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//===== Copyright (c) 1996-2005, Valve Corporation, All rights reserved. ======//
//
// Purpose:
//
//===========================================================================//
#include <stdlib.h>
#ifndef _PS3
#include <malloc.h>
#endif
#include "materialsystem_global.h"
#include "string.h"
#include "shaderapi/ishaderapi.h"
#include "materialsystem/materialsystem_config.h"
#include "IHardwareConfigInternal.h"
#include "texturemanager.h"
#include "materialsystem/imaterialvar.h"
#include "materialsystem/IColorCorrection.h"
#include "tier1/strtools.h"
#include "utlvector.h"
#include "utldict.h"
#include "itextureinternal.h"
#include "vtf/vtf.h"
#include "pixelwriter.h"
#include "basetypes.h"
#include "utlbuffer.h"
#include "filesystem.h"
#include "materialsystem/imesh.h"
#include "materialsystem/ishaderapi.h"
#include "vstdlib/random.h"
#include "imorphinternal.h"
#include "isubdinternal.h"
#include "tier1/utlrbtree.h"
#include "ctype.h"
#include "tier0/icommandline.h"
#include "filesystem/IQueuedLoader.h"
// Need lightmaps access here
#ifndef _PS3
#define MATSYS_INTERNAL
#endif
#include "cmatlightmaps.h"
#include "cmaterialsystem.h"
#ifndef _PS3
#undef MATSYS_INTERNAL
#endif
#include "tier0/memdbgon.h"
#define ERROR_TEXTURE_SIZE 32
#define WHITE_TEXTURE_SIZE 1
#define BLACK_TEXTURE_SIZE 1
#define GREY_TEXTURE_SIZE 1
#define NORMALIZATION_CUBEMAP_SIZE 32
#define SSAO_NOISE_TEXTURE_SIZE 32
#define ERROR_TEXTURE_IS_SOLID
//-----------------------------------------------------------------------------
//
// Various procedural texture regeneration classes
//
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// Creates a checkerboard texture
//-----------------------------------------------------------------------------
class CCheckerboardTexture : public ITextureRegenerator { public: CCheckerboardTexture( int nCheckerSize, color32 color1, color32 color2 ) : m_nCheckerSize( nCheckerSize ), m_Color1(color1), m_Color2(color2) { }
virtual void RegenerateTextureBits( ITexture *pTexture, IVTFTexture *pVTFTexture, Rect_t *pSubRect ) { for (int iFrame = 0; iFrame < pVTFTexture->FrameCount(); ++iFrame ) { for (int iFace = 0; iFace < pVTFTexture->FaceCount(); ++iFace ) { int nWidth = pVTFTexture->Width(); int nHeight = pVTFTexture->Height(); int nDepth = pVTFTexture->Depth(); for (int z = 0; z < nDepth; ++z) { // Fill mip 0 with a checkerboard
CPixelWriter pixelWriter; pixelWriter.SetPixelMemory( pVTFTexture->Format(), pVTFTexture->ImageData( iFrame, iFace, 0, 0, 0, z ), pVTFTexture->RowSizeInBytes( 0 ) ); for (int y = 0; y < nHeight; ++y) { pixelWriter.Seek( 0, y ); for (int x = 0; x < nWidth; ++x) { if ( ((x & m_nCheckerSize) ^ (y & m_nCheckerSize)) ^ (z & m_nCheckerSize) ) { pixelWriter.WritePixel( m_Color1.r, m_Color1.g, m_Color1.b, m_Color1.a ); } else { pixelWriter.WritePixel( m_Color2.r, m_Color2.g, m_Color2.b, m_Color2.a ); } } } } } } }
virtual void Release() { delete this; }
private: int m_nCheckerSize; color32 m_Color1; color32 m_Color2; };
static void CreateCheckerboardTexture( ITextureInternal *pTexture, int nCheckerSize, color32 color1, color32 color2 ) { ITextureRegenerator *pRegen = new CCheckerboardTexture( nCheckerSize, color1, color2 ); pTexture->SetTextureRegenerator( pRegen ); }
//-----------------------------------------------------------------------------
// Creates a solid texture
//-----------------------------------------------------------------------------
class CSolidTexture : public ITextureRegenerator { public: CSolidTexture( color32 color ) : m_Color(color) { }
virtual void RegenerateTextureBits( ITexture *pTexture, IVTFTexture *pVTFTexture, Rect_t *pSubRect ) { int nMipCount = pTexture->IsMipmapped() ? pVTFTexture->MipCount() : 1; for (int iFrame = 0; iFrame < pVTFTexture->FrameCount(); ++iFrame ) { for (int iFace = 0; iFace < pVTFTexture->FaceCount(); ++iFace ) { for (int iMip = 0; iMip < nMipCount; ++iMip ) { int nWidth, nHeight, nDepth; pVTFTexture->ComputeMipLevelDimensions( iMip, &nWidth, &nHeight, &nDepth ); for (int z = 0; z < nDepth; ++z) { CPixelWriter pixelWriter; pixelWriter.SetPixelMemory( pVTFTexture->Format(), pVTFTexture->ImageData( iFrame, iFace, iMip, 0, 0, z ), pVTFTexture->RowSizeInBytes( iMip ) ); for (int y = 0; y < nHeight; ++y) { pixelWriter.Seek( 0, y ); for (int x = 0; x < nWidth; ++x) { pixelWriter.WritePixel( m_Color.r, m_Color.g, m_Color.b, m_Color.a ); } } } } } } }
virtual void Release() { delete this; }
private: color32 m_Color; };
static void CreateSolidTexture( ITextureInternal *pTexture, color32 color ) { ITextureRegenerator *pRegen = new CSolidTexture( color ); pTexture->SetTextureRegenerator( pRegen ); }
//-----------------------------------------------------------------------------
// Creates a normalization cubemap texture
//-----------------------------------------------------------------------------
class CNormalizationCubemap : public ITextureRegenerator { public: virtual void RegenerateTextureBits( ITexture *pTexture, IVTFTexture *pVTFTexture, Rect_t *pSubRect ) { // Normalization cubemap doesn't make sense on low-end hardware
// So we won't construct a spheremap out of this
CPixelWriter pixelWriter;
Vector direction; for (int iFace = 0; iFace < 6; ++iFace) { pixelWriter.SetPixelMemory( pVTFTexture->Format(), pVTFTexture->ImageData( 0, iFace, 0 ), pVTFTexture->RowSizeInBytes( 0 ) ); int nWidth = pVTFTexture->Width(); int nHeight = pVTFTexture->Height();
float flInvWidth = 2.0f / (float)(nWidth-1); float flInvHeight = 2.0f / (float)(nHeight-1);
for (int y = 0; y < nHeight; ++y) { float v = y * flInvHeight - 1.0f;
pixelWriter.Seek( 0, y ); for (int x = 0; x < nWidth; ++x) { float u = x * flInvWidth - 1.0f; float oow = 1.0f / sqrt( 1.0f + u*u + v*v );
int ix = (int)(255.0f * 0.5f * (u*oow + 1.0f) + 0.5f); ix = clamp( ix, 0, 255 ); int iy = (int)(255.0f * 0.5f * (v*oow + 1.0f) + 0.5f); iy = clamp( iy, 0, 255 ); int iz = (int)(255.0f * 0.5f * (oow + 1.0f) + 0.5f); iz = clamp( iz, 0, 255 );
switch (iFace) { case CUBEMAP_FACE_RIGHT: pixelWriter.WritePixel( iz, 255 - iy, 255 - ix, 255 ); break; case CUBEMAP_FACE_LEFT: pixelWriter.WritePixel( 255 - iz, 255 - iy, ix, 255 ); break; case CUBEMAP_FACE_BACK: pixelWriter.WritePixel( ix, iz, iy, 255 ); break; case CUBEMAP_FACE_FRONT: pixelWriter.WritePixel( ix, 255 - iz, 255 - iy, 255 ); break; case CUBEMAP_FACE_UP: pixelWriter.WritePixel( ix, 255 - iy, iz, 255 ); break; case CUBEMAP_FACE_DOWN: pixelWriter.WritePixel( 255 - ix, 255 - iy, 255 - iz, 255 ); break; default: break; } } } } }
// NOTE: The normalization cubemap regenerator is stateless
// so there's no need to allocate + deallocate them
virtual void Release() {} };
//-----------------------------------------------------------------------------
// Creates a normalization cubemap texture
//-----------------------------------------------------------------------------
class CSignedNormalizationCubemap : public ITextureRegenerator { public: virtual void RegenerateTextureBits( ITexture *pTexture, IVTFTexture *pVTFTexture, Rect_t *pSubRect ) { // Normalization cubemap doesn't make sense on low-end hardware
// So we won't construct a spheremap out of this
CPixelWriter pixelWriter;
Vector direction; for (int iFace = 0; iFace < 6; ++iFace) { pixelWriter.SetPixelMemory( pVTFTexture->Format(), pVTFTexture->ImageData( 0, iFace, 0 ), pVTFTexture->RowSizeInBytes( 0 ) ); int nWidth = pVTFTexture->Width(); int nHeight = pVTFTexture->Height();
float flInvWidth = 2.0f / (float)(nWidth-1); float flInvHeight = 2.0f / (float)(nHeight-1);
for (int y = 0; y < nHeight; ++y) { float v = y * flInvHeight - 1.0f;
pixelWriter.Seek( 0, y ); for (int x = 0; x < nWidth; ++x) { float u = x * flInvWidth - 1.0f; float oow = 1.0f / sqrt( 1.0f + u*u + v*v );
#if defined( DX_TO_GL_ABSTRACTION ) && !defined( _PS3 )
float flX = (255.0f * 0.5 * (u*oow + 1.0f) + 0.5f); float flY = (255.0f * 0.5 * (v*oow + 1.0f) + 0.5f); float flZ = (255.0f * 0.5 * (oow + 1.0f) + 0.5f);
switch (iFace) { case CUBEMAP_FACE_RIGHT: flX = 255.0f - flX; flY = 255.0f - flY; break; case CUBEMAP_FACE_LEFT: flY = 255.0f - flY; flZ = 255.0f - flZ; break; case CUBEMAP_FACE_BACK: break; case CUBEMAP_FACE_FRONT: flY = 255.0f - flY; flZ = 255.0f - flZ; break; case CUBEMAP_FACE_UP: flY = 255.0f - flY; break; case CUBEMAP_FACE_DOWN: flX = 255.0f - flX; flY = 255.0f - flY; flZ = 255.0f - flZ; break; default: break; }
flX -= 128.0f; flY -= 128.0f; flZ -= 128.0f;
flX /= 128.0f; flY /= 128.0f; flZ /= 128.0f;
switch ( iFace ) { case CUBEMAP_FACE_RIGHT: pixelWriter.WritePixelF( flZ, flY, flX, 0.0f ); break; case CUBEMAP_FACE_LEFT: pixelWriter.WritePixelF( flZ, flY, flX, 0.0f ); break; case CUBEMAP_FACE_BACK: pixelWriter.WritePixelF( flX, flZ, flY, 0.0f ); break; case CUBEMAP_FACE_FRONT: pixelWriter.WritePixelF( flX, flZ, flY, 0.0f ); break; case CUBEMAP_FACE_UP: pixelWriter.WritePixelF( flX, flY, flZ, 0.0f ); break; case CUBEMAP_FACE_DOWN: pixelWriter.WritePixelF( flX, flY, flZ, 0.0f ); break; default: break; } #else
int ix = (int)(255 * 0.5 * (u*oow + 1.0f) + 0.5f); ix = clamp( ix, 0, 255 ); int iy = (int)(255 * 0.5 * (v*oow + 1.0f) + 0.5f); iy = clamp( iy, 0, 255 ); int iz = (int)(255 * 0.5 * (oow + 1.0f) + 0.5f); iz = clamp( iz, 0, 255 );
switch (iFace) { case CUBEMAP_FACE_RIGHT: ix = 255 - ix; iy = 255 - iy; break; case CUBEMAP_FACE_LEFT: iy = 255 - iy; iz = 255 - iz; break; case CUBEMAP_FACE_BACK: break; case CUBEMAP_FACE_FRONT: iy = 255 - iy; iz = 255 - iz; break; case CUBEMAP_FACE_UP: iy = 255 - iy; break; case CUBEMAP_FACE_DOWN: ix = 255 - ix; iy = 255 - iy; iz = 255 - iz; break; default: break; }
ix -= 128; iy -= 128; iz -= 128;
Assert( ix >= -128 && ix <= 127 ); Assert( iy >= -128 && iy <= 127 ); Assert( iz >= -128 && iz <= 127 );
switch (iFace) { case CUBEMAP_FACE_RIGHT: // correct
// pixelWriter.WritePixelSigned( -128, -128, -128, 0 );
pixelWriter.WritePixelSigned( iz, iy, ix, 0 ); break; case CUBEMAP_FACE_LEFT: // correct
// pixelWriter.WritePixelSigned( -128, -128, -128, 0 );
pixelWriter.WritePixelSigned( iz, iy, ix, 0 ); break; case CUBEMAP_FACE_BACK: // wrong
// pixelWriter.WritePixelSigned( -128, -128, -128, 0 );
pixelWriter.WritePixelSigned( ix, iz, iy, 0 ); // pixelWriter.WritePixelSigned( -127, -127, 127, 0 );
break; case CUBEMAP_FACE_FRONT: // wrong
// pixelWriter.WritePixelSigned( -128, -128, -128, 0 );
pixelWriter.WritePixelSigned( ix, iz, iy, 0 ); break; case CUBEMAP_FACE_UP: // correct
// pixelWriter.WritePixelSigned( -128, -128, -128, 0 );
pixelWriter.WritePixelSigned( ix, iy, iz, 0 ); break; case CUBEMAP_FACE_DOWN: // correct
// pixelWriter.WritePixelSigned( -128, -128, -128, 0 );
pixelWriter.WritePixelSigned( ix, iy, iz, 0 ); break; default: break; } #endif
} // x
} // y
} // iFace
}
// NOTE: The normalization cubemap regenerator is stateless
// so there's no need to allocate + deallocate them
virtual void Release() {} };
static void CreateNormalizationCubemap( ITextureInternal *pTexture ) { // NOTE: The normalization cubemap regenerator is stateless
// so there's no need to allocate + deallocate them
static CNormalizationCubemap s_NormalizationCubemap; pTexture->SetTextureRegenerator( &s_NormalizationCubemap ); }
static void CreateSignedNormalizationCubemap( ITextureInternal *pTexture ) { // NOTE: The normalization cubemap regenerator is stateless
// so there's no need to allocate + deallocate them
static CSignedNormalizationCubemap s_SignedNormalizationCubemap; pTexture->SetTextureRegenerator( &s_SignedNormalizationCubemap ); }
/*
static void CreateSSAONoiseTexture( ITextureInternal *pTexture ) { // NOTE: This texture regenerator is stateless so there's no need to allocate + deallocate
static CSSAONoiseMap s_SSAONoiseMap; pTexture->SetTextureRegenerator( &s_SSAONoiseMap ); } */
//-----------------------------------------------------------------------------
// Implementation of the texture manager
//-----------------------------------------------------------------------------
class CTextureManager : public ITextureManager { public: CTextureManager( void );
// Initialization + shutdown
virtual void Init( int nFlags ); virtual void Shutdown();
virtual void AllocateStandardRenderTargets( ); virtual void FreeStandardRenderTargets();
virtual void CacheExternalStandardRenderTargets();
virtual ITextureInternal *CreateProceduralTexture( const char *pTextureName, const char *pTextureGroupName, int w, int h, int d, ImageFormat fmt, int nFlags ); virtual ITextureInternal *FindOrLoadTexture( const char *textureName, const char *pTextureGroupName, int nAdditionalCreationFlags = 0 ); virtual bool IsTextureLoaded( const char *pTextureName ); virtual bool GetTextureInformation( char const *szTextureName, MaterialTextureInfo_t &info );
virtual void AddTextureAlias( const char *pAlias, const char *pRealName ); virtual void RemoveTextureAlias( const char *pAlias );
virtual void SetExcludedTextures( const char *pScriptName, bool bUsingWeaponModelCache ); virtual void UpdateExcludedTextures(); virtual void ClearForceExcludes();
virtual void ResetTextureFilteringState(); void ReloadTextures( void );
// These are used when we lose our video memory due to a mode switch etc
void ReleaseTextures( bool bReleaseManaged = true ); void RestoreNonRenderTargetTextures( void ); void RestoreRenderTargets( void );
// delete any texture that has a refcount <= 0
void RemoveUnusedTextures( void ); void DebugPrintUsedTextures( void );
// Request a texture ID
virtual int RequestNextTextureID();
// Get at a couple standard textures
virtual ITextureInternal *ErrorTexture(); virtual ITextureInternal *NormalizationCubemap(); virtual ITextureInternal *SignedNormalizationCubemap(); virtual ITextureInternal *ShadowNoise2D(); virtual ITextureInternal *SSAONoise2D(); virtual ITextureInternal *IdentityLightWarp(); virtual ITextureInternal *ColorCorrectionTexture( int i ); virtual ITextureInternal *FullFrameDepthTexture(); virtual ITextureInternal *StereoParamTexture();
// Generates an error texture pattern
virtual void GenerateErrorTexture( ITexture *pTexture, IVTFTexture *pVTFTexture );
// Updates the color correction state
virtual void SetColorCorrectionTexture( int i, ITextureInternal *pTexture );
virtual void ForceAllTexturesIntoHardware( void );
virtual ITextureInternal *CreateRenderTargetTexture( const char *pRTName, // NULL for auto-generated name
int w, int h, RenderTargetSizeMode_t sizeMode, ImageFormat fmt, RenderTargetType_t type, unsigned int textureFlags, unsigned int renderTargetFlags, bool bMultipleTargets );
virtual void RemoveTexture( ITextureInternal *pTexture ); virtual void ReloadFilesInList( IFileList *pFilesToReload );
// start with -1, list terminates with -1
virtual int FindNext( int iIndex, ITextureInternal **ppTexture );
virtual void ReleaseTempRenderTargetBits( void );
protected: ITextureInternal *FindTexture( const char *textureName ); ITextureInternal *LoadTexture( const char *textureName, const char *pTextureGroupName, int nAdditionalCreationFlags = 0 );
// Restores a single texture
void RestoreTexture( ITextureInternal* pTex );
CUtlDict< ITextureInternal *, unsigned short > m_TextureList; CUtlDict< const char *, unsigned short > m_TextureAliases; CUtlDict< int, unsigned short > m_TextureExcludes;
bool m_bUsingWeaponModelCache;
int m_iNextTexID; int m_nFlags;
ITextureInternal *m_pErrorTexture; ITextureInternal *m_pBlackTexture; ITextureInternal *m_pWhiteTexture; ITextureInternal *m_pGreyTexture; ITextureInternal *m_pGreyAlphaZeroTexture; ITextureInternal *m_pNormalizationCubemap; ITextureInternal *m_pFullScreenTexture; ITextureInternal *m_pSignedNormalizationCubemap; ITextureInternal *m_pShadowNoise2D; ITextureInternal *m_pSSAONoise2D; ITextureInternal *m_pIdentityLightWarp; ITextureInternal *m_pColorCorrectionTextures[ COLOR_CORRECTION_MAX_TEXTURES ]; ITextureInternal *m_pFullScreenDepthTexture; ITextureInternal *m_pStereoParamTexture;
// Used to generate various error texture patterns when necessary
#ifdef ERROR_TEXTURE_IS_SOLID
CSolidTexture *m_pErrorRegen; #else
CCheckerboardTexture *m_pErrorRegen; #endif
private: bool ParseTextureExcludeScript( const char *pScriptName ); };
//-----------------------------------------------------------------------------
// Singleton instance
//-----------------------------------------------------------------------------
static CTextureManager s_TextureManager; ITextureManager *g_pTextureManager = &s_TextureManager;
//-----------------------------------------------------------------------------
// Texture manager
//-----------------------------------------------------------------------------
CTextureManager::CTextureManager( void ) : m_TextureList( true ), m_TextureAliases( true ), m_TextureExcludes( true ) { m_pErrorTexture = NULL; m_pBlackTexture = NULL; m_pWhiteTexture = NULL; m_pGreyTexture = NULL; m_pGreyAlphaZeroTexture = NULL; m_pNormalizationCubemap = NULL; m_pErrorRegen = NULL; m_pFullScreenTexture = NULL; m_pSignedNormalizationCubemap = NULL; m_pShadowNoise2D = NULL; m_pSSAONoise2D = NULL; m_pIdentityLightWarp = NULL; m_pFullScreenDepthTexture = NULL; m_pStereoParamTexture = NULL; m_bUsingWeaponModelCache = false; }
//-----------------------------------------------------------------------------
// Initialization + shutdown
//-----------------------------------------------------------------------------
void CTextureManager::Init( int nFlags ) { m_nFlags = nFlags; color32 color, color2; m_iNextTexID = 4096;
// setup the checkerboard generator for failed texture loading
color.r = color.g = color.b = 0; color.a = 128; color2.r = color2.b = color2.a = 255; color2.g = 0; #ifdef ERROR_TEXTURE_IS_SOLID
color32 color_black; color_black.r = color_black.g = color_black.b = 0; color_black.a = 255; m_pErrorRegen = new CSolidTexture( color_black ); #else
m_pErrorRegen = new CCheckerboardTexture( 4, color, color2 ); #endif
// Create an error texture
m_pErrorTexture = CreateProceduralTexture( "error", TEXTURE_GROUP_OTHER, ERROR_TEXTURE_SIZE, ERROR_TEXTURE_SIZE, 1, IMAGE_FORMAT_BGRA8888, TEXTUREFLAGS_NOMIP | TEXTUREFLAGS_SINGLECOPY | TEXTUREFLAGS_SRGB ); #ifdef ERROR_TEXTURE_IS_SOLID
CreateSolidTexture( m_pErrorTexture, color_black ); #else
CreateCheckerboardTexture( m_pErrorTexture, 4, color, color2 ); #endif
// Create a white texture
m_pWhiteTexture = CreateProceduralTexture( "white", TEXTURE_GROUP_OTHER, WHITE_TEXTURE_SIZE, WHITE_TEXTURE_SIZE, 1, IMAGE_FORMAT_BGRX8888, TEXTUREFLAGS_NOMIP | TEXTUREFLAGS_SINGLECOPY | TEXTUREFLAGS_SRGB ); color.r = color.g = color.b = color.a = 255; CreateSolidTexture( m_pWhiteTexture, color );
// Create a black texture
m_pBlackTexture = CreateProceduralTexture( "black", TEXTURE_GROUP_OTHER, BLACK_TEXTURE_SIZE, BLACK_TEXTURE_SIZE, 1, IMAGE_FORMAT_BGRX8888, TEXTUREFLAGS_NOMIP | TEXTUREFLAGS_SINGLECOPY | TEXTUREFLAGS_SRGB ); color.r = color.g = color.b = 0; CreateSolidTexture( m_pBlackTexture, color );
// Create a grey texture
m_pGreyTexture = CreateProceduralTexture( "grey", TEXTURE_GROUP_OTHER, GREY_TEXTURE_SIZE, GREY_TEXTURE_SIZE, 1, IMAGE_FORMAT_BGRA8888, TEXTUREFLAGS_NOMIP | TEXTUREFLAGS_SINGLECOPY | TEXTUREFLAGS_SRGB ); color.r = color.g = color.b = 128; color.a = 255; CreateSolidTexture( m_pGreyTexture, color );
// Create a grey texture
m_pGreyAlphaZeroTexture = CreateProceduralTexture( "greyalphazero", TEXTURE_GROUP_OTHER, GREY_TEXTURE_SIZE, GREY_TEXTURE_SIZE, 1, IMAGE_FORMAT_BGRA8888, TEXTUREFLAGS_NOMIP | TEXTUREFLAGS_SINGLECOPY | TEXTUREFLAGS_SRGB ); color.r = color.g = color.b = 128; color.a = 0; CreateSolidTexture( m_pGreyAlphaZeroTexture, color );
#ifdef IS_WINDOWS_PC
if ( g_pShaderAPI->IsStereoSupported() ) { // TODO: Call CreateStereoTexture, which should make a similar call onto the ShaderAPI
int stereoWidth = 8; int stereoHeight = 1; m_pStereoParamTexture = CreateProceduralTexture( "stereoparam", TEXTURE_GROUP_OTHER, stereoWidth, stereoHeight, 1, IMAGE_FORMAT_R32F, TEXTUREFLAGS_NOMIP | TEXTUREFLAGS_SINGLECOPY | TEXTUREFLAGS_POINTSAMPLE | TEXTUREFLAGS_DEFAULT_POOL); } #endif
if ( HardwareConfig()->GetMaxDXSupportLevel() >= 80 ) { // Create a normalization cubemap
m_pNormalizationCubemap = CreateProceduralTexture( "normalize", TEXTURE_GROUP_CUBE_MAP, NORMALIZATION_CUBEMAP_SIZE, NORMALIZATION_CUBEMAP_SIZE, 1, IMAGE_FORMAT_BGRX8888, TEXTUREFLAGS_ENVMAP | TEXTUREFLAGS_NOMIP | TEXTUREFLAGS_SINGLECOPY | TEXTUREFLAGS_CLAMPS | TEXTUREFLAGS_CLAMPT | TEXTUREFLAGS_CLAMPU ); CreateNormalizationCubemap( m_pNormalizationCubemap ); }
if ( HardwareConfig()->GetMaxDXSupportLevel() >= 90 ) { // On MacOS, we have poor format support, so we ask for signed float
ImageFormat fmt = IsOpenGL() ? IMAGE_FORMAT_RGBA16161616F : IMAGE_FORMAT_UVWQ8888; int nFlags = TEXTUREFLAGS_ENVMAP | TEXTUREFLAGS_NOMIP | TEXTUREFLAGS_NOLOD | TEXTUREFLAGS_SINGLECOPY | TEXTUREFLAGS_CLAMPS | TEXTUREFLAGS_CLAMPT | TEXTUREFLAGS_CLAMPU; nFlags |= IsOSXOpenGL() ? TEXTUREFLAGS_POINTSAMPLE : 0; // JasonM - ridiculous hack around R500 lameness...we never use this texture on MacOS anyways (right?)
// Create a normalization cubemap
m_pSignedNormalizationCubemap = CreateProceduralTexture( "normalizesigned", TEXTURE_GROUP_CUBE_MAP, NORMALIZATION_CUBEMAP_SIZE, NORMALIZATION_CUBEMAP_SIZE, 1, fmt, nFlags ); CreateSignedNormalizationCubemap( m_pSignedNormalizationCubemap ); m_pIdentityLightWarp = FindOrLoadTexture( "dev/IdentityLightWarp", TEXTURE_GROUP_OTHER ); m_pIdentityLightWarp->IncrementReferenceCount(); }
// For safety, always load the shadow noise 2D texture even on 9.0 hardware. (It's not needed in Portal2's flashlight shaders, but I'm leaving it in
// because it's referenced all over the place and so the older L4D-style flashlight shadows can be easily re-enabled if needed.)
m_pShadowNoise2D = FindOrLoadTexture( "engine/NormalizedRandomDirections2D", TEXTURE_GROUP_OTHER ); m_pShadowNoise2D->IncrementReferenceCount();
if ( HardwareConfig()->GetMaxDXSupportLevel() >= 92 ) { m_pSSAONoise2D = FindOrLoadTexture( "engine/SSAOReflectionVectors", TEXTURE_GROUP_OTHER ); m_pSSAONoise2D->IncrementReferenceCount(); } }
void CTextureManager::Shutdown() { FreeStandardRenderTargets();
// These checks added because it's possible for shutdown to be called before the material system is
// fully initialized.
if ( m_pWhiteTexture ) { m_pWhiteTexture->DecrementReferenceCount(); m_pWhiteTexture = NULL; }
if ( m_pBlackTexture ) { m_pBlackTexture->DecrementReferenceCount(); m_pBlackTexture = NULL; }
if ( m_pGreyTexture ) { m_pGreyTexture->DecrementReferenceCount(); m_pGreyTexture = NULL; }
if ( m_pGreyAlphaZeroTexture ) { m_pGreyAlphaZeroTexture->DecrementReferenceCount(); m_pGreyAlphaZeroTexture = NULL; }
if ( m_pNormalizationCubemap ) { m_pNormalizationCubemap->DecrementReferenceCount(); m_pNormalizationCubemap = NULL; }
if ( m_pSignedNormalizationCubemap ) { m_pSignedNormalizationCubemap->DecrementReferenceCount(); m_pSignedNormalizationCubemap = NULL; }
if ( m_pShadowNoise2D ) { m_pShadowNoise2D->DecrementReferenceCount(); m_pShadowNoise2D = NULL; }
if ( m_pSSAONoise2D ) { m_pSSAONoise2D->DecrementReferenceCount(); m_pSSAONoise2D = NULL; }
if ( m_pIdentityLightWarp ) { m_pIdentityLightWarp->DecrementReferenceCount(); m_pIdentityLightWarp = NULL; }
if ( m_pErrorTexture ) { m_pErrorTexture->DecrementReferenceCount(); m_pErrorTexture = NULL; }
if ( m_pStereoParamTexture ) { m_pStereoParamTexture->DecrementReferenceCount(); m_pStereoParamTexture = NULL; }
ReleaseTextures();
if ( m_pErrorRegen ) { m_pErrorRegen->Release(); m_pErrorRegen = NULL; }
for ( int i = m_TextureList.First(); i != m_TextureList.InvalidIndex(); i = m_TextureList.Next( i ) ) { ITextureInternal::Destroy( m_TextureList[i] ); } m_TextureList.RemoveAll();
for( int i = m_TextureAliases.First(); i != m_TextureAliases.InvalidIndex(); i = m_TextureAliases.Next( i ) ) { delete []m_TextureAliases[i]; } m_TextureAliases.RemoveAll();
m_TextureExcludes.RemoveAll(); }
//-----------------------------------------------------------------------------
// Allocate, free standard render target textures
//-----------------------------------------------------------------------------
void CTextureManager::AllocateStandardRenderTargets( ) { bool bAllocateFullscreenTexture = ( m_nFlags & MATERIAL_INIT_ALLOCATE_FULLSCREEN_TEXTURE ) != 0; bool bAllocateMorphAccumTexture = g_pMorphMgr->ShouldAllocateScratchTextures();
if ( IsPC() && ( bAllocateFullscreenTexture || bAllocateMorphAccumTexture ) ) { MaterialSystem()->BeginRenderTargetAllocation();
// A offscreen render target which is the size + format of the back buffer (*not* HDR format!)
if ( bAllocateFullscreenTexture ) { // Ensure the _rt_FullScreen RT is given its own depth-stencil surface (RENDER_TARGET_WITH_DEPTH vs. RENDER_TARGET) on the PC/Mac to work around store rendering glitches between the bot panel and the rest of the store UI.
m_pFullScreenTexture = CreateRenderTargetTexture( "_rt_FullScreen", 1, 1, RT_SIZE_FULL_FRAME_BUFFER_ROUNDED_UP, MaterialSystem()->GetBackBufferFormat(), RENDER_TARGET_WITH_DEPTH, TEXTUREFLAGS_CLAMPS | TEXTUREFLAGS_CLAMPT, 0, false ); m_pFullScreenTexture->IncrementReferenceCount(); }
// This texture is the one we accumulate morph deltas into
if ( bAllocateMorphAccumTexture ) { g_pMorphMgr->AllocateScratchTextures(); g_pMorphMgr->AllocateMaterials(); }
MaterialSystem()->EndRenderTargetAllocation(); } }
void CTextureManager::FreeStandardRenderTargets() { if ( m_pFullScreenTexture ) { m_pFullScreenTexture->DecrementReferenceCount(); m_pFullScreenTexture = NULL; }
g_pMorphMgr->FreeMaterials(); g_pMorphMgr->FreeScratchTextures();
#if defined( FEATURE_SUBD_SUPPORT )
g_pSubDMgr->FreeTextures(); #endif
}
void CTextureManager::CacheExternalStandardRenderTargets() { m_pFullScreenDepthTexture = FindTexture( "_rt_FullFrameDepth" ); //created/destroyed in engine/matsys_interface.cpp to properly track hdr changes
}
//-----------------------------------------------------------------------------
// Generates an error texture pattern
//-----------------------------------------------------------------------------
void CTextureManager::GenerateErrorTexture( ITexture *pTexture, IVTFTexture *pVTFTexture ) { m_pErrorRegen->RegenerateTextureBits( pTexture, pVTFTexture, NULL ); }
//-----------------------------------------------------------------------------
// Updates the color correction state
//-----------------------------------------------------------------------------
ITextureInternal *CTextureManager::ColorCorrectionTexture( int i ) { Assert( i<COLOR_CORRECTION_MAX_TEXTURES ); return m_pColorCorrectionTextures[ i ]; }
void CTextureManager::SetColorCorrectionTexture( int i, ITextureInternal *pTexture ) { Assert( i<COLOR_CORRECTION_MAX_TEXTURES );
if( m_pColorCorrectionTextures[i] ) { m_pColorCorrectionTextures[i]->DecrementReferenceCount(); }
m_pColorCorrectionTextures[i] = pTexture; if( pTexture ) pTexture->IncrementReferenceCount(); }
//-----------------------------------------------------------------------------
// Releases all textures (cause we've lost video memory)
//-----------------------------------------------------------------------------
void CTextureManager::ReleaseTextures( bool bReleaseManaged /*= true*/ ) { g_pShaderAPI->SetFullScreenTextureHandle( INVALID_SHADERAPI_TEXTURE_HANDLE );
for ( int i = m_TextureList.First(); i != m_TextureList.InvalidIndex(); i = m_TextureList.Next( i ) ) { if ( bReleaseManaged || m_TextureList[i]->IsRenderTarget() || m_TextureList[i]->IsDefaultPool() ) { // Release the texture...
m_TextureList[i]->Release(); } } }
//-----------------------------------------------------------------------------
// Request a texture ID
//-----------------------------------------------------------------------------
int CTextureManager::RequestNextTextureID() { // FIXME: Deal better with texture ids
// The range between 19000 and 21000 are used for standard textures + lightmaps
if (m_iNextTexID == 19000) { m_iNextTexID = 21000; }
return m_iNextTexID++; }
//-----------------------------------------------------------------------------
// Restores a single texture
//-----------------------------------------------------------------------------
void CTextureManager::RestoreTexture( ITextureInternal* pTexture ) { // Put the texture back onto the board
pTexture->OnRestore(); // Give render targets a chance to reinitialize themselves if necessary (due to AA changes).
pTexture->Download(); }
//-----------------------------------------------------------------------------
// Restore all textures (cause we've got video memory again)
//-----------------------------------------------------------------------------
void CTextureManager::RestoreNonRenderTargetTextures() { // 360 should not have gotten here
Assert( !IsX360() );
for ( int i = m_TextureList.First(); i != m_TextureList.InvalidIndex(); i = m_TextureList.Next( i ) ) { if ( !m_TextureList[i]->IsRenderTarget() ) { RestoreTexture( m_TextureList[i] ); } } }
//-----------------------------------------------------------------------------
// Restore just the render targets (cause we've got video memory again)
//-----------------------------------------------------------------------------
void CTextureManager::RestoreRenderTargets() { // 360 should not have gotten here
Assert( !IsX360() );
for ( int i = m_TextureList.First(); i != m_TextureList.InvalidIndex(); i = m_TextureList.Next( i ) ) { if ( m_TextureList[i]->IsRenderTarget() ) { RestoreTexture( m_TextureList[i] ); } }
if ( m_pFullScreenTexture ) { g_pShaderAPI->SetFullScreenTextureHandle( m_pFullScreenTexture->GetTextureHandle( 0 ) ); }
CacheExternalStandardRenderTargets(); }
//-----------------------------------------------------------------------------
// Reloads all textures
//-----------------------------------------------------------------------------
void CTextureManager::ReloadTextures() { for ( int i = m_TextureList.First(); i != m_TextureList.InvalidIndex(); i = m_TextureList.Next( i ) ) { // Put the texture back onto the board
m_TextureList[i]->Download(); } }
static void ForceTextureIntoHardware( ITexture *pTexture, IMaterial *pMaterial, IMaterialVar *pBaseTextureVar ) { if ( IsGameConsole() ) return;
pBaseTextureVar->SetTextureValue( pTexture );
CMatRenderContextPtr pRenderContext( MaterialSystem()->GetRenderContext() ); pRenderContext->Bind( pMaterial ); IMesh* pMesh = pRenderContext->GetDynamicMesh( true );
CMeshBuilder meshBuilder; meshBuilder.Begin( pMesh, MATERIAL_TRIANGLES, 1 );
meshBuilder.Position3f( 0.0f, 0.0f, 0.0f ); meshBuilder.TangentS3f( 0.0f, 1.0f, 0.0f ); meshBuilder.TangentT3f( 1.0f, 0.0f, 0.0f ); meshBuilder.Normal3f( 0.0f, 0.0f, 1.0f ); meshBuilder.TexCoord2f( 0, 0.0f, 0.0f ); meshBuilder.AdvanceVertex();
meshBuilder.Position3f( 0.0f, 0.0f, 0.0f ); meshBuilder.TangentS3f( 0.0f, 1.0f, 0.0f ); meshBuilder.TangentT3f( 1.0f, 0.0f, 0.0f ); meshBuilder.Normal3f( 0.0f, 0.0f, 1.0f ); meshBuilder.TexCoord2f( 0, 0.0f, 0.0f ); meshBuilder.AdvanceVertex();
meshBuilder.Position3f( 0.0f, 0.0f, 0.0f ); meshBuilder.TangentS3f( 0.0f, 1.0f, 0.0f ); meshBuilder.TangentT3f( 1.0f, 0.0f, 0.0f ); meshBuilder.Normal3f( 0.0f, 0.0f, 1.0f ); meshBuilder.TexCoord2f( 0, 0.0f, 0.0f ); meshBuilder.AdvanceVertex();
meshBuilder.End(); pMesh->Draw(); }
//-----------------------------------------------------------------------------
// Reloads all textures
//-----------------------------------------------------------------------------
void CTextureManager::ForceAllTexturesIntoHardware( void ) { if ( IsGameConsole() ) return;
IMaterial *pMaterial = MaterialSystem()->FindMaterial( "engine/preloadtexture", "texture preload" ); pMaterial = ((IMaterialInternal *)pMaterial)->GetRealTimeVersion(); //always work with the realtime material internally
bool bFound; IMaterialVar *pBaseTextureVar = pMaterial->FindVar( "$basetexture", &bFound ); if( !bFound ) { return; }
for ( int i = m_TextureList.First(); i != m_TextureList.InvalidIndex(); i = m_TextureList.Next( i ) ) { // Put the texture back onto the board
ForceTextureIntoHardware( m_TextureList[i], pMaterial, pBaseTextureVar ); } }
//-----------------------------------------------------------------------------
// Get at a couple standard textures
//-----------------------------------------------------------------------------
ITextureInternal *CTextureManager::ErrorTexture() { return m_pErrorTexture; }
ITextureInternal *CTextureManager::NormalizationCubemap() { return m_pNormalizationCubemap; }
ITextureInternal *CTextureManager::SignedNormalizationCubemap() { return m_pSignedNormalizationCubemap; }
ITextureInternal *CTextureManager::ShadowNoise2D() { return m_pShadowNoise2D; }
ITextureInternal *CTextureManager::SSAONoise2D() { return m_pSSAONoise2D; }
ITextureInternal *CTextureManager::IdentityLightWarp() { return m_pIdentityLightWarp; }
ITextureInternal *CTextureManager::FullFrameDepthTexture() { return m_pFullScreenDepthTexture; }
ITextureInternal *CTextureManager::StereoParamTexture() { return m_pStereoParamTexture ? m_pStereoParamTexture : m_pErrorTexture; }
//-----------------------------------------------------------------------------
// Creates a procedural texture
//-----------------------------------------------------------------------------
ITextureInternal *CTextureManager::CreateProceduralTexture( const char *pTextureName, const char *pTextureGroupName, int w, int h, int d, ImageFormat fmt, int nFlags ) { ITextureInternal *pNewTexture = ITextureInternal::CreateProceduralTexture( pTextureName, pTextureGroupName, w, h, d, fmt, nFlags ); if ( !pNewTexture ) return NULL;
// Add it to the list of textures so it can be restored, etc.
m_TextureList.Insert( pNewTexture->GetName(), pNewTexture );
if ( ( nFlags & TEXTUREFLAGS_SKIP_INITIAL_DOWNLOAD ) != TEXTUREFLAGS_SKIP_INITIAL_DOWNLOAD ) { // NOTE: This will download the texture only if the shader api is ready
pNewTexture->Download(); }
return pNewTexture; }
//-----------------------------------------------------------------------------
// FIXME: Need some better understanding of when textures should be added to
// the texture dictionary here. Is it only for files, for example?
// Texture dictionary...
//-----------------------------------------------------------------------------
ITextureInternal *CTextureManager::LoadTexture( const char *pTextureName, const char *pTextureGroupName, int nAdditionalCreationFlags /* = 0 */ ) { ITextureInternal *pNewTexture = ITextureInternal::CreateFileTexture( pTextureName, pTextureGroupName ); if ( pNewTexture ) { int iIndex = m_TextureExcludes.Find( pNewTexture->GetName() ); if ( m_TextureExcludes.IsValidIndex( iIndex ) ) { // mark the new texture as excluded
int nDimensionsLimit = m_TextureExcludes[iIndex]; pNewTexture->MarkAsExcluded( ( nDimensionsLimit == 0 ), nDimensionsLimit ); } else if ( m_bUsingWeaponModelCache && g_pQueuedLoader->IsMapLoading() ) { // Unfortunate, but the weapon textures get automatically subverted
// to avoid ensuring that scripts do not need to be maintained as new weapons occur.
// When a weapon texture in not explicitly excluded (which trumps), ensure the exclusion.
if ( V_stristr( pNewTexture->GetName(), "weapons/v_models" ) || V_stristr( pNewTexture->GetName(), "weapons/w_models" ) || V_stristr( pNewTexture->GetName(), "weapons/shared" ) ) { // ALL weapon textures (subject to temp exclusion) are getting pre-excluded down to 16, which matches the weapon model cache
// exclusion expectation during loading.
//
// This is necessary to avoid a horrible memory load pattern where the QL would otherwise load the texture at full-res and then
// the weapon model cache would then evict causing a reload as it evicts down to 16.
//
// This hack is because the QL is blasting these in BEFORE the weapon model cache has any chance to know what are the actual dependent
// weapon materials that are subject to initial eviction.
//
// Instead this gets in front of the QL which will bring in ALL weapon based textures in at the desired reduced state with a single load/free.
// Then, there is a fixup by weapon model cache that has then discovered which texture are the REAL dependents and restores the ones
// that got broadly classified here (i.e. shared textures that can't be subject to temp evictions). Temp Exclusion abilities cannot
// be determined this early, thus the broad classification, and the unfortunate minor fixup
pNewTexture->MarkAsExcluded( false, 16, true ); } }
// Stick the texture onto the board
pNewTexture->Download( NULL, nAdditionalCreationFlags );
// FIXME: If there's been an error loading, we don't also want this error...
}
return pNewTexture; }
ITextureInternal *CTextureManager::FindTexture( const char *pTextureName ) { if ( !pTextureName || pTextureName[0] == 0 ) return NULL; char szCleanName[MAX_PATH]; NormalizeTextureName( pTextureName, szCleanName, sizeof( szCleanName ) );
int i = m_TextureList.Find( szCleanName ); if ( i != m_TextureList.InvalidIndex() ) { return m_TextureList[i]; }
i = m_TextureAliases.Find( szCleanName ); if ( i != m_TextureAliases.InvalidIndex() ) { return FindTexture( m_TextureAliases[i] ); }
// Special handling: lightmaps
if ( char const *szLightMapNum = StringAfterPrefix( szCleanName, "[lightmap" ) ) { int iLightMapNum = atoi( szLightMapNum ); extern CMaterialSystem g_MaterialSystem; CMatLightmaps *plm = g_MaterialSystem.GetLightmaps(); if ( iLightMapNum >= 0 && iLightMapNum < plm->GetNumLightmapPages() ) { ShaderAPITextureHandle_t hTex = plm->GetLightmapPageTextureHandle( iLightMapNum ); if ( hTex != INVALID_SHADERAPI_TEXTURE_HANDLE ) { // Establish the lookup linking in the dictionary
ITextureInternal *pTxInt = ITextureInternal::CreateReferenceTextureFromHandle( pTextureName, TEXTURE_GROUP_LIGHTMAP, hTex ); m_TextureList.Insert( pTextureName, pTxInt ); return pTxInt; } } }
// scaleform textures bypass the texture manager
if ( !V_strncmp( szCleanName, "scaleform", 9 ) ) { ShaderAPITextureHandle_t hTex = g_pShaderAPI->FindTexture( szCleanName ); if ( hTex != INVALID_SHADERAPI_TEXTURE_HANDLE ) { // Establish the lookup linking in the dictionary
ITextureInternal *pTxInt = ITextureInternal::CreateReferenceTextureFromHandle( szCleanName, TEXTURE_GROUP_SCALEFORM, hTex ); m_TextureList.Insert( szCleanName, pTxInt ); return pTxInt; } }
return NULL; }
void CTextureManager::AddTextureAlias( const char *pAlias, const char *pRealName ) { if ( (pAlias == NULL) || (pRealName == NULL) ) return; //invalid alias
char szCleanName[MAX_PATH]; int index = m_TextureAliases.Find( NormalizeTextureName( pAlias, szCleanName, sizeof( szCleanName ) ) );
if ( index != m_TextureAliases.InvalidIndex() ) { AssertMsg( Q_stricmp( pRealName, m_TextureAliases[index] ) == 0, "Trying to use one name to alias two different textures." ); RemoveTextureAlias( pAlias ); //remove the old alias to make room for the new one.
}
size_t iRealNameLength = strlen( pRealName ) + 1; char *pRealNameCopy = new char [iRealNameLength]; memcpy( pRealNameCopy, pRealName, iRealNameLength );
m_TextureAliases.Insert( szCleanName, pRealNameCopy ); }
void CTextureManager::RemoveTextureAlias( const char *pAlias ) { if ( pAlias == NULL ) return;
char szCleanName[MAX_PATH]; int index = m_TextureAliases.Find( NormalizeTextureName( pAlias, szCleanName, sizeof( szCleanName ) ) ); if ( index == m_TextureAliases.InvalidIndex() ) return; //not found
delete []m_TextureAliases[index]; m_TextureAliases.RemoveAt( index ); }
bool CTextureManager::ParseTextureExcludeScript( const char *pScriptName ) { // get optional script
if ( !pScriptName || !pScriptName[0] ) return false;
CUtlBuffer excludeBuffer( 0, 0, CUtlBuffer::TEXT_BUFFER ); if ( !g_pFullFileSystem->ReadFile( pScriptName, NULL, excludeBuffer ) ) return false;
char szToken[MAX_PATH]; while ( 1 ) { // must support spaces in names without quotes
// have to brute force parse up to a valid line
while ( 1 ) { excludeBuffer.EatWhiteSpace(); if ( !excludeBuffer.EatCPPComment() ) { // not a comment
break; } } excludeBuffer.GetLine( szToken, sizeof( szToken ) ); int tokenLength = strlen( szToken ); if ( !tokenLength ) { // end of list
break; }
// remove all trailing whitespace
while ( tokenLength > 0 ) { tokenLength--; if ( V_isgraph( szToken[tokenLength] ) ) { break; } szToken[tokenLength] = '\0'; }
// first optional token may be a dimension limit hint
int nDimensionsLimit = 0; char *pTextureName = szToken; if ( pTextureName[0] != 0 && V_isdigit( pTextureName[0] ) ) { nDimensionsLimit = atoi( pTextureName ); // skip forward to name
for ( ;; ) { char ch = *pTextureName; if ( !ch || ( !V_isdigit( ch ) && !V_isspace( ch ) ) ) { break; } pTextureName++; } }
char szCleanName[MAX_PATH]; NormalizeTextureName( pTextureName, szCleanName, sizeof( szCleanName ) );
int iIndex = m_TextureExcludes.Find( szCleanName ); if ( m_TextureExcludes.IsValidIndex( iIndex ) ) { // do not duplicate, override existing entry
m_TextureExcludes[iIndex] = nDimensionsLimit; } else { m_TextureExcludes.Insert( szCleanName, nDimensionsLimit ); } }
return true; }
void CTextureManager::SetExcludedTextures( const char *pScriptName, bool bUsingWeaponModelCache ) { MEM_ALLOC_CREDIT();
m_bUsingWeaponModelCache = IsGameConsole() && bUsingWeaponModelCache;
// clear all existing texture's exclusion
for ( int i = m_TextureExcludes.First(); i != m_TextureExcludes.InvalidIndex(); i = m_TextureExcludes.Next( i ) ) { ITextureInternal *pTexture = FindTexture( m_TextureExcludes.GetElementName( i ) ); if ( pTexture ) { pTexture->MarkAsExcluded( false, 0 ); } } m_TextureExcludes.RemoveAll();
// run through exclusions, build final aggregate list
// optional global script first
ParseTextureExcludeScript( "//MOD/maps/_exclude.lst" ); // optional spec'd script further refines
ParseTextureExcludeScript( pScriptName );
// perform exclusions
for ( int i = m_TextureExcludes.First(); i != m_TextureExcludes.InvalidIndex(); i = m_TextureExcludes.Next( i ) ) { // set any existing texture's exclusion
// textures that don't exist yet will get caught during their creation path
ITextureInternal *pTexture = FindTexture( m_TextureExcludes.GetElementName( i ) ); if ( pTexture ) { int nDimensionsLimit = m_TextureExcludes[i]; pTexture->MarkAsExcluded( ( nDimensionsLimit == 0 ), nDimensionsLimit ); } } }
void CTextureManager::UpdateExcludedTextures( void ) { for ( int i = m_TextureList.First(); i != m_TextureList.InvalidIndex(); i = m_TextureList.Next( i ) ) { m_TextureList[i]->UpdateExcludedState(); } }
void CTextureManager::ClearForceExcludes( void ) { if ( !m_bUsingWeaponModelCache ) { // forced excludes are a temp state promoted by the weapon model cache
return; }
for ( int i = m_TextureList.First(); i != m_TextureList.InvalidIndex(); i = m_TextureList.Next( i ) ) { if ( m_TextureList[i]->IsForceExcluded() ) { m_TextureList[i]->ClearForceExclusion(); } } }
ITextureInternal *CTextureManager::FindOrLoadTexture( const char *pTextureName, const char *pTextureGroupName, int nAdditionalCreationFlags /* = 0 */ ) { ITextureInternal *pTexture = FindTexture( pTextureName ); if ( !pTexture ) { #if defined( DEVELOPMENT_ONLY ) || defined( ALLOW_TEXT_MODE )
static bool s_bTextMode = CommandLine()->HasParm( "-textmode" ); if ( s_bTextMode ) { return m_pErrorTexture; } #endif
pTexture = LoadTexture( pTextureName, pTextureGroupName, nAdditionalCreationFlags ); if ( pTexture ) { // insert into the dictionary using the processed texture name
m_TextureList.Insert( pTexture->GetName(), pTexture ); } }
return pTexture; }
bool CTextureManager::IsTextureLoaded( const char *pTextureName ) { ITextureInternal *pTexture = FindTexture( pTextureName ); return ( pTexture != NULL ); }
bool CTextureManager::GetTextureInformation( char const *szTextureName, MaterialTextureInfo_t &info ) { extern bool CTextureImpl_GetTextureInformation( char const *szTextureName, MaterialTextureInfo_t &info ); return CTextureImpl_GetTextureInformation( szTextureName, info ); }
//-----------------------------------------------------------------------------
// Creates a texture that's a render target
//-----------------------------------------------------------------------------
ITextureInternal *CTextureManager::CreateRenderTargetTexture( const char *pRTName, // NULL for auto-generated name
int w, int h, RenderTargetSizeMode_t sizeMode, ImageFormat fmt, RenderTargetType_t type, unsigned int textureFlags, unsigned int renderTargetFlags, bool bMultipleTargets ) { MEM_ALLOC_CREDIT_( __FILE__ ": Render target" );
ITextureInternal *pTexture;
if ( pRTName ) { // caller is re-initing or changing
pTexture = FindTexture( pRTName );
if ( pTexture ) {
// Changing the underlying render target, but leaving the pointer and refcount
// alone fixes callers that have exisiting references to this object.
ITextureInternal::ChangeRenderTarget( pTexture, w, h, sizeMode, fmt, type, textureFlags, renderTargetFlags );
#ifdef _PS3
if ( pRTName[0] == '^' ) { // Alias raw buffer
pTexture->Ps3gcmRawBufferAlias( pRTName ); return pTexture; } #endif
// download if ready
pTexture->Download(); return pTexture; } } pTexture = ITextureInternal::CreateRenderTarget( pRTName, w, h, sizeMode, fmt, type, textureFlags, renderTargetFlags, bMultipleTargets ); if ( !pTexture ) return NULL;
// Add the render target to the list of textures
// that way it'll get cleaned up correctly in case of a task switch
m_TextureList.Insert( pTexture->GetName(), pTexture );
// NOTE: This will download the texture only if the shader api is ready
#ifdef _PS3
if ( pRTName && pRTName[0] == '^' ) { // Alias raw buffer
pTexture->Ps3gcmRawBufferAlias( pRTName ); } else #endif
{ pTexture->Download(); }
return pTexture; }
void CTextureManager::ResetTextureFilteringState( ) { for ( int i = m_TextureList.First(); i != m_TextureList.InvalidIndex(); i = m_TextureList.Next( i ) ) { m_TextureList[i]->SetFilteringAndClampingMode(); } }
void CTextureManager::RemoveUnusedTextures( void ) { int iNext; for ( int i = m_TextureList.First(); i != m_TextureList.InvalidIndex(); i = iNext ) { iNext = m_TextureList.Next( i );
#ifdef _DEBUG
if ( m_TextureList[i]->GetReferenceCount() < 0 ) { Warning( "RemoveUnusedTextures: pTexture->m_referenceCount < 0 for %s\n", m_TextureList[i]->GetName() ); } #endif
if ( m_TextureList[i]->GetReferenceCount() <= 0 ) { ITextureInternal::Destroy( m_TextureList[i] ); m_TextureList.RemoveAt( i ); } } }
void CTextureManager::RemoveTexture( ITextureInternal *pTexture ) { Assert( pTexture->GetReferenceCount() <= 0 );
for ( int i = m_TextureList.First(); i != m_TextureList.InvalidIndex(); i = m_TextureList.Next( i ) ) { // search by object
if ( m_TextureList[i] == pTexture ) { ITextureInternal::Destroy( m_TextureList[i] ); m_TextureList.RemoveAt( i ); break; } } }
void CTextureManager::ReloadFilesInList( IFileList *pFilesToReload ) { if ( IsPC() ) { for ( int i=m_TextureList.First(); i != m_TextureList.InvalidIndex(); i=m_TextureList.Next( i ) ) { ITextureInternal *pTex = m_TextureList[i];
pTex->ReloadFilesInList( pFilesToReload ); } } }
void CTextureManager::ReleaseTempRenderTargetBits( void ) { if( IsX360() ) //only sane on 360
{ int iNext; for ( int i = m_TextureList.First(); i != m_TextureList.InvalidIndex(); i = iNext ) { iNext = m_TextureList.Next( i );
if ( m_TextureList[i]->IsTempRenderTarget() ) { m_TextureList[i]->Release(); } } } }
void CTextureManager::DebugPrintUsedTextures( void ) { for ( int i = m_TextureList.First(); i != m_TextureList.InvalidIndex(); i = m_TextureList.Next( i ) ) { ITextureInternal *pTexture; pTexture = m_TextureList[i]; Msg( "Texture: '%s' RefCount: %d\n", pTexture->GetName(), pTexture->GetReferenceCount() ); }
if ( m_TextureExcludes.Count() ) { Msg( "\nExcluded Textures: (%d)\n", m_TextureExcludes.Count() ); for ( int i = m_TextureExcludes.First(); i != m_TextureExcludes.InvalidIndex(); i = m_TextureExcludes.Next( i ) ) { char buff[256]; const char *pName = m_TextureExcludes.GetElementName( i ); V_snprintf( buff, sizeof( buff ), "Excluded: %d '%s' \n", m_TextureExcludes[i], pName ); // an excluded texture is valid, but forced tiny
if ( IsTextureLoaded( pName ) ) { Msg( "%s\n", buff ); } else { // warn as unknown, could be a spelling error
Warning( "%s", buff ); } } } }
int CTextureManager::FindNext( int iIndex, ITextureInternal **pTexInternal ) { if ( iIndex == -1 && m_TextureList.Count() ) { iIndex = m_TextureList.First(); } else if ( !m_TextureList.Count() || !m_TextureList.IsValidIndex( iIndex ) ) { *pTexInternal = NULL; return -1; }
*pTexInternal = m_TextureList[iIndex];
iIndex = m_TextureList.Next( iIndex ); if ( iIndex == m_TextureList.InvalidIndex() ) { // end of list
iIndex = -1; }
return iIndex; }
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