source-engine/materialsystem/shadersystem.cpp
2022-03-19 14:40:11 +02:00

2060 lines
64 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//===========================================================================//
#include "shadersystem.h"
#include <stdlib.h>
#include "materialsystem_global.h"
#include "filesystem.h"
#include "tier1/utldict.h"
#include "shaderlib/ShaderDLL.h"
#include "texturemanager.h"
#include "itextureinternal.h"
#include "IHardwareConfigInternal.h"
#include "tier1/utlstack.h"
#include "tier1/utlbuffer.h"
#include "mathlib/vmatrix.h"
#include "imaterialinternal.h"
#include "tier1/strtools.h"
#include "tier0/icommandline.h"
#include "shaderlib/cshader.h"
#include "tier1/convar.h"
#include "tier1/KeyValues.h"
#include "shader_dll_verify.h"
#include "tier0/vprof.h"
// NOTE: This must be the last file included!
#include "tier0/memdbgon.h"
#include "mat_stub.h"
//#define DEBUG_DEPTH 1
CDummyTextureInternal g_BitchCubemapTexture("bitch_cubemap");
//-----------------------------------------------------------------------------
// Lovely convars
//-----------------------------------------------------------------------------
static ConVar mat_showenvmapmask( "mat_showenvmapmask", "0" );
static ConVar mat_debugdepth( "mat_debugdepth", "0" );
extern ConVar mat_supportflashlight;
//-----------------------------------------------------------------------------
// Implementation of the shader system
//-----------------------------------------------------------------------------
class CShaderSystem : public IShaderSystemInternal
{
public:
CShaderSystem();
// Methods of IShaderSystem
virtual ShaderAPITextureHandle_t GetShaderAPITextureBindHandle( ITexture *pTexture, int nFrameVar, int nTextureChannel = 0 );
virtual void BindTexture( Sampler_t sampler1, ITexture *pTexture, int nFrame = 0 );
virtual void BindTexture( Sampler_t sampler1, Sampler_t sampler2, ITexture *pTexture, int nFrame = 0 );
virtual void TakeSnapshot( );
virtual void DrawSnapshot( bool bMakeActualDrawCall = true );
virtual bool IsUsingGraphics() const;
virtual bool CanUseEditorMaterials() const;
// Methods of IShaderSystemInternal
virtual void Init();
virtual void Shutdown();
virtual void ModInit();
virtual void ModShutdown();
virtual bool LoadShaderDLL( const char *pFullPath );
virtual bool LoadShaderDLL( const char *pFullPath, const char *pPathID, bool bModShaderDLL );
virtual void UnloadShaderDLL( const char *pFullPath );
virtual IShader* FindShader( char const* pShaderName );
virtual void CreateDebugMaterials();
virtual void CleanUpDebugMaterials();
virtual char const* ShaderStateString( int i ) const;
virtual int ShaderStateCount( ) const;
virtual void InitShaderParameters( IShader *pShader, IMaterialVar **params, const char *pMaterialName );
virtual void InitShaderInstance( IShader *pShader, IMaterialVar **params, const char *pMaterialName, const char *pTextureGroupName );
virtual bool InitRenderState( IShader *pShader, int numParams, IMaterialVar **params, ShaderRenderState_t* pRenderState, char const* pMaterialName );
virtual void CleanupRenderState( ShaderRenderState_t* pRenderState );
virtual void DrawElements( IShader *pShader, IMaterialVar **params, ShaderRenderState_t* pShaderState, VertexCompressionType_t vertexCompression, uint32 nVarChangeID );
// Used to iterate over all shaders for editing purposes
virtual int ShaderCount() const;
virtual int GetShaders( int nFirstShader, int nMaxCount, IShader **ppShaderList ) const;
// Methods of IShaderInit
virtual void LoadTexture( IMaterialVar *pTextureVar, const char *pTextureGroupName, int nAdditionalCreationFlags = 0 );
virtual void LoadBumpMap( IMaterialVar *pTextureVar, const char *pTextureGroupName );
virtual void LoadCubeMap( IMaterialVar **ppParams, IMaterialVar *pTextureVar, int nAdditionalCreationFlags = 0 );
// Used to prevent re-entrant rendering from warning messages
void BufferSpew( SpewType_t spewType, const Color &c, const char *pMsg );
private:
struct ShaderDLLInfo_t
{
char *m_pFileName;
CSysModule *m_hInstance;
IShaderDLLInternal *m_pShaderDLL;
ShaderDLL_t m_hShaderDLL;
// True if this is a mod's shader DLL, in which case it's not allowed to
// override any existing shader names.
bool m_bModShaderDLL;
CUtlDict< IShader *, unsigned short > m_ShaderDict;
};
private:
// hackhack: remove this when VAC2 is online.
void VerifyBaseShaderDLL( CSysModule *pModule );
// Load up the shader DLLs...
void LoadAllShaderDLLs();
// Load the "mshader_" DLLs.
void LoadModShaderDLLs( int dxSupportLevel );
// Unload all the shader DLLs...
void UnloadAllShaderDLLs();
// Sets up the shader dictionary.
void SetupShaderDictionary( int nShaderDLLIndex );
// Cleans up the shader dictionary.
void CleanupShaderDictionary( int nShaderDLLIndex );
// Finds an already loaded shader DLL
int FindShaderDLL( const char *pFullPath );
// Unloads a particular shader DLL
void UnloadShaderDLL( int nShaderDLLIndex );
// Sets up the current ShaderState_t for rendering
void PrepForShaderDraw( IShader *pShader, IMaterialVar** ppParams,
ShaderRenderState_t* pRenderState, int modulation );
void DoneWithShaderDraw();
// Initializes state snapshots
void InitStateSnapshots( IShader *pShader, IMaterialVar **params, ShaderRenderState_t* pRenderState );
// Compute snapshots for all combinations of alpha + color modulation
void InitRenderStateFlags( ShaderRenderState_t* pRenderState, int numParams, IMaterialVar **params );
// Computes flags from a particular snapshot
void ComputeRenderStateFlagsFromSnapshot( ShaderRenderState_t* pRenderState );
// Computes vertex format + usage from a particular snapshot
bool ComputeVertexFormatFromSnapshot( IMaterialVar **params, ShaderRenderState_t* pRenderState );
// Used to prevent re-entrant rendering from warning messages
void PrintBufferedSpew( void );
// Gets at the current snapshot
StateSnapshot_t CurrentStateSnapshot();
// Draws using a particular material..
void DrawUsingMaterial( IMaterialInternal *pMaterial, VertexCompressionType_t vertexCompression );
// Copies material vars
void CopyMaterialVarToDebugShader( IMaterialInternal *pDebugMaterial, IShader *pShader, IMaterialVar **ppParams, const char *pSrcVarName, const char *pDstVarName = NULL );
// Debugging draw methods...
void DrawMeasureFillRate( ShaderRenderState_t* pRenderState, int mod, VertexCompressionType_t vertexCompression );
void DrawNormalMap( IShader *pShader, IMaterialVar **ppParams, VertexCompressionType_t vertexCompression );
bool DrawEnvmapMask( IShader *pShader, IMaterialVar **ppParams, ShaderRenderState_t* pRenderState, VertexCompressionType_t vertexCompression );
int GetModulationSnapshotCount( IMaterialVar **params );
private:
// List of all DLLs containing shaders
CUtlVector< ShaderDLLInfo_t > m_ShaderDLLs;
// Used to prevent re-entrant rendering from warning messages
SpewOutputFunc_t m_SaveSpewOutput;
CUtlBuffer m_StoredSpew;
// Render state we're drawing with
ShaderRenderState_t* m_pRenderState;
unsigned short m_hShaderDLL;
unsigned char m_nModulation;
unsigned char m_nRenderPass;
// Debugging materials
// If you add to this, add to the list of debug shader names (s_pDebugShaderName) below
enum
{
MATERIAL_FILL_RATE = 0,
MATERIAL_DEBUG_NORMALMAP,
MATERIAL_DEBUG_ENVMAPMASK,
MATERIAL_DEBUG_DEPTH,
MATERIAL_DEBUG_DEPTH_DECAL,
MATERIAL_DEBUG_WIREFRAME,
MATERIAL_DEBUG_COUNT,
};
IMaterialInternal* m_pDebugMaterials[MATERIAL_DEBUG_COUNT];
static const char *s_pDebugShaderName[MATERIAL_DEBUG_COUNT];
bool m_bForceUsingGraphicsReturnTrue;
};
//-----------------------------------------------------------------------------
// Singleton
//-----------------------------------------------------------------------------
static CShaderSystem s_ShaderSystem;
IShaderSystemInternal *g_pShaderSystem = &s_ShaderSystem;
EXPOSE_SINGLE_INTERFACE_GLOBALVAR( CShaderSystem, IShaderSystem,
SHADERSYSTEM_INTERFACE_VERSION, s_ShaderSystem );
//-----------------------------------------------------------------------------
// Debugging shader names
//-----------------------------------------------------------------------------
const char *CShaderSystem::s_pDebugShaderName[MATERIAL_DEBUG_COUNT] =
{
"FillRate",
"DebugNormalMap",
"DebugDrawEnvmapMask",
"DebugDepth",
"DebugDepth",
"Wireframe_DX9"
};
//-----------------------------------------------------------------------------
// Constructor
//-----------------------------------------------------------------------------
CShaderSystem::CShaderSystem() : m_StoredSpew( 0, 512, 0 ), m_bForceUsingGraphicsReturnTrue( false )
{
}
//-----------------------------------------------------------------------------
// Initialization, shutdown
//-----------------------------------------------------------------------------
void CShaderSystem::Init()
{
m_SaveSpewOutput = NULL;
m_bForceUsingGraphicsReturnTrue = false;
if ( CommandLine()->FindParm( "-noshaderapi" ) ||
CommandLine()->FindParm( "-makereslists" ) )
{
m_bForceUsingGraphicsReturnTrue = true;
}
for ( int i = 0; i < MATERIAL_DEBUG_COUNT; ++i )
{
m_pDebugMaterials[i] = NULL;
}
LoadAllShaderDLLs();
}
void CShaderSystem::Shutdown()
{
UnloadAllShaderDLLs();
}
//-----------------------------------------------------------------------------
// Load/unload mod-specific shader DLLs
//-----------------------------------------------------------------------------
void CShaderSystem::ModInit()
{
// Load up standard shader DLLs...
int dxSupportLevel = HardwareConfig()->GetMaxDXSupportLevel();
Assert( dxSupportLevel >= 60 );
dxSupportLevel /= 10;
LoadModShaderDLLs( dxSupportLevel );
}
void CShaderSystem::ModShutdown()
{
// Unload only MOD dlls
for ( int i = m_ShaderDLLs.Count(); --i >= 0; )
{
if ( m_ShaderDLLs[i].m_bModShaderDLL )
{
UnloadShaderDLL(i);
delete[] m_ShaderDLLs[i].m_pFileName;
m_ShaderDLLs.Remove( i );
}
}
}
//-----------------------------------------------------------------------------
// Load up the shader DLLs...
//-----------------------------------------------------------------------------
void CShaderSystem::LoadAllShaderDLLs( )
{
UnloadAllShaderDLLs();
GetShaderDLLInternal()->Connect( Sys_GetFactoryThis(), true );
// Loads local defined or statically linked shaders
int i = m_ShaderDLLs.AddToHead();
m_ShaderDLLs[i].m_pFileName = new char[1];
m_ShaderDLLs[i].m_pFileName[0] = 0;
m_ShaderDLLs[i].m_hInstance = NULL;
m_ShaderDLLs[i].m_pShaderDLL = GetShaderDLLInternal();
m_ShaderDLLs[i].m_bModShaderDLL = false;
// Add the shaders to the dictionary of shaders...
SetupShaderDictionary( i );
// 360 has the the debug shaders in its dx9 dll
if ( IsPC() || !IsX360() )
{
// Always need the debug shaders
LoadShaderDLL( "stdshader_dbg" DLL_EXT_STRING );
}
// Load up standard shader DLLs...
int dxSupportLevel = HardwareConfig()->GetMaxDXSupportLevel();
Assert( dxSupportLevel >= 60 );
dxSupportLevel /= 10;
// 360 only supports its dx9 dll
int dxStart = IsX360() ? 9 : 6;
char buf[32];
for ( i = dxStart; i <= dxSupportLevel; ++i )
{
Q_snprintf( buf, sizeof( buf ), "stdshader_dx%d%s", i, DLL_EXT_STRING );
LoadShaderDLL( buf );
}
const char *pShaderName = NULL;
#ifdef _DEBUG
pShaderName = CommandLine()->ParmValue( "-shader" );
#endif
if ( !pShaderName )
{
pShaderName = HardwareConfig()->GetHWSpecificShaderDLLName();
}
if ( pShaderName )
{
LoadShaderDLL( pShaderName );
}
#ifdef _DEBUG
// For fast-iteration debugging
if ( CommandLine()->FindParm( "-testshaders" ) )
{
LoadShaderDLL( "shader_test" DLL_EXT_STRING );
}
#endif
}
const char *COM_GetModDirectory()
{
static char modDir[MAX_PATH];
if ( Q_strlen( modDir ) == 0 )
{
const char *gamedir = CommandLine()->ParmValue("-game", CommandLine()->ParmValue( "-defaultgamedir", "hl2" ) );
Q_strncpy( modDir, gamedir, sizeof(modDir) );
if ( strchr( modDir, '/' ) || strchr( modDir, '\\' ) )
{
Q_StripLastDir( modDir, sizeof(modDir) );
int dirlen = Q_strlen( modDir );
Q_strncpy( modDir, gamedir + dirlen, sizeof(modDir) - dirlen );
}
}
return modDir;
}
void CShaderSystem::LoadModShaderDLLs( int dxSupportLevel )
{
if ( IsX360() )
return;
// Don't do this for Valve mods. They don't need them, and attempting to load them is an opportunity for cheaters to get their code into the process
const char *pGameDir = COM_GetModDirectory();
if ( !Q_stricmp( pGameDir, "hl2" ) || !Q_stricmp( pGameDir, "cstrike" ) || !Q_stricmp( pGameDir, "cstrike_beta" ) ||
!Q_stricmp( pGameDir, "hl2mp" ) || !Q_stricmp( pGameDir, "lostcoast" ) || !Q_stricmp( pGameDir, "episodic" ) ||
!Q_stricmp( pGameDir, "portal" ) || !Q_stricmp( pGameDir, "ep2" ) || !Q_stricmp( pGameDir, "dod" ) ||
!Q_stricmp( pGameDir, "tf" ) || !Q_stricmp( pGameDir, "tf_beta" ) || !Q_stricmp( pGameDir, "hl1" ) )
{
return;
}
const char *pModShaderPathID = "GAMEBIN";
// First load the ones with dx_ prefix.
char buf[256];
int dxStart = 6;
for ( int i = dxStart; i <= dxSupportLevel; ++i )
{
Q_snprintf( buf, sizeof( buf ), "game_shader_dx%d%s", i, DLL_EXT_STRING );
LoadShaderDLL( buf, pModShaderPathID, true );
}
// Now load the ones with any dx_ prefix.
FileFindHandle_t findHandle;
const char *pFilename = g_pFullFileSystem->FindFirstEx( "game_shader_generic*", pModShaderPathID, &findHandle );
while ( pFilename )
{
Q_snprintf( buf, sizeof( buf ), "%s%s", pFilename, DLL_EXT_STRING );
LoadShaderDLL( buf, pModShaderPathID, true );
pFilename = g_pFullFileSystem->FindNext( findHandle );
}
}
//-----------------------------------------------------------------------------
// Unload all the shader DLLs...
//-----------------------------------------------------------------------------
void CShaderSystem::UnloadAllShaderDLLs()
{
if ( m_ShaderDLLs.Count() == 0 )
return;
for ( int i = m_ShaderDLLs.Count(); --i >= 0; )
{
UnloadShaderDLL(i);
delete[] m_ShaderDLLs[i].m_pFileName;
}
m_ShaderDLLs.RemoveAll();
}
bool CShaderSystem::LoadShaderDLL( const char *pFullPath )
{
return LoadShaderDLL( pFullPath, NULL, false );
}
// HACKHACK: remove me when VAC2 is online.
#if defined( _WIN32 ) && !defined( _X360 )
// Instead of including windows.h
extern "C"
{
extern void * __stdcall GetProcAddress( void *hModule, const char *pszProcName );
};
#endif
void CShaderSystem::VerifyBaseShaderDLL( CSysModule *pModule )
{
//#if defined( _WIN32 ) && !defined( _X360 )
#if 0
const char *pErrorStr = "Corrupt save data settings.";
unsigned char *testData1 = new unsigned char[SHADER_DLL_VERIFY_DATA_LEN1];
ShaderDLLVerifyFn fn = (ShaderDLLVerifyFn)GetProcAddress( (void *)pModule, SHADER_DLL_FNNAME_1 );
if ( !fn )
Error( pErrorStr );
IShaderDLLVerification *pVerify;
char *pPtr = (char*)(void*)&pVerify;
pPtr -= SHADER_DLL_VERIFY_DATA_PTR_OFFSET;
fn( pPtr );
// Test the first CRC.
CRC32_t testCRC;
CRC32_Init( &testCRC );
CRC32_ProcessBuffer( &testCRC, testData1, SHADER_DLL_VERIFY_DATA_LEN1 );
CRC32_ProcessBuffer( &testCRC, &pModule, 4 );
CRC32_ProcessBuffer( &testCRC, &pVerify, 4 );
CRC32_Final( &testCRC );
if ( testCRC != pVerify->Function1( testData1 - SHADER_DLL_VERIFY_DATA_PTR_OFFSET ) )
Error( pErrorStr );
// Test the next one.
unsigned char digest[MD5_DIGEST_LENGTH];
MD5Context_t md5Context;
MD5Init( &md5Context );
MD5Update( &md5Context, testData1 + SHADER_DLL_VERIFY_DATA_PTR_OFFSET, SHADER_DLL_VERIFY_DATA_LEN1 - SHADER_DLL_VERIFY_DATA_PTR_OFFSET );
MD5Final( digest, &md5Context );
pVerify->Function2( 2, 3, 3 ); // fn2 is supposed to place the result in testData1.
if ( memcmp( digest, testData1, MD5_DIGEST_LENGTH ) != 0 )
Error( pErrorStr );
pVerify->Function5();
delete [] testData1;
#endif
}
//-----------------------------------------------------------------------------
// Methods related to reading in shader DLLs
//-----------------------------------------------------------------------------
bool CShaderSystem::LoadShaderDLL( const char *pFullPath, const char *pPathID, bool bModShaderDLL )
{
if ( !pFullPath && !pFullPath[0] )
return true;
// Load the new shader
bool bValidatedDllOnly = true;
if ( bModShaderDLL )
bValidatedDllOnly = false;
CSysModule *hInstance = g_pFullFileSystem->LoadModule( pFullPath, pPathID, bValidatedDllOnly );
if ( !hInstance )
return false;
// Get at the shader DLL interface
CreateInterfaceFn factory = Sys_GetFactory( hInstance );
if (!factory)
{
g_pFullFileSystem->UnloadModule( hInstance );
return false;
}
IShaderDLLInternal *pShaderDLL = (IShaderDLLInternal*)factory( SHADER_DLL_INTERFACE_VERSION, NULL );
if ( !pShaderDLL )
{
g_pFullFileSystem->UnloadModule( hInstance );
return false;
}
// Make sure it's a valid base shader DLL if necessary.
//HACKHACK get rid of this when VAC2 comes online.
if ( !bModShaderDLL )
{
VerifyBaseShaderDLL( hInstance );
}
// Allow the DLL to try to connect to interfaces it needs
if ( !pShaderDLL->Connect( Sys_GetFactoryThis(), false ) )
{
g_pFullFileSystem->UnloadModule( hInstance );
return false;
}
// FIXME: We need to do some sort of shader validation here for anticheat.
// Now replace any existing shader
int nShaderDLLIndex = FindShaderDLL( pFullPath );
if ( nShaderDLLIndex >= 0 )
{
UnloadShaderDLL( nShaderDLLIndex );
}
else
{
nShaderDLLIndex = m_ShaderDLLs.AddToTail();
int nLen = Q_strlen(pFullPath) + 1;
m_ShaderDLLs[nShaderDLLIndex].m_pFileName = new char[ nLen ];
Q_strncpy( m_ShaderDLLs[nShaderDLLIndex].m_pFileName, pFullPath, nLen );
}
// Ok, the shader DLL's good!
m_ShaderDLLs[nShaderDLLIndex].m_hInstance = hInstance;
m_ShaderDLLs[nShaderDLLIndex].m_pShaderDLL = pShaderDLL;
m_ShaderDLLs[nShaderDLLIndex].m_bModShaderDLL = bModShaderDLL;
// Add the shaders to the dictionary of shaders...
SetupShaderDictionary( nShaderDLLIndex );
// FIXME: Fix up existing materials that were using shaders that have
// been reloaded?
return true;
}
//-----------------------------------------------------------------------------
// Finds an already loaded shader DLL
//-----------------------------------------------------------------------------
int CShaderSystem::FindShaderDLL( const char *pFullPath )
{
for ( int i = m_ShaderDLLs.Count(); --i >= 0; )
{
if ( !Q_stricmp( pFullPath, m_ShaderDLLs[i].m_pFileName ) )
return i;
}
return -1;
}
//-----------------------------------------------------------------------------
// Unloads a particular shader DLL
//-----------------------------------------------------------------------------
void CShaderSystem::UnloadShaderDLL( int nShaderDLLIndex )
{
if ( nShaderDLLIndex < 0 )
return;
// FIXME: Do some sort of fixup of materials to determine which
// materials are referencing shaders in this DLL?
CleanupShaderDictionary( nShaderDLLIndex );
IShaderDLLInternal *pShaderDLL = m_ShaderDLLs[nShaderDLLIndex].m_pShaderDLL;
pShaderDLL->Disconnect( pShaderDLL == GetShaderDLLInternal() );
if ( m_ShaderDLLs[nShaderDLLIndex].m_hInstance )
{
g_pFullFileSystem->UnloadModule( m_ShaderDLLs[nShaderDLLIndex].m_hInstance );
}
}
//-----------------------------------------------------------------------------
// Unloads a particular shader DLL
//-----------------------------------------------------------------------------
void CShaderSystem::UnloadShaderDLL( const char *pFullPath )
{
int nShaderDLLIndex = FindShaderDLL( pFullPath );
if ( nShaderDLLIndex >= 0 )
{
UnloadShaderDLL( nShaderDLLIndex );
delete[] m_ShaderDLLs[nShaderDLLIndex].m_pFileName;
m_ShaderDLLs.Remove( nShaderDLLIndex );
}
}
//-----------------------------------------------------------------------------
// Make sure these match the bits in imaterial.h
//-----------------------------------------------------------------------------
static const char* s_pShaderStateString[] =
{
"$debug",
"$no_fullbright",
"$no_draw",
"$use_in_fillrate_mode",
"$vertexcolor",
"$vertexalpha",
"$selfillum",
"$additive",
"$alphatest",
"$multipass",
"$znearer",
"$model",
"$flat",
"$nocull",
"$nofog",
"$ignorez",
"$decal",
"$envmapsphere",
"$noalphamod",
"$envmapcameraspace",
"$basealphaenvmapmask",
"$translucent",
"$normalmapalphaenvmapmask",
"$softwareskin",
"$opaquetexture",
"$envmapmode",
"$nodecal",
"$halflambert",
"$wireframe",
"$allowalphatocoverage",
"" // last one must be null
};
//-----------------------------------------------------------------------------
// returns strings associated with the shader state flags...
// If you modify this, make sure and modify MaterialVarFlags_t in imaterial.h
//-----------------------------------------------------------------------------
int CShaderSystem::ShaderStateCount( ) const
{
return sizeof( s_pShaderStateString ) / sizeof( char* ) - 1;
}
//-----------------------------------------------------------------------------
// returns strings associated with the shader state flags...
// If you modify this, make sure and modify MaterialVarFlags_t in imaterial.h
//-----------------------------------------------------------------------------
char const* CShaderSystem::ShaderStateString( int i ) const
{
return s_pShaderStateString[i];
}
//-----------------------------------------------------------------------------
// Sets up the shader dictionary.
//-----------------------------------------------------------------------------
void CShaderSystem::SetupShaderDictionary( int nShaderDLLIndex )
{
// We could have put the shader dictionary into each shader DLL
// I'm not sure if that makes this system any less secure than it already is
int i;
ShaderDLLInfo_t &info = m_ShaderDLLs[nShaderDLLIndex];
int nCount = info.m_pShaderDLL->ShaderCount();
for ( i = 0; i < nCount; ++i )
{
IShader *pShader = info.m_pShaderDLL->GetShader( i );
const char *pShaderName = pShader->GetName();
#ifdef POSIX
if (CommandLine()->FindParm("-glmspew"))
printf("CShaderSystem::SetupShaderDictionary: %s", pShaderName );
#endif
// Make sure it doesn't try to override another shader DLL's names.
if ( info.m_bModShaderDLL )
{
for ( int iTestDLL=0; iTestDLL < m_ShaderDLLs.Count(); iTestDLL++ )
{
ShaderDLLInfo_t *pTestDLL = &m_ShaderDLLs[iTestDLL];
if ( !pTestDLL->m_bModShaderDLL )
{
if ( pTestDLL->m_ShaderDict.Find( pShaderName ) != pTestDLL->m_ShaderDict.InvalidIndex() )
{
Error( "Game shader '%s' trying to override a base shader '%s'.", info.m_pFileName, pShaderName );
}
}
}
}
info.m_ShaderDict.Insert( pShaderName, pShader );
}
}
//-----------------------------------------------------------------------------
// Cleans up the shader dictionary.
//-----------------------------------------------------------------------------
void CShaderSystem::CleanupShaderDictionary( int nShaderDLLIndex )
{
}
//-----------------------------------------------------------------------------
// Finds a shader in the shader dictionary
//-----------------------------------------------------------------------------
IShader* CShaderSystem::FindShader( char const* pShaderName )
{
// FIXME: What kind of search order should we use here?
// I'm currently assuming last added, first searched.
for (int i = m_ShaderDLLs.Count(); --i >= 0; )
{
ShaderDLLInfo_t &info = m_ShaderDLLs[i];
unsigned short idx = info.m_ShaderDict.Find( pShaderName );
if ( idx != info.m_ShaderDict.InvalidIndex() )
{
return info.m_ShaderDict[idx];
}
}
return NULL;
}
//-----------------------------------------------------------------------------
// Used to iterate over all shaders for editing purposes
//-----------------------------------------------------------------------------
int CShaderSystem::ShaderCount() const
{
return GetShaders( 0, 65536, NULL );
}
int CShaderSystem::GetShaders( int nFirstShader, int nMaxCount, IShader **ppShaderList ) const
{
CUtlSymbolTable uniqueNames( 0, 512, true );
int nCount = 0;
int nActualCount = 0;
for ( int i = m_ShaderDLLs.Count(); --i >= 0; )
{
const ShaderDLLInfo_t &info = m_ShaderDLLs[i];
for ( unsigned short j = info.m_ShaderDict.First();
j != info.m_ShaderDict.InvalidIndex();
j = info.m_ShaderDict.Next( j ) )
{
// Don't add shaders twice
const char *pShaderName = info.m_ShaderDict.GetElementName( j );
if ( uniqueNames.Find( pShaderName ) != UTL_INVAL_SYMBOL )
continue;
// Indicate we've seen this shader
uniqueNames.AddString( pShaderName );
++nActualCount;
if ( nActualCount > nFirstShader )
{
if ( ppShaderList )
{
ppShaderList[ nCount ] = info.m_ShaderDict[j];
}
++nCount;
if ( nCount >= nMaxCount )
return nCount;
}
}
}
return nCount;
}
//-----------------------------------------------------------------------------
//
// Methods of IShaderInit lie below
//
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// Gets at the render pass info for this pass...
//-----------------------------------------------------------------------------
inline StateSnapshot_t CShaderSystem::CurrentStateSnapshot()
{
Assert( m_pRenderState );
Assert( m_nRenderPass < MAX_RENDER_PASSES );
Assert( m_nRenderPass < m_pRenderState->m_pSnapshots[m_nModulation].m_nPassCount );
return m_pRenderState->m_pSnapshots[m_nModulation].m_Snapshot[m_nRenderPass];
}
//-----------------------------------------------------------------------------
// Create debugging materials
//-----------------------------------------------------------------------------
void CShaderSystem::CreateDebugMaterials()
{
if (m_pDebugMaterials[0])
return;
KeyValues *pVMTKeyValues[MATERIAL_DEBUG_COUNT];
int i;
for ( i = 0; i < MATERIAL_DEBUG_COUNT; ++i )
{
pVMTKeyValues[i] = new KeyValues( s_pDebugShaderName[i] );
}
pVMTKeyValues[MATERIAL_DEBUG_DEPTH_DECAL]->SetInt( "$decal", 1 );
for ( i = 0; i < MATERIAL_DEBUG_COUNT; ++i )
{
char shaderName[64];
Q_snprintf( shaderName, sizeof( shaderName ), "___%s_%d.vmt", s_pDebugShaderName[i], i );
m_pDebugMaterials[i] = static_cast<IMaterialInternal*>(MaterialSystem()->CreateMaterial( shaderName, pVMTKeyValues[i] ));
if( m_pDebugMaterials[i] )
m_pDebugMaterials[i] = m_pDebugMaterials[i]->GetRealTimeVersion();
}
}
//-----------------------------------------------------------------------------
// Cleans up the debugging materials
//-----------------------------------------------------------------------------
void CShaderSystem::CleanUpDebugMaterials()
{
if (m_pDebugMaterials[0])
{
for ( int i = 0; i < MATERIAL_DEBUG_COUNT; ++i )
{
m_pDebugMaterials[i]->DecrementReferenceCount();
if ( m_pDebugMaterials[i]->InMaterialPage() )
{
MaterialSystem()->RemoveMaterialSubRect( m_pDebugMaterials[i] );
}
else
{
MaterialSystem()->RemoveMaterial( m_pDebugMaterials[i] );
}
m_pDebugMaterials[i] = NULL;
}
}
}
//-----------------------------------------------------------------------------
// Deal with buffering of spew while doing shader draw so that we don't get
// recursive spew during precache due to fonts not being loaded, etc.
//-----------------------------------------------------------------------------
CThreadFastMutex g_StgoredSpewMutex;
void CShaderSystem::BufferSpew( SpewType_t spewType, const Color &c, const char *pMsg )
{
AUTO_LOCK( g_StgoredSpewMutex );
m_StoredSpew.PutInt( spewType );
m_StoredSpew.PutChar( c.r() );
m_StoredSpew.PutChar( c.g() );
m_StoredSpew.PutChar( c.b() );
m_StoredSpew.PutChar( c.a() );
m_StoredSpew.PutString( pMsg );
}
void CShaderSystem::PrintBufferedSpew( void )
{
AUTO_LOCK( g_StgoredSpewMutex );
while ( m_StoredSpew.GetBytesRemaining() > 0 )
{
SpewType_t spewType = (SpewType_t)m_StoredSpew.GetInt();
unsigned char r, g, b, a;
r = m_StoredSpew.GetChar();
g = m_StoredSpew.GetChar();
b = m_StoredSpew.GetChar();
a = m_StoredSpew.GetChar();
Color c( r, g, b, a );
int nLen = m_StoredSpew.PeekStringLength();
if ( nLen )
{
char *pBuf = (char*)_alloca( nLen );
m_StoredSpew.GetStringManualCharCount( pBuf, nLen );
ColorSpewMessage( spewType, &c, "%s", pBuf );
}
else
{
break;
}
}
m_StoredSpew.Clear();
}
static SpewRetval_t MySpewOutputFunc( SpewType_t spewType, char const *pMsg )
{
AUTO_LOCK( g_StgoredSpewMutex );
Color c = *GetSpewOutputColor();
s_ShaderSystem.BufferSpew( spewType, c, pMsg );
switch( spewType )
{
case SPEW_MESSAGE:
case SPEW_WARNING:
case SPEW_LOG:
return SPEW_CONTINUE;
case SPEW_ASSERT:
case SPEW_ERROR:
default:
return SPEW_DEBUGGER;
}
}
//-----------------------------------------------------------------------------
// Deals with shader draw
//-----------------------------------------------------------------------------
void CShaderSystem::PrepForShaderDraw( IShader *pShader,
IMaterialVar** ppParams, ShaderRenderState_t* pRenderState, int nModulation )
{
Assert( !m_pRenderState );
// 360 runs the console remotely, spew cannot cause the matsys to be reentrant
// 360 sidesteps the other negative affect that *all* buffered spew redirects as warning text
if ( IsPC() || !IsX360() )
{
Assert( !m_SaveSpewOutput );
m_SaveSpewOutput = GetSpewOutputFunc();
SpewOutputFunc( MySpewOutputFunc );
}
m_pRenderState = pRenderState;
m_nModulation = nModulation;
m_nRenderPass = 0;
}
void CShaderSystem::DoneWithShaderDraw()
{
if ( IsPC() || !IsX360() )
{
SpewOutputFunc( m_SaveSpewOutput );
PrintBufferedSpew();
m_SaveSpewOutput = NULL;
}
m_pRenderState = NULL;
}
//-----------------------------------------------------------------------------
// Call the SHADER_PARAM_INIT block of the shaders
//-----------------------------------------------------------------------------
void CShaderSystem::InitShaderParameters( IShader *pShader, IMaterialVar **params, const char *pMaterialName )
{
// Let the derived class do its thing
PrepForShaderDraw( pShader, params, 0, 0 );
pShader->InitShaderParams( params, pMaterialName );
DoneWithShaderDraw();
// Set up color + alpha defaults
if (!params[COLOR]->IsDefined())
{
params[COLOR]->SetVecValue( 1.0f, 1.0f, 1.0f );
}
if (!params[ALPHA]->IsDefined())
{
params[ALPHA]->SetFloatValue( 1.0f );
}
// Initialize all shader params based on their type...
int i;
for ( i = pShader->GetNumParams(); --i >= 0; )
{
// Don't initialize parameters that are already set up
if (params[i]->IsDefined())
continue;
int type = pShader->GetParamType( i );
switch( type )
{
case SHADER_PARAM_TYPE_TEXTURE:
// Do nothing; we'll be loading in a string later
break;
case SHADER_PARAM_TYPE_STRING:
// Do nothing; we'll be loading in a string later
break;
case SHADER_PARAM_TYPE_MATERIAL:
params[i]->SetMaterialValue( NULL );
break;
case SHADER_PARAM_TYPE_BOOL:
case SHADER_PARAM_TYPE_INTEGER:
params[i]->SetIntValue( 0 );
break;
case SHADER_PARAM_TYPE_COLOR:
params[i]->SetVecValue( 1.0f, 1.0f, 1.0f );
break;
case SHADER_PARAM_TYPE_VEC2:
params[i]->SetVecValue( 0.0f, 0.0f );
break;
case SHADER_PARAM_TYPE_VEC3:
params[i]->SetVecValue( 0.0f, 0.0f, 0.0f );
break;
case SHADER_PARAM_TYPE_VEC4:
params[i]->SetVecValue( 0.0f, 0.0f, 0.0f, 0.0f );
break;
case SHADER_PARAM_TYPE_FLOAT:
params[i]->SetFloatValue( 0 );
break;
case SHADER_PARAM_TYPE_FOURCC:
params[i]->SetFourCCValue( 0, 0 );
break;
case SHADER_PARAM_TYPE_MATRIX:
{
VMatrix identity;
MatrixSetIdentity( identity );
params[i]->SetMatrixValue( identity );
}
break;
case SHADER_PARAM_TYPE_MATRIX4X2:
{
VMatrix identity;
MatrixSetIdentity( identity );
params[i]->SetMatrixValue( identity );
}
break;
default:
Assert(0);
}
}
}
//-----------------------------------------------------------------------------
// Call the SHADER_INIT block of the shaders
//-----------------------------------------------------------------------------
void CShaderSystem::InitShaderInstance( IShader *pShader, IMaterialVar **params, const char *pMaterialName, const char *pTextureGroupName )
{
// Let the derived class do its thing
PrepForShaderDraw( pShader, params, 0, 0 );
pShader->InitShaderInstance( params, ShaderSystem(), pMaterialName, pTextureGroupName );
DoneWithShaderDraw();
}
//-----------------------------------------------------------------------------
// Compute snapshots for all combinations of alpha + color modulation
//-----------------------------------------------------------------------------
void CShaderSystem::InitRenderStateFlags( ShaderRenderState_t* pRenderState, int numParams, IMaterialVar **params )
{
// Compute vertex format and flags
pRenderState->m_Flags = 0;
// Make sure the shader don't force these flags. . they are automatically computed.
Assert( !( pRenderState->m_Flags & SHADER_OPACITY_TRANSLUCENT ) );
Assert( !( pRenderState->m_Flags & SHADER_OPACITY_ALPHATEST ) );
Assert( !( pRenderState->m_Flags & SHADER_OPACITY_OPAQUE ) );
// If we are in release mode, just go ahead and clear in case the above is screwed up.
pRenderState->m_Flags &= ~SHADER_OPACITY_MASK;
/*
// HACK: Also kind of gross; turn off bump lightmapping for low-end
if (g_config.bUseGraphics && !HardwareConfig()->SupportsVertexAndPixelShaders())
{
pRenderState->m_Flags &= ~SHADER_NEEDS_BUMPED_LIGHTMAPS;
}
*/
/*
// HACK: more grossness!!! turn off bump lightmapping if we don't have a bumpmap
// Shaders should specify SHADER_NEEDS_BUMPED_LIGHTMAPS if they might need a bumpmap,
// and this'll take care of getting rid of it if it isn't there.
if( pRenderState->m_Flags & SHADER_NEEDS_BUMPED_LIGHTMAPS )
{
pRenderState->m_Flags &= ~SHADER_NEEDS_BUMPED_LIGHTMAPS;
for( int i = 0; i < numParams; i++ )
{
if( stricmp( params[i]->GetName(), "$bumpmap" ) == 0 )
{
if( params[i]->IsDefined() )
{
const char *blah = params[i]->GetStringValue();
pRenderState->m_Flags |= SHADER_NEEDS_BUMPED_LIGHTMAPS;
break;
}
}
}
}
*/
}
//-----------------------------------------------------------------------------
// Computes flags from a particular snapshot
//-----------------------------------------------------------------------------
void CShaderSystem::ComputeRenderStateFlagsFromSnapshot( ShaderRenderState_t* pRenderState )
{
// When computing the flags, use the snapshot that has no alpha or color
// modulation. When asking for translucency, we'll have to check for
// alpha modulation in addition to checking the TRANSLUCENT flag.
// I have to do it this way because I'm really wanting to treat alpha
// modulation as a dynamic state, even though it's being used to compute
// shadow state. I still want to use it to compute shadow state though
// because it's somewhat complicated code that I'd rather precache.
StateSnapshot_t snapshot = pRenderState->m_pSnapshots[0].m_Snapshot[0];
// Automatically compute if the snapshot is transparent or not
if ( g_pShaderAPI->IsTranslucent( snapshot ) )
{
pRenderState->m_Flags |= SHADER_OPACITY_TRANSLUCENT;
}
else
{
if ( g_pShaderAPI->IsAlphaTested( snapshot ) )
{
pRenderState->m_Flags |= SHADER_OPACITY_ALPHATEST;
}
else
{
pRenderState->m_Flags |= SHADER_OPACITY_OPAQUE;
}
}
#ifdef _DEBUG
if( pRenderState->m_Flags & SHADER_OPACITY_TRANSLUCENT )
{
Assert( !( pRenderState->m_Flags & SHADER_OPACITY_ALPHATEST ) );
Assert( !( pRenderState->m_Flags & SHADER_OPACITY_OPAQUE ) );
}
if( pRenderState->m_Flags & SHADER_OPACITY_ALPHATEST )
{
Assert( !( pRenderState->m_Flags & SHADER_OPACITY_TRANSLUCENT ) );
Assert( !( pRenderState->m_Flags & SHADER_OPACITY_OPAQUE ) );
}
if( pRenderState->m_Flags & SHADER_OPACITY_OPAQUE )
{
Assert( !( pRenderState->m_Flags & SHADER_OPACITY_ALPHATEST ) );
Assert( !( pRenderState->m_Flags & SHADER_OPACITY_TRANSLUCENT ) );
}
#endif
}
//-----------------------------------------------------------------------------
// Initializes state snapshots
//-----------------------------------------------------------------------------
#ifdef _DEBUG
#pragma warning (disable:4189)
#endif
int CShaderSystem::GetModulationSnapshotCount( IMaterialVar **params )
{
int nSnapshotCount = SnapshotTypeCount();
if ( !MaterialSystem()->CanUseEditorMaterials() )
{
if( !IsFlag2Set( params, MATERIAL_VAR2_NEEDS_BAKED_LIGHTING_SNAPSHOTS ) )
{
nSnapshotCount /= 2;
}
}
return nSnapshotCount;
}
void CShaderSystem::InitStateSnapshots( IShader *pShader, IMaterialVar **params, ShaderRenderState_t* pRenderState )
{
#ifdef _DEBUG
if ( IsFlagSet( params, MATERIAL_VAR_DEBUG ) )
{
// Putcher breakpoint here to catch the rendering of a material
// marked for debugging ($debug = 1 in a .vmt file) shadow state version
int x = 0;
}
#endif
// Store off the current alpha + color modulations
float alpha;
float color[3];
params[COLOR]->GetVecValue( color, 3 );
alpha = params[ALPHA]->GetFloatValue( );
bool bBakedLighting = IsFlag2Set( params, MATERIAL_VAR2_USE_FIXED_FUNCTION_BAKED_LIGHTING );
bool bFlashlight = IsFlag2Set( params, MATERIAL_VAR2_USE_FLASHLIGHT );
bool bEditor = IsFlag2Set( params, MATERIAL_VAR2_USE_EDITOR );
// bool bSupportsFlashlight = IsFlag2Set( params, MATERIAL_VAR2_SUPPORTS_FLASHLIGHT );
float white[3] = { 1, 1, 1 };
float grey[3] = { .5, .5, .5 };
int nSnapshotCount = GetModulationSnapshotCount( params );
// If the current mod does not use the flashlight, skip all flashlight snapshots (saves a ton of memory)
bool bModUsesFlashlight = ( mat_supportflashlight.GetInt() != 0 );
for (int i = 0; i < nSnapshotCount; ++i)
{
if ( ( i & SHADER_USING_FLASHLIGHT ) &&
!bModUsesFlashlight )
{
pRenderState->m_pSnapshots[i].m_nPassCount = 0;
continue;
}
// Set modulation to force particular code paths
if (i & SHADER_USING_COLOR_MODULATION)
{
params[COLOR]->SetVecValue( grey, 3 );
}
else
{
params[COLOR]->SetVecValue( white, 3 );
}
if (i & SHADER_USING_ALPHA_MODULATION)
{
params[ALPHA]->SetFloatValue( grey[0] );
}
else
{
params[ALPHA]->SetFloatValue( white[0] );
}
if ( i & SHADER_USING_FLASHLIGHT )
{
// if ( !bSupportsFlashlight )
// {
// pRenderState->m_pSnapshots[i].m_nPassCount = 0;
// continue;
// }
SET_FLAGS2( MATERIAL_VAR2_USE_FLASHLIGHT );
}
else
{
CLEAR_FLAGS2( MATERIAL_VAR2_USE_FLASHLIGHT );
}
if ( i & SHADER_USING_EDITOR )
{
SET_FLAGS2( MATERIAL_VAR2_USE_EDITOR );
}
else
{
CLEAR_FLAGS2( MATERIAL_VAR2_USE_EDITOR );
}
if ( i & SHADER_USING_FIXED_FUNCTION_BAKED_LIGHTING )
{
SET_FLAGS2( MATERIAL_VAR2_USE_FIXED_FUNCTION_BAKED_LIGHTING );
}
else
{
CLEAR_FLAGS2( MATERIAL_VAR2_USE_FIXED_FUNCTION_BAKED_LIGHTING );
}
PrepForShaderDraw( pShader, params, pRenderState, i );
// Now snapshot how we're going to draw
pRenderState->m_pSnapshots[i].m_nPassCount = 0;
pShader->DrawElements( params, i, g_pShaderShadow, 0, VERTEX_COMPRESSION_NONE, &(pRenderState->m_pSnapshots[i].m_pContextData[0] ) );
DoneWithShaderDraw();
}
// Restore alpha + color modulation
params[COLOR]->SetVecValue( color, 3 );
params[ALPHA]->SetFloatValue( alpha );
if( bBakedLighting )
{
SET_FLAGS2( MATERIAL_VAR2_USE_FIXED_FUNCTION_BAKED_LIGHTING );
}
else
{
CLEAR_FLAGS2( MATERIAL_VAR2_USE_FIXED_FUNCTION_BAKED_LIGHTING );
}
if( bEditor )
{
SET_FLAGS2( MATERIAL_VAR2_USE_EDITOR );
}
else
{
CLEAR_FLAGS2( MATERIAL_VAR2_USE_EDITOR );
}
if( bFlashlight )
{
SET_FLAGS2( MATERIAL_VAR2_USE_FLASHLIGHT );
}
else
{
CLEAR_FLAGS2( MATERIAL_VAR2_USE_FLASHLIGHT );
}
}
#ifdef _DEBUG
#pragma warning (default:4189)
#endif
//-----------------------------------------------------------------------------
// Helper to count texture coordinates
//-----------------------------------------------------------------------------
static int NumTextureCoordinates( VertexFormat_t vertexFormat )
{
// FIXME: this is a duplicate of the function in meshdx8.cpp
int nTexCoordCount = 0;
for ( int i = 0; i < VERTEX_MAX_TEXTURE_COORDINATES; ++i )
{
if ( TexCoordSize( i, vertexFormat ) == 0 )
continue;
++nTexCoordCount;
}
return nTexCoordCount;
}
//-----------------------------------------------------------------------------
// Displays the vertex format
//-----------------------------------------------------------------------------
static void OutputVertexFormat( VertexFormat_t format )
{
// FIXME: this is a duplicate of the function in meshdx8.cpp
VertexCompressionType_t compressionType = CompressionType( format );
if( format & VERTEX_POSITION )
{
Warning( "VERTEX_POSITION|" );
}
if( format & VERTEX_NORMAL )
{
if ( compressionType == VERTEX_COMPRESSION_ON )
Warning( "VERTEX_NORMAL[COMPRESSED]|" );
else
Warning( "VERTEX_NORMAL|" );
}
if( format & VERTEX_COLOR )
{
Warning( "VERTEX_COLOR|" );
}
if( format & VERTEX_SPECULAR )
{
Warning( "VERTEX_SPECULAR|" );
}
if( format & VERTEX_TANGENT_S )
{
Warning( "VERTEX_TANGENT_S|" );
}
if( format & VERTEX_TANGENT_T )
{
Warning( "VERTEX_TANGENT_T|" );
}
if( format & VERTEX_BONE_INDEX )
{
Warning( "VERTEX_BONE_INDEX|" );
}
if( format & VERTEX_FORMAT_VERTEX_SHADER )
{
Warning( "VERTEX_FORMAT_VERTEX_SHADER|" );
}
Warning( "\nBone weights: %d\n", NumBoneWeights( format ) );
Warning( "user data size: %d (%s)\n", UserDataSize( format ),
( CompressionType( format ) == VERTEX_COMPRESSION_ON ? "compressed" : "uncompressed" ) );
Warning( "num tex coords: %d\n", NumTextureCoordinates( format ) );
// NOTE: This doesn't print texcoord sizes.
}
#ifdef _DEBUG
static bool IsVertexFormatSubsetOfVertexformat( VertexFormat_t subset, VertexFormat_t superset )
{
subset &= ~VERTEX_FORMAT_USE_EXACT_FORMAT;
superset &= ~VERTEX_FORMAT_USE_EXACT_FORMAT;
// Test the flags
if( VertexFlags( subset ) & VertexFlags( ~superset ) )
return false;
// Test bone weights
if( NumBoneWeights( subset ) > NumBoneWeights( superset ) )
return false;
// Test user data size
if( UserDataSize( subset ) > UserDataSize( superset ) )
return false;
// Test the texcoord dimensions
for( int i = 0; i < VERTEX_MAX_TEXTURE_COORDINATES; i++ )
{
if( TexCoordSize( i, subset ) > TexCoordSize( i, superset ) )
return false;
}
return true;
}
#endif
//-----------------------------------------------------------------------------
// Adds state snapshots to the render list
//-----------------------------------------------------------------------------
static void AddSnapshotsToList( RenderPassList_t *pPassList, int &nSnapshotID, StateSnapshot_t *pSnapshots )
{
int nNumPassSnapshots = pPassList->m_nPassCount;
for( int i = 0; i < nNumPassSnapshots; ++i )
{
pSnapshots[nSnapshotID] = pPassList->m_Snapshot[i];
nSnapshotID++;
}
}
//-----------------------------------------------------------------------------
// Computes vertex format + usage from a particular snapshot
//-----------------------------------------------------------------------------
bool CShaderSystem::ComputeVertexFormatFromSnapshot( IMaterialVar **params, ShaderRenderState_t* pRenderState )
{
// When computing the usage, use the snapshot that has no alpha or color
// modulation. We need the usage + format to be the same for all
// combinations of alpha + color modulation, though, or we are asking for
// trouble.
int nModulationSnapshotCount = GetModulationSnapshotCount( params );
int numSnapshots = pRenderState->m_pSnapshots[0].m_nPassCount;
if (nModulationSnapshotCount >= SHADER_USING_FLASHLIGHT)
{
numSnapshots += pRenderState->m_pSnapshots[SHADER_USING_FLASHLIGHT].m_nPassCount;
}
if ( MaterialSystem()->CanUseEditorMaterials() )
{
numSnapshots += pRenderState->m_pSnapshots[SHADER_USING_EDITOR].m_nPassCount;
}
StateSnapshot_t* pSnapshots = (StateSnapshot_t*)stackalloc(
numSnapshots * sizeof(StateSnapshot_t) );
int snapshotID = 0;
AddSnapshotsToList( &pRenderState->m_pSnapshots[0], snapshotID, pSnapshots );
if (nModulationSnapshotCount >= SHADER_USING_FLASHLIGHT)
{
AddSnapshotsToList( &pRenderState->m_pSnapshots[SHADER_USING_FLASHLIGHT], snapshotID, pSnapshots );
}
if ( MaterialSystem()->CanUseEditorMaterials() )
{
AddSnapshotsToList( &pRenderState->m_pSnapshots[SHADER_USING_EDITOR], snapshotID, pSnapshots );
}
Assert( snapshotID == numSnapshots );
pRenderState->m_VertexUsage = g_pShaderAPI->ComputeVertexUsage( numSnapshots, pSnapshots );
pRenderState->m_MorphFormat = g_pShaderAPI->ComputeMorphFormat( numSnapshots, pSnapshots );
#ifdef _DEBUG
// Make sure all modulation combinations match vertex usage
for ( int mod = 1; mod < nModulationSnapshotCount; ++mod )
{
int numSnapshotsTest = pRenderState->m_pSnapshots[mod].m_nPassCount;
StateSnapshot_t* pSnapshotsTest = (StateSnapshot_t*)_alloca(
numSnapshotsTest * sizeof(StateSnapshot_t) );
for (int i = 0; i < numSnapshotsTest; ++i)
{
pSnapshotsTest[i] = pRenderState->m_pSnapshots[mod].m_Snapshot[i];
}
VertexFormat_t usageTest = g_pShaderAPI->ComputeVertexUsage( numSnapshotsTest, pSnapshotsTest );
Assert( IsVertexFormatSubsetOfVertexformat( usageTest, pRenderState->m_VertexUsage ) );
}
#endif
if ( IsPC() )
{
pRenderState->m_VertexFormat = g_pShaderAPI->ComputeVertexFormat( numSnapshots, pSnapshots );
}
else
{
pRenderState->m_VertexFormat = pRenderState->m_VertexUsage;
}
return true;
}
//-----------------------------------------------------------------------------
// go through each param and make sure it is the right type, load textures,
// compute state snapshots and vertex types, etc.
//-----------------------------------------------------------------------------
bool CShaderSystem::InitRenderState( IShader *pShader, int numParams, IMaterialVar **params, ShaderRenderState_t* pRenderState, char const* pMaterialName )
{
Assert( !m_pRenderState );
// Initialize render state flags
InitRenderStateFlags( pRenderState, numParams, params );
// Compute state snapshots for each combination of alpha + color
InitStateSnapshots( pShader, params, pRenderState );
// Compute other infomation for the render state based on snapshots
if (pRenderState->m_pSnapshots[0].m_nPassCount == 0)
{
Warning( "Material \"%s\":\n No render states in shader \"%s\"\n", pMaterialName, pShader->GetName() );
return false;
}
// Set a couple additional flags based on the render state
ComputeRenderStateFlagsFromSnapshot( pRenderState );
// Compute the vertex format + usage from the snapshot
if ( !ComputeVertexFormatFromSnapshot( params, pRenderState ) )
{
// warn.. return a null render state...
Warning("Material \"%s\":\n Shader \"%s\" can't be used with models!\n", pMaterialName, pShader->GetName() );
CleanupRenderState( pRenderState );
return false;
}
return true;
}
// When you're done with the shader, be sure to call this to clean up
void CShaderSystem::CleanupRenderState( ShaderRenderState_t* pRenderState )
{
if (pRenderState)
{
int nSnapshotCount = SnapshotTypeCount();
// kill context data
// Indicate no passes for any of the snapshot lists
RenderPassList_t *pTemp = pRenderState->m_pSnapshots;
for(int i = 0; i < nSnapshotCount; i++ )
{
for(int j = 0 ; j < pRenderState->m_pSnapshots[i].m_nPassCount; j++ )
if ( pTemp[i].m_pContextData[j] )
{
delete pTemp[i].m_pContextData[j];
pTemp[i].m_pContextData[j] = NULL;
}
pRenderState->m_pSnapshots[i].m_nPassCount = 0;
}
}
}
//-----------------------------------------------------------------------------
// Does the rendering!
//-----------------------------------------------------------------------------
void CShaderSystem::DrawElements( IShader *pShader, IMaterialVar **params,
ShaderRenderState_t* pRenderState,
VertexCompressionType_t vertexCompression,
uint32 nMaterialVarChangeTimeStamp )
{
VPROF("CShaderSystem::DrawElements");
g_pShaderAPI->InvalidateDelayedShaderConstants();
// Compute modulation...
int mod = pShader->ComputeModulationFlags( params, g_pShaderAPI );
// No snapshots? do nothing.
if ( pRenderState->m_pSnapshots[mod].m_nPassCount == 0 )
return;
// If we're rendering a model, gotta have skinning matrices
int materialVarFlags = params[FLAGS]->GetIntValue();
if ( (( materialVarFlags & MATERIAL_VAR_MODEL ) != 0) ||
( IsFlag2Set( params, MATERIAL_VAR2_SUPPORTS_HW_SKINNING ) && ( g_pShaderAPI->GetCurrentNumBones() > 0 )) )
{
g_pShaderAPI->SetSkinningMatrices( );
}
// FIXME: need one conditional that we calculate once a frame for debug or not with everything debug under that.
#ifndef DX_TO_GL_ABSTRACTION
if ( ( ( g_config.bMeasureFillRate || g_config.bVisualizeFillRate ) &&
( ( materialVarFlags & MATERIAL_VAR_USE_IN_FILLRATE_MODE ) == 0 ) ) )
{
DrawMeasureFillRate( pRenderState, mod, vertexCompression );
}
else
#endif
if( ( g_config.bShowNormalMap || g_config.nShowMipLevels == 2 ) &&
( IsFlag2Set( params, MATERIAL_VAR2_LIGHTING_BUMPED_LIGHTMAP ) ||
IsFlag2Set( params, MATERIAL_VAR2_DIFFUSE_BUMPMAPPED_MODEL ) ) )
{
DrawNormalMap( pShader, params, vertexCompression );
}
#if defined(DEBUG_DEPTH)
else if ( mat_debugdepth.GetInt() && ((materialVarFlags & MATERIAL_VAR_NO_DEBUG_OVERRIDE) == 0) )
{
int nIndex = 0;
if ( IsFlagSet( params, MATERIAL_VAR_DECAL ) )
{
nIndex |= 0x1;
}
IMaterialInternal *pDebugMaterial = m_pDebugMaterials[ MATERIAL_DEBUG_DEPTH + nIndex ];
if ( !g_pShaderAPI->IsDepthWriteEnabled( pRenderState->m_Snapshots[mod].m_Snapshot[0] ) )
{
pDebugMaterial = m_pDebugMaterials[MATERIAL_DEBUG_WIREFRAME];
}
DrawUsingMaterial( pDebugMaterial, vertexCompression );
}
#endif
else
{
g_pShaderAPI->SetDefaultState();
// If we're rendering flat, turn on flat mode...
if (materialVarFlags & MATERIAL_VAR_FLAT)
{
g_pShaderAPI->ShadeMode( SHADER_FLAT );
}
PrepForShaderDraw( pShader, params, pRenderState, mod );
g_pShaderAPI->BeginPass( CurrentStateSnapshot() );
CBasePerMaterialContextData ** pContextDataPtr =
&( m_pRenderState->m_pSnapshots[m_nModulation].m_pContextData[m_nRenderPass] );
if ( *pContextDataPtr && ( (*pContextDataPtr)->m_nVarChangeID != nMaterialVarChangeTimeStamp ) )
{
(*pContextDataPtr)->m_bMaterialVarsChanged = true;
(*pContextDataPtr)->m_nVarChangeID = nMaterialVarChangeTimeStamp;
}
pShader->DrawElements(
params, mod, 0, g_pShaderAPI, vertexCompression,
&( m_pRenderState->m_pSnapshots[m_nModulation].m_pContextData[m_nRenderPass] ) );
DoneWithShaderDraw();
}
MaterialSystem()->ForceDepthFuncEquals( false );
}
//-----------------------------------------------------------------------------
// Are we using graphics?
//-----------------------------------------------------------------------------
bool CShaderSystem::IsUsingGraphics() const
{
// YWB Hack if running with -noshaderapi/-makereslists this forces materials to "precache" which means they will resolve their .vtf files for
// things like normal/height/dudv maps...
if ( m_bForceUsingGraphicsReturnTrue )
return true;
return g_pShaderDevice->IsUsingGraphics();
}
//-----------------------------------------------------------------------------
// Are we using the editor materials?
//-----------------------------------------------------------------------------
bool CShaderSystem::CanUseEditorMaterials() const
{
return MaterialSystem()->CanUseEditorMaterials();
}
//-----------------------------------------------------------------------------
// Takes a snapshot
//-----------------------------------------------------------------------------
void CShaderSystem::TakeSnapshot( )
{
Assert( m_pRenderState );
Assert( m_nModulation < SnapshotTypeCount() );
if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
{
//enable linear->gamma srgb conversion lookup texture
g_pShaderShadow->EnableTexture( SHADER_SAMPLER15, true );
g_pShaderShadow->EnableSRGBRead( SHADER_SAMPLER15, true );
}
RenderPassList_t& snapshotList = m_pRenderState->m_pSnapshots[m_nModulation];
// Take a snapshot...
snapshotList.m_Snapshot[snapshotList.m_nPassCount] = g_pShaderAPI->TakeSnapshot();
++snapshotList.m_nPassCount;
}
//-----------------------------------------------------------------------------
// Draws a snapshot
//-----------------------------------------------------------------------------
void CShaderSystem::DrawSnapshot( bool bMakeActualDrawCall )
{
Assert( m_pRenderState );
RenderPassList_t& snapshotList = m_pRenderState->m_pSnapshots[m_nModulation];
int nPassCount = snapshotList.m_nPassCount;
Assert( m_nRenderPass < nPassCount );
if ( bMakeActualDrawCall )
{
g_pShaderAPI->RenderPass( m_nRenderPass, nPassCount );
}
g_pShaderAPI->InvalidateDelayedShaderConstants();
if (++m_nRenderPass < nPassCount)
{
g_pShaderAPI->BeginPass( CurrentStateSnapshot() );
}
}
//-----------------------------------------------------------------------------
//
// Debugging material methods below
//
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// Draws a using a particular material..
//-----------------------------------------------------------------------------
void CShaderSystem::DrawUsingMaterial( IMaterialInternal *pMaterial, VertexCompressionType_t vertexCompression )
{
ShaderRenderState_t *pRenderState = pMaterial->GetRenderState();
g_pShaderAPI->SetDefaultState( );
IShader *pShader = pMaterial->GetShader();
int nMod = pShader->ComputeModulationFlags( pMaterial->GetShaderParams(), g_pShaderAPI );
PrepForShaderDraw( pShader, pMaterial->GetShaderParams(), pRenderState, nMod );
g_pShaderAPI->BeginPass( pRenderState->m_pSnapshots[nMod].m_Snapshot[0] );
pShader->DrawElements( pMaterial->GetShaderParams(), nMod, 0, g_pShaderAPI, vertexCompression,
&( pRenderState->m_pSnapshots[nMod].m_pContextData[0] ) );
DoneWithShaderDraw( );
}
//-----------------------------------------------------------------------------
// Copies material vars
//-----------------------------------------------------------------------------
void CShaderSystem::CopyMaterialVarToDebugShader( IMaterialInternal *pDebugMaterial, IShader *pShader, IMaterialVar **ppParams, const char *pSrcVarName, const char *pDstVarName )
{
bool bFound;
IMaterialVar *pMaterialVar = pDebugMaterial->FindVar( pDstVarName ? pDstVarName : pSrcVarName, &bFound );
Assert( bFound );
for( int i = pShader->GetNumParams(); --i >= 0; )
{
if( !Q_stricmp( ppParams[i]->GetName( ), pSrcVarName ) )
{
pMaterialVar->CopyFrom( ppParams[i] );
return;
}
}
pMaterialVar->SetUndefined();
}
//-----------------------------------------------------------------------------
// Draws the puppy in fill rate mode...
//-----------------------------------------------------------------------------
void CShaderSystem::DrawMeasureFillRate( ShaderRenderState_t* pRenderState, int mod, VertexCompressionType_t vertexCompression )
{
int nPassCount = pRenderState->m_pSnapshots[mod].m_nPassCount;
// We require the use of a vertex shader rather than fixed function transforms
Assert( (VertexFlags(pRenderState->m_VertexFormat) & VERTEX_FORMAT_VERTEX_SHADER) != 0 );
IMaterialInternal *pMaterial = m_pDebugMaterials[ MATERIAL_FILL_RATE ];
bool bFound;
IMaterialVar *pMaterialVar = pMaterial->FindVar( "$passcount", &bFound );
pMaterialVar->SetIntValue( nPassCount );
DrawUsingMaterial( pMaterial, vertexCompression );
}
//-----------------------------------------------------------------------------
// Draws normalmaps
//-----------------------------------------------------------------------------
void CShaderSystem::DrawNormalMap( IShader *pShader, IMaterialVar **ppParams, VertexCompressionType_t vertexCompression )
{
IMaterialInternal *pDebugMaterial = m_pDebugMaterials[MATERIAL_DEBUG_NORMALMAP];
if( !g_config.m_bFastNoBump )
{
CopyMaterialVarToDebugShader( pDebugMaterial, pShader, ppParams, "$bumpmap" );
CopyMaterialVarToDebugShader( pDebugMaterial, pShader, ppParams, "$bumpframe" );
CopyMaterialVarToDebugShader( pDebugMaterial, pShader, ppParams, "$bumptransform" );
}
else
{
bool bFound;
IMaterialVar *pMaterialVar = pDebugMaterial->FindVar( "$bumpmap", &bFound );
Assert( bFound );
pMaterialVar->SetUndefined();
}
DrawUsingMaterial( pDebugMaterial, vertexCompression );
}
//-----------------------------------------------------------------------------
// Draws envmapmask
//-----------------------------------------------------------------------------
bool CShaderSystem::DrawEnvmapMask( IShader *pShader, IMaterialVar **ppParams,
ShaderRenderState_t* pRenderState, VertexCompressionType_t vertexCompression )
{
// FIXME! Make this work with fixed function.
int vertexFormat = pRenderState->m_VertexFormat;
bool bUsesVertexShader = (VertexFlags(vertexFormat) & VERTEX_FORMAT_VERTEX_SHADER) != 0;
if( !bUsesVertexShader )
{
Assert( 0 );
return false;
}
IMaterialInternal *pDebugMaterial = m_pDebugMaterials[ MATERIAL_DEBUG_ENVMAPMASK ];
bool bFound;
IMaterialVar *pMaterialVar = pDebugMaterial->FindVar( "$showalpha", &bFound );
Assert( bFound );
if( IsFlagSet( ppParams, MATERIAL_VAR_NORMALMAPALPHAENVMAPMASK ) )
{
// $bumpmap
CopyMaterialVarToDebugShader( pDebugMaterial, pShader, ppParams, "$bumpmap", "$basetexture" );
CopyMaterialVarToDebugShader( pDebugMaterial, pShader, ppParams, "$bumpframe", "$frame" );
CopyMaterialVarToDebugShader( pDebugMaterial, pShader, ppParams, "$bumptransform", "$basetexturetransform" );
pMaterialVar->SetIntValue( 1 );
}
else if( IsFlagSet( ppParams, MATERIAL_VAR_BASEALPHAENVMAPMASK ) )
{
// $basealphaenvmapmask
CopyMaterialVarToDebugShader( pDebugMaterial, pShader, ppParams, "$basetexture" );
CopyMaterialVarToDebugShader( pDebugMaterial, pShader, ppParams, "$frame" );
CopyMaterialVarToDebugShader( pDebugMaterial, pShader, ppParams, "$basetexturetransform" );
pMaterialVar->SetIntValue( 1 );
}
else
{
// $envmapmask
CopyMaterialVarToDebugShader( pDebugMaterial, pShader, ppParams, "$envmapmask", "$basetexture" );
CopyMaterialVarToDebugShader( pDebugMaterial, pShader, ppParams, "$envmapmaskframe", "$frame" );
CopyMaterialVarToDebugShader( pDebugMaterial, pShader, ppParams, "$envmapmasktransform", "$basetexturetransform" );
pMaterialVar->SetIntValue( 0 );
}
if( pDebugMaterial->FindVar( "$basetexture", NULL )->IsTexture() )
{
DrawUsingMaterial( pDebugMaterial, vertexCompression );
return true;
}
else
{
return false;
}
}
//-----------------------------------------------------------------------------
//
// Methods of IShaderSystem lie below
//
//-----------------------------------------------------------------------------
ShaderAPITextureHandle_t CShaderSystem::GetShaderAPITextureBindHandle( ITexture *pTexture, int nFrame, int nTextureChannel )
{
Assert( !IsTextureInternalEnvCubemap( static_cast<ITextureInternal*>(pTexture) ) );
// Bind away baby
if( pTexture )
{
// This is ugly. Basically, this is yet another way that textures can be bound. They don't get bound here,
// but the return is only used to bind them for semistatic command buffer building, which doesn't go through
// CTexture::Bind for whatever reason. So let's request the mipmaps here. If you run into this, in a situation
// where we shouldn't be doing the request, we could relocate this code to the appropriate callsites instead.
ITextureInternal* pTex = assert_cast< ITextureInternal* >( pTexture );
TextureManager()->RequestAllMipmaps( pTex );
return pTex->GetTextureHandle( nFrame, nTextureChannel );
}
else
return INVALID_SHADERAPI_TEXTURE_HANDLE;
}
//-----------------------------------------------------------------------------
// Binds a texture
//-----------------------------------------------------------------------------
void CShaderSystem::BindTexture( Sampler_t sampler1, ITexture *pTexture, int nFrame /* = 0 */ )
{
// The call to IMaterialVar::GetTextureValue should have converted this to a real thing
Assert( !IsTextureInternalEnvCubemap( static_cast<ITextureInternal*>(pTexture) ) );
// Bind away baby
if( pTexture )
{
static_cast<ITextureInternal*>(pTexture)->Bind( sampler1, nFrame );
}
}
void CShaderSystem::BindTexture( Sampler_t sampler1, Sampler_t sampler2, ITexture *pTexture, int nFrame /* = 0 */ )
{
// The call to IMaterialVar::GetTextureValue should have converted this to a real thing
Assert( !IsTextureInternalEnvCubemap( static_cast<ITextureInternal*>(pTexture) ) );
// Bind away baby
if( pTexture )
{
if ( sampler2 == Sampler_t(-1) )
{
static_cast<ITextureInternal*>(pTexture)->Bind( sampler1, nFrame );
}
else
{
static_cast<ITextureInternal*>(pTexture)->Bind( sampler1, nFrame, sampler2 );
}
}
}
//-----------------------------------------------------------------------------
//
// Methods of IShaderInit lie below
//
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// Loads a texture
//-----------------------------------------------------------------------------
void CShaderSystem::LoadTexture( IMaterialVar *pTextureVar, const char *pTextureGroupName, int nAdditionalCreationFlags /* = 0 */ )
{
if (pTextureVar->GetType() != MATERIAL_VAR_TYPE_STRING)
{
// This here will cause 'UNDEFINED' material vars
if (pTextureVar->GetType() != MATERIAL_VAR_TYPE_TEXTURE)
{
pTextureVar->SetTextureValue( TextureManager()->ErrorTexture() );
}
return;
}
// In this case, we have to convert the string into a texture value
const char *pName = pTextureVar->GetStringValue();
// Fix cases where people stupidly put a slash at the front of the vtf filename in a vmt. Causes trouble elsewhere.
if ( pName[0] == CORRECT_PATH_SEPARATOR || pName[1] == CORRECT_PATH_SEPARATOR )
++pName;
ITextureInternal *pTexture;
// Force local cubemaps when using the editor
if ( MaterialSystem()->CanUseEditorMaterials() && ( stricmp( pName, "env_cubemap" ) == 0 ) )
{
pTexture = &g_BitchCubemapTexture;
}
else
{
pTexture = static_cast< ITextureInternal * >( MaterialSystem()->FindTexture( pName, pTextureGroupName, false, nAdditionalCreationFlags ) );
}
if( !pTexture )
{
if( !g_pShaderDevice->IsUsingGraphics() && ( stricmp( pName, "env_cubemap" ) != 0 ) )
{
Warning( "Shader_t::LoadTexture: texture \"%s.vtf\" doesn't exist\n", pName );
}
pTexture = TextureManager()->ErrorTexture();
}
pTextureVar->SetTextureValue( pTexture );
}
//-----------------------------------------------------------------------------
// Loads a bumpmap
//-----------------------------------------------------------------------------
void CShaderSystem::LoadBumpMap( IMaterialVar *pTextureVar, const char *pTextureGroupName )
{
Assert( pTextureVar );
if (pTextureVar->GetType() != MATERIAL_VAR_TYPE_STRING)
{
// This here will cause 'UNDEFINED' material vars
if (pTextureVar->GetType() != MATERIAL_VAR_TYPE_TEXTURE)
{
pTextureVar->SetTextureValue( TextureManager()->ErrorTexture() );
}
return;
}
// Convert a string to the actual texture
ITexture *pTexture;
pTexture = MaterialSystem()->FindTexture( pTextureVar->GetStringValue(), pTextureGroupName, false, 0 );
// FIXME: Make a bumpmap error texture
if (!pTexture)
{
pTexture = TextureManager()->ErrorTexture();
}
pTextureVar->SetTextureValue( pTexture );
}
//-----------------------------------------------------------------------------
// Loads a cubemap
//-----------------------------------------------------------------------------
void CShaderSystem::LoadCubeMap( IMaterialVar **ppParams, IMaterialVar *pTextureVar, int nAdditionalCreationFlags /* = 0 */ )
{
if ( !HardwareConfig()->SupportsCubeMaps() )
return;
if ( pTextureVar->GetType() != MATERIAL_VAR_TYPE_STRING )
{
// This here will cause 'UNDEFINED' material vars
if (pTextureVar->GetType() != MATERIAL_VAR_TYPE_TEXTURE)
{
pTextureVar->SetTextureValue( TextureManager()->ErrorTexture() );
}
return;
}
if ( stricmp( pTextureVar->GetStringValue(), "env_cubemap" ) == 0 )
{
// don't have to load anything here. . just set the texture value to DummyTexture
// special that says to use the cubemap entity.
pTextureVar->SetTextureValue( &g_BitchCubemapTexture );
SetFlags2( ppParams, MATERIAL_VAR2_USES_ENV_CUBEMAP );
}
else
{
ITexture *pTexture;
char textureName[MAX_PATH];
Q_strncpy( textureName, pTextureVar->GetStringValue(), MAX_PATH );
if ( HardwareConfig()->GetHDRType() != HDR_TYPE_NONE )
{
// Overload the texture name to ".hdr.vtf" (instead of .vtf) if we are running with
// HDR enabled.
Q_strncat( textureName, ".hdr", MAX_PATH, COPY_ALL_CHARACTERS );
}
pTexture = MaterialSystem()->FindTexture( textureName, TEXTURE_GROUP_CUBE_MAP, false, nAdditionalCreationFlags );
// FIXME: Make a cubemap error texture
if ( !pTexture )
{
pTexture = TextureManager()->ErrorTexture();
}
pTextureVar->SetTextureValue( pTexture );
}
}