mirror of
https://github.com/nillerusr/source-engine.git
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225 lines
6.0 KiB
C++
225 lines
6.0 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//
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//=============================================================================//
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#ifndef IMATERIALSYSTEMINTERNAL_H
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#define IMATERIALSYSTEMINTERNAL_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "materialsystem/imaterialsystem.h"
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#include "tier1/callqueue.h"
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#include "tier1/memstack.h"
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class IMaterialInternal;
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//-----------------------------------------------------------------------------
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// Special call queue that knows (a) single threaded access, and (b) all
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// functions called after last function added
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//-----------------------------------------------------------------------------
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class CMatCallQueue
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{
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public:
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CMatCallQueue()
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{
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MEM_ALLOC_CREDIT_( "CMatCallQueue.m_Allocator" );
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#ifdef SWDS
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m_Allocator.Init( 2*1024, 0, 0, 16 );
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#else
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m_Allocator.Init( IsX360() ? 2*1024*1024 : 8*1024*1024, 64*1024, 256*1024, 16 );
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#endif
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m_FunctorFactory.SetAllocator( &m_Allocator );
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m_pHead = m_pTail = NULL;
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}
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size_t GetMemoryUsed()
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{
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return m_Allocator.GetUsed();
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}
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int Count()
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{
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int i = 0;
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Elem_t *pCurrent = m_pHead;
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while ( pCurrent )
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{
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i++;
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pCurrent = pCurrent->pNext;
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}
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return i;
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}
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void CallQueued()
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{
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if ( !m_pHead )
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{
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return;
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}
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CFunctor *pFunctor;
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Elem_t *pCurrent = m_pHead;
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while ( pCurrent )
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{
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pFunctor = pCurrent->pFunctor;
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#ifdef _DEBUG
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if ( pFunctor->m_nUserID == m_nBreakSerialNumber)
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{
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m_nBreakSerialNumber = (unsigned)-1;
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}
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#endif
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(*pFunctor)();
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pFunctor->Release();
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pCurrent = pCurrent->pNext;
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}
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m_Allocator.FreeAll( false );
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m_pHead = m_pTail = NULL;
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}
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void QueueFunctor( CFunctor *pFunctor )
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{
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Assert( pFunctor );
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QueueFunctorInternal( RetAddRef( pFunctor ) );
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}
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void Flush()
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{
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if ( !m_pHead )
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{
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return;
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}
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CFunctor *pFunctor;
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Elem_t *pCurrent = m_pHead;
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while ( pCurrent )
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{
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pFunctor = pCurrent->pFunctor;
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pFunctor->Release();
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pCurrent = pCurrent->pNext;
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}
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m_Allocator.FreeAll( false );
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m_pHead = m_pTail = NULL;
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}
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#define DEFINE_MATCALLQUEUE_NONMEMBER_QUEUE_CALL(N) \
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template <typename FUNCTION_RETTYPE FUNC_TEMPLATE_FUNC_PARAMS_##N FUNC_TEMPLATE_ARG_PARAMS_##N> \
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void QueueCall(FUNCTION_RETTYPE (*pfnProxied)( FUNC_BASE_TEMPLATE_FUNC_PARAMS_##N ) FUNC_ARG_FORMAL_PARAMS_##N ) \
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{ \
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QueueFunctorInternal( m_FunctorFactory.CreateFunctor( pfnProxied FUNC_FUNCTOR_CALL_ARGS_##N ) ); \
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}
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//-------------------------------------
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#define DEFINE_MATCALLQUEUE_MEMBER_QUEUE_CALL(N) \
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template <typename OBJECT_TYPE_PTR, typename FUNCTION_CLASS, typename FUNCTION_RETTYPE FUNC_TEMPLATE_FUNC_PARAMS_##N FUNC_TEMPLATE_ARG_PARAMS_##N> \
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void QueueCall(OBJECT_TYPE_PTR pObject, FUNCTION_RETTYPE ( FUNCTION_CLASS::*pfnProxied )( FUNC_BASE_TEMPLATE_FUNC_PARAMS_##N ) FUNC_ARG_FORMAL_PARAMS_##N ) \
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{ \
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QueueFunctorInternal( m_FunctorFactory.CreateFunctor( pObject, pfnProxied FUNC_FUNCTOR_CALL_ARGS_##N ) ); \
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}
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//-------------------------------------
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#define DEFINE_MATCALLQUEUE_CONST_MEMBER_QUEUE_CALL(N) \
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template <typename OBJECT_TYPE_PTR, typename FUNCTION_CLASS, typename FUNCTION_RETTYPE FUNC_TEMPLATE_FUNC_PARAMS_##N FUNC_TEMPLATE_ARG_PARAMS_##N> \
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void QueueCall(OBJECT_TYPE_PTR pObject, FUNCTION_RETTYPE ( FUNCTION_CLASS::*pfnProxied )( FUNC_BASE_TEMPLATE_FUNC_PARAMS_##N ) const FUNC_ARG_FORMAL_PARAMS_##N ) \
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{ \
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QueueFunctorInternal( m_FunctorFactory.CreateFunctor( pObject, pfnProxied FUNC_FUNCTOR_CALL_ARGS_##N ) ); \
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}
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//-------------------------------------
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FUNC_GENERATE_ALL( DEFINE_MATCALLQUEUE_NONMEMBER_QUEUE_CALL );
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FUNC_GENERATE_ALL( DEFINE_MATCALLQUEUE_MEMBER_QUEUE_CALL );
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FUNC_GENERATE_ALL( DEFINE_MATCALLQUEUE_CONST_MEMBER_QUEUE_CALL );
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private:
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void QueueFunctorInternal( CFunctor *pFunctor )
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{
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#ifdef _DEBUG
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pFunctor->m_nUserID = m_nCurSerialNumber++;
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#endif
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MEM_ALLOC_CREDIT_( "CMatCallQueue.m_Allocator" );
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Elem_t *pNew = (Elem_t *)m_Allocator.Alloc( sizeof(Elem_t) );
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if ( m_pTail )
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{
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m_pTail->pNext = pNew;
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m_pTail = pNew;
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}
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else
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{
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m_pHead = m_pTail = pNew;
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}
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pNew->pNext = NULL;
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pNew->pFunctor = pFunctor;
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}
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struct Elem_t
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{
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Elem_t *pNext;
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CFunctor *pFunctor;
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};
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Elem_t *m_pHead;
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Elem_t *m_pTail;
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CMemoryStack m_Allocator;
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CCustomizedFunctorFactory<CMemoryStack, CRefCounted1<CFunctor, CRefCountServiceDestruct< CRefST > > > m_FunctorFactory;
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unsigned m_nCurSerialNumber;
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unsigned m_nBreakSerialNumber;
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};
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class IMaterialProxy;
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//-----------------------------------------------------------------------------
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// Additional interfaces used internally to the library
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//-----------------------------------------------------------------------------
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abstract_class IMaterialSystemInternal : public IMaterialSystem
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{
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public:
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// Returns the current material
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virtual IMaterial* GetCurrentMaterial() = 0;
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virtual int GetLightmapPage( void ) = 0;
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// Gets the maximum lightmap page size...
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virtual int GetLightmapWidth( int lightmap ) const = 0;
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virtual int GetLightmapHeight( int lightmap ) const = 0;
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virtual ITexture *GetLocalCubemap( void ) = 0;
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// virtual bool RenderZOnlyWithHeightClipEnabled( void ) = 0;
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virtual void ForceDepthFuncEquals( bool bEnable ) = 0;
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virtual enum MaterialHeightClipMode_t GetHeightClipMode( void ) = 0;
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// FIXME: Remove? Here for debugging shaders in CShaderSystem
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virtual void AddMaterialToMaterialList( IMaterialInternal *pMaterial ) = 0;
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virtual void RemoveMaterial( IMaterialInternal *pMaterial ) = 0;
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virtual void RemoveMaterialSubRect( IMaterialInternal *pMaterial ) = 0;
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virtual bool InFlashlightMode() const = 0;
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// Can we use editor materials?
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virtual bool CanUseEditorMaterials() const = 0;
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virtual const char *GetForcedTextureLoadPathID() = 0;
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virtual CMatCallQueue *GetRenderCallQueue() = 0;
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virtual void UnbindMaterial( IMaterial *pMaterial ) = 0;
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virtual ThreadId_t GetRenderThreadId() const = 0 ;
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virtual IMaterialProxy *DetermineProxyReplacements( IMaterial *pMaterial, KeyValues *pFallbackKeyValues ) = 0;
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};
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#endif // IMATERIALSYSTEMINTERNAL_H
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