2020-04-23 00:56:21 +08:00
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//===========================================================================//
# include "pch_materialsystem.h"
# define MATSYS_INTERNAL
# include "cmaterialsystem.h"
# include "colorspace.h"
# include "materialsystem/materialsystem_config.h"
# include "IHardwareConfigInternal.h"
# include "shadersystem.h"
# include "texturemanager.h"
# include "shaderlib/ShaderDLL.h"
# include "tier1/callqueue.h"
# include "vstdlib/jobthread.h"
# include "cmatnullrendercontext.h"
# include "filesystem/IQueuedLoader.h"
# include "datacache/idatacache.h"
# include "materialsystem/imaterialproxy.h"
# include "vstdlib/IKeyValuesSystem.h"
# include "ctexturecompositor.h"
# if defined( _X360 )
# include "xbox/xbox_console.h"
# include "xbox/xbox_win32stubs.h"
# endif
// NOTE: This must be the last file included!!!
# include "tier0/memdbgon.h"
# ifdef POSIX
# define _finite finite
# endif
// this is hooked into the engines convar
ConVar mat_debugalttab ( " mat_debugalttab " , " 0 " , FCVAR_CHEAT ) ;
ConVar mat_forcemanagedtextureintohardware ( " mat_forcemanagedtextureintohardware " , " 1 " , FCVAR_HIDDEN | FCVAR_ALLOWED_IN_COMPETITIVE ) ;
ConVar mat_supportflashlight ( " mat_supportflashlight " , " -1 " , FCVAR_HIDDEN , " 0 - do not support flashlight (don't load flashlight shader combos) , 1 - flashlight is supported " ) ;
# ifdef OSX
# define CV_FRAME_SWAP_WORKAROUND_DEFAULT "1"
# else
# define CV_FRAME_SWAP_WORKAROUND_DEFAULT "0"
# endif
ConVar mat_texture_reload_frame_swap_workaround ( " mat_texture_reload_frame_swap_workaround " , CV_FRAME_SWAP_WORKAROUND_DEFAULT , FCVAR_INTERNAL_USE ,
" Workaround certain GL drivers holding unnecessary amounts of data when loading many materials by forcing synthetic frame swaps " ) ;
// This ConVar allows us to skip ~40% of our map load time, but it doesn't work on GPUs older
// than ~2005. We set it automatically and don't expose it to players.
ConVar mat_requires_rt_alloc_first ( " mat_requires_rt_alloc_first " , " 0 " , FCVAR_HIDDEN ) ;
// Make sure this convar gets created before videocfg.lib is initialized, so it can be driven by dxsupport.cfg
static ConVar mat_tonemapping_occlusion_use_stencil ( " mat_tonemapping_occlusion_use_stencil " , " 0 " ) ;
# ifdef DX_TO_GL_ABSTRACTION
// In GL mode, we currently require mat_dxlevel to be between 90-92
static ConVar mat_dxlevel ( " mat_dxlevel " , " 92 " , 0 , " " , true , 90 , true , 92 , NULL ) ;
# else
static ConVar mat_dxlevel ( " mat_dxlevel " , " 0 " , 0 , " Current DirectX Level. Competitive play requires at least mat_dxlevel 90 " , false , 0 , false , 0 , true , 90 , false , 0 , NULL ) ;
# endif
IMaterialInternal * g_pErrorMaterial = NULL ;
CreateInterfaceFn g_fnMatSystemConnectCreateInterface = NULL ;
static int ReadListFromFile ( CUtlVector < char * > * outReplacementMaterials , const char * pszPathName ) ;
//#define PERF_TESTING 1
//-----------------------------------------------------------------------------
// Implementational structures
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// Singleton instance exposed to the engine
//-----------------------------------------------------------------------------
CMaterialSystem g_MaterialSystem ;
EXPOSE_SINGLE_INTERFACE_GLOBALVAR ( CMaterialSystem , IMaterialSystem ,
MATERIAL_SYSTEM_INTERFACE_VERSION , g_MaterialSystem ) ;
// Expose this to the external shader DLLs
MaterialSystem_Config_t g_config ;
EXPOSE_SINGLE_INTERFACE_GLOBALVAR ( MaterialSystem_Config_t , MaterialSystem_Config_t , MATERIALSYSTEM_CONFIG_VERSION , g_config ) ;
//-----------------------------------------------------------------------------
CThreadFastMutex g_MatSysMutex ;
//-----------------------------------------------------------------------------
// Purpose: additional materialsystem information, internal use only
//-----------------------------------------------------------------------------
# ifndef _X360
struct MaterialSystem_Config_Internal_t
{
int r_waterforceexpensive ;
} ;
MaterialSystem_Config_Internal_t g_config_internal ;
# endif
//-----------------------------------------------------------------------------
// Necessary to allow the shader DLLs to get ahold of IMaterialSystemHardwareConfig
//-----------------------------------------------------------------------------
IHardwareConfigInternal * g_pHWConfig = 0 ;
static void * GetHardwareConfig ( )
{
if ( g_pHWConfig )
return ( IMaterialSystemHardwareConfig * ) g_pHWConfig ;
// can't call QueryShaderAPI here because it calls a factory function
// and we end up in an infinite recursion
return NULL ;
}
EXPOSE_INTERFACE_FN ( GetHardwareConfig , IMaterialSystemHardwareConfig , MATERIALSYSTEM_HARDWARECONFIG_INTERFACE_VERSION ) ;
//-----------------------------------------------------------------------------
// Necessary to allow the shader DLLs to get ahold of ICvar
//-----------------------------------------------------------------------------
static void * GetICVar ( )
{
return g_pCVar ;
}
EXPOSE_INTERFACE_FN ( GetICVar , ICVar , CVAR_INTERFACE_VERSION ) ;
//-----------------------------------------------------------------------------
// Accessor to get at the material system
//-----------------------------------------------------------------------------
IMaterialSystemInternal * g_pInternalMaterialSystem = & g_MaterialSystem ;
IShaderUtil * g_pShaderUtil = & g_MaterialSystem ;
# if defined(USE_SDL)
# include "appframework/ilaunchermgr.h"
ILauncherMgr * g_pLauncherMgr = NULL ; // set in CMaterialSystem::Connect
# endif
//-----------------------------------------------------------------------------
// Factory used to get at internal interfaces (used by shaderapi + shader dlls)
//-----------------------------------------------------------------------------
void * ShaderFactory ( const char * pName , int * pReturnCode )
{
if ( pReturnCode )
{
* pReturnCode = IFACE_OK ;
}
if ( ! Q_stricmp ( pName , FILESYSTEM_INTERFACE_VERSION ) )
return g_pFullFileSystem ;
if ( ! Q_stricmp ( pName , QUEUEDLOADER_INTERFACE_VERSION ) )
return g_pQueuedLoader ;
if ( ! Q_stricmp ( pName , SHADER_UTIL_INTERFACE_VERSION ) )
return g_pShaderUtil ;
# ifdef USE_SDL
if ( ! Q_stricmp ( pName , " SDLMgrInterface001 " /*SDLMGR_INTERFACE_VERSION*/ ) )
return g_pLauncherMgr ;
# endif
void * pInterface = g_MaterialSystem . QueryInterface ( pName ) ;
if ( pInterface )
return pInterface ;
if ( pReturnCode )
{
* pReturnCode = IFACE_FAILED ;
}
return NULL ;
}
//-----------------------------------------------------------------------------
// Resource preloading for materials.
//-----------------------------------------------------------------------------
class CResourcePreloadMaterial : public CResourcePreload
{
virtual bool CreateResource ( const char * pName )
{
IMaterial * pMaterial = g_MaterialSystem . FindMaterial ( pName , TEXTURE_GROUP_WORLD , false ) ;
IMaterialInternal * pMatInternal = static_cast < IMaterialInternal * > ( pMaterial ) ;
if ( pMatInternal )
{
// always work with the realtime material internally
pMatInternal = pMatInternal - > GetRealTimeVersion ( ) ;
// tag these for later identification (prevents an unwanted purge)
pMatInternal - > MarkAsPreloaded ( true ) ;
if ( ! pMatInternal - > IsErrorMaterial ( ) )
{
// force material's textures to create now
pMatInternal - > Precache ( ) ;
return true ;
}
else
{
if ( IsPosix ( ) )
{
printf ( " \n ##### CResourcePreloadMaterial::CreateResource can't find material %s \n " , pName ) ;
}
}
}
return false ;
}
//-----------------------------------------------------------------------------
// Called before queued loader i/o jobs are actually performed. Must free up memory
// to ensure i/o requests have enough memory to succeed. The materials that were
// touched by the CreateResource() are inhibited from purging (as is their textures,
// by virtue of ref counts), all others are candidates. The preloaded materials
// are by definition zero ref'd until owned by the normal loading process. Any material
// that stays zero ref'd is a candidate for the post load purge.
//-----------------------------------------------------------------------------
virtual void PurgeUnreferencedResources ( )
{
bool bSpew = ( g_pQueuedLoader - > GetSpewDetail ( ) & LOADER_DETAIL_PURGES ) ! = 0 ;
bool bDidUncacheMaterial = false ;
MaterialHandle_t hNext ;
for ( MaterialHandle_t hMaterial = g_MaterialSystem . FirstMaterial ( ) ; hMaterial ! = g_MaterialSystem . InvalidMaterial ( ) ; hMaterial = hNext )
{
hNext = g_MaterialSystem . NextMaterial ( hMaterial ) ;
IMaterialInternal * pMatInternal = g_MaterialSystem . GetMaterialInternal ( hMaterial ) ;
Assert ( pMatInternal - > GetReferenceCount ( ) > = 0 ) ;
// preloaded materials are safe from this pre-purge
if ( ! pMatInternal - > IsPreloaded ( ) )
{
// undo any possible artifical ref count
pMatInternal - > ArtificialRelease ( ) ;
if ( pMatInternal - > GetReferenceCount ( ) < = 0 )
{
if ( bSpew )
{
Msg ( " CResourcePreloadMaterial: Purging: %s (%d) \n " , pMatInternal - > GetName ( ) , pMatInternal - > GetReferenceCount ( ) ) ;
}
bDidUncacheMaterial = true ;
pMatInternal - > Uncache ( ) ;
pMatInternal - > DeleteIfUnreferenced ( ) ;
}
}
else
{
// clear the bit
pMatInternal - > MarkAsPreloaded ( false ) ;
}
}
// purged materials unreference their textures
// purge any zero ref'd textures
TextureManager ( ) - > RemoveUnusedTextures ( ) ;
// fixup any excluded textures, may cause some new batch requests
MaterialSystem ( ) - > UpdateExcludedTextures ( ) ;
}
virtual void PurgeAll ( )
{
bool bSpew = ( g_pQueuedLoader - > GetSpewDetail ( ) & LOADER_DETAIL_PURGES ) ! = 0 ;
bool bDidUncacheMaterial = false ;
MaterialHandle_t hNext ;
for ( MaterialHandle_t hMaterial = g_MaterialSystem . FirstMaterial ( ) ; hMaterial ! = g_MaterialSystem . InvalidMaterial ( ) ; hMaterial = hNext )
{
hNext = g_MaterialSystem . NextMaterial ( hMaterial ) ;
IMaterialInternal * pMatInternal = g_MaterialSystem . GetMaterialInternal ( hMaterial ) ;
Assert ( pMatInternal - > GetReferenceCount ( ) > = 0 ) ;
pMatInternal - > MarkAsPreloaded ( false ) ;
// undo any possible artifical ref count
pMatInternal - > ArtificialRelease ( ) ;
if ( pMatInternal - > GetReferenceCount ( ) < = 0 )
{
if ( bSpew )
{
Msg ( " CResourcePreloadMaterial: Purging: %s (%d) \n " , pMatInternal - > GetName ( ) , pMatInternal - > GetReferenceCount ( ) ) ;
}
bDidUncacheMaterial = true ;
pMatInternal - > Uncache ( ) ;
pMatInternal - > DeleteIfUnreferenced ( ) ;
}
}
// purged materials unreference their textures
// purge any zero ref'd textures
TextureManager ( ) - > RemoveUnusedTextures ( ) ;
}
} ;
static CResourcePreloadMaterial s_ResourcePreloadMaterial ;
//-----------------------------------------------------------------------------
// Resource preloading for cubemaps.
//-----------------------------------------------------------------------------
class CResourcePreloadCubemap : public CResourcePreload
{
virtual bool CreateResource ( const char * pName )
{
ITexture * pTexture = g_MaterialSystem . FindTexture ( pName , TEXTURE_GROUP_CUBE_MAP , true ) ;
ITextureInternal * pTexInternal = static_cast < ITextureInternal * > ( pTexture ) ;
if ( pTexInternal )
{
// There can be cubemaps that are unbound by materials. To prevent an unwanted purge,
// mark and increase the ref count. Otherwise the pre-purge discards these zero
// ref'd textures, and then the normal loading process hitches on the miss.
// The zombie cubemaps DO get discarded after the normal loading process completes
// if no material references them.
pTexInternal - > MarkAsPreloaded ( true ) ;
pTexInternal - > IncrementReferenceCount ( ) ;
if ( ! IsErrorTexture ( pTexInternal ) )
{
return true ;
}
}
return false ;
}
//-----------------------------------------------------------------------------
// All valid cubemaps should have been owned by their materials. Undo the preloaded
// cubemap locks. Any zero ref'd cubemaps will be purged by the normal loading path conclusion.
//-----------------------------------------------------------------------------
virtual void OnEndMapLoading ( bool bAbort )
{
int iIndex = - 1 ;
for ( ; ; )
{
ITextureInternal * pTexInternal ;
iIndex = TextureManager ( ) - > FindNext ( iIndex , & pTexInternal ) ;
if ( iIndex = = - 1 | | ! pTexInternal )
{
// end of list
break ;
}
if ( pTexInternal - > IsPreloaded ( ) )
{
// undo the artificial increase
pTexInternal - > MarkAsPreloaded ( false ) ;
pTexInternal - > DecrementReferenceCount ( ) ;
}
}
}
} ;
static CResourcePreloadCubemap s_ResourcePreloadCubemap ;
//-----------------------------------------------------------------------------
// Creates the debugging materials
//-----------------------------------------------------------------------------
void CMaterialSystem : : CreateDebugMaterials ( )
{
if ( ! m_pDrawFlatMaterial )
{
KeyValues * pVMTKeyValues = new KeyValues ( " UnlitGeneric " ) ;
pVMTKeyValues - > SetInt ( " $model " , 1 ) ;
pVMTKeyValues - > SetFloat ( " $decalscale " , 0.05f ) ;
pVMTKeyValues - > SetString ( " $basetexture " , " error " ) ; // This is the "error texture"
g_pErrorMaterial = static_cast < IMaterialInternal * > ( CreateMaterial ( " ___error.vmt " , pVMTKeyValues ) ) - > GetRealTimeVersion ( ) ;
pVMTKeyValues = new KeyValues ( " UnlitGeneric " ) ;
pVMTKeyValues - > SetInt ( " $flat " , 1 ) ;
pVMTKeyValues - > SetInt ( " $vertexcolor " , 1 ) ;
m_pDrawFlatMaterial = static_cast < IMaterialInternal * > ( CreateMaterial ( " ___flat.vmt " , pVMTKeyValues ) ) - > GetRealTimeVersion ( ) ;
pVMTKeyValues = new KeyValues ( " BufferClearObeyStencil " ) ;
pVMTKeyValues - > SetInt ( " $nocull " , 1 ) ;
m_pBufferClearObeyStencil [ BUFFER_CLEAR_NONE ] = static_cast < IMaterialInternal * > ( CreateMaterial ( " ___buffer_clear_obey_stencil0.vmt " , pVMTKeyValues ) ) - > GetRealTimeVersion ( ) ;
pVMTKeyValues = new KeyValues ( " BufferClearObeyStencil " ) ;
pVMTKeyValues - > SetInt ( " $nocull " , 1 ) ;
pVMTKeyValues - > SetInt ( " $clearcolor " , 1 ) ;
pVMTKeyValues - > SetInt ( " $vertexcolor " , 1 ) ;
m_pBufferClearObeyStencil [ BUFFER_CLEAR_COLOR ] = static_cast < IMaterialInternal * > ( CreateMaterial ( " ___buffer_clear_obey_stencil1.vmt " , pVMTKeyValues ) ) - > GetRealTimeVersion ( ) ;
pVMTKeyValues = new KeyValues ( " BufferClearObeyStencil " ) ;
pVMTKeyValues - > SetInt ( " $nocull " , 1 ) ;
pVMTKeyValues - > SetInt ( " $clearalpha " , 1 ) ;
pVMTKeyValues - > SetInt ( " $vertexcolor " , 1 ) ;
m_pBufferClearObeyStencil [ BUFFER_CLEAR_ALPHA ] = static_cast < IMaterialInternal * > ( CreateMaterial ( " ___buffer_clear_obey_stencil2.vmt " , pVMTKeyValues ) ) - > GetRealTimeVersion ( ) ;
pVMTKeyValues = new KeyValues ( " BufferClearObeyStencil " ) ;
pVMTKeyValues - > SetInt ( " $nocull " , 1 ) ;
pVMTKeyValues - > SetInt ( " $clearcolor " , 1 ) ;
pVMTKeyValues - > SetInt ( " $clearalpha " , 1 ) ;
pVMTKeyValues - > SetInt ( " $vertexcolor " , 1 ) ;
m_pBufferClearObeyStencil [ BUFFER_CLEAR_COLOR_AND_ALPHA ] = static_cast < IMaterialInternal * > ( CreateMaterial ( " ___buffer_clear_obey_stencil3.vmt " , pVMTKeyValues ) ) - > GetRealTimeVersion ( ) ;
pVMTKeyValues = new KeyValues ( " BufferClearObeyStencil " ) ;
pVMTKeyValues - > SetInt ( " $nocull " , 1 ) ;
pVMTKeyValues - > SetInt ( " $cleardepth " , 1 ) ;
m_pBufferClearObeyStencil [ BUFFER_CLEAR_DEPTH ] = static_cast < IMaterialInternal * > ( CreateMaterial ( " ___buffer_clear_obey_stencil4.vmt " , pVMTKeyValues ) ) - > GetRealTimeVersion ( ) ;
pVMTKeyValues = new KeyValues ( " BufferClearObeyStencil " ) ;
pVMTKeyValues - > SetInt ( " $nocull " , 1 ) ;
pVMTKeyValues - > SetInt ( " $cleardepth " , 1 ) ;
pVMTKeyValues - > SetInt ( " $clearcolor " , 1 ) ;
pVMTKeyValues - > SetInt ( " $vertexcolor " , 1 ) ;
m_pBufferClearObeyStencil [ BUFFER_CLEAR_COLOR_AND_DEPTH ] = static_cast < IMaterialInternal * > ( CreateMaterial ( " ___buffer_clear_obey_stencil5.vmt " , pVMTKeyValues ) ) - > GetRealTimeVersion ( ) ;
pVMTKeyValues = new KeyValues ( " BufferClearObeyStencil " ) ;
pVMTKeyValues - > SetInt ( " $nocull " , 1 ) ;
pVMTKeyValues - > SetInt ( " $cleardepth " , 1 ) ;
pVMTKeyValues - > SetInt ( " $clearalpha " , 1 ) ;
pVMTKeyValues - > SetInt ( " $vertexcolor " , 1 ) ;
m_pBufferClearObeyStencil [ BUFFER_CLEAR_ALPHA_AND_DEPTH ] = static_cast < IMaterialInternal * > ( CreateMaterial ( " ___buffer_clear_obey_stencil6.vmt " , pVMTKeyValues ) ) - > GetRealTimeVersion ( ) ;
pVMTKeyValues = new KeyValues ( " BufferClearObeyStencil " ) ;
pVMTKeyValues - > SetInt ( " $nocull " , 1 ) ;
pVMTKeyValues - > SetInt ( " $cleardepth " , 1 ) ;
pVMTKeyValues - > SetInt ( " $clearcolor " , 1 ) ;
pVMTKeyValues - > SetInt ( " $clearalpha " , 1 ) ;
pVMTKeyValues - > SetInt ( " $vertexcolor " , 1 ) ;
m_pBufferClearObeyStencil [ BUFFER_CLEAR_COLOR_AND_ALPHA_AND_DEPTH ] = static_cast < IMaterialInternal * > ( CreateMaterial ( " ___buffer_clear_obey_stencil7.vmt " , pVMTKeyValues ) ) - > GetRealTimeVersion ( ) ;
if ( IsX360 ( ) )
{
pVMTKeyValues = new KeyValues ( " RenderTargetBlit_X360 " ) ;
m_pRenderTargetBlitMaterial = static_cast < IMaterialInternal * > ( CreateMaterial ( " ___renderTargetBlit.vmt " , pVMTKeyValues ) ) - > GetRealTimeVersion ( ) ;
}
ShaderSystem ( ) - > CreateDebugMaterials ( ) ;
}
}
//-----------------------------------------------------------------------------
// Creates compositor materials
//-----------------------------------------------------------------------------
void CMaterialSystem : : CreateCompositorMaterials ( )
{
// precache composite materials
for ( int i = ECO_FirstPrecacheMaterial ; i < ECO_LastPrecacheMaterial ; i + + )
{
const char * pszMaterial = GetCombinedMaterialName ( ( ECombineOperation ) i ) ;
if ( pszMaterial [ 0 ] = = ' \0 ' )
continue ;
IMaterialInternal * pMatqf = assert_cast < IMaterialInternal * > ( FindMaterial ( pszMaterial , TEXTURE_GROUP_RUNTIME_COMPOSITE ) ) ;
Assert ( pMatqf ) ;
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//Assert( !pMatqf->IsErrorMaterial() );
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IMaterialInternal * pMatrt = pMatqf - > GetRealTimeVersion ( ) ;
Assert ( pMatrt ) ;
pMatrt - > IncrementReferenceCount ( ) ; // Hold a ref.
m_pCompositorMaterials . AddToTail ( pMatrt ) ;
}
}
//-----------------------------------------------------------------------------
// Cleanup compositor materials
//-----------------------------------------------------------------------------
void CMaterialSystem : : CleanUpCompositorMaterials ( )
{
FOR_EACH_VEC ( m_pCompositorMaterials , i )
{
if ( m_pCompositorMaterials [ i ] = = NULL )
continue ;
m_pCompositorMaterials [ i ] - > DecrementReferenceCount ( ) ;
RemoveMaterial ( m_pCompositorMaterials [ i ] ) ;
}
m_pCompositorMaterials . RemoveAll ( ) ;
}
//-----------------------------------------------------------------------------
// Creates the debugging materials
//-----------------------------------------------------------------------------
void CMaterialSystem : : CleanUpDebugMaterials ( )
{
if ( m_pDrawFlatMaterial )
{
m_pDrawFlatMaterial - > DecrementReferenceCount ( ) ;
RemoveMaterial ( m_pDrawFlatMaterial ) ;
m_pDrawFlatMaterial = NULL ;
for ( int i = BUFFER_CLEAR_NONE ; i < BUFFER_CLEAR_TYPE_COUNT ; + + i )
{
m_pBufferClearObeyStencil [ i ] - > DecrementReferenceCount ( ) ;
RemoveMaterial ( m_pBufferClearObeyStencil [ i ] ) ;
m_pBufferClearObeyStencil [ i ] = NULL ;
}
if ( IsX360 ( ) )
{
m_pRenderTargetBlitMaterial - > DecrementReferenceCount ( ) ;
RemoveMaterial ( m_pRenderTargetBlitMaterial ) ;
m_pRenderTargetBlitMaterial = NULL ;
}
ShaderSystem ( ) - > CleanUpDebugMaterials ( ) ;
}
}
void CMaterialSystem : : CleanUpErrorMaterial ( )
{
// Destruction of g_pErrorMaterial is deferred until after CMaterialDict::Shutdown.
// The global g_pErrorMaterial is set to NULL so that IsErrorMaterial() will return false and
// RemoveMaterial() / DestroyMaterial() will delete it.
IMaterialInternal * pErrorMaterial = g_pErrorMaterial ;
g_pErrorMaterial = NULL ;
pErrorMaterial - > DecrementReferenceCount ( ) ;
RemoveMaterial ( pErrorMaterial ) ;
}
//-----------------------------------------------------------------------------
// Constructor
//-----------------------------------------------------------------------------
CMaterialSystem : : CMaterialSystem ( )
{
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m_nRenderThreadID = ( uintp ) - 1 ;
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m_hAsyncLoadFileCache = NULL ;
m_ShaderHInst = 0 ;
m_pMaterialProxyFactory = NULL ;
m_nAdapter = 0 ;
m_nAdapterFlags = 0 ;
m_bRequestedEditorMaterials = false ;
m_bCanUseEditorMaterials = false ;
m_StandardTexturesAllocated = false ;
m_bInFrame = false ;
m_bThreadHasOwnership = false ;
m_ThreadOwnershipID = 0 ;
m_pShaderDLL = NULL ;
m_FullbrightLightmapTextureHandle = INVALID_SHADERAPI_TEXTURE_HANDLE ;
m_FullbrightBumpedLightmapTextureHandle = INVALID_SHADERAPI_TEXTURE_HANDLE ;
m_BlackTextureHandle = INVALID_SHADERAPI_TEXTURE_HANDLE ;
m_FlatNormalTextureHandle = INVALID_SHADERAPI_TEXTURE_HANDLE ;
m_GreyTextureHandle = INVALID_SHADERAPI_TEXTURE_HANDLE ;
m_GreyAlphaZeroTextureHandle = INVALID_SHADERAPI_TEXTURE_HANDLE ;
m_WhiteTextureHandle = INVALID_SHADERAPI_TEXTURE_HANDLE ;
m_LinearToGammaTableTextureHandle = INVALID_SHADERAPI_TEXTURE_HANDLE ;
m_LinearToGammaIdentityTableTextureHandle = INVALID_SHADERAPI_TEXTURE_HANDLE ;
m_MaxDepthTextureHandle = INVALID_SHADERAPI_TEXTURE_HANDLE ;
m_bInStubMode = false ;
m_pForcedTextureLoadPathID = NULL ;
m_bAllocatingRenderTargets = false ;
m_pRenderContext . Set ( & m_HardwareRenderContext ) ;
m_iCurQueuedContext = 0 ;
# if defined(DEDICATED)
m_bThreadingNotAvailable = true ;
m_bForcedSingleThreaded = true ;
m_bAllowQueuedRendering = false ;
# else
m_bThreadingNotAvailable = false ;
m_bForcedSingleThreaded = false ;
m_bAllowQueuedRendering = true ;
# endif
m_bGeneratedConfig = false ;
m_pActiveAsyncJob = NULL ;
m_pMatQueueThreadPool = NULL ;
m_IdealThreadMode = m_ThreadMode = MATERIAL_SINGLE_THREADED ;
m_nServiceThread = 0 ;
m_nRenderTargetFrameBufferHeightOverride = m_nRenderTargetFrameBufferWidthOverride = 0 ;
m_bReplacementFilesValid = false ;
}
CMaterialSystem : : ~ CMaterialSystem ( )
{
if ( m_pShaderDLL )
{
delete [ ] m_pShaderDLL ;
}
}
//-----------------------------------------------------------------------------
// Creates/destroys the shader implementation for the selected API
//-----------------------------------------------------------------------------
CreateInterfaceFn CMaterialSystem : : CreateShaderAPI ( char const * pShaderDLL )
{
if ( ! pShaderDLL )
return 0 ;
// Clean up the old shader
DestroyShaderAPI ( ) ;
// Load the new shader
m_ShaderHInst = Sys_LoadModule ( pShaderDLL ) ;
// Error loading the shader
if ( ! m_ShaderHInst )
return 0 ;
// Get our class factory methods...
return Sys_GetFactory ( m_ShaderHInst ) ;
}
void CMaterialSystem : : DestroyShaderAPI ( )
{
if ( m_ShaderHInst )
{
// NOTE: By unloading the library, this will destroy m_pShaderAPI
Sys_UnloadModule ( m_ShaderHInst ) ;
g_pShaderAPI = 0 ;
g_pHWConfig = 0 ;
g_pShaderShadow = 0 ;
m_ShaderHInst = 0 ;
}
}
//-----------------------------------------------------------------------------
// Sets which shader we should be using. Has to be done before connect!
//-----------------------------------------------------------------------------
void CMaterialSystem : : SetShaderAPI ( char const * pShaderAPIDLL )
{
if ( m_ShaderAPIFactory )
{
Error ( " Cannot set the shader API twice! \n " ) ;
}
if ( ! pShaderAPIDLL )
{
pShaderAPIDLL = " shaderapidx9 " ;
}
// m_pShaderDLL is needed to spew driver info
Assert ( pShaderAPIDLL ) ;
int len = Q_strlen ( pShaderAPIDLL ) + 1 ;
m_pShaderDLL = new char [ len ] ;
memcpy ( m_pShaderDLL , pShaderAPIDLL , len ) ;
m_ShaderAPIFactory = CreateShaderAPI ( pShaderAPIDLL ) ;
if ( ! m_ShaderAPIFactory )
{
DestroyShaderAPI ( ) ;
}
}
//-----------------------------------------------------------------------------
// Connect/disconnect
//-----------------------------------------------------------------------------
bool CMaterialSystem : : Connect ( CreateInterfaceFn factory )
{
// __stop__();
if ( ! factory )
return false ;
if ( ! BaseClass : : Connect ( factory ) )
return false ;
if ( ! g_pFullFileSystem )
{
Warning ( " The material system requires the filesystem to run! \n " ) ;
return false ;
}
// Get at the interfaces exported by the shader DLL
g_pShaderDeviceMgr = ( IShaderDeviceMgr * ) m_ShaderAPIFactory ( SHADER_DEVICE_MGR_INTERFACE_VERSION , 0 ) ;
if ( ! g_pShaderDeviceMgr )
return false ;
g_pHWConfig = ( IHardwareConfigInternal * ) m_ShaderAPIFactory ( MATERIALSYSTEM_HARDWARECONFIG_INTERFACE_VERSION , 0 ) ;
if ( ! g_pHWConfig )
return false ;
# if !defined(DEDICATED)
# if defined( USE_SDL )
g_pLauncherMgr = ( ILauncherMgr * ) factory ( " SDLMgrInterface001 " /*SDL_MGR_INTERFACE_VERSION*/ , NULL ) ;
if ( ! g_pLauncherMgr )
{
return false ;
}
# endif // USE_SDL
# endif // !DEDICATED
// FIXME: ShaderAPI, ShaderDevice, and ShaderShadow should only come in after setting mode
g_pShaderAPI = ( IShaderAPI * ) m_ShaderAPIFactory ( SHADERAPI_INTERFACE_VERSION , 0 ) ;
if ( ! g_pShaderAPI )
return false ;
g_pShaderDevice = ( IShaderDevice * ) m_ShaderAPIFactory ( SHADER_DEVICE_INTERFACE_VERSION , 0 ) ;
if ( ! g_pShaderDevice )
return false ;
g_pShaderShadow = ( IShaderShadow * ) m_ShaderAPIFactory ( SHADERSHADOW_INTERFACE_VERSION , 0 ) ;
if ( ! g_pShaderShadow )
return false ;
// Remember the factory for connect
g_fnMatSystemConnectCreateInterface = factory ;
return g_pShaderDeviceMgr - > Connect ( ShaderFactory ) ;
}
void CMaterialSystem : : Disconnect ( )
{
// Forget the factory for connect
g_fnMatSystemConnectCreateInterface = NULL ;
if ( g_pShaderDeviceMgr )
{
g_pShaderDeviceMgr - > Disconnect ( ) ;
g_pShaderDeviceMgr = NULL ;
// Unload the DLL
DestroyShaderAPI ( ) ;
}
g_pShaderAPI = NULL ;
g_pHWConfig = NULL ;
g_pShaderShadow = NULL ;
g_pShaderDevice = NULL ;
BaseClass : : Disconnect ( ) ;
}
//-----------------------------------------------------------------------------
// Used to enable editor materials. Must be called before Init.
//-----------------------------------------------------------------------------
void CMaterialSystem : : EnableEditorMaterials ( )
{
m_bRequestedEditorMaterials = true ;
}
//-----------------------------------------------------------------------------
// Method to get at interfaces supported by the SHADDERAPI
//-----------------------------------------------------------------------------
void * CMaterialSystem : : QueryShaderAPI ( const char * pInterfaceName )
{
// Returns various interfaces supported by the shader API dll
void * pInterface = NULL ;
if ( m_ShaderAPIFactory )
{
pInterface = m_ShaderAPIFactory ( pInterfaceName , NULL ) ;
}
return pInterface ;
}
//-----------------------------------------------------------------------------
// Method to get at different interfaces supported by the material system
//-----------------------------------------------------------------------------
void * CMaterialSystem : : QueryInterface ( const char * pInterfaceName )
{
// Returns various interfaces supported by the shader API dll
void * pInterface = QueryShaderAPI ( pInterfaceName ) ;
if ( pInterface )
return pInterface ;
CreateInterfaceFn factory = Sys_GetFactoryThis ( ) ; // This silly construction is necessary
return factory ( pInterfaceName , NULL ) ; // to prevent the LTCG compiler from crashing.
}
//-----------------------------------------------------------------------------
// Must be called before Init(), if you're going to call it at all...
//-----------------------------------------------------------------------------
void CMaterialSystem : : SetAdapter ( int nAdapter , int nAdapterFlags )
{
m_nAdapter = nAdapter ;
m_nAdapterFlags = nAdapterFlags ;
}
//-----------------------------------------------------------------------------
// Initializes the color correction terms
//-----------------------------------------------------------------------------
void CMaterialSystem : : InitColorCorrection ( )
{
if ( ColorCorrectionSystem ( ) )
{
ColorCorrectionSystem ( ) - > Init ( ) ;
}
}
//-----------------------------------------------------------------------------
// Initialization + shutdown of the material system
//-----------------------------------------------------------------------------
InitReturnVal_t CMaterialSystem : : Init ( )
{
InitReturnVal_t nRetVal = BaseClass : : Init ( ) ;
if ( nRetVal ! = INIT_OK )
return nRetVal ;
// NOTE! : Overbright is 1.0 so that Hammer will work properly with the white bumped and unbumped lightmaps.
MathLib_Init ( 2.2f , 2.2f , 0.0f , 2.0f ) ;
g_pShaderDeviceMgr - > SetAdapter ( m_nAdapter , m_nAdapterFlags ) ;
if ( g_pShaderDeviceMgr - > Init ( ) ! = INIT_OK )
{
DestroyShaderAPI ( ) ;
return INIT_FAILED ;
}
// Texture manager...
TextureManager ( ) - > Init ( m_nAdapterFlags ) ;
// Shader system!
ShaderSystem ( ) - > Init ( ) ;
# if defined( WIN32 ) && !defined( _X360 )
// HACKHACK: <sigh> This horrible hack is possibly the only way to reliably detect an old
// version of hammer initializing the material system. We need to know this so that we set
// up the editor materials properly. If we don't do this, we never allocate the white lightmap,
// for example. We can remove this when we update the SDK!!
char szExeName [ _MAX_PATH ] ;
if ( : : GetModuleFileName ( ( HINSTANCE ) GetModuleHandle ( NULL ) , szExeName , sizeof ( szExeName ) ) )
{
char szRight [ 20 ] ;
Q_StrRight ( szExeName , 11 , szRight , sizeof ( szRight ) ) ;
if ( ! Q_stricmp ( szRight , " \\ hammer.exe " ) )
{
m_bRequestedEditorMaterials = true ;
}
}
# endif // WIN32
m_bCanUseEditorMaterials = m_bRequestedEditorMaterials ;
InitColorCorrection ( ) ;
// Set up debug materials...
CreateDebugMaterials ( ) ;
# if !defined(DEDICATED)
CreateCompositorMaterials ( ) ;
# endif
if ( IsX360 ( ) )
{
g_pQueuedLoader - > InstallLoader ( RESOURCEPRELOAD_MATERIAL , & s_ResourcePreloadMaterial ) ;
g_pQueuedLoader - > InstallLoader ( RESOURCEPRELOAD_CUBEMAP , & s_ResourcePreloadCubemap ) ;
}
// Set up a default material system config
// GenerateConfigFromConfigKeyValues( &g_config, false );
// UpdateConfig( false );
// JAY: Added this command line parameter to force creating <32x32 mips
// to test for reported performance regressions on some systems
if ( CommandLine ( ) - > FindParm ( " -forceallmips " ) )
{
extern bool g_bForceTextureAllMips ;
g_bForceTextureAllMips = true ;
}
# if defined(DEDICATED)
m_bThreadingNotAvailable = true ;
# else
for ( int i = 0 ; i < ARRAYSIZE ( m_QueuedRenderContexts ) ; i + + )
{
if ( ! m_QueuedRenderContexts [ i ] . IsInitialized ( ) )
{
if ( ! m_QueuedRenderContexts [ i ] . Init ( this , & m_HardwareRenderContext ) )
{
m_bThreadingNotAvailable = true ;
break ;
}
}
}
# endif
return m_HardwareRenderContext . Init ( this ) ;
}
//-----------------------------------------------------------------------------
// For backwards compatability
//-----------------------------------------------------------------------------
static CreateInterfaceFn s_TempCVarFactory ;
static CreateInterfaceFn s_TempFileSystemFactory ;
void * TempCreateInterface ( const char * pName , int * pReturnCode )
{
void * pRetVal = NULL ;
if ( s_TempCVarFactory )
{
pRetVal = s_TempCVarFactory ( pName , pReturnCode ) ;
if ( pRetVal )
return pRetVal ;
}
pRetVal = s_TempFileSystemFactory ( pName , pReturnCode ) ;
if ( pRetVal )
return pRetVal ;
return NULL ;
}
//-----------------------------------------------------------------------------
// Initializes and shuts down the shader API
//-----------------------------------------------------------------------------
CreateInterfaceFn CMaterialSystem : : Init ( char const * pShaderAPIDLL ,
IMaterialProxyFactory * pMaterialProxyFactory ,
CreateInterfaceFn fileSystemFactory ,
CreateInterfaceFn cvarFactory )
{
SetShaderAPI ( pShaderAPIDLL ) ;
s_TempCVarFactory = cvarFactory ;
s_TempFileSystemFactory = fileSystemFactory ;
if ( ! Connect ( TempCreateInterface ) )
return 0 ;
if ( Init ( ) ! = INIT_OK )
return NULL ;
// save the proxy factory
m_pMaterialProxyFactory = pMaterialProxyFactory ;
return m_ShaderAPIFactory ;
}
void CMaterialSystem : : Shutdown ( )
{
DestroyMatQueueThreadPool ( ) ;
m_HardwareRenderContext . Shutdown ( ) ;
// Clean up standard textures
ReleaseStandardTextures ( ) ;
CleanUpCompositorMaterials ( ) ;
// Clean up the debug materials
CleanUpDebugMaterials ( ) ;
g_pMorphMgr - > FreeMaterials ( ) ;
g_pOcclusionQueryMgr - > FreeOcclusionQueryObjects ( ) ;
GetLightmaps ( ) - > Shutdown ( ) ;
m_MaterialDict . Shutdown ( ) ;
CleanUpErrorMaterial ( ) ;
// Shader system!
ShaderSystem ( ) - > Shutdown ( ) ;
// Texture manager...
TextureManager ( ) - > Shutdown ( ) ;
if ( g_pShaderDeviceMgr )
{
g_pShaderDeviceMgr - > Shutdown ( ) ;
}
BaseClass : : Shutdown ( ) ;
}
void CMaterialSystem : : ModInit ( )
{
// Set up a default material system config
GenerateConfigFromConfigKeyValues ( & g_config , false ) ;
UpdateConfig ( false ) ;
// Shader system!
ShaderSystem ( ) - > ModInit ( ) ;
}
void CMaterialSystem : : ModShutdown ( )
{
// Shader system!
ShaderSystem ( ) - > ModShutdown ( ) ;
// HACK - this is here to unhook ourselves from the client interface, since we're not actually notified when it happens
m_pMaterialProxyFactory = NULL ;
}
//-----------------------------------------------------------------------------
// Returns the current adapter in use
//-----------------------------------------------------------------------------
IMaterialSystemHardwareConfig * CMaterialSystem : : GetHardwareConfig ( const char * pVersion , int * returnCode )
{
return ( IMaterialSystemHardwareConfig * ) m_ShaderAPIFactory ( pVersion , returnCode ) ;
}
//-----------------------------------------------------------------------------
// Returns the current adapter in use
//-----------------------------------------------------------------------------
int CMaterialSystem : : GetCurrentAdapter ( ) const
{
return g_pShaderDevice - > GetCurrentAdapter ( ) ;
}
//-----------------------------------------------------------------------------
// Returns the device name for the current adapter
//-----------------------------------------------------------------------------
char * CMaterialSystem : : GetDisplayDeviceName ( ) const
{
return g_pShaderDevice - > GetDisplayDeviceName ( ) ;
}
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
void CMaterialSystem : : SetThreadMode ( MaterialThreadMode_t nextThreadMode , int nServiceThread )
{
m_IdealThreadMode = nextThreadMode ;
m_nServiceThread = nServiceThread ;
}
MaterialThreadMode_t CMaterialSystem : : GetThreadMode ( )
{
return m_ThreadMode ;
}
bool CMaterialSystem : : IsRenderThreadSafe ( )
{
return ( m_ThreadMode ! = MATERIAL_QUEUED_THREADED & & ThreadInMainThread ( ) ) | |
( m_ThreadMode = = MATERIAL_QUEUED_THREADED & & m_nRenderThreadID = = ThreadGetCurrentId ( ) ) ;
}
bool CMaterialSystem : : AllowThreading ( bool bAllow , int nServiceThread )
{
# if defined(DEDICATED)
return false ;
# else
if ( CommandLine ( ) - > ParmValue ( " -threads " , 2 ) < 2 ) // if -threads specified on command line to restrict all the pools then obey and not turn on QMS
bAllow = false ;
bool bOldAllow = m_bAllowQueuedRendering ;
if ( GetCPUInformation ( ) - > m_nPhysicalProcessors > = 2 )
{
m_bAllowQueuedRendering = bAllow ;
bool bQueued = m_IdealThreadMode ! = MATERIAL_SINGLE_THREADED ;
if ( bAllow & & ! bQueued )
{
// go into queued mode
DevMsg ( " Queued Material System: ENABLED! \n " ) ;
SetThreadMode ( MATERIAL_QUEUED_THREADED , nServiceThread ) ;
}
else if ( ! bAllow & & bQueued )
{
// disabling queued mode just needs to stop the queuing of drawing
// but still allow other threaded access to the Material System
// flush the queue
DevMsg ( " Queued Material System: DISABLED! \n " ) ;
ForceSingleThreaded ( ) ;
MaterialLock_t hMaterialLock = Lock ( ) ;
SetThreadMode ( MATERIAL_SINGLE_THREADED , - 1 ) ;
Unlock ( hMaterialLock ) ;
}
}
else
{
m_bAllowQueuedRendering = false ;
}
return bOldAllow ;
# endif // !DEDICATED
}
void CMaterialSystem : : ExecuteQueued ( )
{
}
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
IMatRenderContext * CMaterialSystem : : GetRenderContext ( )
{
IMatRenderContext * pResult = m_pRenderContext . Get ( ) ;
if ( ! pResult )
{
pResult = & m_HardwareRenderContext ;
m_pRenderContext . Set ( & m_HardwareRenderContext ) ;
}
return RetAddRef ( pResult ) ;
}
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
IMatRenderContext * CMaterialSystem : : CreateRenderContext ( MaterialContextType_t type )
{
switch ( type )
{
case MATERIAL_HARDWARE_CONTEXT :
return NULL ;
case MATERIAL_QUEUED_CONTEXT :
{
CMatQueuedRenderContext * pQueuedContext = new CMatQueuedRenderContext ;
pQueuedContext - > Init ( this , & m_HardwareRenderContext ) ;
pQueuedContext - > BeginQueue ( & m_HardwareRenderContext ) ;
return pQueuedContext ;
}
case MATERIAL_NULL_CONTEXT :
{
CMatRenderContextBase * pNullContext = CreateNullRenderContext ( ) ;
pNullContext - > Init ( ) ;
pNullContext - > InitializeFrom ( & m_HardwareRenderContext ) ;
return pNullContext ;
}
}
Assert ( 0 ) ;
return NULL ;
}
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
IMatRenderContext * CMaterialSystem : : SetRenderContext ( IMatRenderContext * pNewContext )
{
IMatRenderContext * pOldContext = m_pRenderContext . Get ( ) ;
if ( pNewContext )
{
pNewContext - > AddRef ( ) ;
m_pRenderContext . Set ( assert_cast < IMatRenderContextInternal * > ( pNewContext ) ) ;
}
else
{
m_pRenderContext . Set ( NULL ) ;
}
return pOldContext ;
}
//-----------------------------------------------------------------------------
// Get/Set Material proxy factory
//-----------------------------------------------------------------------------
IMaterialProxyFactory * CMaterialSystem : : GetMaterialProxyFactory ( )
{
return m_pMaterialProxyFactory ;
}
void CMaterialSystem : : SetMaterialProxyFactory ( IMaterialProxyFactory * pFactory )
{
// Changing the factory requires an uncaching of all materials
// since the factory may contain different proxies
UncacheAllMaterials ( ) ;
m_pMaterialProxyFactory = pFactory ;
}
//-----------------------------------------------------------------------------
// Can we use editor materials?
//-----------------------------------------------------------------------------
bool CMaterialSystem : : CanUseEditorMaterials ( ) const
{
return m_bCanUseEditorMaterials ;
}
//-----------------------------------------------------------------------------
// Methods related to mode setting...
//-----------------------------------------------------------------------------
// Gets the number of adapters...
int CMaterialSystem : : GetDisplayAdapterCount ( ) const
{
return g_pShaderDeviceMgr - > GetAdapterCount ( ) ;
}
// Returns info about each adapter
void CMaterialSystem : : GetDisplayAdapterInfo ( int adapter , MaterialAdapterInfo_t & info ) const
{
g_pShaderDeviceMgr - > GetAdapterInfo ( adapter , info ) ;
}
// Returns the number of modes
int CMaterialSystem : : GetModeCount ( int adapter ) const
{
return g_pShaderDeviceMgr - > GetModeCount ( adapter ) ;
}
//-----------------------------------------------------------------------------
// Compatability function, should go away eventually
//-----------------------------------------------------------------------------
static void ConvertModeStruct ( ShaderDeviceInfo_t * pMode , const MaterialSystem_Config_t & config )
{
pMode - > m_DisplayMode . m_nWidth = config . m_VideoMode . m_Width ;
pMode - > m_DisplayMode . m_nHeight = config . m_VideoMode . m_Height ;
pMode - > m_DisplayMode . m_Format = config . m_VideoMode . m_Format ;
pMode - > m_DisplayMode . m_nRefreshRateNumerator = config . m_VideoMode . m_RefreshRate ;
pMode - > m_DisplayMode . m_nRefreshRateDenominator = config . m_VideoMode . m_RefreshRate ? 1 : 0 ;
pMode - > m_nBackBufferCount = 1 ;
pMode - > m_nAASamples = config . m_nAASamples ;
pMode - > m_nAAQuality = config . m_nAAQuality ;
pMode - > m_nDXLevel = MAX ( ABSOLUTE_MINIMUM_DXLEVEL , config . dxSupportLevel ) ;
pMode - > m_nWindowedSizeLimitWidth = ( int ) config . m_WindowedSizeLimitWidth ;
pMode - > m_nWindowedSizeLimitHeight = ( int ) config . m_WindowedSizeLimitHeight ;
pMode - > m_bWindowed = config . Windowed ( ) ;
pMode - > m_bResizing = config . Resizing ( ) ;
pMode - > m_bUseStencil = config . Stencil ( ) ;
pMode - > m_bLimitWindowedSize = config . LimitWindowedSize ( ) ;
pMode - > m_bWaitForVSync = config . WaitForVSync ( ) ;
pMode - > m_bScaleToOutputResolution = config . ScaleToOutputResolution ( ) ;
pMode - > m_bUsingMultipleWindows = config . UsingMultipleWindows ( ) ;
}
static void ConvertModeStruct ( MaterialVideoMode_t * pMode , const ShaderDisplayMode_t & info )
{
pMode - > m_Width = info . m_nWidth ;
pMode - > m_Height = info . m_nHeight ;
pMode - > m_Format = info . m_Format ;
pMode - > m_RefreshRate = info . m_nRefreshRateDenominator ? ( info . m_nRefreshRateNumerator / info . m_nRefreshRateDenominator ) : 0 ;
}
//-----------------------------------------------------------------------------
// Returns mode information..
//-----------------------------------------------------------------------------
void CMaterialSystem : : GetModeInfo ( int nAdapter , int nMode , MaterialVideoMode_t & info ) const
{
ShaderDisplayMode_t shaderInfo ;
g_pShaderDeviceMgr - > GetModeInfo ( & shaderInfo , nAdapter , nMode ) ;
ConvertModeStruct ( & info , shaderInfo ) ;
}
//-----------------------------------------------------------------------------
// Returns the mode info for the current display device
//-----------------------------------------------------------------------------
void CMaterialSystem : : GetDisplayMode ( MaterialVideoMode_t & info ) const
{
ShaderDisplayMode_t shaderInfo ;
g_pShaderDeviceMgr - > GetCurrentModeInfo ( & shaderInfo , m_nAdapter ) ;
ConvertModeStruct ( & info , shaderInfo ) ;
}
void CMaterialSystem : : ForceSingleThreaded ( )
{
if ( ! ThreadInMainThread ( ) )
{
Error ( " Can't force single thread from within thread! \n " ) ;
}
if ( GetThreadMode ( ) ! = MATERIAL_SINGLE_THREADED )
{
if ( m_pActiveAsyncJob & & ! m_pActiveAsyncJob - > IsFinished ( ) )
{
m_pActiveAsyncJob - > WaitForFinish ( ) ;
}
SafeRelease ( m_pActiveAsyncJob ) ;
ThreadRelease ( ) ;
g_pShaderAPI - > EnableShaderShaderMutex ( false ) ;
m_HardwareRenderContext . InitializeFrom ( & m_QueuedRenderContexts [ m_iCurQueuedContext ] ) ;
m_pRenderContext . Set ( & m_HardwareRenderContext ) ;
for ( int i = 0 ; i < ARRAYSIZE ( m_QueuedRenderContexts ) ; i + + )
{
Assert ( m_QueuedRenderContexts [ i ] . IsInitialized ( ) ) ;
m_QueuedRenderContexts [ i ] . EndQueue ( true ) ;
}
if ( mat_debugalttab . GetBool ( ) )
{
Warning ( " Forcing queued mode off! \n " ) ;
}
// NOTE: Must happen after EndQueue or proxies get bound again, which is bad.
m_ThreadMode = MATERIAL_SINGLE_THREADED ;
m_bForcedSingleThreaded = true ;
}
}
//-----------------------------------------------------------------------------
// Sets the mode...
//-----------------------------------------------------------------------------
bool CMaterialSystem : : SetMode ( void * hwnd , const MaterialSystem_Config_t & config )
{
Assert ( m_bGeneratedConfig ) ;
ForceSingleThreaded ( ) ;
ShaderDeviceInfo_t info ;
ConvertModeStruct ( & info , config ) ;
bool bPreviouslyUsingGraphics = g_pShaderDevice - > IsUsingGraphics ( ) ;
if ( config . m_nVRModeAdapter ! = - 1 & & config . m_nVRModeAdapter < GetDisplayAdapterCount ( ) & & ! bPreviouslyUsingGraphics )
{
// if this is init-time, we need to override the adapter with the
// VR mode adapter
m_nAdapter = config . m_nVRModeAdapter ;
}
bool bOk = g_pShaderAPI - > SetMode ( hwnd , m_nAdapter , info ) ;
if ( ! bOk )
return false ;
# if defined( USE_SDL )
uint width = info . m_DisplayMode . m_nWidth ;
uint height = info . m_DisplayMode . m_nHeight ;
g_pLauncherMgr - > RenderedSize ( width , height , true ) ; // true = set
# endif
TextureManager ( ) - > FreeStandardRenderTargets ( ) ;
TextureManager ( ) - > AllocateStandardRenderTargets ( ) ;
// FIXME: There's gotta be a better way of doing this?
// After the first mode set, make sure to download any textures created
// before the first mode set. After the first mode set, all textures
// will be reloaded via the reaquireresources call. Same goes for procedural materials
if ( ! bPreviouslyUsingGraphics )
{
if ( IsPC ( ) )
{
TextureManager ( ) - > RestoreRenderTargets ( ) ;
TextureManager ( ) - > RestoreNonRenderTargetTextures ( ) ;
if ( MaterialSystem ( ) - > CanUseEditorMaterials ( ) )
{
// We are in Hammer. Allocate these here since we aren't going to allocate
// lightmaps.
// HACK!
// NOTE! : Overbright is 1.0 so that Hammer will work properly with the white bumped and unbumped lightmaps.
MathLib_Init ( 2.2f , 2.2f , 0.0f , OVERBRIGHT ) ;
}
AllocateStandardTextures ( ) ;
TextureManager ( ) - > WarmTextureCache ( ) ;
}
if ( IsX360 ( ) )
{
// shaderapi was not viable at init time, it is now
TextureManager ( ) - > ReloadTextures ( ) ;
AllocateStandardTextures ( ) ;
}
}
g_pShaderDevice - > SetHardwareGammaRamp ( config . m_fMonitorGamma , config . m_fGammaTVRangeMin , config . m_fGammaTVRangeMax ,
config . m_fGammaTVExponent , config . m_bGammaTVEnabled ) ;
// Copy over that state which isn't stored currently in convars
g_config . m_VideoMode = config . m_VideoMode ;
g_config . SetFlag ( MATSYS_VIDCFG_FLAGS_WINDOWED , config . Windowed ( ) ) ;
g_config . SetFlag ( MATSYS_VIDCFG_FLAGS_STENCIL , config . Stencil ( ) ) ;
g_config . SetFlag ( MATSYS_VIDCFG_FLAGS_VR_MODE , config . VRMode ( ) ) ;
WriteConfigIntoConVars ( config ) ;
extern void SetupDirtyDiskReportFunc ( ) ;
SetupDirtyDiskReportFunc ( ) ;
return true ;
}
// Creates/ destroys a child window
bool CMaterialSystem : : AddView ( void * hwnd )
{
return g_pShaderDevice - > AddView ( hwnd ) ;
}
void CMaterialSystem : : RemoveView ( void * hwnd )
{
g_pShaderDevice - > RemoveView ( hwnd ) ;
}
// Activates a view
void CMaterialSystem : : SetView ( void * hwnd )
{
g_pShaderDevice - > SetView ( hwnd ) ;
}
//-----------------------------------------------------------------------------
// Installs a function to be called when we need to release vertex buffers
//-----------------------------------------------------------------------------
void CMaterialSystem : : AddReleaseFunc ( MaterialBufferReleaseFunc_t func )
{
// Shouldn't have two copies in our list
Assert ( m_ReleaseFunc . Find ( func ) = = - 1 ) ;
m_ReleaseFunc . AddToTail ( func ) ;
}
void CMaterialSystem : : RemoveReleaseFunc ( MaterialBufferReleaseFunc_t func )
{
int i = m_ReleaseFunc . Find ( func ) ;
if ( i ! = - 1 )
m_ReleaseFunc . Remove ( i ) ;
}
//-----------------------------------------------------------------------------
// Installs a function to be called when we need to restore vertex buffers
//-----------------------------------------------------------------------------
void CMaterialSystem : : AddRestoreFunc ( MaterialBufferRestoreFunc_t func )
{
// Shouldn't have two copies in our list
Assert ( m_RestoreFunc . Find ( func ) = = - 1 ) ;
m_RestoreFunc . AddToTail ( func ) ;
}
void CMaterialSystem : : RemoveRestoreFunc ( MaterialBufferRestoreFunc_t func )
{
int i = m_RestoreFunc . Find ( func ) ;
Assert ( i ! = - 1 ) ;
m_RestoreFunc . Remove ( i ) ;
}
//-----------------------------------------------------------------------------
// Called by the shader API when it's just about to lose video memory
//-----------------------------------------------------------------------------
void CMaterialSystem : : ReleaseShaderObjects ( )
{
if ( mat_debugalttab . GetBool ( ) )
{
Warning ( " mat_debugalttab: CMaterialSystem::ReleaseShaderObjects \n " ) ;
}
m_HardwareRenderContext . OnReleaseShaderObjects ( ) ;
g_pOcclusionQueryMgr - > FreeOcclusionQueryObjects ( ) ;
TextureManager ( ) - > ReleaseTextures ( ) ;
ReleaseStandardTextures ( ) ;
GetLightmaps ( ) - > ReleaseLightmapPages ( ) ;
for ( int i = 0 ; i < m_ReleaseFunc . Count ( ) ; + + i )
{
m_ReleaseFunc [ i ] ( ) ;
}
}
void CMaterialSystem : : RestoreShaderObjects ( CreateInterfaceFn shaderFactory , int nChangeFlags )
{
if ( shaderFactory )
{
g_pShaderAPI = ( IShaderAPI * ) shaderFactory ( SHADERAPI_INTERFACE_VERSION , NULL ) ;
g_pShaderDevice = ( IShaderDevice * ) shaderFactory ( SHADER_DEVICE_INTERFACE_VERSION , NULL ) ;
g_pShaderShadow = ( IShaderShadow * ) shaderFactory ( SHADERSHADOW_INTERFACE_VERSION , NULL ) ;
}
for ( MaterialHandle_t i = m_MaterialDict . FirstMaterial ( ) ; i ! = m_MaterialDict . InvalidMaterial ( ) ; i = m_MaterialDict . NextMaterial ( i ) )
{
IMaterialInternal * pMat = m_MaterialDict . GetMaterialInternal ( i ) ;
if ( pMat )
pMat - > ReportVarChanged ( NULL ) ;
}
if ( mat_debugalttab . GetBool ( ) )
{
Warning ( " mat_debugalttab: CMaterialSystem::RestoreShaderObjects \n " ) ;
}
// Shader API sets this to the max value the card supports when it resets
// the state, so restore this value.
g_pShaderAPI - > SetAnisotropicLevel ( GetCurrentConfigForVideoCard ( ) . m_nForceAnisotropicLevel ) ;
// NOTE: render targets must be restored first, then vb/ibs, then managed textures
// FIXME: Gotta restore lightmap pages + standard textures before restore funcs are called
// because they use them both.
TextureManager ( ) - > RestoreRenderTargets ( ) ;
AllocateStandardTextures ( ) ;
GetLightmaps ( ) - > RestoreLightmapPages ( ) ;
g_pOcclusionQueryMgr - > AllocOcclusionQueryObjects ( ) ;
for ( int i = 0 ; i < m_RestoreFunc . Count ( ) ; + + i )
{
m_RestoreFunc [ i ] ( nChangeFlags ) ;
}
TextureManager ( ) - > RestoreNonRenderTargetTextures ( ) ;
}
//-----------------------------------------------------------------------------
// Use this to spew information about the 3D layer
//-----------------------------------------------------------------------------
void CMaterialSystem : : SpewDriverInfo ( ) const
{
Warning ( " ShaderAPI: %s \n " , m_pShaderDLL ) ;
g_pShaderDevice - > SpewDriverInfo ( ) ;
}
//-----------------------------------------------------------------------------
// Color converting blitter
//-----------------------------------------------------------------------------
bool CMaterialSystem : : ConvertImageFormat ( unsigned char * src , enum ImageFormat srcImageFormat ,
unsigned char * dst , enum ImageFormat dstImageFormat ,
int width , int height , int srcStride , int dstStride )
{
return ImageLoader : : ConvertImageFormat ( src , srcImageFormat ,
dst , dstImageFormat , width , height , srcStride , dstStride ) ;
}
//-----------------------------------------------------------------------------
// Figures out the amount of memory needed by a bitmap
//-----------------------------------------------------------------------------
int CMaterialSystem : : GetMemRequired ( int width , int height , int depth , ImageFormat format , bool mipmap )
{
return ImageLoader : : GetMemRequired ( width , height , depth , format , mipmap ) ;
}
//-----------------------------------------------------------------------------
// Method to allow clients access to the MaterialSystem_Config
//-----------------------------------------------------------------------------
MaterialSystem_Config_t & CMaterialSystem : : GetConfig ( )
{
//hushed Assert( m_bGeneratedConfig );
return g_config ;
}
//-----------------------------------------------------------------------------
// Gets image format info
//-----------------------------------------------------------------------------
ImageFormatInfo_t const & CMaterialSystem : : ImageFormatInfo ( ImageFormat fmt ) const
{
return ImageLoader : : ImageFormatInfo ( fmt ) ;
}
//-----------------------------------------------------------------------------
// Reads keyvalues for information
//-----------------------------------------------------------------------------
static void ReadInt ( KeyValues * pGroup , const char * pName , int nDefaultVal , int nUndefinedVal , int * pDest )
{
* pDest = pGroup - > GetInt ( pName , nDefaultVal ) ;
// Warning( "\t%s = %d\n", pName, *pDest );
Assert ( * pDest ! = nUndefinedVal ) ;
}
static void ReadFlt ( KeyValues * pGroup , const char * pName , float flDefaultVal , float flUndefinedVal , float * pDest )
{
* pDest = pGroup - > GetFloat ( pName , flDefaultVal ) ;
// Warning( "\t%s = %f\n", pName, *pDest );
Assert ( * pDest ! = flUndefinedVal ) ;
}
static void LoadFlags ( KeyValues * pGroup , const char * pName , bool bDefaultValue , unsigned int nFlag , unsigned int * pFlags )
{
int nValue = pGroup - > GetInt ( pName , bDefaultValue ? 1 : 0 ) ;
// Warning( "\t%s = %s\n", pName, nValue ? "true" : "false" );
if ( nValue )
{
* pFlags | = nFlag ;
}
}
# define ASPECT_4x3 0
# define ASPECT_16x9 1
# define ASPECT_16x10 2
//-----------------------------------------------------------------------------
// Purpose: aspect ratio mappings (for normal/widescreen combo)
//-----------------------------------------------------------------------------
struct RatioToAspectMode_t
{
int nAspectCode ;
float flAspectRatio ;
} ;
RatioToAspectMode_t g_RatioToAspectModes [ ] =
{
{ ASPECT_4x3 , 4.0f / 3.0f } ,
{ ASPECT_16x9 , 16.0f / 9.0f } ,
{ ASPECT_16x10 , 16.0f / 10.0f } ,
{ ASPECT_16x10 , 1.0f } ,
} ;
//-----------------------------------------------------------------------------
// Purpose: returns the aspect ratio mode number for the given resolution
//-----------------------------------------------------------------------------
int GetScreenAspectMode ( int width , int height )
{
float flAspectRatio = ( float ) width / ( float ) height ;
// Just find the closest ratio
float flClosestAspectRatioDist = 99999.0f ;
int nClosestAspectCode = ASPECT_4x3 ;
for ( int i = 0 ; i < ARRAYSIZE ( g_RatioToAspectModes ) ; i + + )
{
float flDist = fabs ( g_RatioToAspectModes [ i ] . flAspectRatio - flAspectRatio ) ;
if ( flDist < flClosestAspectRatioDist )
{
flClosestAspectRatioDist = flDist ;
nClosestAspectCode = g_RatioToAspectModes [ i ] . nAspectCode ;
}
}
return nClosestAspectCode ;
}
// Heuristic similar to one we put into L4D
bool BetterResolution ( int nRecommendedNumPixels , int nBestNumPixels , int nNewNumPixels )
{
float flRecommendedNumPixels = ( float ) nRecommendedNumPixels ;
float flBestNumPixels = ( float ) nBestNumPixels ;
float flNewNumPixels = ( float ) nNewNumPixels ;
// Give ourselves a little head room
float flTooBig = flRecommendedNumPixels * 1.1f ;
// If our best is too big and the new resolution is no bigger, pick it
if ( ( flBestNumPixels > flTooBig ) & & ( flNewNumPixels < flBestNumPixels ) )
return true ;
// Don't allow resolutions which are too big
if ( flNewNumPixels > flTooBig )
return false ;
// Finally, just check for nearness to desired number of pixels
float flDelta = fabs ( flRecommendedNumPixels - flNewNumPixels ) ;
float flBestDelta = fabs ( flRecommendedNumPixels - flBestNumPixels ) ;
if ( flDelta > = flBestDelta )
return false ;
return true ;
}
//-----------------------------------------------------------------------------
// This is called when the config changes
//-----------------------------------------------------------------------------
void CMaterialSystem : : GenerateConfigFromConfigKeyValues ( MaterialSystem_Config_t * pConfig , bool bOverwriteCommandLineValues )
{
if ( ! g_pShaderDeviceMgr | | ! pConfig )
return ;
// Look for the default recommended dx support level
MaterialAdapterInfo_t adapterInfo ;
g_pShaderDeviceMgr - > GetAdapterInfo ( m_nAdapter , adapterInfo ) ;
pConfig - > dxSupportLevel = MAX ( ABSOLUTE_MINIMUM_DXLEVEL , adapterInfo . m_nDXSupportLevel ) ;
KeyValues * pKeyValues = new KeyValues ( " config " ) ;
if ( ! GetRecommendedConfigurationInfo ( pConfig - > dxSupportLevel , pKeyValues ) )
{
pKeyValues - > deleteThis ( ) ;
return ;
}
pConfig - > m_Flags = 0 ;
# ifdef LINUX
uint width = 0 ;
uint height = 0 ;
uint refreshHz = 0 ; // Not used
# ifdef USE_SDL
// query backbuffer size (window size whether FS or windowed)
if ( g_pLauncherMgr )
{
g_pLauncherMgr - > GetNativeDisplayInfo ( - 1 , width , height , refreshHz ) ;
}
# endif
pConfig - > m_VideoMode . m_Width = width ;
pConfig - > m_VideoMode . m_Height = height ;
# else
// Get the recommended resolution from dxsupport.cfg, this assumes a 4:3 aspect ratio
int nRecommendedWidth , nRecommendedHeight ;
ReadInt ( pKeyValues , " DefaultRes " , 640 , - 1 , & nRecommendedWidth ) ;
nRecommendedHeight = ( nRecommendedWidth * 3 ) / 4 ;
int nRecommendedPixels = nRecommendedHeight * nRecommendedWidth ;
// Get the desktop resolution and aspect ratio
ShaderDisplayMode_t displayMode ;
g_pShaderDeviceMgr - > GetCurrentModeInfo ( & displayMode , 0 ) ;
int nCurrentScreenAspect = GetScreenAspectMode ( displayMode . m_nWidth , displayMode . m_nHeight ) ;
// Let's see what the device supports and pick the most appropriate mode
g_pShaderDeviceMgr - > GetModeInfo ( & displayMode , 0 , 0 ) ;
int nBestMode , nBestWidth , nBestHeight ;
nBestMode = nBestWidth = nBestHeight = - 1 ;
int nBestPixels = displayMode . m_nHeight * displayMode . m_nWidth ;
int nNumVideoModes = g_pShaderDeviceMgr - > GetModeCount ( 0 ) ;
// Pick the resolution with the right aspect ratio which matches the recommended resolution most closely
for ( int i = 0 ; i < nNumVideoModes ; i + + )
{
g_pShaderDeviceMgr - > GetModeInfo ( & displayMode , 0 , i ) ;
if ( nCurrentScreenAspect = = GetScreenAspectMode ( displayMode . m_nWidth , displayMode . m_nHeight ) )
{
int nNumPixels = displayMode . m_nWidth * displayMode . m_nHeight ;
// Initially select the first mode we find of the correct aspect ratio for the display
if ( ( nBestMode = = - 1 ) | | BetterResolution ( nRecommendedPixels , nBestPixels , nNumPixels ) )
{
nBestMode = i ;
nBestPixels = nNumPixels ;
nBestWidth = displayMode . m_nWidth ;
nBestHeight = displayMode . m_nHeight ;
}
}
}
// We found a good mode
if ( nBestMode ! = - 1 )
{
pConfig - > m_VideoMode . m_Width = nBestWidth ;
pConfig - > m_VideoMode . m_Height = nBestHeight ;
}
else // Fall back to 4:3 mode from the cfg file. This should never happen
{
pConfig - > m_VideoMode . m_Width = nRecommendedWidth ;
pConfig - > m_VideoMode . m_Height = nRecommendedHeight ;
}
# if defined( _X360 )
pConfig - > m_VideoMode . m_Width = GetSystemMetrics ( SM_CXSCREEN ) ;
pConfig - > m_VideoMode . m_Height = GetSystemMetrics ( SM_CYSCREEN ) ;
# endif
pKeyValues - > deleteThis ( ) ;
# endif // LINUX
WriteConfigurationInfoToConVars ( bOverwriteCommandLineValues ) ;
m_bGeneratedConfig = true ;
}
//-----------------------------------------------------------------------------
// If mat_proxy goes to 0, we need to reload all materials, because their shader
// params might have been messed with.
//-----------------------------------------------------------------------------
static void MatProxyCallback ( IConVar * pConVar , const char * old , float flOldValue )
{
ConVarRef var ( pConVar ) ;
int oldVal = ( int ) flOldValue ;
if ( var . GetInt ( ) = = 0 & & oldVal ! = 0 )
{
g_MaterialSystem . ReloadMaterials ( ) ;
}
}
//-----------------------------------------------------------------------------
// Convars that control the config record
//-----------------------------------------------------------------------------
static ConVar mat_vsync ( " mat_vsync " , " 0 " , FCVAR_ALLOWED_IN_COMPETITIVE , " Force sync to vertical retrace " , true , 0.0 , true , 1.0 ) ;
static ConVar mat_forcehardwaresync ( " mat_forcehardwaresync " , IsPC ( ) ? " 1 " : " 0 " , FCVAR_ALLOWED_IN_COMPETITIVE ) ;
// Texture-related
static ConVar mat_trilinear ( " mat_trilinear " , " 0 " , FCVAR_ALLOWED_IN_COMPETITIVE ) ;
# ifdef _X360 // The code that reads this out of moddefaults.txt is #if'd out for the 360, so force aniso to 2 here.
static ConVar mat_forceaniso ( " mat_forceaniso " , " 2 " , FCVAR_ARCHIVE ) ; // 0 = Bilinear, 1 = Trilinear, 2+ = Aniso
# elif defined ( OSX )
static ConVar mat_forceaniso ( " mat_forceaniso " , " 1 " , FCVAR_ARCHIVE , " Filtering level " , true , 0 , true , 8 ) ; // 0 = Bilinear, 1 = Trilinear, 2+ = Aniso
# else
static ConVar mat_forceaniso ( " mat_forceaniso " , " 1 " , FCVAR_ARCHIVE ) ; // 0 = Bilinear, 1 = Trilinear, 2+ = Aniso
# endif
static ConVar mat_filterlightmaps ( " mat_filterlightmaps " , " 1 " ) ;
static ConVar mat_filtertextures ( " mat_filtertextures " , " 1 " ) ;
static ConVar mat_mipmaptextures ( " mat_mipmaptextures " , " 1 " ) ;
static ConVar mat_vrmode_adapter ( " mat_vrmode_adapter " , " -1 " ) ;
static void mat_showmiplevels_Callback_f ( IConVar * var , const char * pOldValue , float flOldValue )
{
// turn off texture filtering if we are showing mip levels.
mat_filtertextures . SetValue ( ( ( ConVar * ) var ) - > GetInt ( ) = = 0 ) ;
}
// Debugging textures
static ConVar mat_showmiplevels ( " mat_showmiplevels " , " 0 " , FCVAR_CHEAT , " color-code miplevels 2: normalmaps, 1: everything else " , mat_showmiplevels_Callback_f ) ;
static ConVar mat_specular ( " mat_specular " , " 1 " , FCVAR_ALLOWED_IN_COMPETITIVE , " Enable/Disable specularity for perf testing. Will cause a material reload upon change. " ) ;
static ConVar mat_bumpmap ( " mat_bumpmap " , " 1 " , FCVAR_ALLOWED_IN_COMPETITIVE ) ;
static ConVar mat_phong ( " mat_phong " , " 1 " ) ;
static ConVar mat_parallaxmap ( " mat_parallaxmap " , " 1 " , FCVAR_HIDDEN | FCVAR_ALLOWED_IN_COMPETITIVE ) ;
static ConVar mat_reducefillrate ( " mat_reducefillrate " , " 0 " , FCVAR_ALLOWED_IN_COMPETITIVE ) ;
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static ConVar mat_picmip ( " mat_picmip " , " 0 " , FCVAR_ARCHIVE , " " , true , - 32 , true , 8 ) ;
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static ConVar mat_slopescaledepthbias_normal ( " mat_slopescaledepthbias_normal " , " 0.0f " , FCVAR_CHEAT ) ;
static ConVar mat_depthbias_normal ( " mat_depthbias_normal " , " 0.0f " , FCVAR_CHEAT | FCVAR_ALLOWED_IN_COMPETITIVE ) ;
static ConVar mat_slopescaledepthbias_decal ( " mat_slopescaledepthbias_decal " , " -0.5 " , FCVAR_CHEAT ) ; // Reciprocals of these biases sent to API
static ConVar mat_depthbias_decal ( " mat_depthbias_decal " , " -262144 " , FCVAR_CHEAT | FCVAR_ALLOWED_IN_COMPETITIVE ) ; //
static ConVar mat_slopescaledepthbias_shadowmap ( " mat_slopescaledepthbias_shadowmap " , " 16 " , FCVAR_CHEAT ) ;
static ConVar mat_depthbias_shadowmap ( " mat_depthbias_shadowmap " , " 0.0005 " , FCVAR_CHEAT ) ;
static ConVar mat_monitorgamma ( " mat_monitorgamma " , " 2.2 " , FCVAR_ARCHIVE , " monitor gamma (typically 2.2 for CRT and 1.7 for LCD) " , true, 1.6f, true, 2.6f ) ;
static ConVar mat_monitorgamma_tv_range_min ( " mat_monitorgamma_tv_range_min " , " 16 " ) ;
static ConVar mat_monitorgamma_tv_range_max ( " mat_monitorgamma_tv_range_max " , " 255 " ) ;
// TV's generally have a 2.5 gamma, so we need to convert our 2.2 frame buffer into a 2.5 frame buffer for display on a TV
static ConVar mat_monitorgamma_tv_exp ( " mat_monitorgamma_tv_exp " , " 2.5 " , 0 , " " , true , 1.0f , true , 4.0f ) ;
# ifdef _X360
static ConVar mat_monitorgamma_tv_enabled ( " mat_monitorgamma_tv_enabled " , " 1 " , FCVAR_ARCHIVE , " " ) ;
# else
static ConVar mat_monitorgamma_tv_enabled ( " mat_monitorgamma_tv_enabled " , " 0 " , FCVAR_ARCHIVE , " " ) ;
# endif
static ConVar mat_antialias ( " mat_antialias " , " 0 " , FCVAR_ARCHIVE ) ;
static ConVar mat_aaquality ( " mat_aaquality " , " 0 " , FCVAR_ARCHIVE ) ;
static ConVar mat_diffuse ( " mat_diffuse " , " 1 " , FCVAR_CHEAT ) ;
//=============================================================================
// HPE_BEGIN:
// [Forrest] Make this a cheat variable because low res textures makes enemy
// players and bullet impacts stand out more.
//=============================================================================
static ConVar mat_showlowresimage ( " mat_showlowresimage " , " 0 " , FCVAR_CHEAT ) ;
//=============================================================================
// HPE_END
//=============================================================================
static ConVar mat_fullbright ( " mat_fullbright " , " 0 " , FCVAR_CHEAT ) ;
static ConVar mat_normalmaps ( " mat_normalmaps " , " 0 " , FCVAR_CHEAT ) ;
static ConVar mat_measurefillrate ( " mat_measurefillrate " , " 0 " , FCVAR_CHEAT ) ;
static ConVar mat_fillrate ( " mat_fillrate " , " 0 " , FCVAR_CHEAT ) ;
static ConVar mat_reversedepth ( " mat_reversedepth " , " 0 " , FCVAR_CHEAT ) ;
# ifdef DX_TO_GL_ABSTRACTION
static ConVar mat_bufferprimitives ( " mat_bufferprimitives " , " 0 " ) ; // I'm not seeing any benefit speed wise for buffered primitives on GLM/POSIX (checked via TF2 timedemo) - default to zero
# else
static ConVar mat_bufferprimitives ( " mat_bufferprimitives " , " 1 " ) ;
# endif
static ConVar mat_drawflat ( " mat_drawflat " , " 0 " , FCVAR_CHEAT ) ;
static ConVar mat_softwarelighting ( " mat_softwarelighting " , " 0 " , FCVAR_ALLOWED_IN_COMPETITIVE ) ;
static ConVar mat_proxy ( " mat_proxy " , " 0 " , FCVAR_CHEAT , " " , MatProxyCallback ) ;
static ConVar mat_norendering ( " mat_norendering " , " 0 " , FCVAR_CHEAT ) ;
static ConVar mat_compressedtextures ( " mat_compressedtextures " , " 1 " ) ;
static ConVar mat_fastspecular ( " mat_fastspecular " , " 1 " , 0 , " Enable/Disable specularity for visual testing. Will not reload materials and will not affect perf. " ) ;
static ConVar mat_fastnobump ( " mat_fastnobump " , " 0 " , FCVAR_CHEAT ) ; // Binds 1-texel normal map for quick internal testing
// These are not controlled by the material system, but are limited by settings in the material system
static ConVar r_shadowrendertotexture ( " r_shadowrendertotexture " , " 0 " , FCVAR_ARCHIVE ) ;
static ConVar r_flashlightdepthtexture ( " r_flashlightdepthtexture " , " 1 " ) ;
# ifndef _X360
static ConVar r_waterforceexpensive ( " r_waterforceexpensive " , " 0 " , FCVAR_ARCHIVE ) ;
# endif
static ConVar r_waterforcereflectentities ( " r_waterforcereflectentities " , " 0 " , FCVAR_ALLOWED_IN_COMPETITIVE ) ;
static ConVar mat_motion_blur_enabled ( " mat_motion_blur_enabled " , " 0 " , FCVAR_ARCHIVE ) ;
uint32 g_nDebugVarsSignature = 0 ;
//-----------------------------------------------------------------------------
// This is called when the config changes
//-----------------------------------------------------------------------------
void CMaterialSystem : : ReadConfigFromConVars ( MaterialSystem_Config_t * pConfig )
{
if ( ! g_pCVar )
return ;
// video panel config items
# ifndef CSS_PERF_TEST
pConfig - > SetFlag ( MATSYS_VIDCFG_FLAGS_NO_WAIT_FOR_VSYNC , ! mat_vsync . GetBool ( ) ) ;
# endif
pConfig - > SetFlag ( MATSYS_VIDCFG_FLAGS_FORCE_TRILINEAR , mat_trilinear . GetBool ( ) ) ;
pConfig - > SetFlag ( MATSYS_VIDCFG_FLAGS_DISABLE_SPECULAR , ! mat_specular . GetBool ( ) ) ;
pConfig - > SetFlag ( MATSYS_VIDCFG_FLAGS_DISABLE_BUMPMAP , ! mat_bumpmap . GetBool ( ) ) ;
pConfig - > SetFlag ( MATSYS_VIDCFG_FLAGS_DISABLE_PHONG , ! mat_phong . GetBool ( ) ) ;
pConfig - > SetFlag ( MATSYS_VIDCFG_FLAGS_ENABLE_PARALLAX_MAPPING , mat_parallaxmap . GetBool ( ) ) ;
pConfig - > SetFlag ( MATSYS_VIDCFG_FLAGS_REDUCE_FILLRATE , mat_reducefillrate . GetBool ( ) ) ;
pConfig - > m_nForceAnisotropicLevel = max ( mat_forceaniso . GetInt ( ) , 1 ) ;
pConfig - > dxSupportLevel = MAX ( ABSOLUTE_MINIMUM_DXLEVEL , mat_dxlevel . GetInt ( ) ) ;
pConfig - > skipMipLevels = mat_picmip . GetInt ( ) ;
pConfig - > SetFlag ( MATSYS_VIDCFG_FLAGS_FORCE_HWSYNC , mat_forcehardwaresync . GetBool ( ) ) ;
pConfig - > m_SlopeScaleDepthBias_Decal = mat_slopescaledepthbias_decal . GetFloat ( ) ;
pConfig - > m_DepthBias_Decal = mat_depthbias_decal . GetFloat ( ) ;
pConfig - > m_SlopeScaleDepthBias_Normal = mat_slopescaledepthbias_normal . GetFloat ( ) ;
pConfig - > m_DepthBias_Normal = mat_depthbias_normal . GetFloat ( ) ;
pConfig - > m_SlopeScaleDepthBias_ShadowMap = mat_slopescaledepthbias_shadowmap . GetFloat ( ) ;
pConfig - > m_DepthBias_ShadowMap = mat_depthbias_shadowmap . GetFloat ( ) ;
pConfig - > m_fMonitorGamma = mat_monitorgamma . GetFloat ( ) ;
pConfig - > m_fGammaTVRangeMin = mat_monitorgamma_tv_range_min . GetFloat ( ) ;
pConfig - > m_fGammaTVRangeMax = mat_monitorgamma_tv_range_max . GetFloat ( ) ;
pConfig - > m_fGammaTVExponent = mat_monitorgamma_tv_exp . GetFloat ( ) ;
pConfig - > m_bGammaTVEnabled = mat_monitorgamma_tv_enabled . GetBool ( ) ;
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# ifdef TOGLES
pConfig - > m_nAASamples = 0 ;
# else
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pConfig - > m_nAASamples = mat_antialias . GetInt ( ) ;
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# endif
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pConfig - > m_nAAQuality = mat_aaquality . GetInt ( ) ;
pConfig - > bShowDiffuse = mat_diffuse . GetInt ( ) ? true : false ;
// pConfig->bAllowCheats = false; // hack
pConfig - > bShowNormalMap = mat_normalmaps . GetInt ( ) ? true : false ;
pConfig - > bShowLowResImage = mat_showlowresimage . GetInt ( ) ? true : false ;
pConfig - > bMeasureFillRate = mat_measurefillrate . GetInt ( ) ? true : false ;
pConfig - > bVisualizeFillRate = mat_fillrate . GetInt ( ) ? true : false ;
pConfig - > bFilterLightmaps = mat_filterlightmaps . GetInt ( ) ? true : false ;
pConfig - > bFilterTextures = mat_filtertextures . GetInt ( ) ? true : false ;
pConfig - > bMipMapTextures = mat_mipmaptextures . GetInt ( ) ? true : false ;
pConfig - > nShowMipLevels = mat_showmiplevels . GetInt ( ) ;
pConfig - > bReverseDepth = mat_reversedepth . GetInt ( ) ? true : false ;
pConfig - > bBufferPrimitives = mat_bufferprimitives . GetInt ( ) ? true : false ;
pConfig - > bDrawFlat = mat_drawflat . GetInt ( ) ? true : false ;
pConfig - > bSoftwareLighting = mat_softwarelighting . GetInt ( ) ? true : false ;
pConfig - > proxiesTestMode = mat_proxy . GetInt ( ) ;
pConfig - > m_bSuppressRendering = mat_norendering . GetInt ( ) ! = 0 ;
pConfig - > bCompressedTextures = mat_compressedtextures . GetBool ( ) ;
pConfig - > bShowSpecular = mat_fastspecular . GetInt ( ) ? true : false ;
pConfig - > nFullbright = mat_fullbright . GetInt ( ) ;
pConfig - > m_bFastNoBump = mat_fastnobump . GetInt ( ) ! = 0 ;
pConfig - > m_bMotionBlur = mat_motion_blur_enabled . GetBool ( ) ;
pConfig - > m_bSupportFlashlight = mat_supportflashlight . GetInt ( ) ! = 0 ;
pConfig - > m_bShadowDepthTexture = r_flashlightdepthtexture . GetBool ( ) ;
pConfig - > SetFlag ( MATSYS_VIDCFG_FLAGS_ENABLE_HDR , HardwareConfig ( ) & & HardwareConfig ( ) - > GetHDREnabled ( ) ) ;
// Render-to-texture shadows are disabled for dxlevel 70 because of material issues
if ( pConfig - > dxSupportLevel < 80 )
{
r_shadowrendertotexture . SetValue ( 0 ) ;
# ifndef _X360
r_waterforceexpensive . SetValue ( 0 ) ;
# endif
r_waterforcereflectentities . SetValue ( 0 ) ;
}
if ( pConfig - > dxSupportLevel < 90 )
{
mat_requires_rt_alloc_first . SetValue ( 1 ) ;
r_flashlightdepthtexture . SetValue ( 0 ) ;
mat_motion_blur_enabled . SetValue ( 0 ) ;
pConfig - > m_bShadowDepthTexture = false ;
pConfig - > m_bMotionBlur = false ;
pConfig - > SetFlag ( MATSYS_VIDCFG_FLAGS_ENABLE_HDR , false ) ;
}
// VR mode adapter will generally be -1 if VR mode is not disabled
pConfig - > m_nVRModeAdapter = mat_vrmode_adapter . GetInt ( ) ;
if ( pConfig - > m_nVRModeAdapter ! = - 1 )
{
// we must always be windowed in the config in VR mode
// so that we will start up on the main display. Once
// VR overrides the adapter the only place we can go
// full screen is on the HMD.
pConfig - > SetFlag ( MATSYS_VIDCFG_FLAGS_WINDOWED , true ) ;
}
}
//-----------------------------------------------------------------------------
// Was the convar specified on the command-line?
//-----------------------------------------------------------------------------
static bool WasConVarSpecifiedOnCommandLine ( const char * pConfigName )
{
// mat_dxlevel cannot be used on the command-line. Use -dxlevel instead.
if ( ! Q_stricmp ( pConfigName , " mat_dxlevel " ) )
return false ;
return ( g_pCVar - > GetCommandLineValue ( pConfigName ) ! = NULL ) ;
}
static const char * pConvarsAllowedInDXSupport [ ] = {
" cl_detaildist " ,
" cl_detailfade " ,
" cl_ejectbrass " ,
" dsp_off " ,
" dsp_slow_cpu " ,
" mat_antialias " ,
" mat_aaquality " ,
" mat_bumpmap " ,
" mat_colorcorrection " ,
" mat_depthbias_decal " ,
" mat_depthbias_normal " ,
" mat_disable_ps_patch " ,
" mat_forceaniso " ,
" mat_forcehardwaresync " ,
" mat_forcemanagedtextureintohardware " ,
" mat_hdr_level " ,
" mat_parallaxmap " ,
" mat_picmip " ,
" mat_reducefillrate " ,
" mat_reduceparticles " ,
" mat_slopescaledepthbias_decal " ,
" mat_slopescaledepthbias_normal " ,
" mat_softwarelighting " ,
" mat_specular " ,
" mat_trilinear " ,
" mat_vsync " ,
" props_break_max_pieces " ,
" r_VehicleViewDampen " ,
" r_decal_cullsize " ,
" r_dopixelvisibility " ,
" r_drawdetailprops " ,
" r_drawflecks " ,
" r_drawmodeldecals " ,
" r_dynamic " ,
" r_lightcache_zbuffercache " ,
" r_fastzreject " ,
" r_overlayfademax " ,
" r_overlayfademin " ,
" r_rootlod " ,
" r_screenfademaxsize " ,
" r_screenfademinsize " ,
" r_shadowrendertotexture " ,
" r_shadows " ,
" r_waterforceexpensive " ,
" r_waterforcereflectentities " ,
" sv_alternateticks " ,
" mat_dxlevel " ,
" mat_fallbackEyeRefract20 " ,
" r_shader_srgb " ,
" mat_motion_blur_enabled " ,
" r_flashlightdepthtexture " ,
" mat_disablehwmorph " ,
" r_portal_stencil_depth " ,
" cl_blobbyshadows " ,
" r_flex " ,
" r_drawropes " ,
" props_break_max_pieces " ,
" cl_ragdoll_fade_time " ,
" cl_ragdoll_forcefade " ,
" tf_impactwatertimeenable " ,
" fx_drawimpactdebris " ,
" fx_drawimpactdust " ,
" fx_drawmetalspark " ,
" mem_min_heapsize " ,
" mem_max_heapsize " ,
" mem_max_heapsize_dedicated " ,
" snd_spatialize_roundrobin " ,
" snd_cull_duplicates " ,
" cl_particle_retire_cost " ,
" mat_phong "
} ;
//-----------------------------------------------------------------------------
// Write dxsupport info to configvars
//-----------------------------------------------------------------------------
void CMaterialSystem : : WriteConfigurationInfoToConVars ( bool bOverwriteCommandLineValues )
{
if ( ! g_pCVar )
return ;
KeyValues * pKeyValues = new KeyValues ( " config " ) ;
if ( ! GetRecommendedConfigurationInfo ( g_config . dxSupportLevel , pKeyValues ) )
{
pKeyValues - > deleteThis ( ) ;
return ;
}
for ( KeyValues * pKey = pKeyValues - > GetFirstSubKey ( ) ; pKey ; pKey = pKey - > GetNextKey ( ) )
{
const char * pConfigName = pKey - > GetName ( ) ;
if ( Q_strnicmp ( pConfigName , " convar. " , 7 ) )
continue ;
pConfigName + = 7 ;
// check if legal
bool bLegalVar = false ;
for ( int i = 0 ; i < NELEMS ( pConvarsAllowedInDXSupport ) ; i + + )
{
if ( ! stricmp ( pConvarsAllowedInDXSupport [ i ] , pConfigName ) )
{
bLegalVar = true ;
break ;
}
}
if ( ! bLegalVar )
{
Msg ( " Bad convar found in dxsupport - %s \n " , pConfigName ) ;
continue ;
}
if ( bOverwriteCommandLineValues | | ! WasConVarSpecifiedOnCommandLine ( pConfigName ) )
{
ConVar * pConVar = g_pCVar - > FindVar ( pConfigName ) ;
if ( ! pConVar )
{
// NOTE: This is essential for dealing with convars that
// are not specified in either the app that uses the materialsystem
// or the materialsystem itself
// Yes, this causes a memory leak. Too bad!
int nLen = Q_strlen ( pConfigName ) + 1 ;
char * pString = new char [ nLen ] ;
Q_strncpy ( pString , pConfigName , nLen ) ;
// Actually, we need two memory leaks, or we lose the default string.
int nDefaultLen = Q_strlen ( pKey - > GetString ( ) ) + 1 ;
char * pDefaultString = new char [ nDefaultLen ] ;
Q_strncpy ( pDefaultString , pKey - > GetString ( ) , nDefaultLen ) ;
pConVar = new ConVar ( pString , pDefaultString ) ;
}
pConVar - > SetValue ( pKey - > GetString ( ) ) ;
}
}
pKeyValues - > deleteThis ( ) ;
}
//-----------------------------------------------------------------------------
// This is called when the config changes
//-----------------------------------------------------------------------------
void CMaterialSystem : : WriteConfigIntoConVars ( const MaterialSystem_Config_t & config )
{
if ( ! g_pCVar )
return ;
mat_vsync . SetValue ( config . WaitForVSync ( ) ) ;
mat_trilinear . SetValue ( config . ForceTrilinear ( ) ) ;
mat_specular . SetValue ( config . UseSpecular ( ) ) ;
mat_bumpmap . SetValue ( config . UseBumpmapping ( ) ) ;
mat_phong . SetValue ( config . UsePhong ( ) ) ;
mat_parallaxmap . SetValue ( config . UseParallaxMapping ( ) ) ;
mat_reducefillrate . SetValue ( config . ReduceFillrate ( ) ) ;
mat_forceaniso . SetValue ( config . m_nForceAnisotropicLevel ) ;
mat_dxlevel . SetValue ( MAX ( ABSOLUTE_MINIMUM_DXLEVEL , config . dxSupportLevel ) ) ;
mat_picmip . SetValue ( config . skipMipLevels ) ;
mat_forcehardwaresync . SetValue ( config . ForceHWSync ( ) ) ;
mat_slopescaledepthbias_normal . SetValue ( config . m_SlopeScaleDepthBias_Normal ) ;
mat_depthbias_normal . SetValue ( config . m_DepthBias_Normal ) ;
mat_slopescaledepthbias_decal . SetValue ( config . m_SlopeScaleDepthBias_Decal ) ;
mat_depthbias_decal . SetValue ( config . m_DepthBias_Decal ) ;
mat_slopescaledepthbias_shadowmap . SetValue ( config . m_SlopeScaleDepthBias_ShadowMap ) ;
mat_depthbias_shadowmap . SetValue ( config . m_DepthBias_ShadowMap ) ;
mat_monitorgamma . SetValue ( config . m_fMonitorGamma ) ;
mat_monitorgamma_tv_range_min . SetValue ( config . m_fGammaTVRangeMin ) ;
mat_monitorgamma_tv_range_max . SetValue ( config . m_fGammaTVRangeMax ) ;
mat_monitorgamma_tv_exp . SetValue ( config . m_fGammaTVExponent ) ;
mat_monitorgamma_tv_enabled . SetValue ( config . m_bGammaTVEnabled ) ;
mat_antialias . SetValue ( config . m_nAASamples ) ;
mat_aaquality . SetValue ( config . m_nAAQuality ) ;
mat_diffuse . SetValue ( config . bShowDiffuse ? 1 : 0 ) ;
// config.bAllowCheats = false; // hack
mat_normalmaps . SetValue ( config . bShowNormalMap ? 1 : 0 ) ;
mat_showlowresimage . SetValue ( config . bShowLowResImage ? 1 : 0 ) ;
mat_measurefillrate . SetValue ( config . bMeasureFillRate ? 1 : 0 ) ;
mat_fillrate . SetValue ( config . bVisualizeFillRate ? 1 : 0 ) ;
mat_filterlightmaps . SetValue ( config . bFilterLightmaps ? 1 : 0 ) ;
mat_filtertextures . SetValue ( config . bFilterTextures ? 1 : 0 ) ;
mat_mipmaptextures . SetValue ( config . bMipMapTextures ? 1 : 0 ) ;
mat_showmiplevels . SetValue ( config . nShowMipLevels ) ;
mat_reversedepth . SetValue ( config . bReverseDepth ? 1 : 0 ) ;
mat_bufferprimitives . SetValue ( config . bBufferPrimitives ? 1 : 0 ) ;
mat_drawflat . SetValue ( config . bDrawFlat ? 1 : 0 ) ;
mat_softwarelighting . SetValue ( config . bSoftwareLighting ? 1 : 0 ) ;
mat_proxy . SetValue ( config . proxiesTestMode ) ;
mat_norendering . SetValue ( config . m_bSuppressRendering ? 1 : 0 ) ;
mat_compressedtextures . SetValue ( config . bCompressedTextures ? 1 : 0 ) ;
mat_fastspecular . SetValue ( config . bShowSpecular ? 1 : 0 ) ;
mat_fullbright . SetValue ( config . nFullbright ) ;
mat_fastnobump . SetValue ( config . m_bFastNoBump ? 1 : 0 ) ;
bool hdre = config . HDREnabled ( ) ;
HardwareConfig ( ) - > SetHDREnabled ( hdre ) ;
r_flashlightdepthtexture . SetValue ( config . m_bShadowDepthTexture ? 1 : 0 ) ;
mat_motion_blur_enabled . SetValue ( config . m_bMotionBlur ? 1 : 0 ) ;
mat_supportflashlight . SetValue ( config . m_bSupportFlashlight ? 1 : 0 ) ;
}
//-----------------------------------------------------------------------------
// This is called constantly to catch for config changes
//-----------------------------------------------------------------------------
bool CMaterialSystem : : OverrideConfig ( const MaterialSystem_Config_t & _config , bool forceUpdate )
{
Assert ( m_bGeneratedConfig ) ;
if ( memcmp ( & _config , & g_config , sizeof ( _config ) ) = = 0 )
{
return false ;
}
MaterialLock_t hLock = Lock ( ) ;
MaterialSystem_Config_t config = _config ;
bool bRedownloadLightmaps = false ;
bool bRedownloadTextures = false ;
bool recomputeSnapshots = false ;
bool dxSupportLevelChanged = false ;
bool bReloadMaterials = false ;
bool bResetAnisotropy = false ;
bool bSetStandardVertexShaderConstants = false ;
bool bMonitorGammaChanged = false ;
bool bVideoModeChange = false ;
bool bResetTextureFilter = false ;
bool bForceAltTab = false ;
// internal config settings
# ifndef _X360
MaterialSystem_Config_Internal_t config_internal ;
config_internal . r_waterforceexpensive = r_waterforceexpensive . GetInt ( ) ;
# endif
if ( ! g_pShaderDevice - > IsUsingGraphics ( ) )
{
g_config = config ;
# ifndef _X360
g_config_internal = config_internal ;
# endif
// Shouldn't call this more than once.
ColorSpace : : SetGamma ( 2.2f , 2.2f , OVERBRIGHT , g_config . bAllowCheats , false ) ;
Unlock ( hLock ) ;
return bRedownloadLightmaps ;
}
// set the default state since we might be changing the number of
// texture units, etc. (i.e. we don't want to leave unit 2 in overbright mode
// if it isn't going to be reset upon each SetDefaultState because there is
// effectively only one texture unit.)
g_pShaderAPI - > SetDefaultState ( ) ;
// toggle dx emulation level
if ( config . dxSupportLevel ! = g_config . dxSupportLevel )
{
if ( mat_debugalttab . GetBool ( ) )
{
Warning ( " mat_debugalttab: Setting dxSupportLevelChanged, bResetAnisotropy, and bReloadMaterials because new dxlevel = %d and old dxlevel = %d \n " ,
( int ) config . dxSupportLevel , g_config . dxSupportLevel ) ;
}
dxSupportLevelChanged = true ;
bResetAnisotropy = true ;
// Necessary for DXSupportLevelChanged to work
g_config . dxSupportLevel = config . dxSupportLevel ;
// This will reset config to match whatever the dxlevel wants
// and slam to convars to match
g_pShaderAPI - > DXSupportLevelChanged ( ) ;
WriteConfigurationInfoToConVars ( ) ;
ReadConfigFromConVars ( & config ) ;
bReloadMaterials = true ;
}
if ( config . HDREnabled ( ) ! = g_config . HDREnabled ( ) )
{
if ( mat_debugalttab . GetBool ( ) )
{
Warning ( " mat_debugalttab: Setting forceUpdate, bReloadMaterials, and bForceAltTab because new hdr level = %d and old hdr level = %d \n " ,
( int ) config . HDREnabled ( ) , g_config . HDREnabled ( ) ) ;
}
forceUpdate = true ;
bReloadMaterials = true ;
bForceAltTab = true ;
}
if ( config . ShadowDepthTexture ( ) ! = g_config . ShadowDepthTexture ( ) )
{
if ( mat_debugalttab . GetBool ( ) )
{
Warning ( " mat_debugalttab: Setting forceUpdate, bReloadMaterials and recomputeSnapshots (ShadowDepthTexture changed: %d -> %d) \n " ,
g_config . ShadowDepthTexture ( ) ? 1 : 0 , config . ShadowDepthTexture ( ) ? 1 : 0 ) ;
}
forceUpdate = true ;
bReloadMaterials = true ;
recomputeSnapshots = true ;
}
if ( config . VRMode ( ) ! = g_config . VRMode ( ) | | config . m_nVRModeAdapter ! = g_config . m_nVRModeAdapter )
{
bVideoModeChange = true ;
}
// Don't use compressed textures for the moment if we don't support them
if ( HardwareConfig ( ) & & ! HardwareConfig ( ) - > SupportsCompressedTextures ( ) )
{
config . bCompressedTextures = false ;
}
if ( forceUpdate )
{
if ( mat_debugalttab . GetBool ( ) )
{
Warning ( " mat_debugalttab: forceUpdate is true, therefore setting recomputeSnapshots, bRedownloadLightmaps, bRedownloadTextures, bResetAnisotropy, and bSetStandardVertexShaderConstants \n " ) ;
}
GetLightmaps ( ) - > EnableLightmapFiltering ( config . bFilterLightmaps ) ;
recomputeSnapshots = true ;
bRedownloadLightmaps = true ;
bRedownloadTextures = true ;
bResetAnisotropy = true ;
bSetStandardVertexShaderConstants = true ;
}
// toggle bump mapping
if ( config . UseBumpmapping ( ) ! = g_config . UseBumpmapping ( ) | | config . UsePhong ( ) ! = g_config . UsePhong ( ) )
{
if ( mat_debugalttab . GetBool ( ) )
{
Warning ( " mat_debugalttab: forceUpdate is true, therefore setting recomputeSnapshots, bRedownloadLightmaps, bRedownloadTextures, bResetAnisotropy, and bSetStandardVertexShaderConstants \n " ) ;
}
recomputeSnapshots = true ;
bReloadMaterials = true ;
bResetAnisotropy = true ;
}
// toggle specularity
if ( config . UseSpecular ( ) ! = g_config . UseSpecular ( ) )
{
if ( mat_debugalttab . GetBool ( ) )
{
Warning ( " mat_debugalttab: new usespecular=%d, old usespecular=%d, setting recomputeSnapshots, bReloadMaterials, and bResetAnisotropy \n " ,
( int ) config . UseSpecular ( ) , ( int ) g_config . UseSpecular ( ) ) ;
}
recomputeSnapshots = true ;
bReloadMaterials = true ;
bResetAnisotropy = true ;
}
// toggle parallax mapping
if ( config . UseParallaxMapping ( ) ! = g_config . UseParallaxMapping ( ) )
{
if ( mat_debugalttab . GetBool ( ) )
{
Warning ( " mat_debugalttab: new UseParallaxMapping=%d, old UseParallaxMapping=%d, setting bReloadMaterials \n " ,
( int ) config . UseParallaxMapping ( ) , ( int ) g_config . UseParallaxMapping ( ) ) ;
}
bReloadMaterials = true ;
}
// Reload materials if we want reduced fillrate
if ( config . ReduceFillrate ( ) ! = g_config . ReduceFillrate ( ) )
{
if ( mat_debugalttab . GetBool ( ) )
{
Warning ( " mat_debugalttab: new ReduceFillrate=%d, old ReduceFillrate=%d, setting bReloadMaterials \n " ,
( int ) config . ReduceFillrate ( ) , ( int ) g_config . ReduceFillrate ( ) ) ;
}
bReloadMaterials = true ;
}
// toggle reverse depth
if ( config . bReverseDepth ! = g_config . bReverseDepth )
{
if ( mat_debugalttab . GetBool ( ) )
{
Warning ( " mat_debugalttab: new ReduceFillrate=%d, old ReduceFillrate=%d, setting bReloadMaterials \n " ,
( int ) config . ReduceFillrate ( ) , ( int ) g_config . ReduceFillrate ( ) ) ;
}
recomputeSnapshots = true ;
bResetAnisotropy = true ;
}
// toggle no transparency
if ( config . bNoTransparency ! = g_config . bNoTransparency )
{
if ( mat_debugalttab . GetBool ( ) )
{
Warning ( " mat_debugalttab: new bNoTransparency=%d, old bNoTransparency=%d, setting recomputeSnapshots and bResetAnisotropy \n " ,
( int ) config . bNoTransparency , ( int ) g_config . bNoTransparency ) ;
}
recomputeSnapshots = true ;
bResetAnisotropy = true ;
}
// toggle lightmap filtering
if ( config . bFilterLightmaps ! = g_config . bFilterLightmaps )
{
if ( mat_debugalttab . GetBool ( ) )
{
Warning ( " mat_debugalttab: new bFilterLightmaps=%d, old bFilterLightmaps=%d, setting EnableLightmapFiltering \n " ,
( int ) config . bFilterLightmaps , ( int ) g_config . bFilterLightmaps ) ;
}
GetLightmaps ( ) - > EnableLightmapFiltering ( config . bFilterLightmaps ) ;
}
// toggle software lighting
if ( config . bSoftwareLighting ! = g_config . bSoftwareLighting )
{
if ( mat_debugalttab . GetBool ( ) )
{
Warning ( " mat_debugalttab: new bSoftwareLighting=%d, old bSoftwareLighting=%d, setting bReloadMaterials \n " ,
( int ) config . bFilterLightmaps , ( int ) g_config . bFilterLightmaps ) ;
}
bReloadMaterials = true ;
}
# ifndef _X360
if ( config_internal . r_waterforceexpensive ! = g_config_internal . r_waterforceexpensive )
{
if ( mat_debugalttab . GetBool ( ) )
{
Warning ( " mat_debugalttab: new r_waterforceexpensive=%d, old r_waterforceexpensive=%d, setting bReloadMaterials \n " ,
( int ) config_internal . r_waterforceexpensive , ( int ) g_config_internal . r_waterforceexpensive ) ;
}
bReloadMaterials = true ;
}
# endif
// generic things that cause us to redownload lightmaps
if ( config . bAllowCheats ! = g_config . bAllowCheats )
{
if ( mat_debugalttab . GetBool ( ) )
{
Warning ( " mat_debugalttab: new bAllowCheats=%d, old bAllowCheats=%d, setting bRedownloadLightmaps \n " ,
( int ) config . bAllowCheats , ( int ) g_config . bAllowCheats ) ;
}
bRedownloadLightmaps = true ;
}
// generic things that cause us to redownload textures
if ( config . bAllowCheats ! = g_config . bAllowCheats | |
config . skipMipLevels ! = g_config . skipMipLevels | |
config . nShowMipLevels ! = g_config . nShowMipLevels | |
( ( config . bCompressedTextures ! = g_config . bCompressedTextures ) & & HardwareConfig ( ) - > SupportsCompressedTextures ( ) ) | |
config . bShowLowResImage ! = g_config . bShowLowResImage
)
{
if ( mat_debugalttab . GetBool ( ) )
{
Warning ( " mat_debugalttab: setting bRedownloadTextures, recomputeSnapshots, and bResetAnisotropy \n " ) ;
}
bRedownloadTextures = true ;
recomputeSnapshots = true ;
bResetAnisotropy = true ;
}
if ( config . ForceTrilinear ( ) ! = g_config . ForceTrilinear ( ) )
{
if ( mat_debugalttab . GetBool ( ) )
{
Warning ( " mat_debugalttab: new forcetrilinear: %d, old forcetrilinear: %d, setting bResetTextureFilter \n " ,
( int ) config . ForceTrilinear ( ) , ( int ) g_config . ForceTrilinear ( ) ) ;
}
bResetTextureFilter = true ;
}
if ( config . m_nForceAnisotropicLevel ! = g_config . m_nForceAnisotropicLevel )
{
if ( mat_debugalttab . GetBool ( ) )
{
Warning ( " mat_debugalttab: new m_nForceAnisotropicLevel: %d, old m_nForceAnisotropicLevel: %d, setting bResetAnisotropy and bResetTextureFilter \n " ,
( int ) config . ForceTrilinear ( ) , ( int ) g_config . ForceTrilinear ( ) ) ;
}
bResetAnisotropy = true ;
bResetTextureFilter = true ;
}
if ( config . m_fMonitorGamma ! = g_config . m_fMonitorGamma | | config . m_fGammaTVRangeMin ! = g_config . m_fGammaTVRangeMin | |
config . m_fGammaTVRangeMax ! = g_config . m_fGammaTVRangeMax | | config . m_fGammaTVExponent ! = g_config . m_fGammaTVExponent | |
config . m_bGammaTVEnabled ! = g_config . m_bGammaTVEnabled )
{
if ( mat_debugalttab . GetBool ( ) )
{
Warning ( " mat_debugalttab: new monitorgamma: %f, old monitorgamma: %f, setting bMonitorGammaChanged \n " ,
config . m_fMonitorGamma , g_config . m_fMonitorGamma ) ;
}
bMonitorGammaChanged = true ;
}
if ( config . m_VideoMode . m_Width ! = g_config . m_VideoMode . m_Width | |
config . m_VideoMode . m_Height ! = g_config . m_VideoMode . m_Height | |
config . m_VideoMode . m_RefreshRate ! = g_config . m_VideoMode . m_RefreshRate | |
config . m_nAASamples ! = g_config . m_nAASamples | |
config . m_nAAQuality ! = g_config . m_nAAQuality | |
config . Windowed ( ) ! = g_config . Windowed ( ) | |
config . Stencil ( ) ! = g_config . Stencil ( ) )
{
if ( mat_debugalttab . GetBool ( ) )
{
Warning ( " mat_debugalttab: video mode changed for one of various reasons \n " ) ;
}
bVideoModeChange = true ;
}
// toggle wait for vsync
// In GL, we just check this and it's just a function call--no need for device shenanigans.
# if !defined( DX_TO_GL_ABSTRACTION )
if ( ( IsX360 ( ) | | ! config . Windowed ( ) ) & & ( config . WaitForVSync ( ) ! = g_config . WaitForVSync ( ) ) )
{
# if ( !defined( _X360 ) )
{
if ( mat_debugalttab . GetBool ( ) )
{
Warning ( " mat_debugalttab: video mode changed due to toggle of wait for vsync \n " ) ;
}
bVideoModeChange = true ;
}
# else
{
g_pShaderAPI - > EnableVSync_360 ( config . WaitForVSync ( ) ) ;
}
# endif
}
# endif
g_config = config ;
# ifndef _X360
g_config_internal = config_internal ;
# endif
if ( dxSupportLevelChanged )
{
if ( mat_debugalttab . GetBool ( ) )
{
Warning ( " mat_debugalttab: dx support level changed, clearing snapshots \n " ) ;
}
// All snapshots have basically become invalid;
g_pShaderAPI - > ClearSnapshots ( ) ;
}
if ( bRedownloadTextures | | bRedownloadLightmaps )
{
// Get rid of this?
ColorSpace : : SetGamma ( 2.2f , 2.2f , OVERBRIGHT , g_config . bAllowCheats , false ) ;
}
// 360 does not support various configuration changes and cannot reload materials
if ( ! IsX360 ( ) )
{
if ( bResetAnisotropy | | recomputeSnapshots | | bRedownloadLightmaps | |
bRedownloadTextures | | bResetAnisotropy | | bVideoModeChange | |
bSetStandardVertexShaderConstants | | bResetTextureFilter )
{
Unlock ( hLock ) ;
ForceSingleThreaded ( ) ;
hLock = Lock ( ) ;
}
}
if ( bReloadMaterials & & ! IsX360 ( ) )
{
if ( mat_debugalttab . GetBool ( ) )
{
Warning ( " mat_debugalttab: ReloadMaterials \n " ) ;
}
ReloadMaterials ( ) ;
}
// 360 does not support various configuration changes and cannot reload textures
// 360 has no reason to reload textures, it's unnecessary and massively expensive
// 360 does not use this path as an init affect to get its textures into memory
if ( bRedownloadTextures & & ! IsX360 ( ) )
{
if ( mat_debugalttab . GetBool ( ) )
{
Warning ( " mat_debugalttab: redownloading textures \n " ) ;
}
if ( g_pShaderAPI - > CanDownloadTextures ( ) )
{
TextureManager ( ) - > RestoreRenderTargets ( ) ;
TextureManager ( ) - > RestoreNonRenderTargetTextures ( ) ;
}
}
else if ( bResetTextureFilter )
{
if ( mat_debugalttab . GetBool ( ) )
{
Warning ( " mat_debugalttab: ResetTextureFilteringState \n " ) ;
}
TextureManager ( ) - > ResetTextureFilteringState ( ) ;
}
// Recompute all state snapshots
if ( recomputeSnapshots )
{
if ( mat_debugalttab . GetBool ( ) )
{
Warning ( " mat_debugalttab: RecomputeAllStateSnapshots \n " ) ;
}
RecomputeAllStateSnapshots ( ) ;
}
if ( bResetAnisotropy )
{
if ( mat_debugalttab . GetBool ( ) )
{
Warning ( " mat_debugalttab: SetAnisotropicLevel \n " ) ;
}
g_pShaderAPI - > SetAnisotropicLevel ( config . m_nForceAnisotropicLevel ) ;
}
if ( bSetStandardVertexShaderConstants )
{
if ( mat_debugalttab . GetBool ( ) )
{
Warning ( " mat_debugalttab: SetStandardVertexShaderConstants \n " ) ;
}
g_pShaderAPI - > SetStandardVertexShaderConstants ( OVERBRIGHT ) ;
}
if ( bMonitorGammaChanged )
{
if ( mat_debugalttab . GetBool ( ) )
{
Warning ( " mat_debugalttab: SetHardwareGammaRamp \n " ) ;
}
g_pShaderDevice - > SetHardwareGammaRamp ( config . m_fMonitorGamma , config . m_fGammaTVRangeMin , config . m_fGammaTVRangeMax ,
config . m_fGammaTVExponent , config . m_bGammaTVEnabled ) ;
}
if ( bVideoModeChange )
{
if ( mat_debugalttab . GetBool ( ) )
{
Warning ( " mat_debugalttab: ChangeVideoMode \n " ) ;
}
ShaderDeviceInfo_t info ;
ConvertModeStruct ( & info , config ) ;
g_pShaderAPI - > ChangeVideoMode ( info ) ;
# if defined( USE_SDL )
uint width = info . m_DisplayMode . m_nWidth ;
uint height = info . m_DisplayMode . m_nHeight ;
g_pLauncherMgr - > RenderedSize ( width , height , true ) ; // true = set
# endif
}
if ( bForceAltTab )
{
// Simulate an Alt-Tab
// g_pShaderAPI->ReleaseResources();
// g_pShaderAPI->ReacquireResources();
}
Unlock ( hLock ) ;
if ( bVideoModeChange )
{
ForceSingleThreaded ( ) ;
}
return bRedownloadLightmaps ;
}
//-----------------------------------------------------------------------------
// This is called when the config changes
//-----------------------------------------------------------------------------
bool CMaterialSystem : : UpdateConfig ( bool forceUpdate )
{
int nUpdateFlags = 0 ;
if ( g_pCVar & & g_pCVar - > HasQueuedMaterialThreadConVarSets ( ) )
{
ForceSingleThreaded ( ) ;
nUpdateFlags = g_pCVar - > ProcessQueuedMaterialThreadConVarSets ( ) ;
}
MaterialSystem_Config_t config = g_config ;
ReadConfigFromConVars ( & config ) ;
return OverrideConfig ( config , forceUpdate ) ;
}
void CMaterialSystem : : ReleaseResources ( )
{
if ( mat_debugalttab . GetBool ( ) )
{
Warning ( " mat_debugalttab: CMaterialSystem::ReleaseResources \n " ) ;
}
g_pShaderAPI - > FlushBufferedPrimitives ( ) ;
g_pShaderDevice - > ReleaseResources ( ) ;
}
void CMaterialSystem : : ReacquireResources ( )
{
if ( mat_debugalttab . GetBool ( ) )
{
Warning ( " mat_debugalttab: CMaterialSystem::ReacquireResources \n " ) ;
}
g_pShaderDevice - > ReacquireResources ( ) ;
}
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
bool CMaterialSystem : : OnDrawMesh ( IMesh * pMesh , int firstIndex , int numIndices )
{
if ( IsInStubMode ( ) )
{
return false ;
}
return GetRenderContextInternal ( ) - > OnDrawMesh ( pMesh , firstIndex , numIndices ) ;
}
bool CMaterialSystem : : OnDrawMesh ( IMesh * pMesh , CPrimList * pLists , int nLists )
{
if ( IsInStubMode ( ) )
{
return false ;
}
return GetRenderContextInternal ( ) - > OnDrawMesh ( pMesh , pLists , nLists ) ;
}
void CMaterialSystem : : OnThreadEvent ( uint32 threadEvent )
{
m_threadEvents . AddToTail ( threadEvent ) ;
}
ShaderAPITextureHandle_t CMaterialSystem : : GetShaderAPITextureBindHandle ( ITexture * pTexture , int nFrame , int nTextureChannel )
{
return ShaderSystem ( ) - > GetShaderAPITextureBindHandle ( pTexture , nFrame , nTextureChannel ) ;
}
//-----------------------------------------------------------------------------
// Creates a procedural texture
//-----------------------------------------------------------------------------
ITexture * CMaterialSystem : : CreateProceduralTexture (
const char * pTextureName ,
const char * pTextureGroupName ,
int w ,
int h ,
ImageFormat fmt ,
int nFlags )
{
ITextureInternal * pTex = TextureManager ( ) - > CreateProceduralTexture ( pTextureName , pTextureGroupName , w , h , 1 , fmt , nFlags ) ;
return pTex ;
}
//-----------------------------------------------------------------------------
// Create new materials (currently only used by the editor!)
//-----------------------------------------------------------------------------
IMaterial * CMaterialSystem : : CreateMaterial ( const char * pMaterialName , KeyValues * pVMTKeyValues )
{
// For not, just create a material with no default settings
IMaterialInternal * pMaterial = IMaterialInternal : : CreateMaterial ( pMaterialName , TEXTURE_GROUP_OTHER , pVMTKeyValues ) ;
pMaterial - > IncrementReferenceCount ( ) ;
AddMaterialToMaterialList ( pMaterial ) ;
return pMaterial - > GetQueueFriendlyVersion ( ) ;
}
//-----------------------------------------------------------------------------
// Finds or creates a procedural material
//-----------------------------------------------------------------------------
IMaterial * CMaterialSystem : : FindProceduralMaterial ( const char * pMaterialName , const char * pTextureGroupName , KeyValues * pVMTKeyValues )
{
// We need lower-case symbols for this to work
int nLen = Q_strlen ( pMaterialName ) + 1 ;
char * pTemp = ( char * ) stackalloc ( nLen ) ;
Q_strncpy ( pTemp , pMaterialName , nLen ) ;
Q_strlower ( pTemp ) ;
Q_FixSlashes ( pTemp , ' / ' ) ;
// 'true' causes the search to find procedural materials
IMaterialInternal * pMaterial = m_MaterialDict . FindMaterial ( pTemp , true ) ;
if ( pMaterial )
{
pVMTKeyValues - > deleteThis ( ) ;
}
else
{
pMaterial = IMaterialInternal : : CreateMaterial ( pMaterialName , pTextureGroupName , pVMTKeyValues ) ;
AddMaterialToMaterialList ( static_cast < IMaterialInternal * > ( pMaterial ) ) ;
}
return pMaterial - > GetQueueFriendlyVersion ( ) ;
}
//-----------------------------------------------------------------------------
// Search by name
//-----------------------------------------------------------------------------
bool CMaterialSystem : : IsMaterialLoaded ( char const * pMaterialName )
{
// We need lower-case symbols for this to work
int nLen = Q_strlen ( pMaterialName ) + 1 ;
char * pFixedNameTemp = ( char * ) stackalloc ( nLen ) ;
char * pTemp = ( char * ) stackalloc ( nLen ) ;
Q_strncpy ( pFixedNameTemp , pMaterialName , nLen ) ;
Q_strlower ( pFixedNameTemp ) ;
# ifdef POSIX
// strip extensions needs correct slashing for the OS, so fix it up early for Posix
Q_FixSlashes ( pFixedNameTemp , ' / ' ) ;
# endif
Q_StripExtension ( pFixedNameTemp , pTemp , nLen ) ;
# ifndef POSIX
Q_FixSlashes ( pTemp , ' / ' ) ;
# endif
Assert ( nLen > = Q_strlen ( pTemp ) + 1 ) ;
return m_MaterialDict . FindMaterial ( pTemp , false ) ! = NULL ; // 'false' causes the search to find only file-created materials
}
//-----------------------------------------------------------------------------
// Search by name
//-----------------------------------------------------------------------------
IMaterial * CMaterialSystem : : FindMaterial ( char const * pMaterialName , const char * pTextureGroupName , bool bComplain , const char * pComplainPrefix )
{
return FindMaterialEx ( pMaterialName , pTextureGroupName , MATERIAL_FINDCONTEXT_NONE , bComplain , pComplainPrefix ) ;
}
//-----------------------------------------------------------------------------
// Search by name
//-----------------------------------------------------------------------------
IMaterial * CMaterialSystem : : FindMaterialEx ( char const * pMaterialName , const char * pTextureGroupName , int nContext , bool bComplain , const char * pComplainPrefix )
{
// We need lower-case symbols for this to work
int nLen = Q_strlen ( pMaterialName ) + 1 ;
2022-06-05 06:44:42 +08:00
char * pFixedNameTemp = ( char * ) malloc ( nLen ) ;
char * pTemp = ( char * ) malloc ( nLen ) ;
2020-04-23 00:56:21 +08:00
Q_strncpy ( pFixedNameTemp , pMaterialName , nLen ) ;
Q_strlower ( pFixedNameTemp ) ;
# ifdef POSIX
// strip extensions needs correct slashing for the OS, so fix it up early for Posix
Q_FixSlashes ( pFixedNameTemp , ' / ' ) ;
# endif
Q_StripExtension ( pFixedNameTemp , pTemp , nLen ) ;
# ifndef POSIX
Q_FixSlashes ( pTemp , ' / ' ) ;
# endif
Assert ( nLen > = Q_strlen ( pTemp ) + 1 ) ;
IMaterialInternal * pExistingMaterial = m_MaterialDict . FindMaterial ( pTemp , false ) ; // 'false' causes the search to find only file-created materials
if ( pExistingMaterial )
return pExistingMaterial - > GetQueueFriendlyVersion ( ) ;
// It hasn't been seen yet, so let's check to see if it's in the filesystem.
nLen = Q_strlen ( " materials/ " ) + Q_strlen ( pTemp ) + Q_strlen ( " .vmt " ) + 1 ;
char * vmtName = ( char * ) stackalloc ( nLen ) ;
// Check to see if this is a UNC-specified material name
bool bIsUNC = pTemp [ 0 ] = = ' / ' & & pTemp [ 1 ] = = ' / ' & & pTemp [ 2 ] ! = ' / ' ;
if ( ! bIsUNC )
{
Q_strncpy ( vmtName , " materials/ " , nLen ) ;
Q_strncat ( vmtName , pTemp , nLen , COPY_ALL_CHARACTERS ) ;
V_FixDoubleSlashes ( vmtName ) ;
}
else
{
Q_strncpy ( vmtName , pTemp , nLen ) ;
}
//Q_strncat( vmtName, ".vmt", nLen, COPY_ALL_CHARACTERS );
Assert ( nLen > = ( int ) Q_strlen ( vmtName ) + 1 ) ;
CUtlVector < FileNameHandle_t > includes ;
KeyValues * pKeyValues = new KeyValues ( " vmt " ) ;
KeyValues * pPatchKeyValues = new KeyValues ( " vmt_patches " ) ;
if ( ! LoadVMTFile ( * pKeyValues , * pPatchKeyValues , vmtName , true , & includes ) )
{
pKeyValues - > deleteThis ( ) ;
pKeyValues = NULL ;
pPatchKeyValues - > deleteThis ( ) ;
pPatchKeyValues = NULL ;
}
else
{
char * matNameWithExtension ;
nLen = Q_strlen ( pTemp ) + Q_strlen ( " .vmt " ) + 1 ;
matNameWithExtension = ( char * ) stackalloc ( nLen ) ;
Q_strncpy ( matNameWithExtension , pTemp , nLen ) ;
Q_strncat ( matNameWithExtension , " .vmt " , nLen , COPY_ALL_CHARACTERS ) ;
IMaterialInternal * pMat = NULL ;
if ( ! Q_stricmp ( pKeyValues - > GetName ( ) , " subrect " ) )
{
pMat = m_MaterialDict . AddMaterialSubRect ( matNameWithExtension , pTextureGroupName , pKeyValues , pPatchKeyValues ) ;
}
else
{
pMat = m_MaterialDict . AddMaterial ( matNameWithExtension , pTextureGroupName ) ;
if ( g_pShaderDevice - > IsUsingGraphics ( ) )
{
if ( ! bIsUNC )
{
m_pForcedTextureLoadPathID = " GAME " ;
}
pMat - > PrecacheVars ( pKeyValues , pPatchKeyValues , & includes , nContext ) ;
m_pForcedTextureLoadPathID = NULL ;
}
}
pKeyValues - > deleteThis ( ) ;
pPatchKeyValues - > deleteThis ( ) ;
return pMat - > GetQueueFriendlyVersion ( ) ;
}
if ( bComplain )
{
Assert ( pTemp ) ;
// convert to lowercase
nLen = Q_strlen ( pTemp ) + 1 ;
char * name = ( char * ) stackalloc ( nLen ) ;
Q_strncpy ( name , pTemp , nLen ) ;
Q_strlower ( name ) ;
if ( m_MaterialDict . NoteMissing ( name ) )
{
if ( pComplainPrefix )
{
DevWarning ( " %s " , pComplainPrefix ) ;
}
DevWarning ( " material \" %s \" not found. \n " , name ) ;
}
}
2022-06-05 06:44:42 +08:00
free ( pTemp ) ;
free ( pFixedNameTemp ) ;
2020-04-23 00:56:21 +08:00
return g_pErrorMaterial - > GetRealTimeVersion ( ) ;
}
void CMaterialSystem : : SetAsyncTextureLoadCache ( void * h )
{
Assert ( ! h | | ! m_hAsyncLoadFileCache ) ;
m_hAsyncLoadFileCache = ( FileCacheHandle_t ) h ;
}
static char const * TextureAliases [ ] =
{
// this table is only here for backwards compatibility where a render target change was made,
// and we wish to redirect an existing old client.dll for hl2 to reference this texture. It's
// not meant as a general texture aliasing system.
" _rt_FullFrameFB1 " , " _rt_FullScreen "
} ;
ITexture * CMaterialSystem : : FindTexture ( char const * pTextureName , const char * pTextureGroupName , bool bComplain /* = false */ , int nAdditionalCreationFlags /* = 0 */ )
{
if ( m_hAsyncLoadFileCache & & ! TextureManager ( ) - > IsTextureLoaded ( pTextureName ) )
{
bool bIsUNCName = ( pTextureName [ 0 ] = = ' / ' & & pTextureName [ 1 ] = = ' / ' & & pTextureName [ 2 ] ! = ' / ' ) ;
if ( ! bIsUNCName )
{
const char * pPathID = " GAME " ;
char buf [ MAX_PATH ] ;
V_snprintf ( buf , MAX_PATH , " materials/%s " , pTextureName ) ;
V_SetExtension ( buf , " .vtf " , sizeof ( buf ) ) ;
const char * pbuf = buf ;
g_pFullFileSystem - > AddFilesToFileCache ( m_hAsyncLoadFileCache , & pbuf , 1 , pPathID ) ;
return TextureManager ( ) - > ErrorTexture ( ) ;
}
}
ITextureInternal * pTexture = TextureManager ( ) - > FindOrLoadTexture ( pTextureName , pTextureGroupName , nAdditionalCreationFlags ) ;
Assert ( pTexture ) ;
if ( pTexture - > IsError ( ) )
{
if ( IsPC ( ) )
{
for ( int i = 0 ; i < NELEMS ( TextureAliases ) ; i + = 2 )
{
if ( ! Q_stricmp ( pTextureName , TextureAliases [ i ] ) )
{
return FindTexture ( TextureAliases [ i + 1 ] , pTextureGroupName , bComplain , nAdditionalCreationFlags ) ;
}
}
}
if ( bComplain )
{
DevWarning ( " Texture '%s' not found. \n " , pTextureName ) ;
}
}
return pTexture ;
}
bool CMaterialSystem : : IsTextureLoaded ( char const * pTextureName ) const
{
return TextureManager ( ) - > IsTextureLoaded ( pTextureName ) ;
}
void CMaterialSystem : : AddTextureAlias ( const char * pAlias , const char * pRealName )
{
TextureManager ( ) - > AddTextureAlias ( pAlias , pRealName ) ;
}
void CMaterialSystem : : RemoveTextureAlias ( const char * pAlias )
{
TextureManager ( ) - > RemoveTextureAlias ( pAlias ) ;
}
void CMaterialSystem : : SetExcludedTextures ( const char * pScriptName )
{
TextureManager ( ) - > SetExcludedTextures ( pScriptName ) ;
}
void CMaterialSystem : : UpdateExcludedTextures ( void )
{
TextureManager ( ) - > UpdateExcludedTextures ( ) ;
// Have to re-setup the representative textures since they may have been removed out from under us by the queued loader.
for ( MaterialHandle_t i = FirstMaterial ( ) ; i ! = InvalidMaterial ( ) ; i = NextMaterial ( i ) )
{
GetMaterialInternal ( i ) - > FindRepresentativeTexture ( ) ;
GetMaterialInternal ( i ) - > PrecacheMappingDimensions ( ) ;
}
}
//-----------------------------------------------------------------------------
// Recomputes state snapshots for all materials
//-----------------------------------------------------------------------------
void CMaterialSystem : : RecomputeAllStateSnapshots ( )
{
g_pShaderAPI - > ClearSnapshots ( ) ;
for ( MaterialHandle_t i = FirstMaterial ( ) ; i ! = InvalidMaterial ( ) ; i = NextMaterial ( i ) )
{
GetMaterialInternal ( i ) - > RecomputeStateSnapshots ( ) ;
}
g_pShaderAPI - > ResetRenderState ( ) ;
}
//-----------------------------------------------------------------------------
// Suspend texture streaming operations, for abormal periods such as loading
//-----------------------------------------------------------------------------
void CMaterialSystem : : SuspendTextureStreaming ( )
{
TextureManager ( ) - > SuspendTextureStreaming ( ) ;
}
//-----------------------------------------------------------------------------
// Inverse of SuspendTextureStreaming
//-----------------------------------------------------------------------------
void CMaterialSystem : : ResumeTextureStreaming ( )
{
TextureManager ( ) - > ResumeTextureStreaming ( ) ;
}
//-----------------------------------------------------------------------------
// Uncache all materials
//-----------------------------------------------------------------------------
void CMaterialSystem : : UncacheAllMaterials ( )
{
MaterialLock_t hLock = Lock ( ) ;
Flush ( true ) ;
m_bReplacementFilesValid = false ;
for ( MaterialHandle_t i = FirstMaterial ( ) ; i ! = InvalidMaterial ( ) ; i = NextMaterial ( i ) )
{
Assert ( GetMaterialInternal ( i ) - > GetReferenceCount ( ) > = 0 ) ;
GetMaterialInternal ( i ) - > Uncache ( ) ;
}
TextureManager ( ) - > RemoveUnusedTextures ( ) ;
Unlock ( hLock ) ;
}
//-----------------------------------------------------------------------------
// Uncache unused materials
//-----------------------------------------------------------------------------
void CMaterialSystem : : UncacheUnusedMaterials ( bool bRecomputeStateSnapshots )
{
tmZone ( TELEMETRY_LEVEL0 , TMZF_NONE , " %s " , __FUNCTION__ ) ;
MaterialLock_t hLock = Lock ( ) ;
Flush ( true ) ;
// We need two loops to make sure we don't reset the snapshots if nothing got removed,
// otherwise the snapshot recomputation is expensive and avoided at load time
bool bDidUncacheMaterial = false ;
for ( MaterialHandle_t i = FirstMaterial ( ) ; i ! = InvalidMaterial ( ) ; i = NextMaterial ( i ) )
{
IMaterialInternal * pMatInternal = GetMaterialInternal ( i ) ;
Assert ( pMatInternal - > GetReferenceCount ( ) > = 0 ) ;
if ( pMatInternal - > GetReferenceCount ( ) < = 0 )
{
bDidUncacheMaterial = true ;
pMatInternal - > Uncache ( ) ;
}
}
if ( IsX360 ( ) & & bRecomputeStateSnapshots )
{
// Always recompute snapshots because the queued loading process skips it during pre-purge,
// allowing it to happen just once, here.
bDidUncacheMaterial = true ;
}
if ( bDidUncacheMaterial & & bRecomputeStateSnapshots )
{
// Clear the state snapshots since we are going to rebuild all of them.
g_pShaderAPI - > ClearSnapshots ( ) ;
g_pShaderAPI - > ClearVertexAndPixelShaderRefCounts ( ) ;
for ( MaterialHandle_t i = FirstMaterial ( ) ; i ! = InvalidMaterial ( ) ; i = NextMaterial ( i ) )
{
IMaterialInternal * pMatInternal = GetMaterialInternal ( i ) ;
if ( pMatInternal - > GetReferenceCount ( ) > 0 )
{
// Recompute the state snapshots for the materials that we are keeping
// since we blew all of them away above.
pMatInternal - > RecomputeStateSnapshots ( ) ;
}
}
g_pShaderAPI - > PurgeUnusedVertexAndPixelShaders ( ) ;
}
if ( bRecomputeStateSnapshots )
{
// kick out all per material context datas
for ( MaterialHandle_t i = m_MaterialDict . FirstMaterial ( ) ; i ! = m_MaterialDict . InvalidMaterial ( ) ; i = m_MaterialDict . NextMaterial ( i ) )
{
GetMaterialInternal ( i ) - > ClearContextData ( ) ;
}
}
TextureManager ( ) - > RemoveUnusedTextures ( ) ;
Unlock ( hLock ) ;
}
//-----------------------------------------------------------------------------
// Release temporary HW memory...
//-----------------------------------------------------------------------------
void CMaterialSystem : : ResetTempHWMemory ( bool bExitingLevel )
{
g_pShaderAPI - > DestroyVertexBuffers ( bExitingLevel ) ;
TextureManager ( ) - > ReleaseTempRenderTargetBits ( ) ;
}
//-----------------------------------------------------------------------------
// Cache used materials
//-----------------------------------------------------------------------------
void CMaterialSystem : : CacheUsedMaterials ( )
{
g_pShaderAPI - > EvictManagedResources ( ) ;
size_t count = 0 ;
for ( MaterialHandle_t i = FirstMaterial ( ) ; i ! = InvalidMaterial ( ) ; i = NextMaterial ( i ) )
{
// Some (mac) drivers (amd) seem to keep extra resources around on uploads until the next frame swap. This
// injects pointless synthetic swaps (between already-static load frames)
if ( mat_texture_reload_frame_swap_workaround . GetBool ( ) )
{
if ( count + + % 20 = = 0 )
{
Flush ( true ) ;
SwapBuffers ( ) ; // Not the right thing to call
}
}
IMaterialInternal * pMat = GetMaterialInternal ( i ) ;
Assert ( pMat - > GetReferenceCount ( ) > = 0 ) ;
if ( pMat - > GetReferenceCount ( ) > 0 )
{
pMat - > Precache ( ) ;
}
}
if ( mat_forcemanagedtextureintohardware . GetBool ( ) )
{
TextureManager ( ) - > ForceAllTexturesIntoHardware ( ) ;
}
}
//-----------------------------------------------------------------------------
// Reloads textures + materials
//-----------------------------------------------------------------------------
void CMaterialSystem : : ReloadTextures ( void )
{
// Add by jay in changelist 621420.
ForceSingleThreaded ( ) ;
// 360 should not have gotten here
Assert ( ! IsX360 ( ) ) ;
KeyValuesSystem ( ) - > InvalidateCache ( ) ;
TextureManager ( ) - > RestoreRenderTargets ( ) ;
TextureManager ( ) - > RestoreNonRenderTargetTextures ( ) ;
}
void CMaterialSystem : : ReloadMaterials ( const char * pSubString )
{
bool bDeviceReady = g_pShaderAPI - > CanDownloadTextures ( ) ;
if ( ! bDeviceReady )
{
//$ TODO: Merge m_bDeferredMaterialReload from cs:go?
Msg ( " %s bDeviceReady false \n " , __FUNCTION__ ) ;
}
// Add by jay in changelist 621420.
ForceSingleThreaded ( ) ;
KeyValuesSystem ( ) - > InvalidateCache ( ) ;
bool bVertexFormatChanged = false ;
if ( pSubString = = NULL )
{
bVertexFormatChanged = true ;
UncacheAllMaterials ( ) ;
CacheUsedMaterials ( ) ;
}
else
{
Flush ( false ) ;
char const chMultiDelim = ' * ' ;
CUtlVector < char > arrSearchSubString ;
CUtlVector < char const * > arrSearchItems ;
if ( strchr ( pSubString , chMultiDelim ) )
{
arrSearchSubString . SetCount ( strlen ( pSubString ) + 1 ) ;
strcpy ( arrSearchSubString . Base ( ) , pSubString ) ;
for ( char * pch = arrSearchSubString . Base ( ) ; pch ; )
{
char * pchEnd = strchr ( pch , chMultiDelim ) ;
pchEnd ? * ( pchEnd + + ) = 0 : 0 ;
arrSearchItems . AddToTail ( pch ) ;
pch = pchEnd ;
}
}
for ( MaterialHandle_t i = FirstMaterial ( ) ; i ! = InvalidMaterial ( ) ; i = NextMaterial ( i ) )
{
if ( GetMaterialInternal ( i ) - > GetReferenceCount ( ) < = 0 )
continue ;
char const * szMatName = GetMaterialInternal ( i ) - > GetName ( ) ;
if ( arrSearchItems . Count ( ) > 1 )
{
bool bMatched = false ;
for ( int k = 0 ; ! bMatched & & ( k < arrSearchItems . Count ( ) ) ; + + k )
if ( Q_stristr ( szMatName , arrSearchItems [ k ] ) )
bMatched = true ;
if ( ! bMatched )
continue ;
}
else
{
if ( ! Q_stristr ( szMatName , pSubString ) )
continue ;
}
if ( ! GetMaterialInternal ( i ) - > IsPrecached ( ) )
{
if ( GetMaterialInternal ( i ) - > IsPrecachedVars ( ) )
{
GetMaterialInternal ( i ) - > Uncache ( ) ;
}
}
else
{
VertexFormat_t oldVertexFormat = GetMaterialInternal ( i ) - > GetVertexFormat ( ) ;
GetMaterialInternal ( i ) - > Uncache ( ) ;
GetMaterialInternal ( i ) - > Precache ( ) ;
GetMaterialInternal ( i ) - > ReloadTextures ( ) ;
if ( GetMaterialInternal ( i ) - > GetVertexFormat ( ) ! = oldVertexFormat )
{
bVertexFormatChanged = true ;
}
}
}
}
if ( bVertexFormatChanged & & bDeviceReady )
{
// Reloading materials could cause a vertex format change, so
// we need to release and restore
ReleaseShaderObjects ( ) ;
RestoreShaderObjects ( NULL , MATERIAL_RESTORE_VERTEX_FORMAT_CHANGED ) ;
}
}
//-----------------------------------------------------------------------------
// Allocates the standard textures used by the material system
//-----------------------------------------------------------------------------
void CMaterialSystem : : AllocateStandardTextures ( )
{
if ( m_StandardTexturesAllocated )
return ;
m_StandardTexturesAllocated = true ;
float nominal_lightmap_value = 1.0 ;
if ( HardwareConfig ( ) - > GetHDRType ( ) = = HDR_TYPE_INTEGER )
nominal_lightmap_value = 1.0 / 16.0 ;
unsigned char texel [ 4 ] ;
texel [ 3 ] = 255 ;
int tcFlags = TEXTURE_CREATE_MANAGED ;
int tcFlagsSRGB = TEXTURE_CREATE_MANAGED | TEXTURE_CREATE_SRGB ;
if ( IsX360 ( ) )
{
tcFlags | = TEXTURE_CREATE_CANCONVERTFORMAT ;
tcFlagsSRGB | = TEXTURE_CREATE_CANCONVERTFORMAT ;
}
// allocate a white, single texel texture for the fullbright lightmap
// note: make sure and redo this when changing gamma, etc.
// don't mipmap lightmaps
m_FullbrightLightmapTextureHandle = g_pShaderAPI - > CreateTexture ( 1 , 1 , 1 , IMAGE_FORMAT_BGRX8888 , 1 , 1 , tcFlags , " [FULLBRIGHT_LIGHTMAP_TEXID] " , TEXTURE_GROUP_LIGHTMAP ) ;
g_pShaderAPI - > ModifyTexture ( m_FullbrightLightmapTextureHandle ) ;
g_pShaderAPI - > TexMinFilter ( SHADER_TEXFILTERMODE_LINEAR ) ;
g_pShaderAPI - > TexMagFilter ( SHADER_TEXFILTERMODE_LINEAR ) ;
float tmpVect [ 3 ] = { nominal_lightmap_value , nominal_lightmap_value , nominal_lightmap_value } ;
ColorSpace : : LinearToLightmap ( texel , tmpVect ) ;
g_pShaderAPI - > TexImage2D ( 0 , 0 , IMAGE_FORMAT_BGRX8888 , 0 , 1 , 1 , IMAGE_FORMAT_BGRX8888 , false , texel ) ;
// allocate a black single texel texture
# if !defined( _X360 )
m_BlackTextureHandle = g_pShaderAPI - > CreateTexture ( 1 , 1 , 1 , IMAGE_FORMAT_BGRX8888 , 1 , 1 , tcFlagsSRGB , " [BLACK_TEXID] " , TEXTURE_GROUP_OTHER ) ;
g_pShaderAPI - > ModifyTexture ( m_BlackTextureHandle ) ;
g_pShaderAPI - > TexMinFilter ( SHADER_TEXFILTERMODE_LINEAR ) ;
g_pShaderAPI - > TexMagFilter ( SHADER_TEXFILTERMODE_LINEAR ) ;
texel [ 0 ] = texel [ 1 ] = texel [ 2 ] = 0 ;
g_pShaderAPI - > TexImage2D ( 0 , 0 , IMAGE_FORMAT_BGRX8888 , 0 , 1 , 1 , IMAGE_FORMAT_BGRX8888 , false , texel ) ;
# else
m_BlackTextureHandle = ( ( ITextureInternal * ) FindTexture ( " black " , TEXTURE_GROUP_OTHER , true ) ) - > GetTextureHandle ( 0 ) ;
# endif
g_pShaderAPI - > SetStandardTextureHandle ( TEXTURE_BLACK , m_BlackTextureHandle ) ;
// allocate a fully white single texel texture
# if !defined( _X360 )
m_WhiteTextureHandle = g_pShaderAPI - > CreateTexture ( 1 , 1 , 1 , IMAGE_FORMAT_BGRX8888 , 1 , 1 , tcFlagsSRGB , " [WHITE_TEXID] " , TEXTURE_GROUP_OTHER ) ;
g_pShaderAPI - > ModifyTexture ( m_WhiteTextureHandle ) ;
g_pShaderAPI - > TexMinFilter ( SHADER_TEXFILTERMODE_LINEAR ) ;
g_pShaderAPI - > TexMagFilter ( SHADER_TEXFILTERMODE_LINEAR ) ;
texel [ 0 ] = texel [ 1 ] = texel [ 2 ] = 255 ;
g_pShaderAPI - > TexImage2D ( 0 , 0 , IMAGE_FORMAT_BGRX8888 , 0 , 1 , 1 , IMAGE_FORMAT_BGRX8888 , false , texel ) ;
# else
m_WhiteTextureHandle = ( ( ITextureInternal * ) FindTexture ( " white " , TEXTURE_GROUP_OTHER , true ) ) - > GetTextureHandle ( 0 ) ;
# endif
g_pShaderAPI - > SetStandardTextureHandle ( TEXTURE_WHITE , m_WhiteTextureHandle ) ;
// allocate a grey single texel texture with an alpha of zero (for mat_fullbright 2)
# if !defined( _X360 )
m_GreyTextureHandle = g_pShaderAPI - > CreateTexture ( 1 , 1 , 1 , IMAGE_FORMAT_BGRX8888 , 1 , 1 , tcFlagsSRGB , " [GREY_TEXID] " , TEXTURE_GROUP_OTHER ) ;
g_pShaderAPI - > ModifyTexture ( m_GreyTextureHandle ) ;
g_pShaderAPI - > TexMinFilter ( SHADER_TEXFILTERMODE_LINEAR ) ;
g_pShaderAPI - > TexMagFilter ( SHADER_TEXFILTERMODE_LINEAR ) ;
texel [ 0 ] = texel [ 1 ] = texel [ 2 ] = 128 ;
texel [ 3 ] = 255 ; // needs to be 255 so that mat_fullbright 2 stuff isn't translucent.
g_pShaderAPI - > TexImage2D ( 0 , 0 , IMAGE_FORMAT_BGRX8888 , 0 , 1 , 1 , IMAGE_FORMAT_BGRX8888 , false , texel ) ;
# else
m_GreyTextureHandle = ( ( ITextureInternal * ) FindTexture ( " grey " , TEXTURE_GROUP_OTHER , true ) ) - > GetTextureHandle ( 0 ) ;
# endif
g_pShaderAPI - > SetStandardTextureHandle ( TEXTURE_GREY , m_GreyTextureHandle ) ;
// allocate a grey single texel texture with an alpha of zero (for mat_fullbright 2)
# if !defined( _X360 )
m_GreyAlphaZeroTextureHandle = g_pShaderAPI - > CreateTexture ( 1 , 1 , 1 , IMAGE_FORMAT_RGBA8888 , 1 , 1 , tcFlagsSRGB , " [GREYALPHAZERO_TEXID] " , TEXTURE_GROUP_OTHER ) ;
g_pShaderAPI - > ModifyTexture ( m_GreyAlphaZeroTextureHandle ) ;
g_pShaderAPI - > TexMinFilter ( SHADER_TEXFILTERMODE_LINEAR ) ;
g_pShaderAPI - > TexMagFilter ( SHADER_TEXFILTERMODE_LINEAR ) ;
texel [ 0 ] = texel [ 1 ] = texel [ 2 ] = 128 ;
texel [ 3 ] = 0 ; // needs to be 0 so that self-illum doens't affect mat_fullbright 2
g_pShaderAPI - > TexImage2D ( 0 , 0 , IMAGE_FORMAT_RGBA8888 , 0 , 1 , 1 , IMAGE_FORMAT_RGBA8888 , false , texel ) ;
texel [ 3 ] = 255 ; // set back to default value so we don't affect the rest of this code.'
# else
m_GreyAlphaZeroTextureHandle = ( ( ITextureInternal * ) FindTexture ( " greyalphazero " , TEXTURE_GROUP_OTHER , true ) ) - > GetTextureHandle ( 0 ) ;
# endif
g_pShaderAPI - > SetStandardTextureHandle ( TEXTURE_GREY_ALPHA_ZERO , m_GreyAlphaZeroTextureHandle ) ;
// allocate a single texel flat normal texture lightmap
m_FlatNormalTextureHandle = g_pShaderAPI - > CreateTexture ( 1 , 1 , 1 , IMAGE_FORMAT_BGRX8888 , 1 , 1 , tcFlags , " [FLAT_NORMAL_TEXTURE] " , TEXTURE_GROUP_OTHER ) ;
g_pShaderAPI - > ModifyTexture ( m_FlatNormalTextureHandle ) ;
g_pShaderAPI - > TexMinFilter ( SHADER_TEXFILTERMODE_LINEAR ) ;
g_pShaderAPI - > TexMagFilter ( SHADER_TEXFILTERMODE_LINEAR ) ;
texel [ 0 ] = 255 ; // B
texel [ 1 ] = 127 ; // G
texel [ 2 ] = 127 ; // R
g_pShaderAPI - > TexImage2D ( 0 , 0 , IMAGE_FORMAT_BGRX8888 , 0 , 1 , 1 , IMAGE_FORMAT_BGRX8888 , false , texel ) ;
g_pShaderAPI - > SetStandardTextureHandle ( TEXTURE_NORMALMAP_FLAT , m_FlatNormalTextureHandle ) ;
// allocate a single texel fullbright 1 lightmap for use with bump textures
m_FullbrightBumpedLightmapTextureHandle = g_pShaderAPI - > CreateTexture ( 1 , 1 , 1 , IMAGE_FORMAT_BGRX8888 , 1 , 1 , tcFlags , " [FULLBRIGHT_BUMPED_LIGHTMAP_TEXID] " , TEXTURE_GROUP_LIGHTMAP ) ;
g_pShaderAPI - > ModifyTexture ( m_FullbrightBumpedLightmapTextureHandle ) ;
g_pShaderAPI - > TexMinFilter ( SHADER_TEXFILTERMODE_LINEAR ) ;
g_pShaderAPI - > TexMagFilter ( SHADER_TEXFILTERMODE_LINEAR ) ;
float linearColor [ 3 ] = { nominal_lightmap_value , nominal_lightmap_value , nominal_lightmap_value } ;
unsigned char dummy [ 3 ] ;
ColorSpace : : LinearToBumpedLightmap ( linearColor , linearColor , linearColor , linearColor ,
dummy , texel , dummy , dummy ) ;
g_pShaderAPI - > TexImage2D ( 0 , 0 , IMAGE_FORMAT_BGRX8888 , 0 , 1 , 1 , IMAGE_FORMAT_BGRX8888 , false , texel ) ;
g_pShaderAPI - > SetStandardTextureHandle ( TEXTURE_LIGHTMAP_BUMPED_FULLBRIGHT , m_FullbrightBumpedLightmapTextureHandle ) ;
{
int iGammaLookupFlags = tcFlags ;
ImageFormat gammalookupfmt ;
gammalookupfmt = IMAGE_FORMAT_I8 ;
// generate the linear->gamma conversion table texture.
{
const int LINEAR_TO_GAMMA_TABLE_WIDTH = 512 ;
m_LinearToGammaTableTextureHandle = g_pShaderAPI - > CreateTexture ( LINEAR_TO_GAMMA_TABLE_WIDTH , 1 , 1 , gammalookupfmt , 1 , 1 , iGammaLookupFlags , " [LINEAR_TO_GAMMA_LOOKUP_SRGBON_TEXID] " , TEXTURE_GROUP_PIXEL_SHADERS ) ;
g_pShaderAPI - > ModifyTexture ( m_LinearToGammaTableTextureHandle ) ;
g_pShaderAPI - > TexMinFilter ( SHADER_TEXFILTERMODE_LINEAR ) ;
g_pShaderAPI - > TexMagFilter ( SHADER_TEXFILTERMODE_LINEAR ) ;
g_pShaderAPI - > TexWrap ( SHADER_TEXCOORD_S , SHADER_TEXWRAPMODE_CLAMP ) ;
g_pShaderAPI - > TexWrap ( SHADER_TEXCOORD_T , SHADER_TEXWRAPMODE_CLAMP ) ;
g_pShaderAPI - > TexWrap ( SHADER_TEXCOORD_U , SHADER_TEXWRAPMODE_CLAMP ) ;
float pixelData [ LINEAR_TO_GAMMA_TABLE_WIDTH ] ; //sometimes used as float, sometimes as uint8, sizeof(float) > sizeof(uint8)
for ( int i = 0 ; i ! = LINEAR_TO_GAMMA_TABLE_WIDTH ; + + i )
{
float fLookupResult = ( ( float ) i ) / ( ( float ) ( LINEAR_TO_GAMMA_TABLE_WIDTH - 1 ) ) ;
fLookupResult = g_pShaderAPI - > LinearToGamma_HardwareSpecific ( fLookupResult ) ;
//do an extra srgb conversion because we'll be converting back on texture read
fLookupResult = g_pShaderAPI - > LinearToGamma_HardwareSpecific ( fLookupResult ) ; //that's right, linear->gamma->gamma2x so that that gamma->linear srgb read still ends up in gamma
int iColor = RoundFloatToInt ( fLookupResult * 255.0f ) ;
if ( iColor > 255 )
iColor = 255 ;
( ( uint8 * ) pixelData ) [ i ] = ( uint8 ) iColor ;
}
g_pShaderAPI - > TexImage2D ( 0 , 0 , gammalookupfmt , 0 , LINEAR_TO_GAMMA_TABLE_WIDTH , 1 , gammalookupfmt , false , ( void * ) pixelData ) ;
}
// generate the identity conversion table texture.
{
const int LINEAR_TO_GAMMA_IDENTITY_TABLE_WIDTH = 256 ;
m_LinearToGammaIdentityTableTextureHandle = g_pShaderAPI - > CreateTexture ( LINEAR_TO_GAMMA_IDENTITY_TABLE_WIDTH , 1 , 1 , gammalookupfmt , 1 , 1 , tcFlags , " [LINEAR_TO_GAMMA_LOOKUP_SRGBOFF_TEXID] " , TEXTURE_GROUP_PIXEL_SHADERS ) ;
g_pShaderAPI - > ModifyTexture ( m_LinearToGammaIdentityTableTextureHandle ) ;
g_pShaderAPI - > TexMinFilter ( SHADER_TEXFILTERMODE_LINEAR ) ;
g_pShaderAPI - > TexMagFilter ( SHADER_TEXFILTERMODE_LINEAR ) ;
g_pShaderAPI - > TexWrap ( SHADER_TEXCOORD_S , SHADER_TEXWRAPMODE_CLAMP ) ;
g_pShaderAPI - > TexWrap ( SHADER_TEXCOORD_T , SHADER_TEXWRAPMODE_CLAMP ) ;
g_pShaderAPI - > TexWrap ( SHADER_TEXCOORD_U , SHADER_TEXWRAPMODE_CLAMP ) ;
float pixelData [ LINEAR_TO_GAMMA_IDENTITY_TABLE_WIDTH ] ; //sometimes used as float, sometimes as uint8, sizeof(float) > sizeof(uint8)
for ( int i = 0 ; i ! = LINEAR_TO_GAMMA_IDENTITY_TABLE_WIDTH ; + + i )
{
float fLookupResult = ( ( float ) i ) / ( ( float ) ( LINEAR_TO_GAMMA_IDENTITY_TABLE_WIDTH - 1 ) ) ;
//do an extra srgb conversion because we'll be converting back on texture read
fLookupResult = g_pShaderAPI - > LinearToGamma_HardwareSpecific ( fLookupResult ) ;
int iColor = RoundFloatToInt ( fLookupResult * 255.0f ) ;
if ( iColor > 255 )
iColor = 255 ;
( ( uint8 * ) pixelData ) [ i ] = ( uint8 ) iColor ;
}
g_pShaderAPI - > TexImage2D ( 0 , 0 , gammalookupfmt , 0 , LINEAR_TO_GAMMA_IDENTITY_TABLE_WIDTH , 1 , gammalookupfmt , false , ( void * ) pixelData ) ;
}
}
//create the maximum depth texture
{
m_MaxDepthTextureHandle = g_pShaderAPI - > CreateTexture ( 1 , 1 , 1 , IMAGE_FORMAT_RGBA8888 , 1 , 1 , tcFlags , " [MAXDEPTH_TEXID] " , TEXTURE_GROUP_OTHER ) ;
g_pShaderAPI - > ModifyTexture ( m_MaxDepthTextureHandle ) ;
g_pShaderAPI - > TexMinFilter ( SHADER_TEXFILTERMODE_LINEAR ) ;
g_pShaderAPI - > TexMagFilter ( SHADER_TEXFILTERMODE_LINEAR ) ;
//360 gets depth out of the red channel (which doubles as depth in D24S8) and may be 0/1 depending on REVERSE_DEPTH_ON_X360
//PC gets depth out of the alpha channel
texel [ 0 ] = texel [ 1 ] = texel [ 2 ] = ReverseDepthOnX360 ( ) ? 0 : 255 ;
texel [ 3 ] = 255 ;
g_pShaderAPI - > TexImage2D ( 0 , 0 , IMAGE_FORMAT_RGBA8888 , 0 , 1 , 1 , IMAGE_FORMAT_RGBA8888 , false , texel ) ;
}
//only the shaderapi can handle switching between textures correctly, so pass off the textures to it.
g_pShaderAPI - > SetLinearToGammaConversionTextures ( m_LinearToGammaTableTextureHandle , m_LinearToGammaIdentityTableTextureHandle ) ;
}
void CMaterialSystem : : ReleaseStandardTextures ( )
{
if ( m_StandardTexturesAllocated )
{
if ( IsPC ( ) )
{
g_pShaderAPI - > DeleteTexture ( m_BlackTextureHandle ) ;
g_pShaderAPI - > DeleteTexture ( m_WhiteTextureHandle ) ;
g_pShaderAPI - > DeleteTexture ( m_GreyTextureHandle ) ;
g_pShaderAPI - > DeleteTexture ( m_GreyAlphaZeroTextureHandle ) ;
}
g_pShaderAPI - > DeleteTexture ( m_FullbrightLightmapTextureHandle ) ;
g_pShaderAPI - > DeleteTexture ( m_FlatNormalTextureHandle ) ;
g_pShaderAPI - > DeleteTexture ( m_FullbrightBumpedLightmapTextureHandle ) ;
g_pShaderAPI - > DeleteTexture ( m_LinearToGammaTableTextureHandle ) ;
g_pShaderAPI - > DeleteTexture ( m_LinearToGammaIdentityTableTextureHandle ) ;
g_pShaderAPI - > SetLinearToGammaConversionTextures ( INVALID_SHADERAPI_TEXTURE_HANDLE , INVALID_SHADERAPI_TEXTURE_HANDLE ) ;
g_pShaderAPI - > DeleteTexture ( m_MaxDepthTextureHandle ) ;
m_StandardTexturesAllocated = false ;
}
}
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
void CMaterialSystem : : BeginFrame ( float frameTime )
{
// Safety measure (calls should only come from the main thread, also check correct pairing)
if ( ! ThreadInMainThread ( ) | | IsInFrame ( ) )
return ;
// check debug vars. we will use these to setup g_nDebugVarsSignature so that materials will
// rebuild their draw lists when debug modes changed.
g_nDebugVarsSignature = (
( mat_specular . GetInt ( ) ! = 0 ) + ( mat_normalmaps . GetInt ( ) < < 1 ) +
( mat_fullbright . GetInt ( ) < < 2 ) + ( mat_fastnobump . GetInt ( ) < < 4 ) ) < < 24 ;
Assert ( m_bGeneratedConfig ) ;
VPROF_BUDGET ( " CMaterialSystem::BeginFrame " , VPROF_BUDGETGROUP_SWAP_BUFFERS ) ;
tmZoneFiltered ( TELEMETRY_LEVEL0 , 50 , TMZF_NONE , " %s " , __FUNCTION__ ) ;
IMatRenderContextInternal * pRenderContext = GetRenderContextInternal ( ) ;
if ( g_config . ForceHWSync ( ) & & ( IsPC ( ) | | m_ThreadMode ! = MATERIAL_QUEUED_THREADED ) )
{
tmZoneFiltered ( TELEMETRY_LEVEL0 , 50 , TMZF_NONE , " ForceHardwareSync " ) ;
pRenderContext - > ForceHardwareSync ( ) ;
}
pRenderContext - > MarkRenderDataUnused ( true ) ;
pRenderContext - > BeginFrame ( ) ;
pRenderContext - > SetFrameTime ( frameTime ) ;
pRenderContext - > SetToneMappingScaleLinear ( Vector ( 1 , 1 , 1 ) ) ;
Assert ( ! m_bInFrame ) ;
m_bInFrame = true ;
}
bool CMaterialSystem : : IsInFrame ( ) const
{
return m_bInFrame ;
}
# ifdef RAD_TELEMETRY_ENABLED
static const char * GetMatString ( enum MaterialThreadMode_t ThreadMode )
{
switch ( ThreadMode )
{
case MATERIAL_SINGLE_THREADED : return " single " ;
case MATERIAL_QUEUED_SINGLE_THREADED : return " queued_single " ;
case MATERIAL_QUEUED_THREADED : return " queued_threaded " ;
default : return " ??? " ;
}
}
# endif
ConVar mat_queue_mode ( " mat_queue_mode " , " -1 " , FCVAR_ARCHIVE , " The queue/thread mode the material system should use: -1=default, 0=synchronous single thread "
# ifdef MAT_QUEUE_MODE_PROFILE
" , 1=queued single thread "
# endif
" , 2=queued multithreaded " ) ;
ConVar mat_queue_report ( " mat_queue_report " , " 0 " , FCVAR_ARCHIVE , " Report thread stalls. Positive number will filter by stalls >= time in ms. -1 reports all locks. " ) ;
void CMaterialSystem : : ThreadExecuteQueuedContext ( CMatQueuedRenderContext * pContext )
{
# ifdef RAD_TELEMETRY_ENABLED
tmZone ( TELEMETRY_LEVEL0 , TMZF_NONE , " %s-%s " , __FUNCTION__ , GetMatString ( m_ThreadMode ) ) ;
CTelemetrySpikeDetector Spike ( " ThreadExecuteQueuedContext " , 1 ) ;
# endif
Assert ( m_bThreadHasOwnership ) ;
m_nRenderThreadID = ThreadGetCurrentId ( ) ;
IMatRenderContextInternal * pSavedRenderContext = m_pRenderContext . Get ( ) ;
m_pRenderContext . Set ( & m_HardwareRenderContext ) ;
pContext - > EndQueue ( true ) ;
m_pRenderContext . Set ( pSavedRenderContext ) ;
2022-06-05 06:44:42 +08:00
m_nRenderThreadID = ( uintp ) - 1 ;
2020-04-23 00:56:21 +08:00
}
IThreadPool * CMaterialSystem : : CreateMatQueueThreadPool ( )
{
if ( IsX360 ( ) )
{
return g_pThreadPool ;
}
else if ( ! m_pMatQueueThreadPool )
{
ThreadPoolStartParams_t startParams ;
startParams . nThreads = 1 ;
startParams . nStackSize = 256 * 1024 ;
startParams . fDistribute = TRS_TRUE ;
// The rendering thread has the GL context and the main thread is coming in and
// "helping" finish jobs - that breaks OpenGL, which requires TLS. This flag states
// that only the threadpool threads should execute these jobs.
startParams . bExecOnThreadPoolThreadsOnly = true ;
m_pMatQueueThreadPool = CreateThreadPool ( ) ;
m_pMatQueueThreadPool - > Start ( startParams , " MatQueue " ) ;
}
return m_pMatQueueThreadPool ;
}
void CMaterialSystem : : DestroyMatQueueThreadPool ( )
{
if ( m_pMatQueueThreadPool )
{
m_pMatQueueThreadPool - > Stop ( ) ;
delete m_pMatQueueThreadPool ;
m_pMatQueueThreadPool = NULL ;
}
}
//-----------------------------------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------------------------------
class CThreadAcquire : public CJob
{
virtual JobStatus_t DoExecute ( )
{
g_pShaderAPI - > AcquireThreadOwnership ( ) ;
return JOB_OK ;
}
} ;
void CMaterialSystem : : EndFrame ( void )
{
// Safety measure (calls should only come from the main thread, also check correct pairing)
if ( ! ThreadInMainThread ( ) | | ! IsInFrame ( ) )
return ;
Assert ( m_bGeneratedConfig ) ;
VPROF_BUDGET ( " CMaterialSystem::EndFrame " , VPROF_BUDGETGROUP_SWAP_BUFFERS ) ;
GetRenderContextInternal ( ) - > EndFrame ( ) ;
TextureManager ( ) - > Update ( ) ;
while ( ! m_scheduledComposites . IsEmpty ( ) )
{
// We hold a ref, so if there's only one count left, it's us. Let it go and move on.
if ( m_scheduledComposites [ 0 ] - > GetRefCount ( ) = = 1 )
{
m_scheduledComposites [ 0 ] - > Release ( ) ;
m_scheduledComposites . Remove ( 0 ) ;
continue ;
}
m_scheduledComposites [ 0 ] - > Resolve ( ) ;
m_pendingComposites . AddToTail ( m_scheduledComposites [ 0 ] ) ;
m_scheduledComposites . Remove ( 0 ) ;
// Only do one per frame, because these can actually be fairly expensive.
break ;
}
FOR_EACH_VEC ( m_pendingComposites , i )
{
CTextureCompositor * comp = m_pendingComposites [ i ] ;
// We hold a ref, so if there's only one count left, it's us. Let it go and move on.
if ( comp - > GetRefCount ( ) = = 1 )
{
comp - > Release ( ) ;
m_pendingComposites . Remove ( i ) ;
// Back up one
- - i ;
continue ;
}
comp - > Update ( ) ;
if ( comp - > GetResolveStatus ( ) = = ECRS_Complete | | comp - > GetResolveStatus ( ) = = ECRS_Error )
{
comp - > Release ( ) ;
m_pendingComposites . Remove ( i ) ;
// Stop after the first one reports that it was completed, these can take awhile and
// we don't want to hammer anyone's framerate.
break ;
}
}
//-------------------------------------------------------------
int iConVarThreadMode = mat_queue_mode . GetInt ( ) ;
// For this testing release, -2 is equivalent to 0 (off). When we release, we'll make -2 equivalent to -1 (on)
if ( iConVarThreadMode = = - 2 )
{
iConVarThreadMode = MATERIAL_QUEUED_THREADED ;
}
# ifndef MAT_QUEUE_MODE_PROFILE
if ( iConVarThreadMode = = MATERIAL_QUEUED_SINGLE_THREADED )
{
iConVarThreadMode = MATERIAL_SINGLE_THREADED ;
}
# endif
MaterialThreadMode_t nextThreadMode = ( iConVarThreadMode > = 0 ) ? ( MaterialThreadMode_t ) iConVarThreadMode : m_IdealThreadMode ;
// note: This is a hack because there is no explicit query for the device being deactivated due to device lost.
// however, that is all the current implementation of CanDownloadTextures actually does.
bool bDeviceReady = g_pShaderAPI - > CanDownloadTextures ( ) ;
if ( ! bDeviceReady | | ! m_bAllowQueuedRendering )
{
nextThreadMode = MATERIAL_SINGLE_THREADED ;
}
if ( m_bForcedSingleThreaded | | m_bThreadingNotAvailable )
{
nextThreadMode = MATERIAL_SINGLE_THREADED ;
m_bForcedSingleThreaded = false ;
}
switch ( m_ThreadMode )
{
case MATERIAL_SINGLE_THREADED :
OnRenderingAsyncComplete ( ) ;
break ;
case MATERIAL_QUEUED_THREADED :
{
VPROF_BUDGET ( " Mat_ThreadedEndframe " , " Mat_ThreadedEndframe " ) ;
if ( ! m_bThreadHasOwnership )
{
ThreadAcquire ( true ) ;
}
if ( m_pActiveAsyncJob & & ! m_pActiveAsyncJob - > IsFinished ( ) )
{
m_pActiveAsyncJob - > WaitForFinish ( ) ;
if ( ! IsPC ( ) & & g_config . ForceHWSync ( ) )
{
g_pShaderAPI - > ForceHardwareSync ( ) ;
}
}
SafeRelease ( m_pActiveAsyncJob ) ;
OnRenderingAsyncComplete ( ) ;
CMatQueuedRenderContext * pPrevContext = & m_QueuedRenderContexts [ m_iCurQueuedContext ] ;
m_iCurQueuedContext = ( ( m_iCurQueuedContext + 1 ) % ARRAYSIZE ( m_QueuedRenderContexts ) ) ;
m_QueuedRenderContexts [ m_iCurQueuedContext ] . BeginQueue ( pPrevContext ) ;
m_pRenderContext . Set ( & m_QueuedRenderContexts [ m_iCurQueuedContext ] ) ;
m_pActiveAsyncJob = new CFunctorJob ( CreateFunctor ( this , & CMaterialSystem : : ThreadExecuteQueuedContext , pPrevContext ) , " ThreadExecuteQueuedContext " ) ;
if ( IsX360 ( ) )
{
if ( m_nServiceThread > = 0 )
{
m_pActiveAsyncJob - > SetServiceThread ( m_nServiceThread ) ;
}
}
IThreadPool * pThreadPool = CreateMatQueueThreadPool ( ) ;
pThreadPool - > AddJob ( m_pActiveAsyncJob ) ;
break ;
}
case MATERIAL_QUEUED_SINGLE_THREADED :
OnRenderingAsyncComplete ( ) ;
break ;
# ifdef MAT_QUEUE_MODE_PROFILE
{
VPROF_BUDGET ( " Mat_ThreadedEndframe " , " Mat_QueuedEndframe " ) ;
g_pShaderAPI - > SetDisallowAccess ( false ) ;
m_pRenderContext . Set ( & m_HardwareRenderContext ) ;
m_QueuedRenderContexts [ m_iCurQueuedContext ] . CallQueued ( ) ;
m_pRenderContext . Set ( & m_QueuedRenderContexts [ m_iCurQueuedContext ] ) ;
g_pShaderAPI - > SetDisallowAccess ( true ) ;
break ;
}
# endif
}
bool bRelease = false ;
if ( ! bDeviceReady )
{
if ( nextThreadMode ! = MATERIAL_SINGLE_THREADED )
{
Assert ( nextThreadMode = = MATERIAL_SINGLE_THREADED ) ;
bRelease = true ;
nextThreadMode = MATERIAL_SINGLE_THREADED ;
if ( mat_debugalttab . GetBool ( ) )
{
Warning ( " Handling alt-tab in queued mode! \n " ) ;
}
}
}
if ( m_threadEvents . Count ( ) )
{
nextThreadMode = MATERIAL_SINGLE_THREADED ;
}
if ( m_ThreadMode ! = nextThreadMode )
{
// Shut down the current mode & set new mode
switch ( m_ThreadMode )
{
case MATERIAL_SINGLE_THREADED :
break ;
case MATERIAL_QUEUED_THREADED :
{
if ( m_pActiveAsyncJob )
{
m_pActiveAsyncJob - > WaitForFinish ( ) ;
SafeRelease ( m_pActiveAsyncJob ) ;
}
// probably have a queued context set here, need hardware to flush the queue if the job isn't active
m_HardwareRenderContext . InitializeFrom ( & m_QueuedRenderContexts [ m_iCurQueuedContext ] ) ;
m_pRenderContext . Set ( & m_HardwareRenderContext ) ;
m_QueuedRenderContexts [ m_iCurQueuedContext ] . EndQueue ( true ) ;
ThreadRelease ( ) ;
}
break ;
# ifdef MAT_QUEUE_MODE_PROFILE
case MATERIAL_QUEUED_SINGLE_THREADED :
{
g_pShaderAPI - > SetDisallowAccess ( false ) ;
// We have a queued context set here, need hardware to flush the queue if the job isn't active
m_pRenderContext . Set ( & m_HardwareRenderContext ) ;
m_QueuedRenderContexts [ m_iCurQueuedContext ] . EndQueue ( true ) ;
break ;
}
# endif
}
m_ThreadMode = nextThreadMode ;
Assert ( g_MatSysMutex . GetOwnerId ( ) = = 0 ) ;
g_pShaderAPI - > EnableShaderShaderMutex ( m_ThreadMode ! = MATERIAL_SINGLE_THREADED ) ; // use mutex even for queued to allow "disalow access" to function properly
g_pShaderAPI - > EnableBuffer2FramesAhead ( true ) ;
switch ( m_ThreadMode )
{
case MATERIAL_SINGLE_THREADED :
m_pRenderContext . Set ( & m_HardwareRenderContext ) ;
for ( int i = 0 ; i < ARRAYSIZE ( m_QueuedRenderContexts ) ; i + + )
{
Assert ( m_QueuedRenderContexts [ i ] . IsInitialized ( ) ) ;
m_QueuedRenderContexts [ i ] . EndQueue ( true ) ;
}
break ;
# ifdef MAT_QUEUE_MODE_PROFILE
case MATERIAL_QUEUED_SINGLE_THREADED :
# endif
case MATERIAL_QUEUED_THREADED :
{
m_iCurQueuedContext = 0 ;
m_QueuedRenderContexts [ m_iCurQueuedContext ] . BeginQueue ( & m_HardwareRenderContext ) ;
m_pRenderContext . Set ( & m_QueuedRenderContexts [ m_iCurQueuedContext ] ) ;
# ifdef MAT_QUEUE_MODE_PROFILE
if ( m_ThreadMode = = MATERIAL_QUEUED_SINGLE_THREADED )
{
g_pShaderAPI - > SetDisallowAccess ( true ) ;
}
else
# endif
{
g_pShaderAPI - > ReleaseThreadOwnership ( ) ;
CJob * pActiveAsyncJob = new CThreadAcquire ( ) ;
IThreadPool * pThreadPool = CreateMatQueueThreadPool ( ) ;
pThreadPool - > AddJob ( pActiveAsyncJob ) ;
SafeRelease ( pActiveAsyncJob ) ;
m_bThreadHasOwnership = true ;
m_ThreadOwnershipID = ThreadGetCurrentId ( ) ;
}
}
break ;
}
}
if ( m_ThreadMode = = MATERIAL_SINGLE_THREADED )
{
for ( int i = 0 ; i < m_threadEvents . Count ( ) ; i + + )
{
g_pShaderDevice - > HandleThreadEvent ( m_threadEvents [ i ] ) ;
}
m_threadEvents . RemoveAll ( ) ;
}
Assert ( m_bInFrame ) ;
m_bInFrame = false ;
}
void CMaterialSystem : : SetInStubMode ( bool bInStubMode )
{
m_bInStubMode = bInStubMode ;
}
bool CMaterialSystem : : IsInStubMode ( )
{
return m_bInStubMode ;
}
void CMaterialSystem : : Flush ( bool flushHardware )
{
GetRenderContextInternal ( ) - > Flush ( flushHardware ) ;
}
//-----------------------------------------------------------------------------
// Flushes managed textures from the texture cacher
//-----------------------------------------------------------------------------
void CMaterialSystem : : EvictManagedResources ( )
{
g_pShaderAPI - > EvictManagedResources ( ) ;
}
int __cdecl MaterialNameCompareFunc ( const void * elem1 , const void * elem2 )
{
IMaterialInternal * pMaterialA = g_MaterialSystem . GetMaterialInternal ( * ( MaterialHandle_t * ) elem1 ) ;
IMaterialInternal * pMaterialB = g_MaterialSystem . GetMaterialInternal ( * ( MaterialHandle_t * ) elem2 ) ;
// case insensitive to group similar named materials
return stricmp ( pMaterialA - > GetName ( ) , pMaterialB - > GetName ( ) ) ;
}
void CMaterialSystem : : DebugPrintUsedMaterials ( const char * pSearchSubString , bool bVerbose )
{
MaterialHandle_t h ;
int i ;
int nNumCached ;
int nRefCount ;
int nSortedMaterials ;
int nNumErrors ;
// build a mapping to sort the material names
MaterialHandle_t * pSorted = ( MaterialHandle_t * ) stackalloc ( GetNumMaterials ( ) * sizeof ( MaterialHandle_t ) ) ;
nSortedMaterials = 0 ;
for ( h = FirstMaterial ( ) ; h ! = InvalidMaterial ( ) ; h = NextMaterial ( h ) )
{
pSorted [ nSortedMaterials + + ] = h ;
}
qsort ( pSorted , nSortedMaterials , sizeof ( MaterialHandle_t ) , MaterialNameCompareFunc ) ;
nNumCached = 0 ;
nNumErrors = 0 ;
for ( i = 0 ; i < nSortedMaterials ; i + + )
{
// iterate using sort mapping
IMaterialInternal * pMaterial = GetMaterialInternal ( pSorted [ i ] ) ;
nRefCount = pMaterial - > GetReferenceCount ( ) ;
if ( nRefCount < 0 )
{
nNumErrors + + ;
}
else if ( ! nRefCount )
{
if ( pMaterial - > IsPrecached ( ) | | pMaterial - > IsPrecachedVars ( ) )
{
nNumErrors + + ;
}
}
else
{
// nonzero reference count
// tally the valid ones
nNumCached + + ;
if ( pSearchSubString )
{
if ( ! Q_stristr ( pMaterial - > GetName ( ) , pSearchSubString ) & &
( ! pMaterial - > GetShader ( ) | | ! Q_stristr ( pMaterial - > GetShader ( ) - > GetName ( ) , pSearchSubString ) ) )
{
continue ;
}
}
DevMsg ( " %s (shader: %s) refCount: %d. \n " , pMaterial - > GetName ( ) ,
pMaterial - > GetShader ( ) ? pMaterial - > GetShader ( ) - > GetName ( ) : " unknown \n " , nRefCount ) ;
if ( ! bVerbose )
{
continue ;
}
if ( pMaterial - > IsPrecached ( ) )
{
if ( pMaterial - > GetShader ( ) )
{
for ( int j = 0 ; j < pMaterial - > GetShader ( ) - > GetNumParams ( ) ; j + + )
{
IMaterialVar * var ;
var = pMaterial - > GetShaderParams ( ) [ j ] ;
if ( var )
{
switch ( var - > GetType ( ) )
{
case MATERIAL_VAR_TYPE_TEXTURE :
{
ITextureInternal * texture = static_cast < ITextureInternal * > ( var - > GetTextureValue ( ) ) ;
if ( ! texture )
{
DevWarning ( " Programming error: CMaterialSystem::DebugPrintUsedMaterialsCallback: NULL texture \n " ) ;
continue ;
}
if ( IsTextureInternalEnvCubemap ( texture ) )
{
DevMsg ( " \" %s \" \" env_cubemap \" \n " , var - > GetName ( ) ) ;
}
else
{
DevMsg ( " \" %s \" \" %s \" \n " ,
var - > GetName ( ) ,
texture - > GetName ( ) ) ;
DevMsg ( " %dx%d refCount: %d numframes: %d \n " , texture - > GetActualWidth ( ) , texture - > GetActualHeight ( ) ,
texture - > GetReferenceCount ( ) , texture - > GetNumAnimationFrames ( ) ) ;
}
}
break ;
case MATERIAL_VAR_TYPE_UNDEFINED :
break ;
default :
DevMsg ( " \" %s \" \" %s \" \n " , var - > GetName ( ) , var - > GetStringValue ( ) ) ;
break ;
}
}
}
}
}
}
}
// list the critical errors after, otherwise the console log scrolls them away
if ( nNumErrors )
{
for ( i = 0 ; i < nSortedMaterials ; i + + )
{
// iterate using sort mapping
IMaterialInternal * pMaterial = GetMaterialInternal ( pSorted [ i ] ) ;
nRefCount = pMaterial - > GetReferenceCount ( ) ;
if ( nRefCount < 0 )
{
// reference counts should not be negative
DevWarning ( " DebugPrintUsedMaterials: refCount (%d) < 0 for material: \" %s \" \n " ,
nRefCount , pMaterial - > GetName ( ) ) ;
}
else if ( ! nRefCount )
{
// ensure that it stayed uncached after the post loading uncache
// this is effectively a coding bug thats needs to be fixed
// a material is being precached without incrementing its reference
if ( pMaterial - > IsPrecached ( ) | | pMaterial - > IsPrecachedVars ( ) )
{
DevWarning ( " DebugPrintUsedMaterials: material: \" %s \" didn't unache \n " ,
pMaterial - > GetName ( ) ) ;
}
}
}
DevWarning ( " %d Errors \n " , nNumErrors ) ;
}
if ( ! pSearchSubString )
{
DevMsg ( " %d Cached, %d Total Materials \n " , nNumCached , GetNumMaterials ( ) ) ;
}
}
void CMaterialSystem : : DebugPrintUsedTextures ( void )
{
TextureManager ( ) - > DebugPrintUsedTextures ( ) ;
}
# if defined( _X360 )
void CMaterialSystem : : ListUsedMaterials ( void )
{
int numMaterials = GetNumMaterials ( ) ;
xMaterialList_t * pMaterialList = ( xMaterialList_t * ) stackalloc ( numMaterials * sizeof ( xMaterialList_t ) ) ;
numMaterials = 0 ;
for ( MaterialHandle_t hMaterial = FirstMaterial ( ) ; hMaterial ! = InvalidMaterial ( ) ; hMaterial = NextMaterial ( hMaterial ) )
{
IMaterialInternal * pMaterial = GetMaterialInternal ( hMaterial ) ;
pMaterialList [ numMaterials ] . pName = pMaterial - > GetName ( ) ;
pMaterialList [ numMaterials ] . pShaderName = pMaterial - > GetShader ( ) ? pMaterial - > GetShader ( ) - > GetName ( ) : " ??? " ;
pMaterialList [ numMaterials ] . refCount = pMaterial - > GetReferenceCount ( ) ;
numMaterials + + ;
}
XBX_rMaterialList ( numMaterials , pMaterialList ) ;
}
# endif
void CMaterialSystem : : ToggleSuppressMaterial ( char const * pMaterialName )
{
/*
// This version suppresses all but the material
IMaterial * pMaterial = GetFirstMaterial ( ) ;
while ( pMaterial )
{
if ( stricmp ( pMaterial - > GetName ( ) , pMaterialName ) )
{
IMaterialInternal * pMatInt = static_cast < IMaterialInternal * > ( pMaterial ) ;
pMatInt - > ToggleSuppression ( ) ;
}
pMaterial = GetNextMaterial ( ) ;
}
*/
// Note: if we use this function a lot, we'll want to do something else, like have them
// pass in a texture group or reuse whatever texture group the material already had.
// As it is, this is rarely used, so if it's not in TEXTURE_GROUP_OTHER, it'll go in
// TEXTURE_GROUP_SHARED.
IMaterial * pMaterial = FindMaterial ( pMaterialName , TEXTURE_GROUP_OTHER , true , NULL ) ;
if ( ! IsErrorMaterial ( pMaterial ) )
{
IMaterialInternal * pMatInt = static_cast < IMaterialInternal * > ( pMaterial ) ;
pMatInt = pMatInt - > GetRealTimeVersion ( ) ; //always work with the realtime material internally
pMatInt - > ToggleSuppression ( ) ;
}
}
void CMaterialSystem : : ToggleDebugMaterial ( char const * pMaterialName )
{
// Note: if we use this function a lot, we'll want to do something else, like have them
// pass in a texture group or reuse whatever texture group the material already had.
// As it is, this is rarely used, so if it's not in TEXTURE_GROUP_OTHER, it'll go in
// TEXTURE_GROUP_SHARED.
IMaterial * pMaterial = FindMaterial ( pMaterialName , TEXTURE_GROUP_OTHER , false , NULL ) ;
if ( ! IsErrorMaterial ( pMaterial ) )
{
IMaterialInternal * pMatInt = static_cast < IMaterialInternal * > ( pMaterial ) ;
pMatInt = pMatInt - > GetRealTimeVersion ( ) ; //always work with the realtime material internally
pMatInt - > ToggleDebugTrace ( ) ;
}
else
{
Warning ( " Unknown material %s \n " , pMaterialName ) ;
}
}
//-----------------------------------------------------------------------------
// Used to iterate over all shaders for editing purposes
//-----------------------------------------------------------------------------
int CMaterialSystem : : ShaderCount ( ) const
{
return ShaderSystem ( ) - > ShaderCount ( ) ;
}
int CMaterialSystem : : GetShaders ( int nFirstShader , int nMaxCount , IShader * * ppShaderList ) const
{
return ShaderSystem ( ) - > GetShaders ( nFirstShader , nMaxCount , ppShaderList ) ;
}
//-----------------------------------------------------------------------------
// FIXME: Is there a better way of doing this?
// Returns shader flag names for editors to be able to edit them
//-----------------------------------------------------------------------------
int CMaterialSystem : : ShaderFlagCount ( ) const
{
return ShaderSystem ( ) - > ShaderStateCount ( ) ;
}
const char * CMaterialSystem : : ShaderFlagName ( int nIndex ) const
{
return ShaderSystem ( ) - > ShaderStateString ( nIndex ) ;
}
//-----------------------------------------------------------------------------
// Returns the currently active shader fallback for a particular shader
//-----------------------------------------------------------------------------
void CMaterialSystem : : GetShaderFallback ( const char * pShaderName , char * pFallbackShader , int nFallbackLength )
{
// FIXME: This is pretty much a hack. We need a better way for the
// editor to get ahold of shader fallbacks
int nCount = ShaderCount ( ) ;
IShader * * ppShaderList = ( IShader * * ) _alloca ( nCount * sizeof ( IShader ) ) ;
GetShaders ( 0 , nCount , ppShaderList ) ;
do
{
int i ;
for ( i = 0 ; i < nCount ; + + i )
{
if ( ! Q_stricmp ( pShaderName , ppShaderList [ i ] - > GetName ( ) ) )
break ;
}
// Didn't find a match!
if ( i = = nCount )
{
Q_strncpy ( pFallbackShader , " wireframe " , nFallbackLength ) ;
return ;
}
// Found a match
// FIXME: Theoretically, getting fallbacks should require a param list
// In practice, it looks rare or maybe even neved done
const char * pFallback = ppShaderList [ i ] - > GetFallbackShader ( NULL ) ;
if ( ! pFallback )
{
Q_strncpy ( pFallbackShader , pShaderName , nFallbackLength ) ;
return ;
}
else
{
pShaderName = pFallback ;
}
} while ( true ) ;
}
//-----------------------------------------------------------------------------
// Triggers OpenGL shader preloading at game startup
//-----------------------------------------------------------------------------
# ifdef DX_TO_GL_ABSTRACTION
void CMaterialSystem : : DoStartupShaderPreloading ( void )
{
GetRenderContextInternal ( ) - > DoStartupShaderPreloading ( ) ;
}
# endif
void CMaterialSystem : : SwapBuffers ( void )
{
VPROF_BUDGET ( " CMaterialSystem::SwapBuffers " , VPROF_BUDGETGROUP_SWAP_BUFFERS ) ;
GetRenderContextInternal ( ) - > SwapBuffers ( ) ;
g_FrameNum + + ;
}
bool CMaterialSystem : : InEditorMode ( ) const
{
Assert ( m_bGeneratedConfig ) ;
return g_config . bEditMode & & CanUseEditorMaterials ( ) ;
}
void CMaterialSystem : : NoteAnisotropicLevel ( int currentLevel )
{
Assert ( m_bGeneratedConfig ) ;
g_config . m_nForceAnisotropicLevel = currentLevel ;
}
// Get the current config for this video card (as last set by control panel or the default if not)
const MaterialSystem_Config_t & CMaterialSystem : : GetCurrentConfigForVideoCard ( ) const
{
Assert ( m_bGeneratedConfig ) ;
return g_config ;
}
// Does the device support the given MSAA level?
bool CMaterialSystem : : SupportsMSAAMode ( int nNumSamples )
{
return g_pShaderAPI - > SupportsMSAAMode ( nNumSamples ) ;
}
void CMaterialSystem : : ReloadFilesInList ( IFileList * pFilesToReload )
{
if ( ! IsPC ( ) )
return ;
// We have to flush the materials in 2 steps because they have recursive dependencies. The problem case
// is if you have two materials, A and B, that depend on C. You tell A to reload and it also reloads C. Then
// the filesystem thinks C doesn't need to be reloaded anymore. So when you get to B, it decides not to reload
// either since C doesn't need to be reloaded. To fix this, we ask all materials if they want to reload in
// one stage, then in the next stage we actually reload the appropriate ones.
MaterialHandle_t hNext ;
for ( MaterialHandle_t h = m_MaterialDict . FirstMaterial ( ) ; h ! = m_MaterialDict . InvalidMaterial ( ) ; h = hNext )
{
hNext = m_MaterialDict . NextMaterial ( h ) ;
IMaterialInternal * pMat = m_MaterialDict . GetMaterialInternal ( h ) ;
pMat - > DecideShouldReloadFromWhitelist ( pFilesToReload ) ;
}
// Now reload the materials that wanted to be reloaded.
for ( MaterialHandle_t h = m_MaterialDict . FirstMaterial ( ) ; h ! = m_MaterialDict . InvalidMaterial ( ) ; h = hNext )
{
hNext = m_MaterialDict . NextMaterial ( h ) ;
IMaterialInternal * pMat = m_MaterialDict . GetMaterialInternal ( h ) ;
pMat - > ReloadFromWhitelistIfMarked ( ) ;
}
// Flush out necessary textures.
TextureManager ( ) - > ReloadFilesInList ( pFilesToReload ) ;
}
// Does the device support the given CSAA level?
bool CMaterialSystem : : SupportsCSAAMode ( int nNumSamples , int nQualityLevel )
{
return g_pShaderAPI - > SupportsCSAAMode ( nNumSamples , nQualityLevel ) ;
}
// Does the device support shadow depth texturing?
bool CMaterialSystem : : SupportsShadowDepthTextures ( void )
{
return g_pShaderAPI - > SupportsShadowDepthTextures ( ) ;
}
// Does the device support Fetch4
bool CMaterialSystem : : SupportsFetch4 ( void )
{
return g_pShaderAPI - > SupportsFetch4 ( ) ;
}
// Vendor-dependent shadow depth texture format
ImageFormat CMaterialSystem : : GetShadowDepthTextureFormat ( void )
{
return g_pShaderAPI - > GetShadowDepthTextureFormat ( ) ;
}
// Vendor-dependent slim texture format
ImageFormat CMaterialSystem : : GetNullTextureFormat ( void )
{
return g_pShaderAPI - > GetNullTextureFormat ( ) ;
}
void CMaterialSystem : : SetShadowDepthBiasFactors ( float fShadowSlopeScaleDepthBias , float fShadowDepthBias )
{
g_pShaderAPI - > SetShadowDepthBiasFactors ( fShadowSlopeScaleDepthBias , fShadowDepthBias ) ;
}
bool CMaterialSystem : : SupportsHDRMode ( HDRType_t nHDRMode )
{
return HardwareConfig ( ) - > SupportsHDRMode ( nHDRMode ) ;
}
bool CMaterialSystem : : UsesSRGBCorrectBlending ( void ) const
{
return HardwareConfig ( ) - > UsesSRGBCorrectBlending ( ) ;
}
// Get video card identitier
const MaterialSystemHardwareIdentifier_t & CMaterialSystem : : GetVideoCardIdentifier ( void ) const
{
static MaterialSystemHardwareIdentifier_t foo ;
Assert ( 0 ) ;
return foo ;
}
void CMaterialSystem : : AddModeChangeCallBack ( ModeChangeCallbackFunc_t func )
{
g_pShaderDeviceMgr - > AddModeChangeCallback ( func ) ;
}
void CMaterialSystem : : RemoveModeChangeCallBack ( ModeChangeCallbackFunc_t func )
{
g_pShaderDeviceMgr - > RemoveModeChangeCallback ( func ) ;
}
//-----------------------------------------------------------------------------
// Gets configuration information associated with the display card, and optionally for a particular DX level.
// It will return a list of ConVars and values to set.
//-----------------------------------------------------------------------------
bool CMaterialSystem : : GetRecommendedConfigurationInfo ( int nDXLevel , KeyValues * pKeyValues )
{
MaterialLock_t hLock = Lock ( ) ;
bool bResult = g_pShaderDeviceMgr - > GetRecommendedConfigurationInfo ( m_nAdapter , nDXLevel , pKeyValues ) ;
Unlock ( hLock ) ;
return bResult ;
}
//-----------------------------------------------------------------------------
// For dealing with device lost in cases where SwapBuffers isn't called all the time (Hammer)
//-----------------------------------------------------------------------------
void CMaterialSystem : : HandleDeviceLost ( )
{
if ( IsX360 ( ) )
return ;
g_pShaderAPI - > HandleDeviceLost ( ) ;
}
bool CMaterialSystem : : UsingFastClipping ( void )
{
return ( HardwareConfig ( ) - > UseFastClipping ( ) | | ( HardwareConfig ( ) - > MaxUserClipPlanes ( ) < 1 ) ) ;
} ;
int CMaterialSystem : : StencilBufferBits ( void )
{
return HardwareConfig ( ) - > StencilBufferBits ( ) ;
}
ITexture * CMaterialSystem : : CreateRenderTargetTexture (
int w ,
int h ,
RenderTargetSizeMode_t sizeMode , // Controls how size is generated (and regenerated on video mode change).
ImageFormat format ,
MaterialRenderTargetDepth_t depth )
{
return CreateNamedRenderTargetTextureEx ( NULL , w , h , sizeMode , format , depth , TEXTUREFLAGS_CLAMPS | TEXTUREFLAGS_CLAMPT , 0 ) ;
}
ITexture * CMaterialSystem : : CreateNamedRenderTargetTexture (
const char * pRTName ,
int w ,
int h ,
RenderTargetSizeMode_t sizeMode , // Controls how size is generated (and regenerated on video mode change).
ImageFormat format ,
MaterialRenderTargetDepth_t depth ,
bool bClampTexCoords ,
bool bAutoMipMap )
{
unsigned int textureFlags = 0 ;
if ( bClampTexCoords )
{
textureFlags | = TEXTUREFLAGS_CLAMPS | TEXTUREFLAGS_CLAMPT ;
}
unsigned int renderTargetFlags = 0 ;
if ( bAutoMipMap )
{
renderTargetFlags | = CREATERENDERTARGETFLAGS_AUTOMIPMAP ;
}
return CreateNamedRenderTargetTextureEx ( pRTName , w , h , sizeMode , format , depth , textureFlags , renderTargetFlags ) ;
}
ITexture * CMaterialSystem : : CreateNamedRenderTargetTextureEx (
const char * pRTName ,
int w ,
int h ,
RenderTargetSizeMode_t sizeMode , // Controls how size is generated (and regenerated on video mode change).
ImageFormat format ,
MaterialRenderTargetDepth_t depth ,
unsigned int textureFlags ,
unsigned int renderTargetFlags )
{
RenderTargetType_t rtType ;
bool gl_canMixTargetSizes = ( HardwareConfig ( ) & & HardwareConfig ( ) - > SupportsGLMixedSizeTargets ( ) ) ;
// On GL, the depth buffer for a render target must be the same size (until we pick up mixed-sized attachments in 10.6.3)
if ( ( ! gl_canMixTargetSizes & & IsPosix ( ) ) | | IsEmulatingGL ( ) )
{
if ( depth ! = MATERIAL_RT_DEPTH_SEPARATE & & depth ! = MATERIAL_RT_DEPTH_NONE )
{
int fbWidth , fbHeight ;
g_pShaderAPI - > GetBackBufferDimensions ( fbWidth , fbHeight ) ;
if ( sizeMode ! = RT_SIZE_FULL_FRAME_BUFFER )
{
if ( w ! = fbWidth | | h ! = fbHeight )
{
depth = MATERIAL_RT_DEPTH_SEPARATE ;
}
}
}
}
// Determine RT type based on depth buffer requirements
switch ( depth )
{
case MATERIAL_RT_DEPTH_SEPARATE :
// using own depth buffer
rtType = RENDER_TARGET_WITH_DEPTH ;
break ;
case MATERIAL_RT_DEPTH_NONE :
// no depth buffer
rtType = RENDER_TARGET_NO_DEPTH ;
break ;
case MATERIAL_RT_DEPTH_ONLY :
// only depth buffer
rtType = RENDER_TARGET_ONLY_DEPTH ;
break ;
case MATERIAL_RT_DEPTH_SHARED :
default :
// using shared depth buffer
rtType = RENDER_TARGET ;
break ;
}
ITextureInternal * pTex = TextureManager ( ) - > CreateRenderTargetTexture ( pRTName , w , h , sizeMode , format , rtType , textureFlags , renderTargetFlags ) ;
pTex - > IncrementReferenceCount ( ) ;
# if defined( _X360 )
if ( ! ( renderTargetFlags & CREATERENDERTARGETFLAGS_NOEDRAM ) )
{
// create the EDRAM surface that is bound to the RT Texture
pTex - > CreateRenderTargetSurface ( 0 , 0 , IMAGE_FORMAT_UNKNOWN , true ) ;
}
# endif
// If we're not in a BeginRenderTargetAllocation-EndRenderTargetAllocation block
// because we're being called by a legacy path (i.e. a mod), force an Alt-Tab after every
// RT allocation to ensure that all RTs get priority during allocation
if ( ! m_bAllocatingRenderTargets )
{
EndRenderTargetAllocation ( ) ;
}
return pTex ;
}
//-----------------------------------------------------------------------------------------------------
// New version which must be called inside BeginRenderTargetAllocation-EndRenderTargetAllocation block
//-----------------------------------------------------------------------------------------------------
ITexture * CMaterialSystem : : CreateNamedRenderTargetTextureEx2 (
const char * pRTName ,
int w ,
int h ,
RenderTargetSizeMode_t sizeMode , // Controls how size is generated (and regenerated on video mode change).
ImageFormat format ,
MaterialRenderTargetDepth_t depth ,
unsigned int textureFlags ,
unsigned int renderTargetFlags )
{
// Only proceed if we are between BeginRenderTargetAllocation and EndRenderTargetAllocation
if ( ! m_bAllocatingRenderTargets )
{
Warning ( " Tried to create render target outside of CMaterialSystem::BeginRenderTargetAllocation/EndRenderTargetAllocation block \n " ) ;
return NULL ;
}
ITexture * pTexture = CreateNamedRenderTargetTextureEx ( pRTName , w , h , sizeMode , format , depth , textureFlags , renderTargetFlags ) ;
pTexture - > DecrementReferenceCount ( ) ; // Follow the same convention as CTextureManager::LoadTexture (return refcount of 0).
return pTexture ;
}
class CTextureBitsRegenerator : public ITextureRegenerator
{
public :
CTextureBitsRegenerator ( int w , int h , int mips , ImageFormat fmt , int srcBufferSize , byte * srcBits )
: m_nWidth ( w )
, m_nHeight ( h )
, m_nMipmaps ( mips )
, m_ImageFormat ( fmt )
{
Assert ( srcBits ) ;
Assert ( srcBufferSize > 0 ) ;
Assert ( m_nMipmaps ! = 0 ) ;
// If these fail, we'll crash later, so look to before here for the problem.
Assert ( ImageLoader : : GetMemRequired ( w , h , 1 , fmt , m_nMipmaps > 1 ? true : false ) < = srcBufferSize ) ;
Assert ( m_nMipmaps = = 1 | | m_nMipmaps = = ImageLoader : : GetNumMipMapLevels ( m_nWidth , m_nHeight , 1 ) ) ;
m_ImageData . EnsureCapacity ( srcBufferSize ) ;
Q_memcpy ( m_ImageData . Base ( ) , srcBits , srcBufferSize ) ;
}
virtual void RegenerateTextureBits ( ITexture * pTexture , IVTFTexture * pVTFTexture , Rect_t * pRect )
{
Assert ( pVTFTexture - > FrameCount ( ) = = 1 ) ;
Assert ( pVTFTexture - > FaceCount ( ) = = 1 ) ;
int destWidth , destHeight , destDepth ;
pVTFTexture - > ComputeMipLevelDimensions ( 0 , & destWidth , & destHeight , & destDepth ) ;
Assert ( destDepth = = 1 ) ;
Assert ( destWidth < = m_nWidth & & destHeight < = m_nHeight ) ;
unsigned char * pDest = pVTFTexture - > ImageData ( ) ;
ImageFormat destFmt = pVTFTexture - > Format ( ) ;
if ( destFmt = = m_ImageFormat & & destWidth = = m_nWidth & & destHeight = = m_nHeight )
{
Q_memcpy ( pDest , m_ImageData . Base ( ) , m_ImageData . NumAllocated ( ) ) ;
}
else
{
int srcResX = m_nWidth ;
int srcResY = m_nHeight ;
int srcOffset = 0 ;
int dstOffset = 0 ;
int mip = 0 ;
// Skip the mips we're not including.
while ( mip < m_nMipmaps & & ( srcResX > destWidth | | srcResY > destHeight ) )
{
srcOffset + = ImageLoader : : GetMemRequired ( srcResX , srcResY , 1 , m_ImageFormat , false ) ;
srcResX = Max ( 1 , ( srcResX > > 1 ) ) ;
srcResY = Max ( 1 , ( srcResY > > 1 ) ) ;
mip + + ;
}
// Assert we're where we expect to be now.
Assert ( srcResX = = destWidth & & srcResY = = destHeight ) ;
for ( ; mip < m_nMipmaps ; + + mip )
{
// Convert this mipmap level.
ImageLoader : : ConvertImageFormat ( m_ImageData . Base ( ) + srcOffset , m_ImageFormat , pDest + dstOffset , destFmt , srcResX , srcResY ) ;
// Then update offsets for the next mipmap level.
srcOffset + = ImageLoader : : GetMemRequired ( srcResX , srcResY , 1 , m_ImageFormat , false ) ;
dstOffset + = ImageLoader : : GetMemRequired ( srcResX , srcResY , 1 , destFmt , false ) ;
srcResX = Max ( 1 , ( srcResX > > 1 ) ) ;
srcResY = Max ( 1 , ( srcResY > > 1 ) ) ;
}
}
}
virtual void Release ( )
{
delete this ;
}
private :
int m_nWidth ;
int m_nHeight ;
int m_nMipmaps ;
ImageFormat m_ImageFormat ;
CUtlMemory < byte > m_ImageData ;
} ;
ITexture * CMaterialSystem : : CreateTextureFromBits ( int w , int h , int mips , ImageFormat fmt , int srcBufferSize , byte * srcBits )
{
int flags = TEXTUREFLAGS_SINGLECOPY
| ( mips > 1
? TEXTUREFLAGS_ALL_MIPS
: TEXTUREFLAGS_NOMIP )
;
return CreateNamedTextureFromBitsEx ( " frombits " , TEXTURE_GROUP_OTHER , w , h , mips , fmt , srcBufferSize , srcBits , flags ) ;
}
void CMaterialSystem : : OverrideRenderTargetAllocation ( bool rtAlloc )
{
m_bAllocatingRenderTargets = rtAlloc ;
}
ITextureCompositor * CMaterialSystem : : NewTextureCompositor ( int w , int h , const char * pCompositeName , int nTeamNum , uint64 randomSeed , KeyValues * stageDesc , uint32 texCompositeCreateFlags )
{
return CreateTextureCompositor ( w , h , pCompositeName , nTeamNum , randomSeed , stageDesc , texCompositeCreateFlags ) ;
}
void CMaterialSystem : : ScheduleTextureComposite ( CTextureCompositor * _texCompositor )
{
Assert ( _texCompositor ! = NULL ) ;
_texCompositor - > AddRef ( ) ;
m_scheduledComposites . AddToTail ( _texCompositor ) ;
}
void CMaterialSystem : : AsyncFindTexture ( const char * pFilename , const char * pTextureGroupName , IAsyncTextureOperationReceiver * pRecipient , void * pExtraArgs , bool bComplain , int nAdditionalCreationFlags )
{
Assert ( pFilename ! = NULL ) ;
Assert ( pTextureGroupName ! = NULL ) ;
Assert ( pRecipient ! = NULL ) ;
// Bump the ref count on the recipient before handing it off. This ensures the receiver won't go away before we have completed our work.
pRecipient - > AddRef ( ) ;
TextureManager ( ) - > AsyncFindOrLoadTexture ( pFilename , pTextureGroupName , pRecipient , pExtraArgs , bComplain , nAdditionalCreationFlags ) ;
}
// creates a texture suitable for use with materials from a raw stream of bits.
// The bits will be retained by the material system and can be freed upon return.
ITexture * CMaterialSystem : : CreateNamedTextureFromBitsEx ( const char * pName , const char * pTextureGroupName , int w , int h , int mips , ImageFormat fmt , int srcBufferSize , byte * srcBits , int nFlags )
{
Assert ( srcBits ) ;
CTextureBitsRegenerator * regen = new CTextureBitsRegenerator ( w , h , mips , fmt , srcBufferSize , srcBits ) ;
ITextureInternal * tex = TextureManager ( ) - > CreateProceduralTexture ( pName , pTextureGroupName , w , h , 1 , fmt , nFlags , regen ) ;
return tex ;
}
bool CMaterialSystem : : AddTextureCompositorTemplate ( const char * pName , KeyValues * pTmplDesc , int /* nTexCompositeTemplateFlags */ )
{
// Flags are currently unused, but added for futureproofing.
return TextureManager ( ) - > AddTextureCompositorTemplate ( pName , pTmplDesc ) ;
}
bool CMaterialSystem : : VerifyTextureCompositorTemplates ( )
{
return TextureManager ( ) - > VerifyTextureCompositorTemplates ( ) ;
}
void CMaterialSystem : : BeginRenderTargetAllocation ( void )
{
g_pShaderAPI - > FlushBufferedPrimitives ( ) ;
m_bAllocatingRenderTargets = true ;
}
void CMaterialSystem : : EndRenderTargetAllocation ( void )
{
// Any GPU newer than 2005 doesn't need to do this, and it eats up ~40% of our level load time!
const bool cbRequiresRenderTargetAllocationFirst = mat_requires_rt_alloc_first . GetBool ( ) ;
g_pShaderAPI - > FlushBufferedPrimitives ( ) ;
m_bAllocatingRenderTargets = false ;
if ( IsPC ( ) & & cbRequiresRenderTargetAllocationFirst & & g_pShaderAPI - > CanDownloadTextures ( ) )
{
// Simulate an Alt-Tab...will cause RTs to be allocated first
g_pShaderDevice - > ReleaseResources ( ) ;
g_pShaderDevice - > ReacquireResources ( ) ;
}
TextureManager ( ) - > CacheExternalStandardRenderTargets ( ) ;
}
void CMaterialSystem : : SetRenderTargetFrameBufferSizeOverrides ( int nWidth , int nHeight )
{
m_nRenderTargetFrameBufferWidthOverride = nWidth ;
m_nRenderTargetFrameBufferHeightOverride = nHeight ;
}
void CMaterialSystem : : GetRenderTargetFrameBufferDimensions ( int & nWidth , int & nHeight )
{
if ( m_nRenderTargetFrameBufferHeightOverride & & m_nRenderTargetFrameBufferWidthOverride )
{
nWidth = m_nRenderTargetFrameBufferWidthOverride ;
nHeight = m_nRenderTargetFrameBufferHeightOverride ;
}
else
{
GetBackBufferDimensions ( nWidth , nHeight ) ;
}
}
//-----------------------------------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------------------------------
void CMaterialSystem : : UpdateLightmap ( int lightmapPageID , int lightmapSize [ 2 ] ,
int offsetIntoLightmapPage [ 2 ] ,
float * pFloatImage , float * pFloatImageBump1 ,
float * pFloatImageBump2 , float * pFloatImageBump3 )
{
CMatCallQueue * pCallQueue = GetRenderCallQueue ( ) ;
if ( ! pCallQueue )
{
m_Lightmaps . UpdateLightmap ( lightmapPageID , lightmapSize , offsetIntoLightmapPage , pFloatImage , pFloatImageBump1 , pFloatImageBump2 , pFloatImageBump3 ) ;
}
else
{
ExecuteOnce ( DebuggerBreakIfDebugging ( ) ) ;
}
}
//-----------------------------------------------------------------------------------------------------
// 360 TTF Font Support
//-----------------------------------------------------------------------------------------------------
# if defined( _X360 )
HXUIFONT CMaterialSystem : : OpenTrueTypeFont ( const char * pFontname , int tall , int style )
{
MaterialLock_t hLock = Lock ( ) ;
HXUIFONT result = g_pShaderAPI - > OpenTrueTypeFont ( pFontname , tall , style ) ;
Unlock ( hLock ) ;
return result ;
}
void CMaterialSystem : : CloseTrueTypeFont ( HXUIFONT hFont )
{
MaterialLock_t hLock = Lock ( ) ;
g_pShaderAPI - > CloseTrueTypeFont ( hFont ) ;
Unlock ( hLock ) ;
}
bool CMaterialSystem : : GetTrueTypeFontMetrics ( HXUIFONT hFont , XUIFontMetrics * pFontMetrics , XUICharMetrics charMetrics [ 256 ] )
{
MaterialLock_t hLock = Lock ( ) ;
bool result = g_pShaderAPI - > GetTrueTypeFontMetrics ( hFont , pFontMetrics , charMetrics ) ;
Unlock ( hLock ) ;
return result ;
}
bool CMaterialSystem : : GetTrueTypeGlyphs ( HXUIFONT hFont , int numChars , wchar_t * pWch , int * pOffsetX , int * pOffsetY , int * pWidth , int * pHeight , unsigned char * pRGBA , int * pRGBAOffset )
{
MaterialLock_t hLock = Lock ( ) ;
bool result = g_pShaderAPI - > GetTrueTypeGlyphs ( hFont , numChars , pWch , pOffsetX , pOffsetY , pWidth , pHeight , pRGBA , pRGBAOffset ) ;
Unlock ( hLock ) ;
return result ;
}
# endif
//-----------------------------------------------------------------------------------------------------
// 360 Back Buffer access. Due to hardware, RT data must be blitted from EDRAM
// and converted.
//-----------------------------------------------------------------------------------------------------
# if defined( _X360 )
void CMaterialSystem : : ReadBackBuffer ( Rect_t * pSrcRect , Rect_t * pDstRect , unsigned char * pDstData , ImageFormat dstFormat , int dstStride )
{
Assert ( pSrcRect & & pDstRect & & pDstData ) ;
int fbWidth , fbHeight ;
g_pShaderAPI - > GetBackBufferDimensions ( fbWidth , fbHeight ) ;
if ( pDstRect - > width > fbWidth | | pDstRect - > height > fbHeight )
{
Assert ( 0 ) ;
return ;
}
// intermediate results will be placed at (0,0)
Rect_t rect ;
rect . x = 0 ;
rect . y = 0 ;
rect . width = pDstRect - > width ;
rect . height = pDstRect - > height ;
ITexture * pTempRT ;
bool bStretch = ( pSrcRect - > width ! = pDstRect - > width | | pSrcRect - > height ! = pDstRect - > height ) ;
if ( ! bStretch )
{
// hijack an unused RT (no surface required) for 1:1 resolve work, fastest path
pTempRT = FindTexture ( " _rt_FullFrameFB " , TEXTURE_GROUP_RENDER_TARGET ) ;
}
else
{
// hijack an unused RT (with surface abilities) for stretch work, slower path
pTempRT = FindTexture ( " _rt_WaterReflection " , TEXTURE_GROUP_RENDER_TARGET ) ;
}
Assert ( ! pTempRT - > IsError ( ) & & pDstRect - > width < = pTempRT - > GetActualWidth ( ) & & pDstRect - > height < = pTempRT - > GetActualHeight ( ) ) ;
GetRenderContextInternal ( ) - > CopyRenderTargetToTextureEx ( pTempRT , 0 , pSrcRect , & rect ) ;
// access the RT bits
CPixelWriter writer ;
g_pShaderAPI - > ModifyTexture ( ( ( ITextureInternal * ) pTempRT ) - > GetTextureHandle ( 0 ) ) ;
if ( ! g_pShaderAPI - > TexLock ( 0 , 0 , 0 , 0 , pTempRT - > GetActualWidth ( ) , pTempRT - > GetActualHeight ( ) , writer ) )
return ;
// this will be adequate for non-block formats
int srcStride = pTempRT - > GetActualWidth ( ) * ImageLoader : : SizeInBytes ( pTempRT - > GetImageFormat ( ) ) ;
// untile intermediate RT in place to achieve linear access
XGUntileTextureLevel (
pTempRT - > GetActualWidth ( ) ,
pTempRT - > GetActualHeight ( ) ,
0 ,
XGGetGpuFormat ( ImageLoader : : ImageFormatToD3DFormat ( pTempRT - > GetImageFormat ( ) ) ) ,
0 ,
( char * ) writer . GetPixelMemory ( ) ,
srcStride ,
NULL ,
writer . GetPixelMemory ( ) ,
NULL ) ;
// swap back to x86 order as expected by image conversion
ImageLoader : : ByteSwapImageData ( ( unsigned char * ) writer . GetPixelMemory ( ) , srcStride * pTempRT - > GetActualHeight ( ) , pTempRT - > GetImageFormat ( ) ) ;
// convert to callers format
Assert ( dstFormat = = IMAGE_FORMAT_RGB888 ) ;
ImageLoader : : ConvertImageFormat ( ( unsigned char * ) writer . GetPixelMemory ( ) , pTempRT - > GetImageFormat ( ) , pDstData , dstFormat , pDstRect - > width , pDstRect - > height , srcStride , dstStride ) ;
g_pShaderAPI - > TexUnlock ( ) ;
}
# endif
# if defined( _X360 )
void CMaterialSystem : : PersistDisplay ( )
{
g_pShaderAPI - > PersistDisplay ( ) ;
}
# endif
# if defined( _X360 )
void * CMaterialSystem : : GetD3DDevice ( )
{
return g_pShaderAPI - > GetD3DDevice ( ) ;
}
# endif
# if defined( _X360 )
bool CMaterialSystem : : OwnGPUResources ( bool bEnable )
{
return g_pShaderAPI - > OwnGPUResources ( bEnable ) ;
}
# endif
//-----------------------------------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------------------------------
class CThreadRelease : public CJob
{
virtual JobStatus_t DoExecute ( )
{
g_pShaderAPI - > ReleaseThreadOwnership ( ) ;
return JOB_OK ;
}
} ;
void CMaterialSystem : : ThreadRelease ( )
{
if ( ! m_bThreadHasOwnership )
{
return ;
}
double flStartTime , flEndThreadRelease , flEndTime ;
int do_report = mat_queue_report . GetInt ( ) ;
if ( do_report )
{
flStartTime = Plat_FloatTime ( ) ;
}
CJob * pActiveAsyncJob = new CThreadRelease ( ) ;
IThreadPool * pThreadPool = CreateMatQueueThreadPool ( ) ;
pThreadPool - > AddJob ( pActiveAsyncJob ) ;
pActiveAsyncJob - > WaitForFinish ( ) ;
SafeRelease ( pActiveAsyncJob ) ;
if ( do_report )
{
flEndThreadRelease = Plat_FloatTime ( ) ;
}
g_pShaderAPI - > AcquireThreadOwnership ( ) ;
m_bThreadHasOwnership = false ;
m_ThreadOwnershipID = 0 ;
if ( do_report )
{
flEndTime = Plat_FloatTime ( ) ;
double flResult = ( flEndTime - flStartTime ) * 1000.0 ;
if ( do_report = = - 1 | | flResult > mat_queue_report . GetFloat ( ) )
{
Color red ( 200 , 20 , 20 , 255 ) ;
ConColorMsg ( red , " CMaterialSystem::ThreadRelease: %0.2fms = Release:%0.2fms + Acquire:%0.2fms \n " , flResult , ( flEndThreadRelease - flStartTime ) * 1000.0 , ( flEndTime - flEndThreadRelease ) * 1000.0 ) ;
}
}
}
void CMaterialSystem : : ThreadAcquire ( bool bForce )
{
if ( ! bForce )
{
return ;
}
double flStartTime , flEndTime ;
int do_report = mat_queue_report . GetInt ( ) ;
if ( do_report )
{
flStartTime = Plat_FloatTime ( ) ;
}
g_pShaderAPI - > ReleaseThreadOwnership ( ) ;
CJob * pActiveAsyncJob = new CThreadAcquire ( ) ;
IThreadPool * pThreadPool = CreateMatQueueThreadPool ( ) ;
pThreadPool - > AddJob ( pActiveAsyncJob ) ;
// while we could wait for this job to finish, there's no reason too
// pActiveAsyncJob->WaitForFinish();
SafeRelease ( pActiveAsyncJob ) ;
m_bThreadHasOwnership = true ;
m_ThreadOwnershipID = ThreadGetCurrentId ( ) ;
if ( do_report )
{
flEndTime = Plat_FloatTime ( ) ;
double flResult = ( flEndTime - flStartTime ) * 1000.0 ;
if ( do_report = = - 1 | | flResult > mat_queue_report . GetFloat ( ) )
{
Color red ( 200 , 20 , 20 , 255 ) ;
ConColorMsg ( red , " CMaterialSystem::ThreadAcquire: %0.2fms \n " , flResult ) ;
}
}
}
//-----------------------------------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------------------------------
MaterialLock_t CMaterialSystem : : Lock ( )
{
double flStartTime ;
int do_report = mat_queue_report . GetInt ( ) ;
if ( do_report )
{
flStartTime = Plat_FloatTime ( ) ;
}
IMatRenderContextInternal * pCurContext = GetRenderContextInternal ( ) ;
# if 1 // Rick's optimization: not sure this is needed anymore
if ( pCurContext ! = & m_HardwareRenderContext & & m_pActiveAsyncJob )
{
m_pActiveAsyncJob - > WaitForFinish ( ) ;
// threadsafety note: not releasing or nulling pointer.
}
if ( m_ThreadMode ! = MATERIAL_SINGLE_THREADED )
{
TelemetrySetLockName ( TELEMETRY_LEVEL0 , ( char const * ) & g_MatSysMutex , " MatSysMutex " ) ;
tmTryLock ( TELEMETRY_LEVEL0 , ( char const * ) & g_MatSysMutex , " CMaterialSystem " ) ;
g_MatSysMutex . Lock ( ) ;
tmEndTryLock ( TELEMETRY_LEVEL0 , ( char const * ) & g_MatSysMutex , TMLR_SUCCESS ) ;
tmSetLockState ( TELEMETRY_LEVEL0 , ( char const * ) & g_MatSysMutex , TMLS_LOCKED , " CMaterialSystem " ) ;
}
# endif
MaterialLock_t hMaterialLock = ( MaterialLock_t ) pCurContext ;
m_pRenderContext . Set ( & m_HardwareRenderContext ) ;
if ( m_ThreadMode ! = MATERIAL_SINGLE_THREADED )
{
g_pShaderAPI - > SetDisallowAccess ( false ) ;
if ( pCurContext - > GetCallQueueInternal ( ) )
{
ThreadRelease ( ) ;
}
}
g_pShaderAPI - > ShaderLock ( ) ;
if ( do_report )
{
double flEndTime = Plat_FloatTime ( ) ;
double flResult = ( flEndTime - flStartTime ) * 1000.0 ;
if ( do_report = = - 1 | | flResult > mat_queue_report . GetFloat ( ) )
{
Color red ( 200 , 20 , 20 , 255 ) ;
ConColorMsg ( red , " *CMaterialSystem::Lock: %0.2fms \n " , flResult ) ;
}
}
return hMaterialLock ;
}
//-----------------------------------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------------------------------
void CMaterialSystem : : Unlock ( MaterialLock_t hMaterialLock )
{
double flStartTime ;
int do_report = mat_queue_report . GetInt ( ) ;
if ( do_report )
{
flStartTime = Plat_FloatTime ( ) ;
}
IMatRenderContextInternal * pRenderContext = ( IMatRenderContextInternal * ) hMaterialLock ;
m_pRenderContext . Set ( pRenderContext ) ;
g_pShaderAPI - > ShaderUnlock ( ) ;
# ifdef MAT_QUEUE_MODE_PROFILE
if ( m_ThreadMode = = MATERIAL_QUEUED_SINGLE_THREADED )
{
g_pShaderAPI - > SetDisallowAccess ( true ) ;
}
else
# endif
if ( m_ThreadMode = = MATERIAL_QUEUED_THREADED )
{
if ( pRenderContext - > GetCallQueueInternal ( ) )
{
ThreadAcquire ( ) ;
}
}
# if 1 // Rick's optimization: not sure this is needed anymore
if ( m_ThreadMode ! = MATERIAL_SINGLE_THREADED )
{
g_MatSysMutex . Unlock ( ) ;
tmSetLockState ( TELEMETRY_LEVEL0 , ( char const * ) & g_MatSysMutex , TMLS_RELEASED , " CMaterialSystem " ) ;
}
# endif
if ( do_report )
{
double flEndTime = Plat_FloatTime ( ) ;
double flResult = ( flEndTime - flStartTime ) * 1000.0 ;
if ( do_report | | flResult > mat_queue_report . GetFloat ( ) )
{
Color red ( 200 , 20 , 20 , 255 ) ;
ConColorMsg ( red , " *CMaterialSystem::Unlock: %0.2fms \n " , flResult ) ;
}
}
}
//-----------------------------------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------------------------------
CMatCallQueue * CMaterialSystem : : GetRenderCallQueue ( )
{
IMatRenderContextInternal * pRenderContext = m_pRenderContext . Get ( ) ;
return pRenderContext ? pRenderContext - > GetCallQueueInternal ( ) : NULL ;
}
void CMaterialSystem : : UnbindMaterial ( IMaterial * pMaterial )
{
Assert ( ( pMaterial = = NULL ) | | ( ( IMaterialInternal * ) pMaterial ) - > IsRealTimeVersion ( ) ) ;
if ( m_HardwareRenderContext . GetCurrentMaterial ( ) = = pMaterial )
{
m_HardwareRenderContext . Bind ( g_pErrorMaterial , NULL ) ;
}
}
class CReplacementProxy : public IMaterialProxy
{
public :
CReplacementProxy ( void ) ;
virtual ~ CReplacementProxy ( void ) ;
virtual bool Init ( IMaterial * pMaterial , KeyValues * pKeyValues ) ;
virtual void OnBind ( void * ) ;
virtual void Release ( ) ;
virtual IMaterial * GetMaterial ( ) ;
private :
IMaterial * m_pReplaceMaterial ;
} ;
# define REPLACEMENT_NAME "_replacement"
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CReplacementProxy : : CReplacementProxy ( void ) : m_pReplaceMaterial ( NULL )
{
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CReplacementProxy : : ~ CReplacementProxy ( void )
{
}
//-----------------------------------------------------------------------------
// Purpose: Get pointer to the color value
// Input : *pMaterial -
//-----------------------------------------------------------------------------
bool CReplacementProxy : : Init ( IMaterial * pMaterial , KeyValues * pKeyValues )
{
const char * pszFileName = pMaterial - > GetName ( ) ;
char szNewName [ MAX_PATH ] ;
V_sprintf_safe ( szNewName , " %s " REPLACEMENT_NAME , pszFileName ) ;
m_pReplaceMaterial = materials - > CreateMaterial ( szNewName , pKeyValues ) ;
return true ;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input :
//-----------------------------------------------------------------------------
void CReplacementProxy : : OnBind ( void * )
{
}
void CReplacementProxy : : Release ( )
{
m_pReplaceMaterial - > DecrementReferenceCount ( ) ;
// Since we have a material-holding-a-material situation here, we need to nuke these if unreferenced to prevent the
// engine needing to double-call UncacheUnusedMaterials to actually get rid of all materials.
m_pReplaceMaterial - > DeleteIfUnreferenced ( ) ;
m_pReplaceMaterial = NULL ;
}
IMaterial * CReplacementProxy : : GetMaterial ( )
{
static ConVarRef localplayer_visionflags ( " localplayer_visionflags " ) ;
bool bVisionOverride = ( localplayer_visionflags . IsValid ( ) & & ( localplayer_visionflags . GetInt ( ) & ( 0x01 ) ) ) ; // Pyro-vision Goggles
if ( bVisionOverride )
{
return m_pReplaceMaterial ;
}
return NULL ;
}
EXPOSE_INTERFACE ( CReplacementProxy , IMaterialProxy , " replace_proxy " IMATERIAL_PROXY_INTERFACE_VERSION ) ;
static const char * pszReplacementForceCopy [ ] =
{
" $nocull " ,
NULL
} ;
void CMaterialSystem : : LoadReplacementMaterials ( )
{
const char * cLocation = " materials " ;
if ( CommandLine ( ) - > FindParm ( " -matscan " ) ) {
ScanDirForReplacements ( cLocation ) ;
} else {
InitReplacementsFromFile ( cLocation ) ;
}
}
void CMaterialSystem : : ScanDirForReplacements ( const char * pszPathName )
{
char szBaseName [ MAX_PATH ] ;
V_sprintf_safe ( szBaseName , " %s/replacements.vmt " , pszPathName ) ;
if ( g_pFullFileSystem - > FileExists ( szBaseName ) )
{
KeyValues * pKV = g_pFullFileSystem - > LoadKeyValues ( IFileSystem : : TYPE_VMT , szBaseName ) ;
if ( pKV )
{
V_sprintf_safe ( szBaseName , " %s/ " , pszPathName ) ;
m_Replacements . Insert ( szBaseName , pKV ) ;
}
}
V_sprintf_safe ( szBaseName , " %s/* " , pszPathName ) ;
FileFindHandle_t FindHandle ;
const char * pFindFileName = g_pFullFileSystem - > FindFirst ( szBaseName , & FindHandle ) ;
while ( pFindFileName & & pFindFileName [ 0 ] ! = ' \0 ' )
{
if ( g_pFullFileSystem - > FindIsDirectory ( FindHandle ) )
{
if ( strcmp ( pFindFileName , " . " ) ! = 0 & & strcmp ( pFindFileName , " .. " ) ! = 0 )
{
char szNextBaseName [ MAX_PATH ] ;
V_sprintf_safe ( szNextBaseName , " %s/%s " , pszPathName , pFindFileName ) ;
ScanDirForReplacements ( szNextBaseName ) ;
}
}
pFindFileName = g_pFullFileSystem - > FindNext ( FindHandle ) ;
}
g_pFullFileSystem - > FindClose ( FindHandle ) ;
}
void CMaterialSystem : : InitReplacementsFromFile ( const char * pszPathName )
{
CUtlVector < char * > replacementFiles ;
char szBaseName [ MAX_PATH ] ;
V_sprintf_safe ( szBaseName , " %s/replacements.txt " , pszPathName ) ;
int replacementCount = ReadListFromFile ( & replacementFiles , szBaseName ) ;
for ( int i = 0 ; i < replacementCount ; + + i )
{
V_snprintf ( szBaseName , sizeof ( szBaseName ) , " %s/%s/replacements.vmt " , pszPathName , replacementFiles [ i ] ) ;
if ( g_pFullFileSystem - > FileExists ( szBaseName ) )
{
KeyValues * pKV = g_pFullFileSystem - > LoadKeyValues ( IFileSystem : : TYPE_VMT , szBaseName ) ;
if ( pKV )
{
V_sprintf_safe ( szBaseName , " %s/%s/ " , pszPathName , replacementFiles [ i ] ) ;
m_Replacements . Insert ( szBaseName , pKV ) ;
}
}
}
replacementFiles . PurgeAndDeleteElements ( ) ;
}
void CMaterialSystem : : PreloadReplacements ( )
{
int nIndex = m_Replacements . First ( ) ;
while ( m_Replacements . IsValidIndex ( nIndex ) )
{
m_Replacements . Element ( nIndex ) - > deleteThis ( ) ;
nIndex = m_Replacements . Next ( nIndex ) ;
}
m_Replacements . Purge ( ) ;
COM_TimestampedLog ( " LoadReplacementMaterials(): Begin " ) ;
LoadReplacementMaterials ( ) ;
COM_TimestampedLog ( " LoadReplacementMaterials(): End " ) ;
m_bReplacementFilesValid = true ;
}
IMaterialProxy * CMaterialSystem : : DetermineProxyReplacements ( IMaterial * pMaterial , KeyValues * pFallbackKeyValues )
{
CReplacementProxy * pReplacementProxy = NULL ;
if ( ! g_pMaterialSystemHardwareConfig - > SupportsPixelShaders_2_0 ( ) )
{
return NULL ;
}
if ( ! m_bReplacementFilesValid )
{
PreloadReplacements ( ) ;
}
const char * pszMaterialName = pMaterial - > GetName ( ) ;
char szCheckPath [ MAX_PATH ] , szCheckName [ MAX_PATH ] , szLastPath [ MAX_PATH ] ;
const char * pszShadername = pFallbackKeyValues - > GetName ( ) ;
V_strcpy_safe ( szLastPath , pszMaterialName ) ;
int nLength = strlen ( szLastPath ) - strlen ( REPLACEMENT_NAME ) ;
if ( nLength > 0 & & strcmpi ( & szLastPath [ nLength ] , REPLACEMENT_NAME ) = = 0 )
{
return NULL ;
}
while ( 1 )
{
const char * pszRemoveSlashes ;
V_ExtractFilePath ( szLastPath , szCheckPath , sizeof ( szCheckPath ) ) ;
pszRemoveSlashes = szCheckPath ;
while ( ( * pszRemoveSlashes ) ! = 0 & & ( ( * pszRemoveSlashes ) = = ' / ' | | ( * pszRemoveSlashes ) = = ' \\ ' ) )
{
pszRemoveSlashes + + ;
}
V_sprintf_safe ( szCheckName , " materials/%s " , pszRemoveSlashes ) ;
int nIndex = m_Replacements . Find ( szCheckName ) ;
if ( m_Replacements . IsValidIndex ( nIndex ) )
{
KeyValues * pKV = m_Replacements . Element ( nIndex ) ;
KeyValues * pTemplatesKV = pKV - > FindKey ( " templates " ) ;
KeyValues * pPatternsKV = pKV - > FindKey ( " patterns " ) ;
const char * pszFileName = V_GetFileName ( pszMaterialName ) ;
if ( ! pTemplatesKV | | ! pPatternsKV )
{
Warning ( " Replacements: Invalid KV file %s \n " , szCheckName ) ;
}
else
{
for ( KeyValues * pSubKey = pPatternsKV - > GetFirstSubKey ( ) ; pSubKey ; pSubKey = pSubKey - > GetNextKey ( ) )
{
const char * pszReplacementName = pSubKey - > GetName ( ) ;
// Msg( " Sub: %s\n", pSubKey->GetName() );
if ( strnicmp ( pszFileName , pszReplacementName , strlen ( pszReplacementName ) ) = = 0 )
{ // We found a replacement!
const char * pszTemplateName = pSubKey - > GetString ( " template " , NULL ) ;
KeyValues * pReplacementMaterial = NULL ;
if ( pszTemplateName & & pTemplatesKV )
{
KeyValues * pTemplateKV = pTemplatesKV - > FindKey ( pszTemplateName ) ;
if ( pTemplateKV )
{
pTemplateKV = pTemplateKV - > FindKey ( pszShadername ) ;
if ( pTemplateKV & & pTemplateKV - > GetFirstSubKey ( ) )
{
pReplacementMaterial = pTemplateKV - > GetFirstSubKey ( ) - > MakeCopy ( ) ;
}
}
}
else
{
if ( pSubKey - > GetFirstSubKey ( ) )
{
pReplacementMaterial = pSubKey - > GetFirstSubKey ( ) - > MakeCopy ( ) ;
}
}
if ( ! pReplacementMaterial )
{
break ;
}
if ( pReplacementMaterial - > GetInt ( " $copyall " ) = = 1 )
{
for ( KeyValues * pCopyKV = pFallbackKeyValues - > GetFirstSubKey ( ) ; pCopyKV ; pCopyKV = pCopyKV - > GetNextKey ( ) )
{
const char * pszCopyValue = pReplacementMaterial - > GetString ( pCopyKV - > GetName ( ) , NULL ) ;
if ( ! pszCopyValue )
{
pReplacementMaterial - > SetString ( pCopyKV - > GetName ( ) , pCopyKV - > GetString ( ) ) ;
}
}
}
else
{
int nReplaceIndex = 0 ;
while ( pszReplacementForceCopy [ nReplaceIndex ] )
{
const char * pszCopyValue = pFallbackKeyValues - > GetString ( pszReplacementForceCopy [ nReplaceIndex ] , NULL ) ;
if ( pszCopyValue )
{
pReplacementMaterial - > SetString ( pszReplacementForceCopy [ nReplaceIndex ] , pszCopyValue ) ;
}
nReplaceIndex + + ;
}
}
for ( KeyValues * pSearchKV = pReplacementMaterial - > GetFirstSubKey ( ) ; pSearchKV ; pSearchKV = pSearchKV - > GetNextKey ( ) )
{
const char * pszValue = pSearchKV - > GetString ( ) ;
if ( pszValue [ 0 ] = = ' $ ' )
{
const char * pszCopyValue = pFallbackKeyValues - > GetString ( pszValue , NULL ) ;
if ( pszCopyValue )
{
pSearchKV - > SetStringValue ( pszCopyValue ) ;
}
else
{
pSearchKV - > SetStringValue ( " " ) ;
}
}
}
pReplacementProxy = new CReplacementProxy ( ) ;
pReplacementProxy - > Init ( pMaterial , pReplacementMaterial ) ;
break ;
}
}
}
if ( pReplacementProxy = = NULL )
{
// Msg( "Failed to find: %s\n", GetName() );
}
break ;
}
if ( szCheckPath [ 0 ] = = 0 )
{
break ;
}
strcpy ( szLastPath , szCheckPath ) ;
}
return pReplacementProxy ;
}
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
void CMaterialSystem : : CompactMemory ( )
{
for ( int i = 0 ; i < ARRAYSIZE ( m_QueuedRenderContexts ) ; i + + )
{
m_QueuedRenderContexts [ i ] . CompactMemory ( ) ;
}
}
void CMaterialSystem : : OnRenderingAsyncComplete ( )
{
Assert ( m_pActiveAsyncJob = = NULL ) ;
// Update the texture manager, which may cause some textures to become available for compositing.
// Because updating textures may cause textures to swap out their active texture handles, this can only be done
// while the async job is not running.
bool bThreadHadOwnership = m_bThreadHasOwnership ;
TextureManager ( ) - > UpdatePostAsync ( ) ;
if ( bThreadHadOwnership & & ! m_bThreadHasOwnership )
ThreadAcquire ( true ) ;
}
//-----------------------------------------------------------------------------
// Material + texture related commands
//-----------------------------------------------------------------------------
void CMaterialSystem : : DebugPrintUsedMaterials ( const CCommand & args )
{
if ( args . ArgC ( ) = = 1 )
{
DebugPrintUsedMaterials ( NULL , false ) ;
}
else
{
DebugPrintUsedMaterials ( args [ 1 ] , false ) ;
}
}
void CMaterialSystem : : DebugPrintUsedMaterialsVerbose ( const CCommand & args )
{
if ( args . ArgC ( ) = = 1 )
{
DebugPrintUsedMaterials ( NULL , true ) ;
}
else
{
DebugPrintUsedMaterials ( args [ 1 ] , true ) ;
}
}
void CMaterialSystem : : DebugPrintUsedTextures ( const CCommand & args )
{
DebugPrintUsedTextures ( ) ;
}
# if defined( _X360 )
void CMaterialSystem : : ListUsedMaterials ( const CCommand & args )
{
ListUsedMaterials ( ) ;
}
# endif // !_X360
void CMaterialSystem : : ReloadAllMaterials ( const CCommand & args )
{
ReloadMaterials ( NULL ) ;
}
void CMaterialSystem : : ReloadMaterials ( const CCommand & args )
{
if ( args . ArgC ( ) ! = 2 )
{
ConWarning ( " Usage: mat_reloadmaterial material_name_substring \n "
" or mat_reloadmaterial substring1*substring2*...*substringN \n " ) ;
return ;
}
ReloadMaterials ( args [ 1 ] ) ;
}
void CMaterialSystem : : ReloadTextures ( const CCommand & args )
{
ReloadTextures ( ) ;
}
CON_COMMAND ( mat_hdr_enabled , " Report if HDR is enabled for debugging " )
{
if ( HardwareConfig ( ) & & HardwareConfig ( ) - > GetHDREnabled ( ) )
{
Warning ( " HDR Enabled \n " ) ;
}
else
{
Warning ( " HDR Disabled \n " ) ;
}
}
static int ReadListFromFile ( CUtlVector < char * > * outReplacementMaterials , const char * pszPathName )
{
Assert ( outReplacementMaterials ! = NULL ) ;
Assert ( pszPathName ! = NULL ) ;
CUtlBuffer fileContents ;
if ( ! g_pFullFileSystem - > ReadFile ( pszPathName , NULL , fileContents ) )
return 0 ;
const char * seps [ ] = { " \r " , " \r \n " , " \n " } ;
V_SplitString2 ( ( char * ) fileContents . Base ( ) , seps , ARRAYSIZE ( seps ) , * outReplacementMaterials ) ;
return outReplacementMaterials - > Size ( ) ;
}