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https://github.com/nillerusr/source-engine.git
synced 2026-08-07 17:29:36 +00:00
arm64 : fix intptr_t size
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@@ -237,7 +237,7 @@ EXPOSE_SINGLE_INTERFACE_GLOBALVAR( CVBAllocTracker, IVBAllocTracker,
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UtlHashFixedHandle_t CVBAllocTracker::TrackAlloc( void * buffer, int bufferSize, VertexFormat_t fmt, int numVerts, short allocatorHash )
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{
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AllocData newData( buffer, bufferSize, fmt, numVerts, allocatorHash );
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UtlHashFixedHandle_t handle = m_VBAllocTable.Insert( (int)buffer, newData );
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UtlHashFixedHandle_t handle = m_VBAllocTable.Insert( (intp)buffer, newData );
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if ( handle == m_VBAllocTable.InvalidHandle() )
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{
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Warning( "[VBMEM] VBMemAllocTable hash collision (grow table).\n" );
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@@ -247,7 +247,7 @@ UtlHashFixedHandle_t CVBAllocTracker::TrackAlloc( void * buffer, int bufferSize,
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bool CVBAllocTracker::KillAlloc( void * buffer, int & bufferSize, VertexFormat_t & fmt, int & numVerts, short & allocatorHash )
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{
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UtlHashFixedHandle_t handle = m_VBAllocTable.Find( (int)buffer );
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UtlHashFixedHandle_t handle = m_VBAllocTable.Find( (intp)buffer );
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if ( handle != m_VBAllocTable.InvalidHandle() )
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{
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AllocData & data = m_VBAllocTable.Element( handle );
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@@ -12,6 +12,8 @@
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#pragma once
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#endif
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#include "tier0/platform.h"
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#if defined( DX10 ) && !defined( DX_TO_GL_ABSTRACTION )
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#include <d3d10.h>
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@@ -113,13 +115,13 @@ typedef void *HardwareShader_t;
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//-----------------------------------------------------------------------------
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// The vertex and pixel shader type
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//-----------------------------------------------------------------------------
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typedef int VertexShader_t;
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typedef int PixelShader_t;
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typedef intp VertexShader_t;
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typedef intp PixelShader_t;
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//-----------------------------------------------------------------------------
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// Bitpattern for an invalid shader
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//-----------------------------------------------------------------------------
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#define INVALID_SHADER ( 0xFFFFFFFF )
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#define INVALID_SHADER (-1) // ( 0xFFFFFFFF )
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#define INVALID_HARDWARE_SHADER ( NULL )
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#define D3DSAMP_NOTSUPPORTED D3DSAMP_FORCE_DWORD
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@@ -184,7 +184,7 @@ protected:
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int m_nWindowWidth;
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int m_nWindowHeight;
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uint32 m_dwThreadId;
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uintp m_dwThreadId;
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};
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@@ -615,7 +615,7 @@ private:
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ShaderStaticCombos_t m_ShaderStaticCombos;
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DWORD m_Flags;
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int m_nRefCount;
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unsigned int m_hShaderFileCache;
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uintp m_hShaderFileCache;
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// for queued loading, bias an aligned optimal buffer forward to correct location
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int m_nDataOffset;
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@@ -1017,7 +1017,7 @@ void CShaderManager::DestroyVertexShader( VertexShaderHandle_t hShader )
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if ( hShader == VERTEX_SHADER_HANDLE_INVALID )
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return;
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VertexShaderIndex_t i = (VertexShaderIndex_t)hShader;
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VertexShaderIndex_t i = (VertexShaderIndex_t)(uintp)hShader;
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IDirect3DVertexShader9 *pVertexShader = m_RawVertexShaderDict[ i ];
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UnregisterVS( pVertexShader );
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@@ -1053,7 +1053,7 @@ void CShaderManager::DestroyPixelShader( PixelShaderHandle_t hShader )
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if ( hShader == PIXEL_SHADER_HANDLE_INVALID )
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return;
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PixelShaderIndex_t i = (PixelShaderIndex_t)hShader;
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PixelShaderIndex_t i = (PixelShaderIndex_t)(uintp)hShader;
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IDirect3DPixelShader9 *pPixelShader = m_RawPixelShaderDict[ i ];
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UnregisterPS( pPixelShader );
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@@ -2522,7 +2522,7 @@ bool CShaderManager::LoadAndCreateShaders( ShaderLookup_t &lookup, bool bVertexS
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ShaderFileCache_t fileCacheLookup;
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fileCacheLookup.m_Name = lookup.m_Name;
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fileCacheLookup.m_bVertexShader = bVertexShader;
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int fileCacheIndex = m_ShaderFileCache.Find( fileCacheLookup );
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intp fileCacheIndex = m_ShaderFileCache.Find( fileCacheLookup );
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if ( fileCacheIndex == m_ShaderFileCache.InvalidIndex() )
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{
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// not found, create a new entry
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@@ -3286,7 +3286,7 @@ void CShaderManager::SetVertexShaderState( HardwareShader_t shader, DataCacheHan
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void CShaderManager::BindVertexShader( VertexShaderHandle_t hVertexShader )
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{
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HardwareShader_t hHardwareShader = m_RawVertexShaderDict[ (VertexShaderIndex_t)hVertexShader] ;
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HardwareShader_t hHardwareShader = m_RawVertexShaderDict[ (VertexShaderIndex_t)(uintp)hVertexShader] ;
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SetVertexShaderState( hHardwareShader );
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}
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@@ -3395,7 +3395,7 @@ void CShaderManager::SetPixelShaderState( HardwareShader_t shader, DataCacheHand
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void CShaderManager::BindPixelShader( PixelShaderHandle_t hPixelShader )
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{
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HardwareShader_t hHardwareShader = m_RawPixelShaderDict[ (PixelShaderIndex_t)hPixelShader ];
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HardwareShader_t hHardwareShader = m_RawPixelShaderDict[ (PixelShaderIndex_t)(uintp)hPixelShader ];
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SetPixelShaderState( hHardwareShader );
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}
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@@ -3594,7 +3594,7 @@ void CShaderManager::SpewVertexAndPixelShaders( void )
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{
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// only spew a populated shader file cache
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Msg( "\nShader File Cache:\n" );
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for ( int cacheIndex = m_ShaderFileCache.Head();
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for ( intp cacheIndex = m_ShaderFileCache.Head();
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cacheIndex != m_ShaderFileCache.InvalidIndex();
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cacheIndex = m_ShaderFileCache.Next( cacheIndex ) )
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{
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