
}
for ( i = 0 ; i < m_RenderTargetStack . Count ( ) ; i + + )
{
for ( int j = 0 ; j < MAX_RENDER_TARGETS ; j + + )
{
if ( m_RenderTargetStack [ i ] . m_pRenderTargets [ j ] )
{
m_RenderTargetStack [ i ] . m_pRenderTargets [ j ] = NULL ;
}
}
}
m_RenderTargetStack . Clear ( ) ;
}
void CMatQueuedRenderContext : : Bind ( IMaterial * iMaterial , void * proxyData )
{
if ( ! iMaterial )
{
if ( ! g_pErrorMaterial )
return ;
}
else
{
iMaterial = ( ( IMaterialInternal * ) iMaterial ) - > GetRealTimeVersion ( ) ; //always work with the real time versions of materials internally
}
CMatRenderContextBase : : Bind ( iMaterial , proxyData ) ;
// We've always gotta call the bind proxy (assuming there is one)
// so we can copy off the material vars at this point.
IMaterialInternal * pIMaterial = GetCurrentMaterialInternal ( ) ;
pIMaterial - > CallBindProxy ( proxyData ) ;
m_queue . QueueCall ( m_pHardwareContext , & IMatRenderContext : : Bind , iMaterial , proxyData ) ;
}
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
void CMatQueuedRenderContext : : BeginRender ( )
{
if ( + + m_iRenderDepth = = 1 )
{
VPROF_INCREMENT_GROUP_COUNTER ( " render/CMatQBeginRender " , COUNTER_GROUP_TELEMETRY , 1 ) ;
m_queue . QueueCall ( m_pHardwareContext , & IMatRenderContext : : BeginRender ) ;
}
}
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
void CMatQueuedRenderContext : : EndRender ( )
{
if ( - - m_iRenderDepth = = 0 )
{
m_queue . QueueCall ( m_pHardwareContext , & IMatRenderContext : : EndRender ) ;
}
}
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
void CMatQueuedRenderContext : : CallQueued ( bool bTermAfterCall )
{
if ( mat_report_queue_status . GetBool ( ) )
{
Msg ( " %d calls queued for %llu bytes in parameters and overhead, %d bytes verts, %d bytes indices, %d bytes other \n " , m_queue . Count ( ) , ( uint64 ) ( m_queue . GetMemoryUsed ( ) ) , m_Vertices . GetUsed ( ) , m_Indices . GetUsed ( ) , RenderDataSizeUsed ( ) ) ;
}
m_queue . CallQueued ( ) ;
m_Vertices . FreeAll ( false ) ;
m_Indices . FreeAll ( false ) ;
if ( bTermAfterCall )
{
Shutdown ( ) ;
}
}
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
void CMatQueuedRenderContext : : FlushQueued ( )
{
m_queue . Flush ( ) ;
}
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
ICallQueue * CMatQueuedRenderContext : : GetCallQueue ( )
{
return & m_CallQueueExternal ;
}
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
void CMatQueuedRenderContext : : SetRenderTargetEx ( int nRenderTargetID , ITexture * pNewTarget )
{
CMatRenderContextBase : : SetRenderTargetEx ( nRenderTargetID , pNewTarget ) ;
m_queue . QueueCall ( m_pHardwareContext , & IMatRenderContext : : SetRenderTargetEx , nRenderTargetID , pNewTarget ) ;
}
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
void CMatQueuedRenderContext : : GetRenderTargetDimensions ( int & width , int & height ) const
{
// Target at top of stack
ITexture * pTOS = NULL ;
if ( m_RenderTargetStack . Count ( ) )
{
pTOS = m_RenderTargetStack . Top ( ) . m_pRenderTargets [ 0 ] ;
}
// If top of stack isn't the back buffer, get dimensions from the texture
if ( pTOS ! = NULL )
{
width = pTOS - > GetActualWidth ( ) ;
height = pTOS - > GetActualHeight ( ) ;
}
else // otherwise, get them from the shader API
{
width = m_WidthBackBuffer ;
height = m_HeightBackBuffer ;
}
}
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
void CMatQueuedRenderContext : : Viewport ( int x , int y , int width , int height )
{
CMatRenderContextBase : : Viewport ( x , y , width , height ) ;
m_queue . QueueCall ( m_pHardwareContext , & IMatRenderContext : : Viewport , x , y , width , height ) ;
}
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
void CMatQueuedRenderContext : : SetLight ( int i , const LightDesc_t & desc )
{
m_queue . QueueCall ( m_pHardwareContext , & IMatRenderContext : : SetLight , i , RefToVal ( desc ) ) ;
}
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
void CMatQueuedRenderContext : : SetLightingOrigin ( Vector vLightingOrigin )
{
m_queue . QueueCall ( m_pHardwareContext , & IMatRenderContext : : SetLightingOrigin , vLightingOrigin ) ;
}
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
void CMatQueuedRenderContext : : SetAmbientLightCube ( LightCube_t cube )
{
// FIXME: does compiler do the right thing, is envelope needed?
m_queue . QueueCall ( m_pHardwareContext , & IMatRenderContext : : SetAmbientLightCube , CUtlEnvelope < Vector4D > ( & cube [ 0 ] , 6 ) ) ;
}
//-----------------------------------------------------------------------------
// Bone count
//-----------------------------------------------------------------------------
void CMatQueuedRenderContext : : SetNumBoneWeights ( int nBoneCount )
{
m_nBoneCount = nBoneCount ;
m_queue . QueueCall ( m_pHardwareContext , & IMatRenderContext : : SetNumBoneWeights , nBoneCount ) ;
}
int CMatQueuedRenderContext : : GetCurrentNumBones ( ) const
{
return m_nBoneCount ;
}
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
void CMatQueuedRenderContext : : FogMode ( MaterialFogMode_t fogMode )
{
m_FogMode = fogMode ;
m_queue . QueueCall ( m_pHardwareContext , & IMatRenderContext : : FogMode , fogMode ) ;
}
void CMatQueuedRenderContext : : FogStart ( float fStart )
{
m_flFogStart = fStart ;
m_queue . QueueCall ( m_pHardwareContext , & IMatRenderContext : : FogStart , fStart ) ;
}
void CMatQueuedRenderContext : : FogEnd ( float fEnd )
{
m_flFogEnd = fEnd ;
m_queue . QueueCall ( m_pHardwareContext , & IMatRenderContext : : FogEnd , fEnd ) ;
}
void CMatQueuedRenderContext : : FogMaxDensity ( float flMaxDensity )
{
m_flFogMaxDensity = flMaxDensity ;
m_queue . QueueCall ( m_pHardwareContext , & IMatRenderContext : : FogMaxDensity , flMaxDensity ) ;
}
void CMatQueuedRenderContext : : SetFogZ ( float fogZ )
{
m_flFogZ = fogZ ;
m_queue . QueueCall ( m_pHardwareContext , & IMatRenderContext : : SetFogZ , fogZ ) ;
}
MaterialFogMode_t CMatQueuedRenderContext : : GetFogMode ( void )
{
return m_FogMode ;
}
void CMatQueuedRenderContext : : FogColor3f ( float r , float g , float b )
{
FogColor3ub ( clamp ( ( int ) ( r * 255.0f ) , 0 , 255 ) , clamp ( ( int ) ( g * 255.0f ) , 0 , 255 ) , clamp ( ( int ) ( b * 255.0f ) , 0 , 255 ) ) ;
}
void CMatQueuedRenderContext : : FogColor3fv ( float const * rgb )
{
FogColor3ub ( clamp ( ( int ) ( rgb [ 0 ] * 255.0f ) , 0 , 255 ) , clamp ( ( int ) ( rgb [ 1 ] * 255.0f ) , 0 , 255 ) , clamp ( ( int ) ( rgb [ 2 ] * 255.0f ) , 0 , 255 ) ) ;
}
void CMatQueuedRenderContext : : FogColor3ub ( unsigned char r , unsigned char g , unsigned char b )
{
m_FogColor . r = r ;
m_FogColor . g = g ;
m_FogColor . b = b ;
m_queue . QueueCall ( m_pHardwareContext , & IMatRenderContext : : FogColor3ub , r , g , b ) ;
}
void CMatQueuedRenderContext : : FogColor3ubv ( unsigned char const * rgb )
{
FogColor3ub ( rgb [ 0 ] , rgb [ 1 ] , rgb [ 2 ] ) ;
}
void CMatQueuedRenderContext : : GetFogColor ( unsigned char * rgb )
{
rgb [ 0 ] = m_FogColor . r ;
rgb [ 1 ] = m_FogColor . g ;
rgb [ 2 ] = m_FogColor . b ;
}
void CMatQueuedRenderContext : : GetFogDistances ( float * fStart , float * fEnd , float * fFogZ )
{
if ( fStart )
* fStart = m_flFogStart ;
if ( fEnd )
* fEnd = m_flFogEnd ;
if ( fFogZ )
* fFogZ = m_flFogZ ;
}
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
void CMatQueuedRenderContext : : GetViewport ( int & x , int & y , int & width , int & height ) const
{
// Verify valid top of RT stack
Assert ( m_RenderTargetStack . Count ( ) > 0 ) ;
// Grab the top of stack
const RenderTargetStackElement_t & element = m_RenderTargetStack . Top ( ) ;
// If either dimension is negative, set to full bounds of current target
if ( ( element . m_nViewW < 0 ) | | ( element . m_nViewH < 0 ) )
{
// Viewport origin at target origin
x = y = 0 ;
// If target is back buffer
if ( element . m_pRenderTargets [ 0 ] = = NULL )
{
width = m_WidthBackBuffer ;
height = m_HeightBackBuffer ;
}
else // if target is texture
{
width = element . m_pRenderTargets [ 0 ] - > GetActualWidth ( ) ;
height = element . m_pRenderTargets [ 0 ] - > GetActualHeight ( ) ;
}
}
else // use the bounds from the stack directly
{
x = element . m_nViewX ;
y = element . m_nViewY ;
width = element . m_nViewW ;
height = element . m_nViewH ;
}
}
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
void CMatQueuedRenderContext : : SyncToken ( const char * p )
{
m_queue . QueueCall ( m_pHardwareContext , & IMatRenderContext : : SyncToken , CUtlEnvelope < const char * > ( p ) ) ;
}
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
IMesh * CMatQueuedRenderContext : : GetDynamicMesh ( bool buffered , IMesh * pVertexOverride , IMesh * pIndexOverride , IMaterial * pAutoBind )
{
if ( pAutoBind )
Bind ( pAutoBind , NULL ) ;
if ( pVertexOverride & & pIndexOverride )
{
// Use the new batch API
DebuggerBreak ( ) ;
return NULL ;
}
if ( pVertexOverride )
{
if ( CompressionType ( pVertexOverride - > GetVertexFormat ( ) ) ! = VERTEX_COMPRESSION_NONE )
{
// UNDONE: support compressed dynamic meshes if needed (pro: less VB memory, con: time spent compressing)
DebuggerBreak ( ) ;
return NULL ;
}
}
// For anything more than 1 bone, imply the last weight from the 1 - the sum of the others.
int nCurrentBoneCount = GetCurrentNumBones ( ) ;
Assert ( nCurrentBoneCount < = 4 ) ;
if ( nCurrentBoneCount > 1 )
{
- - nCurrentBoneCount ;
}
m_pQueuedMesh - > OnGetDynamicMesh ( 0 , ( buffered ) ? MQM_BUFFERED : 0 , pVertexOverride , pIndexOverride , GetCurrentMaterialInternal ( ) , nCurrentBoneCount ) ;
return m_pQueuedMesh ;
}
IMesh * CMatQueuedRenderContext : : GetDynamicMeshEx ( VertexFormat_t vertexFormat , bool bBuffered , IMesh * pVertexOverride , IMesh * pIndexOverride , IMaterial * pAutoBind )
{
if ( pAutoBind )
{
Bind ( pAutoBind , NULL ) ;
}
if ( pVertexOverride & & pIndexOverride )
{
// Use the new batch API
DebuggerBreak ( ) ;
return NULL ;
}
if ( pVertexOverride )
{
if ( CompressionType ( pVertexOverride - > GetVertexFormat ( ) ) ! = VERTEX_COMPRESSION_NONE )
{
// UNDONE: support compressed dynamic meshes if needed (pro: less VB memory, con: time spent compressing)
DebuggerBreak ( ) ;
return NULL ;
}
}
// For anything more than 1 bone, imply the last weight from the 1 - the sum of the others.
int nCurrentBoneCount = GetCurrentNumBones ( ) ;
Assert ( nCurrentBoneCount < = 4 ) ;
if ( nCurrentBoneCount > 1 )
{
- - nCurrentBoneCount ;
}
m_pQueuedMesh - > OnGetDynamicMesh ( vertexFormat , ( bBuffered ) ? MQM_BUFFERED : 0 , pVertexOverride , pIndexOverride , GetCurrentMaterialInternal ( ) , nCurrentBoneCount ) ;
return m_pQueuedMesh ;
}
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
int CMatQueuedRenderContext : : GetMaxVerticesToRender ( IMaterial * pMaterial )
{
pMaterial = ( ( IMaterialInternal * ) pMaterial ) - > GetRealTimeVersion ( ) ; //always work with the real time version of materials internally.
MeshDesc_t temp ;
// Be conservative, assume no compression (in here, we don't know if the caller will used a compressed VB or not)
// FIXME: allow the caller to specify which compression type should be used to compute size from the vertex format
// (this can vary between multiple VBs/Meshes using the same material)
VertexFormat_t materialFormat = pMaterial - > GetVertexFormat ( ) & ~ VERTEX_FORMAT_COMPRESSED ;
g_pShaderAPI - > ComputeVertexDescription ( 0 , materialFormat , temp ) ;
int maxVerts = g_pShaderAPI - > GetCurrentDynamicVBSize ( ) / temp . m_ActualVertexSize ;
if ( maxVerts > 65535 )
{
maxVerts = 65535 ;
}
return maxVerts ;
}
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
void CMatQueuedRenderContext : : GetMaxToRender ( IMesh * pMesh , bool bMaxUntilFlush , int * pMaxVerts , int * pMaxIndices )
{
Assert ( ! bMaxUntilFlush ) ;
* pMaxVerts = g_pShaderAPI - > GetCurrentDynamicVBSize ( ) / m_pQueuedMesh - > GetVertexSize ( ) ;
if ( * pMaxVerts > 65535 )
{
* pMaxVerts = 65535 ;
}
* pMaxIndices = INDEX_BUFFER_SIZE ;
}
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
IMesh * CMatQueuedRenderContext : : GetFlexMesh ( )
{
m_pQueuedMesh - > OnGetDynamicMesh ( 0 , MQM_FLEX , NULL , NULL , NULL , 0 ) ;
return m_pQueuedMesh ;
}
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
OcclusionQueryObjectHandle_t CMatQueuedRenderContext : : CreateOcclusionQueryObject ( )
{
OcclusionQueryObjectHandle_t h = g_pOcclusionQueryMgr - > CreateOcclusionQueryObject ( ) ;
m_queue . QueueCall ( g_pOcclusionQueryMgr , & COcclusionQueryMgr : : OnCreateOcclusionQueryObject , h ) ;
return h ;
}
int CMatQueuedRenderContext : : OcclusionQuery_GetNumPixelsRendered ( OcclusionQueryObjectHandle_t h )
{
m_queue . QueueCall ( g_pOcclusionQueryMgr , & COcclusionQueryMgr : : OcclusionQuery_IssueNumPixelsRenderedQuery , h ) ;
return g_pOcclusionQueryMgr - > OcclusionQuery_GetNumPixelsRendered ( h , false ) ;
}
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
void CMatQueuedRenderContext : : SetFlashlightState ( const FlashlightState_t & s , const VMatrix & m )
{
m_queue . QueueCall ( m_pHardwareContext , & IMatRenderContext : : SetFlashlightState , RefToVal ( s ) , RefToVal ( m ) ) ;
}
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
bool CMatQueuedRenderContext : : EnableClipping ( bool bEnable )
{
m_queue . QueueCall ( m_pHardwareContext , & IMatRenderContext : : EnableClipping , bEnable ) ;
return BaseClass : : EnableClipping ( bEnable ) ;
}
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
void CMatQueuedRenderContext : : UserClipTransform ( const VMatrix & m )
{
m_queue . QueueCall ( m_pHardwareContext , & IMatRenderContext : : UserClipTransform , RefToVal ( m ) ) ;
}
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
void CMatQueuedRenderContext : : GetWindowSize ( int & width , int & height ) const
{
width = m_WidthBackBuffer ;
height = m_HeightBackBuffer ;
}
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
void CMatQueuedRenderContext : : DrawScreenSpaceRectangle (
IMaterial * pMaterial ,
int destx , int desty ,
int width , int height ,
float src_texture_x0 , float src_texture_y0 , // which texel you want to appear at
// destx/y
float src_texture_x1 , float src_texture_y1 , // which texel you want to appear at
// destx+width-1, desty+height-1
int src_texture_width , int src_texture_height , // needed for fixup
void * pClientRenderable ,
int nXDice , int nYDice ) // Amount to tessellate the quad
{
IMaterial * pRealTimeVersionMaterial = ( ( IMaterialInternal * ) pMaterial ) - > GetRealTimeVersion ( ) ;
pRealTimeVersionMaterial - > CallBindProxy ( pClientRenderable ) ;
m_queue . QueueCall ( m_pHardwareContext , & IMatRenderContext : : DrawScreenSpaceRectangle , pMaterial , destx , desty , width , height , src_texture_x0 , src_texture_y0 , src_texture_x1 , src_texture_y1 , src_texture_width , src_texture_height , pClientRenderable , nXDice , nYDice ) ;
}
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
void CMatQueuedRenderContext : : LoadBoneMatrix ( int i , const matrix3x4_t & m )
{
m_queue . QueueCall ( m_pHardwareContext , & IMatRenderContext : : LoadBoneMatrix , i , RefToVal ( m ) ) ;
}
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
void CMatQueuedRenderContext : : CopyRenderTargetToTextureEx ( ITexture * pTexture , int i , Rect_t * pSrc , Rect_t * pDst )
{
m_queue . QueueCall ( m_pHardwareContext , & IMatRenderContext : : CopyRenderTargetToTextureEx , pTexture , i , CUtlEnvelope < Rect_t > ( pSrc ) , CUtlEnvelope < Rect_t > ( pDst ) ) ;
}
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
void CMatQueuedRenderContext : : CopyTextureToRenderTargetEx ( int i , ITexture * pTexture , Rect_t * pSrc , Rect_t * pDst )
{
m_queue . QueueCall ( m_pHardwareContext , & IMatRenderContext : : CopyTextureToRenderTargetEx , i , pTexture , CUtlEnvelope < Rect_t > ( pSrc ) , CUtlEnvelope < Rect_t > ( pDst ) ) ;
}
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
bool CMatQueuedRenderContext : : OnDrawMesh ( IMesh * pMesh , int firstIndex , int numIndices )
{
void ( IMesh : : * pfnDraw ) ( int , int ) = & IMesh : : Draw ; // need assignment to disambiguate overloaded function
m_queue . QueueCall ( pMesh , pfnDraw , firstIndex , numIndices ) ;
return false ;
}
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
bool CMatQueuedRenderContext : : OnDrawMesh ( IMesh * pMesh , CPrimList * pLists , int nLists )
{
CMatRenderData < CPrimList > rdPrimList ( this , nLists , pLists ) ;
m_queue . QueueCall ( this , & CMatQueuedRenderContext : : DeferredDrawPrimList , pMesh , rdPrimList . Base ( ) , nLists ) ;
return false ;
}
void CMatQueuedRenderContext : : DeferredDrawPrimList ( IMesh * pMesh , CPrimList * pLists , int nLists )
{
pMesh - > Draw ( pLists , nLists ) ;
}
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
void CMatQueuedRenderContext : : DeferredSetFlexMesh ( IMesh * pStaticMesh , int nVertexOffsetInBytes )
{
pStaticMesh - > SetFlexMesh ( m_pQueuedMesh - > GetActualMesh ( ) , m_pQueuedMesh - > GetActualVertexOffsetInBytes ( ) ) ;
}
bool CMatQueuedRenderContext : : OnSetFlexMesh ( IMesh * pStaticMesh , IMesh * pMesh , int nVertexOffsetInBytes )
{
Assert ( pMesh = = m_pQueuedMesh | | ! pMesh ) ;
if ( pMesh )
{
m_pQueuedMesh - > QueueBuild ( ) ;
m_queue . QueueCall ( this , & CMatQueuedRenderContext : : DeferredSetFlexMesh , pStaticMesh , nVertexOffsetInBytes ) ;
}
else
{
m_queue . QueueCall ( pStaticMesh , & IMesh : : SetFlexMesh , ( IMesh * ) NULL , 0 ) ;
}
return false ;
}
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
bool CMatQueuedRenderContext : : OnSetColorMesh ( IMesh * pStaticMesh , IMesh * pMesh , int nVertexOffsetInBytes )
{
m_queue . QueueCall ( pStaticMesh , & IMesh : : SetColorMesh , pMesh , nVertexOffsetInBytes ) ;
return false ;
}
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
bool CMatQueuedRenderContext : : OnSetPrimitiveType ( IMesh * pMesh , MaterialPrimitiveType_t type )
{
m_queue . QueueCall ( pMesh , & IMesh : : SetPrimitiveType , type ) ;
return false ;
}
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
bool CMatQueuedRenderContext : : OnFlushBufferedPrimitives ( )
{
m_queue . QueueCall ( g_pShaderAPI , & IShaderAPI : : FlushBufferedPrimitives ) ;
return false ;
}
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
inline void CMatQueuedRenderContext : : QueueMatrixSync ( )
{
void ( IMatRenderContext : : * pfnLoadMatrix ) ( const VMatrix & ) = & IMatRenderContext : : LoadMatrix ; // need assignment to disambiguate overloaded function
m_queue . QueueCall ( m_pHardwareContext , pfnLoadMatrix , RefToVal ( AccessCurrentMatrix ( ) ) ) ;
}
void CMatQueuedRenderContext : : MatrixMode ( MaterialMatrixMode_t mode )
{
CMatRenderContextBase : : MatrixMode ( mode ) ;
m_queue . QueueCall ( m_pHardwareContext , & IMatRenderContext : : MatrixMode , mode ) ;
}
void CMatQueuedRenderContext : : PushMatrix ( )
{
CMatRenderContextBase : : PushMatrix ( ) ;
m_queue . QueueCall ( m_pHardwareContext , & IMatRenderContext : : PushMatrix ) ;
}
void CMatQueuedRenderContext : : PopMatrix ( )
{
CMatRenderContextBase : : PopMatrix ( ) ;
m_queue . QueueCall ( m_pHardwareContext , & IMatRenderContext : : PopMatrix ) ;
}
void CMatQueuedRenderContext : : LoadMatrix ( const VMatrix & matrix )
{
CMatRenderContextBase : : LoadMatrix ( matrix ) ;
QueueMatrixSync ( ) ;
}
void CMatQueuedRenderContext : : LoadMatrix ( const matrix3x4_t & matrix )
{
CMatRenderContextBase : : LoadMatrix ( matrix ) ;
QueueMatrixSync ( ) ;
}
void CMatQueuedRenderContext : : MultMatrix ( const VMatrix & matrix )
{
CMatRenderContextBase : : MultMatrix ( matrix ) ;
QueueMatrixSync ( ) ;
}
void CMatQueuedRenderContext : : MultMatrix ( const matrix3x4_t & matrix )
{
CMatRenderContextBase : : MultMatrix ( VMatrix ( matrix ) ) ;
QueueMatrixSync ( ) ;
}
void CMatQueuedRenderContext : : MultMatrixLocal ( const VMatrix & matrix )
{
CMatRenderContextBase : : MultMatrixLocal ( matrix ) ;
QueueMatrixSync ( ) ;
}
void CMatQueuedRenderContext : : MultMatrixLocal ( const matrix3x4_t & matrix )
{
CMatRenderContextBase : : MultMatrixLocal ( VMatrix ( matrix ) ) ;
QueueMatrixSync ( ) ;
}
void CMatQueuedRenderContext : : LoadIdentity ( )
{
CMatRenderContextBase : : LoadIdentity ( ) ;
m_queue . QueueCall ( m_pHardwareContext , & IMatRenderContext : : LoadIdentity ) ;
}
void CMatQueuedRenderContext : : Ortho ( double left , double top , double right , double bottom , double zNear , double zFar )
{
CMatRenderContextBase : : Ortho ( left , top , right , bottom , zNear , zFar ) ;
QueueMatrixSync ( ) ;
}
void CMatQueuedRenderContext : : PerspectiveX ( double flFovX , double flAspect , double flZNear , double flZFar )
{
CMatRenderContextBase : : PerspectiveX ( flFovX , flAspect , flZNear , flZFar ) ;
QueueMatrixSync ( ) ;
}
void CMatQueuedRenderContext : : PerspectiveOffCenterX ( double flFovX , double flAspect , double flZNear , double flZFar , double bottom , double top , double left , double right )
{
CMatRenderContextBase : : PerspectiveOffCenterX ( flFovX , flAspect , flZNear , flZFar , bottom , top , left , right ) ;
QueueMatrixSync ( ) ;
}
void CMatQueuedRenderContext : : PickMatrix ( int x , int y , int nWidth , int nHeight )
{
CMatRenderContextBase : : PickMatrix ( x , y , nWidth , nHeight ) ;
QueueMatrixSync ( ) ;
}
void CMatQueuedRenderContext : : Rotate ( float flAngle , float x , float y , float z )
{
CMatRenderContextBase : : Rotate ( flAngle , x , y , z ) ;
QueueMatrixSync ( ) ;
}
void CMatQueuedRenderContext : : Translate ( float x , float y , float z )
{
CMatRenderContextBase : : Translate ( x , y , z ) ;
QueueMatrixSync ( ) ;
}
void CMatQueuedRenderContext : : Scale ( float x , float y , float z )
{
CMatRenderContextBase : : Scale ( x , y , z ) ;
QueueMatrixSync ( ) ;
}
void CMatQueuedRenderContext : : BeginBatch ( IMesh * pIndices )
{
Assert ( pIndices = = ( IMesh * ) m_pQueuedMesh ) ;
m_queue . QueueCall ( this , & CMatQueuedRenderContext : : DeferredBeginBatch , m_pQueuedMesh - > GetIndexData ( ) , m_pQueuedMesh - > IndexCount ( ) ) ;
m_pQueuedMesh - > DetachBuffers ( ) ;
}
void CMatQueuedRenderContext : : BindBatch ( IMesh * pVertices , IMaterial * pAutoBind )
{
Assert ( pVertices ! = ( IMesh * ) m_pQueuedMesh ) ;
m_queue . QueueCall ( m_pHardwareContext , & IMatRenderContext : : BindBatch , pVertices , pAutoBind ) ;
}
void CMatQueuedRenderContext : : DrawBatch ( int firstIndex , int numIndices )
{
m_queue . QueueCall ( m_pHardwareContext , & IMatRenderContext : : DrawBatch , firstIndex , numIndices ) ;
}
void CMatQueuedRenderContext : : EndBatch ( )
{
m_queue . QueueCall ( m_pHardwareContext , & IMatRenderContext : : EndBatch ) ;
}
void CMatQueuedRenderContext : : DeferredBeginBatch ( uint16 * pIndexData , int nIndices )
{
m_pQueuedMesh - > DeferredGetDynamicMesh ( 0 , false , NULL , NULL , NULL ) ;
m_pQueuedMesh - > ExecuteDefferredBuild ( NULL , 0 , 0 , pIndexData , nIndices ) ;
m_pHardwareContext - > BeginBatch ( m_pQueuedMesh - > DetachActualMesh ( ) ) ;
}
//-----------------------------------------------------------------------------
// Memory allocation calls for queued mesh, et. al.
//-----------------------------------------------------------------------------
byte * CMatQueuedRenderContext : : AllocVertices ( int nVerts , int nVertexSize )
{
MEM_ALLOC_CREDIT ( ) ;
# if defined(_WIN32) && !defined(_X360)
const byte * pNextAlloc = ( const byte * ) ( m_Vertices . GetBase ( ) ) + m_Vertices . GetUsed ( ) + AlignValue ( nVerts * nVertexSize , 16 ) ;
const byte * pCommitLimit = ( const byte * ) ( m_Vertices . GetBase ( ) ) + m_Vertices . GetSize ( ) ;
# endif
void * pResult = m_Vertices . Alloc ( nVerts * nVertexSize , false ) ;
# if defined(_WIN32) && !defined(_X360)
if ( ! pResult )
{
// Force a crash with useful minidump info in the registers.
uint64 status = 0x31415926 ;
// Print some information to the console so that it's picked up in the minidump comment.
Msg ( " AllocVertices( %d, %d ) on %p failed. m_Vertices is based at %p with a size of 0x%x. \n " , nVerts , nVertexSize , this , m_Vertices . GetBase ( ) , m_Vertices . GetSize ( ) ) ;
Msg ( " %d vertices used. \n " , m_Vertices . GetUsed ( ) ) ;
if ( pNextAlloc > pCommitLimit )
{
Msg ( " VirtualAlloc would have been called. %p > %p. \n " , pNextAlloc , pCommitLimit ) ;
const byte * pNewCommitLimit = AlignValue ( pNextAlloc , 128 * 1024 ) ;
const uint32 commitSize = pNewCommitLimit - pCommitLimit ;
const void * pRet = VirtualAlloc ( ( void * ) pCommitLimit , commitSize , MEM_COMMIT , PAGE_READWRITE ) ;
if ( ! pRet )
status = GetLastError ( ) ;
Msg ( " VirtualAlloc( %p, %d ) returned %p on repeat. VirtualAlloc %s with code %x. \n " , pCommitLimit , commitSize , pRet , ( pRet ! = NULL ) ? " succeeded " : " failed " , ( uint32 ) status ) ;
}
else
{
Msg ( " VirtualAlloc would not have been called. %p <= %p. \n " , pNextAlloc , pCommitLimit ) ;
}
// Now crash.
* ( volatile uint64 * ) 0 = status < < 32 | m_Vertices . GetUsed ( ) ;
}
# endif
return ( byte * ) pResult ;
}
uint16 * CMatQueuedRenderContext : : AllocIndices ( int nIndices )
{
MEM_ALLOC_CREDIT ( ) ;
# if defined(_WIN32) && !defined(_X360)
const byte * pNextAlloc = ( const byte * ) ( m_Indices . GetBase ( ) ) + m_Indices . GetUsed ( ) + AlignValue ( nIndices * sizeof ( uint16 ) , 16 ) ;
const byte * pCommitLimit = ( const byte * ) ( m_Indices . GetBase ( ) ) + m_Indices . GetSize ( ) ;
# endif
void * pResult = m_Indices . Alloc ( nIndices * sizeof ( uint16 ) , false ) ;
# if defined(_WIN32) && !defined(_X360)
if ( ! pResult )
{
// Force a crash with useful minidump info in the registers.
uint64 status = 0x31415926 ;
// Print some information to the console so that it's picked up in the minidump comment.
Msg ( " AllocIndices( %d ) on %p failed. m_Indices is based at %p with a size of 0x%x. \n " , nIndices , this , m_Indices . GetBase ( ) , m_Indices . GetSize ( ) ) ;
Msg ( " %d indices used. \n " , m_Indices . GetUsed ( ) ) ;
if ( pNextAlloc > pCommitLimit )
{
Msg ( " VirtualAlloc would have been called. %p > %p. \n " , pNextAlloc , pCommitLimit ) ;
const byte * pNewCommitLimit = AlignValue ( pNextAlloc , 128 * 1024 ) ;
const uint32 commitSize = pNewCommitLimit - pCommitLimit ;
const void * pRet = VirtualAlloc ( ( void * ) pCommitLimit , commitSize , MEM_COMMIT , PAGE_READWRITE ) ;
if ( ! pRet )
status = GetLastError ( ) ;
Msg ( " VirtualAlloc( %p, %d ) returned %p on repeat. VirtualAlloc %s with code %x. \n " , pCommitLimit , commitSize , pRet , ( pRet ! = NULL ) ? " succeeded " : " failed " , ( uint32 ) status ) ;
}
else
{
Msg ( " VirtualAlloc would not have been called. %p <= %p. \n " , pNextAlloc , pCommitLimit ) ;
}
// Now crash.
* ( volatile uint64 * ) 0 = status < < 32 | m_Indices . GetUsed ( ) ;
}
# endif
return ( uint16 * ) pResult ;
}
byte * CMatQueuedRenderContext : : ReallocVertices ( byte * pVerts , int nVertsOld , int nVertsNew , int nVertexSize )
{
Assert ( nVertsNew < = nVertsOld ) ;
if ( nVertsNew < nVertsOld )
{
unsigned nBytes = ( ( nVertsOld - nVertsNew ) * nVertexSize ) ;
m_Vertices . FreeToAllocPoint ( AlignValue ( m_Vertices . GetCurrentAllocPoint ( ) - nBytes , 16 ) , false ) ; // memstacks 128 bit aligned
}
return pVerts ;
}
uint16 * CMatQueuedRenderContext : : ReallocIndices ( uint16 * pIndices , int nIndicesOld , int nIndicesNew )
{
Assert ( nIndicesNew < = nIndicesOld ) ;
if ( nIndicesNew < nIndicesOld )
{
unsigned nBytes = ( ( nIndicesOld - nIndicesNew ) * sizeof ( uint16 ) ) ;
m_Indices . FreeToAllocPoint ( AlignValue ( m_Indices . GetCurrentAllocPoint ( ) - nBytes , 16 ) , false ) ; // memstacks 128 bit aligned
}
return pIndices ;
}
void CMatQueuedRenderContext : : FreeVertices ( byte * pVerts , int nVerts , int nVertexSize )
{
// free at end of call dispatch
}
void CMatQueuedRenderContext : : FreeIndices ( uint16 * pIndices , int nIndices )
{
// free at end of call dispatch
}
//------------------------------------------------------------------------------
// Color correction related methods
//------------------------------------------------------------------------------
ColorCorrectionHandle_t CMatQueuedRenderContext : : AddLookup ( const char * pName )
{
MaterialLock_t hLock = m_pMaterialSystem - > Lock ( ) ;
ColorCorrectionHandle_t hCC = ColorCorrectionSystem ( ) - > AddLookup ( pName ) ;
m_pMaterialSystem - > Unlock ( hLock ) ;
return hCC ;
}
bool CMatQueuedRenderContext : : RemoveLookup ( ColorCorrectionHandle_t handle )
{
MaterialLock_t hLock = m_pMaterialSystem - > Lock ( ) ;
bool bRemoved = ColorCorrectionSystem ( ) - > RemoveLookup ( handle ) ;
m_pMaterialSystem - > Unlock ( hLock ) ;
return bRemoved ;
}
void CMatQueuedRenderContext : : LockLookup ( ColorCorrectionHandle_t handle )
{
MaterialLock_t hLock = m_pMaterialSystem - > Lock ( ) ;
ColorCorrectionSystem ( ) - > LockLookup ( handle ) ;
m_pMaterialSystem - > Unlock ( hLock ) ;
}
void CMatQueuedRenderContext : : LoadLookup ( ColorCorrectionHandle_t handle , const char * pLookupName )
{
MaterialLock_t hLock = m_pMaterialSystem - > Lock ( ) ;
ColorCorrectionSystem ( ) - > LoadLookup ( handle , pLookupName ) ;
m_pMaterialSystem - > Unlock ( hLock ) ;
}
void CMatQueuedRenderContext : : UnlockLookup ( ColorCorrectionHandle_t handle )
{
MaterialLock_t hLock = m_pMaterialSystem - > Lock ( ) ;
ColorCorrectionSystem ( ) - > UnlockLookup ( handle ) ;
m_pMaterialSystem - > Unlock ( hLock ) ;
}
// NOTE: These are synchronous calls! The rendering thread is stopped, the current queue is drained and the pixels are read
// NOTE: We should also have a queued read pixels in the API for doing mid frame reads (as opposed to screenshots)
void CMatQueuedRenderContext : : ReadPixels ( int x , int y , int width , int height , unsigned char * data , ImageFormat dstFormat )
{
EndRender ( ) ;
MaterialLock_t hLock = m_pMaterialSystem - > Lock ( ) ;
this - > CallQueued ( false ) ;
g_pShaderAPI - > ReadPixels ( x , y , width , height , data , dstFormat ) ;
m_pMaterialSystem - > Unlock ( hLock ) ;
BeginRender ( ) ;
}
void CMatQueuedRenderContext : : ReadPixelsAndStretch ( Rect_t * pSrcRect , Rect_t * pDstRect , unsigned char * pBuffer , ImageFormat dstFormat , int nDstStride )
{
EndRender ( ) ;
MaterialLock_t hLock = m_pMaterialSystem - > Lock ( ) ;
this - > CallQueued ( false ) ;
g_pShaderAPI - > ReadPixels ( pSrcRect , pDstRect , pBuffer , dstFormat , nDstStride ) ;
m_pMaterialSystem - > Unlock ( hLock ) ;
BeginRender ( ) ;
}