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//============ Copyright (c) Valve Corporation, All rights reserved. ============
//
// glmgrbasics.h
// types, common headers, forward declarations, utilities
//
//===============================================================================
#ifndef GLMBASICS_H
#define GLMBASICS_H
#pragma once
#include <OpenGL/OpenGL.h>
#include <OpenGL/gl.h>
#include <OpenGL/glext.h>
#include <OpenGL/CGLTypes.h>
#include <OpenGL/CGLRenderers.h>
#include <OpenGL/CGLCurrent.h>
#include <OpenGL/CGLProfiler.h>
#include <ApplicationServices/ApplicationServices.h>
#include "bitmap/imageformat.h"
#include "bitvec.h"
#include "tier1/checksum_md5.h"
#include "tier1/utlvector.h"
#include "tier1/convar.h"
#include <sys/stat.h>
#include "glmgr/glmdebug.h"
// types
// 3-d integer box (used for texture lock/unlock etc)
struct GLMRegion { int xmin,xmax; int ymin,ymax; int zmin,zmax; };
struct GLMRect // follows GL convention - if coming from the D3D rect you will need to fiddle the Y's
{ int xmin; // left
int ymin; // bottom
int xmax; // right
int ymax; // top
};
// macros
//#define GLMassert(x) assert(x)
// forward decls
class GLMgr; // singleton
class GLMContext; // GL context
class CGLMContextTester; // testing class
class CGLMTex; class CGLMFBO; class CGLMProgram; class CGLMBuffer;
// utilities
typedef enum { // D3D codes
eD3D_DEVTYPE, eD3D_FORMAT, eD3D_RTYPE, eD3D_USAGE, eD3D_RSTATE, // render state
eD3D_SIO, // D3D shader bytecode
eD3D_VTXDECLUSAGE, // CGL codes
eCGL_RENDID, // OpenGL error codes
eGL_ERROR, // OpenGL enums
eGL_ENUM, eGL_RENDERER
} GLMThing_t;
const char* GLMDecode( GLMThing_t type, unsigned long value ); // decode a numeric const
const char* GLMDecodeMask( GLMThing_t type, unsigned long value ); // decode a bitmask
void GLMStop( void ); // aka Debugger()
void GLMCheckError( bool noStop = false, bool noLog= false ); void GLMEnableTrace( bool on );
//===============================================================================
// debug channels
enum EGLMDebugChannel { ePrintf, eDebugger, eGLProfiler };
#if GLMDEBUG
// make all these prototypes disappear in non GLMDEBUG
void GLMDebugInitialize( bool forceReinit=false );
bool GLMDetectOGLP( void ); bool GLMDetectGDB( void ); uint GLMDetectAvailableChannels( void );
uint GLMDebugChannelMask( uint *newValue = NULL ); // note that GDB and OGLP can both come and go during run - forceCheck will allow that to be detected.
// mask returned is in form of 1<<n, n from EGLMDebugChannel
#endif
//===============================================================================
// debug message flavors
enum EGLMDebugFlavor { eAllFlavors, // 0
eDebugDump, // 1 debug dump flavor -D-
eTenure, // 2 code tenures > <
eComment, // 3 one off messages ---
eMatrixData, // 4 matrix data -M-
eShaderData, // 5 shader data (params) -S-
eFrameBufData, // 6 FBO data (attachments) -F-
eDXStuff, // 7 dxabstract spew -X-
eAllocations, // 8 tracking allocs and frees -A-
eSlowness, // 9 slow things happening (srgb flips..) -Z-
eDefaultFlavor, // not specified (no marker)
eFlavorCount }; uint GLMDebugFlavorMask( uint *newValue = NULL );
//===============================================================================
// output functions
// make all these prototypes disappear in non GLMDEBUG
#if GLMDEBUG
// these are unconditional outputs, they don't interrogate the string
void GLMStringOut( const char *string ); void GLMStringOutIndented( const char *string, int indentColumns );
// these will look at the string to guess its flavor: <, >, ---, -M-, -S-
void GLMPrintfVA( const char *fmt, va_list vargs ); void GLMPrintf( const char *fmt, ... );
// these take an explicit flavor with a default value
void GLMPrintStr( const char *str, EGLMDebugFlavor flavor = eDefaultFlavor );
#define GLMPRINTTEXT_NUMBEREDLINES 0x80000000
void GLMPrintText( const char *str, EGLMDebugFlavor flavor = eDefaultFlavor, uint options=0 ); // indent each newline
int GLMIncIndent( int indentDelta ); int GLMGetIndent( void ); void GLMSetIndent( int indent );
#endif
// expose these in release now
// Mimic PIX events so we can decorate debug spew
void GLMBeginPIXEvent( const char *str ); void GLMEndPIXEvent( void );
//===============================================================================
// knob twiddling
float GLMKnob( char *knobname, float *setvalue ); // Pass NULL to not-set the knob value
float GLMKnobToggle( char *knobname );
//===============================================================================
// other stuff
#if GLMDEBUG
inline void GLMDebugger( void ) { if (GLMDebugChannelMask() & (1<<eDebugger)) { asm ( "int $3" ); } if (GLMDebugChannelMask() & (1<<eGLProfiler)) { // we call an obscure GL function which we know has been breakpointed in the OGLP function list
static short nada[] = {0xFFFF,0xFFFF,0xFFFF,0xFFFF}; glColor4sv( nada ); } } #else
#define GLMDebugger()
#endif
// helpers for CGLSetOption - no op if no profiler
void GLMProfilerClearTrace( void ); void GLMProfilerEnableTrace( bool enable );
// helpers for CGLSetParameter - no op if no profiler
void GLMProfilerDumpState( void );
//===============================================================================
// classes
// helper class making function tracking easier to wire up
#if GLMDEBUG || GLMDEBUG_PS3
//extern bool g_bEnableGLMDebug;
class GLMFuncLogger { public: // simple function log
GLMFuncLogger( const char *funcName ) { m_funcName = funcName; m_earlyOut = false; // if ( g_bEnableGLMDebug )
// {
// GLMPrintf( ">%s\n", m_funcName );
// }
}; // more advanced version lets you pass args (i.e. called parameters or anything else of interest)
// no macro for this one, since no easy way to pass through the args as well as the funcname
GLMFuncLogger( const char *funcName, char *fmt, ... ) { m_funcName = funcName; m_earlyOut = false;
// this acts like GLMPrintf here
// all the indent policy is down in GLMPrintfVA
// which means we need to inject a ">" at the front of the format string to make this work... sigh.
char modifiedFmt[2000]; modifiedFmt[0] = '>'; strcpy( modifiedFmt+1, fmt ); va_list vargs; va_start(vargs, fmt); GLMPrintfVA( modifiedFmt, vargs ); va_end( vargs ); } ~GLMFuncLogger( ) { return; // if ( !g_bEnableGLMDebug )
// return;
if (m_earlyOut) { GLMPrintf( "<%s (early out)", m_funcName ); } else { GLMPrintf( "<%s", m_funcName ); } }; void EarlyOut( void ) { m_earlyOut = true; }; const char *m_funcName; // set at construction time
bool m_earlyOut; };
// handy macro to go with the function tracking class
#define GLM_FUNC GLMFuncLogger _logger_ ( __FUNCTION__ )
#else
#define GLM_FUNC
#endif
// class to keep an in-memory mirror of a file which may be getting edited during run
class CGLMFileMirror { public: CGLMFileMirror( char *fullpath ); // just associates mirror with file. if file exists it will be read.
//if non existent it will be created with size zero
~CGLMFileMirror( ); bool HasData( void ); // see if data avail
void GetData( char **dataPtr, uint *dataSizePtr ); // read it out
void SetData( char *data, uint dataSize ); // put data in (and write it to disk)
bool PollForChanges( void ); // check disk copy. If different, read it back in and return true.
void UpdateStatInfo( void ); // make sure stat info is current for our file
void ReadFile( void ); void WriteFile( void );
void OpenInEditor( bool foreground=false ); // pass TRUE if you would like the editor to pop to foreground
/// how about a "wait for change" method..
char *m_path; // fullpath to file
bool m_exists; struct stat m_stat; // stat results for the file (last time checked)
char *m_data; // content of file
uint m_size; // length of content
};
// class based on the file mirror, that makes it easy to edit them outside the app.
// it receives an initial block of text from the engine, and hashes it. ("orig")
// it munges it by duplicating all the text after the "!!" line, and appending it in commented form. ("munged")
// a mirror file is activated, using a filename based on the hash from the orig text.
// if there is already content on disk matching that filename, use that content *unless* the 'blitz' parameter is set.
// (i.e. engine is instructing this subsystem to wipe out any old/modified variants of the text)
class CGLMEditableTextItem { public: CGLMEditableTextItem( char *text, uint size, bool forceOverwrite, char *prefix, char *suffix = NULL ); // create a text blob from text source, optional filename suffix
~CGLMEditableTextItem( );
bool HasData( void ); bool PollForChanges( void ); // return true if stale i.e. you need to get a new edition
void GetCurrentText( char **textOut, uint *sizeOut ); // query for read access to the active blob (could be the original, could be external edited copy)
void OpenInEditor( bool foreground=false ); // call user attention to this text
// internal methods
void GenHashOfOrigText( void ); void GenBaseNameAndFullPath( char *prefix, char *suffix ); void GenMungedText( bool fromMirror );
// members
// orig
uint m_origSize; char *m_origText; // what was submitted
unsigned char m_origDigest[MD5_DIGEST_LENGTH]; // digest of what was submitted
// munged
uint m_mungedSize; char *m_mungedText; // re-processed edition, initial content submission to the file mirror
// mirror
char *m_mirrorBaseName; // generated from the hash of the orig text, plus the label / prefix
char *m_mirrorFullPath; // base name
CGLMFileMirror *m_mirror; // file mirror itself. holds "official" copy for GetCurrentText to return.
};
// debug font
extern unsigned char g_glmDebugFontMap[16384];
// class for cracking multi-part text blobs
// sections are demarcated by beginning-of-line markers submitted in a table by the caller
struct GLMTextSection { int m_markerIndex; // based on table of markers passed in to constructor
uint m_textOffset; // where is the text - offset
int m_textLength; // how big is the section
};
class CGLMTextSectioner { public: CGLMTextSectioner( char *text, int textSize, const char **markers ); // constructor finds all the sections
~CGLMTextSectioner( ); int Count( void ); // how many sections found
void GetSection( int index, uint *offsetOut, uint *lengthOut, int *markerIndexOut ); // find section, size, what marker
// note that more than one section can be marked similarly.
// so policy isn't made here, you walk the sections and decide what to do if there are dupes.
//members
//section table
CUtlVector< GLMTextSection > m_sectionTable; };
#endif
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