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//===== Copyright (c) Valve Corporation, All rights reserved. ======//
//
// Purpose:
//
// $NoKeywords: $
// Utility class for building command buffers into memory
//==================================================================//
#ifndef COMMANDBUILDER_H
#define COMMANDBUILDER_H
#ifdef _WIN32
#pragma once
#endif
#include "shaderapi/commandbuffer.h"
#include "shaderapi/ishaderapi.h"
#include "shaderlib/BaseShader.h"
#include "tier1/convar.h"
#ifdef _PS3
#include "ps3gcm\gcmdrawstate.h"
#include "ps3gcm\gcmtexture.h"
#endif
#ifdef DBGFLAG_ASSERT
#define TRACK_STORAGE 1
#else
#define TRACK_STORAGE 0
#endif
//-----------------------------------------------------------------------------
// Buffer for storing commands into
//-----------------------------------------------------------------------------
template<int N> class CFixedCommandStorageBuffer { public: uint8 m_Data[N];
uint8 *m_pDataOut; #if TRACK_STORAGE
size_t m_nNumBytesRemaining; #endif
FORCEINLINE CFixedCommandStorageBuffer( void ) { m_pDataOut = m_Data; #if TRACK_STORAGE
m_nNumBytesRemaining = N; #endif
}
FORCEINLINE void EnsureCapacity( size_t sz ) { #if TRACK_STORAGE
if ( m_nNumBytesRemaining < sz + 32 ) Error( "getting scary\n" ); #endif
Assert( m_nNumBytesRemaining >= sz ); }
template<class T> FORCEINLINE void Put( T const &nValue ) { EnsureCapacity( sizeof( T ) ); *( reinterpret_cast<T *>( m_pDataOut ) ) = nValue; m_pDataOut += sizeof( nValue ); #if TRACK_STORAGE
m_nNumBytesRemaining -= sizeof( nValue ); #endif
}
FORCEINLINE void PutInt( int nValue ) { Put( nValue ); }
FORCEINLINE void PutFloat( float nValue ) { Put( nValue ); }
FORCEINLINE void PutPtr( void * pPtr ) { Put( pPtr ); } FORCEINLINE void PutMemory( const void *pMemory, size_t nBytes ) { EnsureCapacity( nBytes ); memcpy( m_pDataOut, pMemory, nBytes ); m_pDataOut += nBytes; #if TRACK_STORAGE
m_nNumBytesRemaining -= nBytes; #endif
}
FORCEINLINE uint8 *Base( void ) { return m_Data; }
FORCEINLINE void Reset( void ) { m_pDataOut = m_Data; #if TRACK_STORAGE
m_nNumBytesRemaining = N; #endif
}
FORCEINLINE size_t Size( void ) const { return m_pDataOut - m_Data; }
};
#ifdef _PS3
class CDynamicCommandStorageBuffer { public: uint8 *m_Data; uint8 *m_pDataOut; #if TRACK_STORAGE_PS3
size_t m_nNumBytesRemaining; #endif
FORCEINLINE CDynamicCommandStorageBuffer() { m_Data = gpGcmDrawState->OpenDynECB(); m_pDataOut = m_Data; #if TRACK_STORAGE_PS3
m_nNumBytesRemaining = 0x1000; #endif
}
FORCEINLINE void EnsureCapacity( size_t sz ) { #if TRACK_STORAGE_PS3
if ( m_nNumBytesRemaining < sz + 32 ) Error( "getting scary\n" ); Assert( m_nNumBytesRemaining >= sz ); #endif
}
template<class T> FORCEINLINE void Put( T const &nValue ) { EnsureCapacity( sizeof( T ) ); *( reinterpret_cast<T *>( m_pDataOut ) ) = nValue; m_pDataOut += sizeof( nValue ); #if TRACK_STORAGE_PS3
m_nNumBytesRemaining -= sizeof( nValue ); #endif
}
FORCEINLINE void PutInt( int nValue ) { Put( nValue ); }
FORCEINLINE void PutFloat( float nValue ) { Put( nValue ); }
FORCEINLINE void PutPtr( void * pPtr ) { Put( pPtr ); }
FORCEINLINE void PutMemory( const void *pMemory, size_t nBytes ) { EnsureCapacity( nBytes ); memcpy( m_pDataOut, pMemory, nBytes ); m_pDataOut += nBytes; #if TRACK_STORAGE_PS3
m_nNumBytesRemaining -= nBytes; #endif
}
FORCEINLINE uint8 *Base( void ) { return m_Data; }
FORCEINLINE void Reset( void ) { m_pDataOut = m_Data; #if TRACK_STORAGE_PS3
m_nNumBytesRemaining = N; #endif
}
FORCEINLINE size_t Size( void ) const { return m_pDataOut - m_Data; }
};
#endif
//-----------------------------------------------------------------------------
// Base class used to build up command buffers
//-----------------------------------------------------------------------------
template<class S> class CBaseCommandBufferBuilder { public: #ifdef _PS3
ALIGN16 S m_Storage ALIGN16_POST; #else
S m_Storage; #endif
FORCEINLINE void End( void ) { m_Storage.PutInt( CBCMD_END ); }
FORCEINLINE IMaterialVar *Param( int nVar ) const { return CBaseShader::s_ppParams[nVar]; }
FORCEINLINE void Reset( void ) { m_Storage.Reset(); }
FORCEINLINE size_t Size( void ) const { return m_Storage.Size(); }
FORCEINLINE uint8 *Base( void ) { return m_Storage.Base(); }
FORCEINLINE void OutputConstantData( float const *pSrcData ) { m_Storage.PutFloat( pSrcData[0] ); m_Storage.PutFloat( pSrcData[1] ); m_Storage.PutFloat( pSrcData[2] ); m_Storage.PutFloat( pSrcData[3] ); }
FORCEINLINE void OutputConstantData4( float flVal0, float flVal1, float flVal2, float flVal3 ) { m_Storage.PutFloat( flVal0 ); m_Storage.PutFloat( flVal1 ); m_Storage.PutFloat( flVal2 ); m_Storage.PutFloat( flVal3 ); } };
//-----------------------------------------------------------------------------
// Used by SetPixelShaderFlashlightState
//-----------------------------------------------------------------------------
struct CBCmdSetPixelShaderFlashlightState_t { Sampler_t m_LightSampler; Sampler_t m_DepthSampler; Sampler_t m_ShadowNoiseSampler; int m_nColorConstant; int m_nAttenConstant; int m_nOriginConstant; int m_nDepthTweakConstant; int m_nScreenScaleConstant; int m_nWorldToTextureConstant; bool m_bFlashlightNoLambert; bool m_bSinglePassFlashlight; };
//-----------------------------------------------------------------------------
// Used to build a per-pass command buffer
//-----------------------------------------------------------------------------
template<class S> class CCommandBufferBuilder : public CBaseCommandBufferBuilder<S> { typedef CBaseCommandBufferBuilder<S> PARENT;
#ifdef _PS3
uint32 m_numPs3Tex; #endif
public:
#ifdef _PS3
FORCEINLINE CCommandBufferBuilder() { // For PS3, command buffers begin with up to four Std textures
m_numPs3Tex = 0;
this->m_Storage.PutInt(CBCMD_LENGTH); this->m_Storage.PutInt(0);
this->m_Storage.PutInt(CBCMD_PS3TEX); for(int i = 0; i < CBCMD_MAX_PS3TEX; i++) this->m_Storage.PutInt(0); }
FORCEINLINE void Reset() { this->m_Storage.Reset();
m_numPs3Tex = 0;
this->m_Storage.PutInt(CBCMD_LENGTH); this->m_Storage.PutInt(0);
this->m_Storage.PutInt(CBCMD_PS3TEX); for(int i = 0; i < CBCMD_MAX_PS3TEX; i++) this->m_Storage.PutInt(0); }
FORCEINLINE int* GetPs3Textures() { return (int*) (this->m_Storage.Base() + sizeof(int) + 2*sizeof(int)); }
#endif
FORCEINLINE void End( void ) { this->m_Storage.PutInt( CBCMD_END );
#ifdef _PS3
uint32 len = this->m_Storage.Size();
if ( (this->m_Storage.m_Data >= g_aDynECB) && (this->m_Storage.m_Data < &g_aDynECB[sizeof(g_aDynECB)]) ) { gpGcmDrawState->CloseDynECB(len); }
uint32* pLength = (uint32*)(this->m_Storage.m_Data + 4); if (pLength[-1] != CBCMD_LENGTH) Error("Length missing\n"); *pLength = len; #endif
}
FORCEINLINE void SetPixelShaderConstants( int nFirstConstant, int nConstants ) { this->m_Storage.PutInt( CBCMD_SET_PIXEL_SHADER_FLOAT_CONST ); this->m_Storage.PutInt( nFirstConstant ); this->m_Storage.PutInt( nConstants ); }
FORCEINLINE void OutputConstantData( float const *pSrcData ) { this->m_Storage.PutFloat( pSrcData[0] ); this->m_Storage.PutFloat( pSrcData[1] ); this->m_Storage.PutFloat( pSrcData[2] ); this->m_Storage.PutFloat( pSrcData[3] ); } FORCEINLINE void OutputConstantData4( float flVal0, float flVal1, float flVal2, float flVal3 ) { this->m_Storage.PutFloat( flVal0 ); this->m_Storage.PutFloat( flVal1 ); this->m_Storage.PutFloat( flVal2 ); this->m_Storage.PutFloat( flVal3 ); }
FORCEINLINE void SetPixelShaderConstant( int nFirstConstant, float const *pSrcData, int nNumConstantsToSet ) { SetPixelShaderConstants( nFirstConstant, nNumConstantsToSet ); this->m_Storage.PutMemory( pSrcData, 4 * sizeof( float ) * nNumConstantsToSet ); }
FORCEINLINE void SetPixelShaderConstant( int nFirstConstant, int nVar ) { SetPixelShaderConstant( nFirstConstant, this->Param( nVar )->GetVecValue() ); }
void SetPixelShaderConstantGammaToLinear( int pixelReg, int constantVar ) { float val[4]; this->Param(constantVar)->GetVecValue( val, 3 ); val[0] = val[0] > 1.0f ? val[0] : GammaToLinear( val[0] ); val[1] = val[1] > 1.0f ? val[1] : GammaToLinear( val[1] ); val[2] = val[2] > 1.0f ? val[2] : GammaToLinear( val[2] ); val[3] = 1.0; SetPixelShaderConstant( pixelReg, val ); }
FORCEINLINE void SetPixelShaderConstant( int nFirstConstant, float const *pSrcData ) { SetPixelShaderConstants( nFirstConstant, 1 ); OutputConstantData( pSrcData ); }
FORCEINLINE void SetPixelShaderConstant4( int nFirstConstant, float flVal0, float flVal1, float flVal2, float flVal3 ) { SetPixelShaderConstants( nFirstConstant, 1 ); OutputConstantData4( flVal0, flVal1, flVal2, flVal3 ); }
FORCEINLINE void SetPixelShaderConstant_W( int pixelReg, int constantVar, float fWValue ) { if ( constantVar != -1 ) { float val[3]; this->Param(constantVar)->GetVecValue( val, 3); SetPixelShaderConstant4( pixelReg, val[0], val[1], val[2], fWValue ); } }
void SetPixelShaderTextureTransform( int vertexReg, int transformVar ) { Vector4D transformation[2]; IMaterialVar* pTransformationVar = ( transformVar >= 0 ) ? this->Param( transformVar ) : NULL; if (pTransformationVar && (pTransformationVar->GetType() == MATERIAL_VAR_TYPE_MATRIX)) { const VMatrix &mat = pTransformationVar->GetMatrixValue(); transformation[0].Init( mat[0][0], mat[0][1], mat[0][2], mat[0][3] ); transformation[1].Init( mat[1][0], mat[1][1], mat[1][2], mat[1][3] ); } else { transformation[0].Init( 1.0f, 0.0f, 0.0f, 0.0f ); transformation[1].Init( 0.0f, 1.0f, 0.0f, 0.0f ); } SetPixelShaderConstant( vertexReg, transformation[0].Base(), 2 ); }
FORCEINLINE void SetVertexShaderConstant( int nFirstConstant, float const *pSrcData ) { this->m_Storage.PutInt( CBCMD_SET_VERTEX_SHADER_FLOAT_CONST ); this->m_Storage.PutInt( nFirstConstant ); this->m_Storage.PutInt( 1 ); OutputConstantData( pSrcData ); }
FORCEINLINE void SetVertexShaderConstant( int nFirstConstant, float const *pSrcData, int nConsts ) { this->m_Storage.PutInt( CBCMD_SET_VERTEX_SHADER_FLOAT_CONST ); this->m_Storage.PutInt( nFirstConstant ); this->m_Storage.PutInt( nConsts ); this->m_Storage.PutMemory( pSrcData, 4 * nConsts * sizeof( float ) ); }
FORCEINLINE void SetVertexShaderConstant4( int nFirstConstant, float flVal0, float flVal1, float flVal2, float flVal3 ) { this->m_Storage.PutInt( CBCMD_SET_VERTEX_SHADER_FLOAT_CONST ); this->m_Storage.PutInt( nFirstConstant ); this->m_Storage.PutInt( 1 ); this->m_Storage.PutFloat( flVal0 ); this->m_Storage.PutFloat( flVal1 ); this->m_Storage.PutFloat( flVal2 ); this->m_Storage.PutFloat( flVal3 ); }
void SetVertexShaderTextureTransform( int vertexReg, int transformVar ) { Vector4D transformation[2]; IMaterialVar* pTransformationVar = ( transformVar >= 0 ) ? this->Param( transformVar ) : NULL; if (pTransformationVar && (pTransformationVar->GetType() == MATERIAL_VAR_TYPE_MATRIX)) { const VMatrix &mat = pTransformationVar->GetMatrixValue(); transformation[0].Init( mat[0][0], mat[0][1], mat[0][2], mat[0][3] ); transformation[1].Init( mat[1][0], mat[1][1], mat[1][2], mat[1][3] ); } else { transformation[0].Init( 1.0f, 0.0f, 0.0f, 0.0f ); transformation[1].Init( 0.0f, 1.0f, 0.0f, 0.0f ); } SetVertexShaderConstant( vertexReg, transformation[0].Base(), 2 ); }
void SetVertexShaderTextureScaledTransformRotate( int vertexReg, int transformVar, int scaleVar, int rotateVar ) { Vector2D scale( 1, 1 ); IMaterialVar* pScaleVar = this->Param( scaleVar ); if (pScaleVar) { if (pScaleVar->GetType() == MATERIAL_VAR_TYPE_VECTOR) pScaleVar->GetVecValue( scale.Base(), 2 ); else if (pScaleVar->IsDefined()) scale[0] = scale[1] = pScaleVar->GetFloatValue(); }
float flRotateVar = 0.0f; IMaterialVar* pRotateVar = this->Param( rotateVar ); if ( pRotateVar && pRotateVar->IsDefined() ) { flRotateVar = pRotateVar->GetFloatValue(); }
Vector4D transformation[2]; IMaterialVar* pTransformationVar = this->Param( transformVar ); if (pTransformationVar && (pTransformationVar->GetType() == MATERIAL_VAR_TYPE_MATRIX)) { VMatrix matRot = pTransformationVar->GetMatrixValue(); MatrixTranslate( matRot, Vector( 0.5, 0.5, 0 ) ); MatrixRotate( matRot, Vector( 0, 0, 1), flRotateVar ); MatrixTranslate( matRot, Vector( -0.5 * scale[0], -0.5 * scale[1], 0 ) ); matRot = matRot.Scale( Vector(scale[0], scale[1], 1) );
transformation[0].Init( matRot[0][0], matRot[0][1], matRot[0][2], matRot[0][3] ); transformation[1].Init( matRot[1][0], matRot[1][1], matRot[1][2], matRot[1][3] );
SetVertexShaderConstant( vertexReg, transformation[0].Base(), 2 ); } }
void SetVertexShaderTextureScaledTransform( int vertexReg, int transformVar, int scaleVar ) { Vector4D transformation[2]; IMaterialVar* pTransformationVar = this->Param( transformVar ); if (pTransformationVar && (pTransformationVar->GetType() == MATERIAL_VAR_TYPE_MATRIX)) { const VMatrix &mat = pTransformationVar->GetMatrixValue(); transformation[0].Init( mat[0][0], mat[0][1], mat[0][2], mat[0][3] ); transformation[1].Init( mat[1][0], mat[1][1], mat[1][2], mat[1][3] ); } else { transformation[0].Init( 1.0f, 0.0f, 0.0f, 0.0f ); transformation[1].Init( 0.0f, 1.0f, 0.0f, 0.0f ); }
Vector2D scale( 1, 1 ); IMaterialVar* pScaleVar = this->Param( scaleVar ); if (pScaleVar) { if (pScaleVar->GetType() == MATERIAL_VAR_TYPE_VECTOR) pScaleVar->GetVecValue( scale.Base(), 2 ); else if (pScaleVar->IsDefined()) scale[0] = scale[1] = pScaleVar->GetFloatValue(); } // Apply the scaling
transformation[0][0] *= scale[0]; transformation[0][1] *= scale[1]; transformation[1][0] *= scale[0]; transformation[1][1] *= scale[1]; transformation[0][3] *= scale[0]; transformation[1][3] *= scale[1]; SetVertexShaderConstant( vertexReg, transformation[0].Base(), 2 ); }
FORCEINLINE void SetEnvMapTintPixelShaderDynamicState( int pixelReg, int tintVar ) { if( g_pConfig->bShowSpecular && g_pConfig->nFullbright != 2 ) { SetPixelShaderConstant( pixelReg, this->Param( tintVar)->GetVecValue() ); } else { SetPixelShaderConstant4( pixelReg, 0.0, 0.0, 0.0, 0.0 ); } }
FORCEINLINE void SetEnvMapTintPixelShaderDynamicStateGammaToLinear( int pixelReg, int tintVar, float fAlphaVal = 1.0f ) { if( g_pConfig->bShowSpecular && g_pConfig->nFullbright != 2 ) { float color[4]; color[3] = fAlphaVal;
//this->Param( tintVar)->GetLinearVecValue( color, 3 );
// (wills) converted this line to the following so that envmaptint can be over-driven beyond 0-1 range
this->Param( tintVar)->GetVecValue( color, 3 ); color[0] = GammaToLinearFullRange( color[0] ); color[1] = GammaToLinearFullRange( color[1] ); color[2] = GammaToLinearFullRange( color[2] );
SetPixelShaderConstant( pixelReg, color ); } else { SetPixelShaderConstant4( pixelReg, 0.0, 0.0, 0.0, fAlphaVal ); } }
FORCEINLINE void StoreEyePosInPixelShaderConstant( int nConst, float wValue = 1.0f ) { this->m_Storage.PutInt( CBCMD_STORE_EYE_POS_IN_PSCONST ); this->m_Storage.PutInt( nConst ); this->m_Storage.PutFloat( wValue ); }
FORCEINLINE void SetPixelShaderFogParams( int nReg ) { this->m_Storage.PutInt( CBCMD_SETPIXELSHADERFOGPARAMS ); this->m_Storage.PutInt( nReg ); }
#ifndef _PS3
FORCEINLINE void BindStandardTexture( Sampler_t nSampler, TextureBindFlags_t nBindFlags, StandardTextureId_t nTextureId ) { this->m_Storage.PutInt( CBCMD_BIND_STANDARD_TEXTURE ); this->m_Storage.PutInt( nSampler | nBindFlags ); this->m_Storage.PutInt( nTextureId ); }
FORCEINLINE void BindTexture( CBaseShader *pShader, Sampler_t nSampler, TextureBindFlags_t nBindFlags, ITexture *pTexture, int nFrame ) { ShaderAPITextureHandle_t hTexture = pShader->GetShaderAPITextureBindHandle( pTexture, nFrame ); Assert( hTexture != INVALID_SHADERAPI_TEXTURE_HANDLE ); this->m_Storage.PutInt( CBCMD_BIND_SHADERAPI_TEXTURE_HANDLE ); this->m_Storage.PutInt( nSampler | nBindFlags ); this->m_Storage.Put( hTexture ); }
FORCEINLINE void BindTexture( Sampler_t nSampler, TextureBindFlags_t nBindFlags, ShaderAPITextureHandle_t hTexture ) { Assert( hTexture != INVALID_SHADERAPI_TEXTURE_HANDLE ); this->m_Storage.PutInt( CBCMD_BIND_SHADERAPI_TEXTURE_HANDLE ); this->m_Storage.PutInt( nSampler | nBindFlags ); this->m_Storage.Put( hTexture ); }
#else
FORCEINLINE void BindTexture( Sampler_t nSampler, TextureBindFlags_t nBindFlags, ShaderAPITextureHandle_t hTexture ) { Assert( hTexture != INVALID_SHADERAPI_TEXTURE_HANDLE );
if (m_numPs3Tex >= CBCMD_MAX_PS3TEX) { Error("Too many textures in single draw ECB\n"); }
int* pOffset = GetPs3Textures() + m_numPs3Tex;
CPs3BindParams_t tex; tex.m_sampler = nSampler; tex.m_nBindFlags = nBindFlags >> 24; // Top byte only
tex.m_hTexture = hTexture;
tex.m_boundStd = -1;
tex.m_nBindTexIndex = m_numPs3Tex;
this->m_Storage.PutInt( CBCMD_BIND_PS3_TEXTURE ); *pOffset = (this->m_Storage.m_pDataOut - this->m_Storage.m_Data); this->m_Storage.PutMemory(&tex, sizeof(tex)) ;
m_numPs3Tex++;
}
FORCEINLINE void BindStandardTexture( Sampler_t nSampler, TextureBindFlags_t nBindFlags, StandardTextureId_t nTextureId ) { if (m_numPs3Tex >= CBCMD_MAX_PS3TEX) { Error("Too many textures in single draw ECB\n"); }
int* pOffset = GetPs3Textures() + m_numPs3Tex; CPs3BindParams_t tex; tex.m_sampler = nSampler; tex.m_nBindFlags = nBindFlags >> 24; tex.m_boundStd = nTextureId;
tex.m_hTexture = -1;
tex.m_nBindTexIndex = m_numPs3Tex;
this->m_Storage.PutInt( CBCMD_BIND_PS3_STANDARD_TEXTURE ); *pOffset = (this->m_Storage.m_pDataOut - this->m_Storage.m_Data); this->m_Storage.PutMemory(&tex, sizeof(tex)) ; m_numPs3Tex++; }
FORCEINLINE void BindTexture( CBaseShader *pShader, Sampler_t nSampler, TextureBindFlags_t nBindFlags, ITexture *pTexture, int nFrame ) { ShaderAPITextureHandle_t hTexture = pShader->GetShaderAPITextureBindHandle( pTexture, nFrame ); BindTexture(nSampler, nBindFlags, hTexture); }
#endif
FORCEINLINE void BindTexture( CBaseShader *pShader, Sampler_t nSampler, TextureBindFlags_t nBindFlags, int nTextureVar, int nFrameVar = -1 ) { ShaderAPITextureHandle_t hTexture = pShader->GetShaderAPITextureBindHandle( nTextureVar, nFrameVar ); BindTexture( nSampler, nBindFlags, hTexture ); }
// Same as BindTexture, except it checks to see if the texture handle is actually the "internal" env_cubemap. If so, it binds it as a standard texture so the proper texture bind flags are
// recorded during instance rendering in CShaderAPIDX8.
FORCEINLINE void BindEnvCubemapTexture( CBaseShader *pShader, Sampler_t nSampler, TextureBindFlags_t nBindFlags, int nTextureVar, int nFrameVar = -1 ) { Assert( nTextureVar != -1 ); Assert( CBaseShader::GetPPParams() ); if ( CBaseShader::GetPPParams()[nTextureVar]->IsTextureValueInternalEnvCubemap() ) { BindStandardTexture( nSampler, nBindFlags, TEXTURE_LOCAL_ENV_CUBEMAP ); } else { ShaderAPITextureHandle_t hTexture = pShader->GetShaderAPITextureBindHandle( nTextureVar, nFrameVar ); BindTexture( nSampler, nBindFlags, hTexture ); } }
FORCEINLINE void BindMultiTexture( CBaseShader *pShader, Sampler_t nSampler1, Sampler_t nSampler2, TextureBindFlags_t nBindFlags, int nTextureVar, int nFrameVar ) { ShaderAPITextureHandle_t hTexture = pShader->GetShaderAPITextureBindHandle( nTextureVar, nFrameVar, 0 ); BindTexture( nSampler1, nBindFlags, hTexture ); hTexture = pShader->GetShaderAPITextureBindHandle( nTextureVar, nFrameVar, 1 ); BindTexture( nSampler2, nBindFlags, hTexture ); }
FORCEINLINE void SetPixelShaderIndex( int nIndex ) { this->m_Storage.PutInt( CBCMD_SET_PSHINDEX ); this->m_Storage.PutInt( nIndex ); }
FORCEINLINE void SetVertexShaderIndex( int nIndex ) { this->m_Storage.PutInt( CBCMD_SET_VSHINDEX ); this->m_Storage.PutInt( nIndex ); }
FORCEINLINE void SetDepthFeatheringShaderConstants( int iConstant, float fDepthBlendScale ) { this->m_Storage.PutInt( CBCMD_SET_DEPTH_FEATHERING_CONST ); this->m_Storage.PutInt( iConstant ); this->m_Storage.PutFloat( fDepthBlendScale ); }
FORCEINLINE void SetVertexShaderFlashlightState( int iConstant ) { this->m_Storage.PutInt( CBCMD_SET_VERTEX_SHADER_FLASHLIGHT_STATE ); this->m_Storage.PutInt( iConstant ); }
FORCEINLINE void SetPixelShaderFlashlightState( const CBCmdSetPixelShaderFlashlightState_t &state ) { this->m_Storage.PutInt( CBCMD_SET_PIXEL_SHADER_FLASHLIGHT_STATE ); this->m_Storage.PutInt( state.m_LightSampler ); this->m_Storage.PutInt( state.m_DepthSampler ); this->m_Storage.PutInt( state.m_ShadowNoiseSampler ); this->m_Storage.PutInt( state.m_nColorConstant ); this->m_Storage.PutInt( state.m_nAttenConstant ); this->m_Storage.PutInt( state.m_nOriginConstant ); this->m_Storage.PutInt( state.m_nDepthTweakConstant ); this->m_Storage.PutInt( state.m_nScreenScaleConstant ); this->m_Storage.PutInt( state.m_nWorldToTextureConstant ); this->m_Storage.PutInt( state.m_bFlashlightNoLambert ); this->m_Storage.PutInt( state.m_bSinglePassFlashlight ); }
FORCEINLINE void SetPixelShaderUberLightState( int iEdge0Const, int iEdge1Const, int iEdgeOOWConst, int iShearRoundConst, int iAABBConst, int iWorldToLightConst ) { this->m_Storage.PutInt( CBCMD_SET_PIXEL_SHADER_UBERLIGHT_STATE ); this->m_Storage.PutInt( iEdge0Const ); this->m_Storage.PutInt( iEdge1Const ); this->m_Storage.PutInt( iEdgeOOWConst ); this->m_Storage.PutInt( iShearRoundConst ); this->m_Storage.PutInt( iAABBConst ); this->m_Storage.PutInt( iWorldToLightConst ); }
FORCEINLINE void Goto( uint8 *pCmdBuf ) { this->m_Storage.PutInt( CBCMD_JUMP ); this->m_Storage.PutPtr( pCmdBuf ); }
FORCEINLINE void Call( uint8 *pCmdBuf ) { this->m_Storage.PutInt( CBCMD_JSR ); this->m_Storage.PutPtr( pCmdBuf ); }
#ifndef _PS3
FORCEINLINE void Reset( void ) { this->m_Storage.Reset(); } #endif
FORCEINLINE size_t Size( void ) const { return this->m_Storage.Size(); }
FORCEINLINE uint8 *Base( void ) { return this->m_Storage.Base(); }
FORCEINLINE void SetVertexShaderNearAndFarZ( int iRegNum ) { this->m_Storage.PutInt( CBCMD_SET_VERTEX_SHADER_NEARZFARZ_STATE ); this->m_Storage.PutInt( iRegNum ); } };
//-----------------------------------------------------------------------------
// Builds a command buffer specifically for per-instance state setting
//-----------------------------------------------------------------------------
template<class S> class CInstanceCommandBufferBuilder : public CBaseCommandBufferBuilder< S > { typedef CBaseCommandBufferBuilder< S > PARENT;
public: FORCEINLINE void End( void ) { this->m_Storage.PutInt( CBICMD_END ); }
FORCEINLINE void SetPixelShaderLocalLighting( int nConst ) { this->m_Storage.PutInt( CBICMD_SETPIXELSHADERLOCALLIGHTING ); this->m_Storage.PutInt( nConst ); }
FORCEINLINE void SetPixelShaderAmbientLightCube( int nConst ) { this->m_Storage.PutInt( CBICMD_SETPIXELSHADERAMBIENTLIGHTCUBE ); this->m_Storage.PutInt( nConst ); }
FORCEINLINE void SetVertexShaderLocalLighting( ) { this->m_Storage.PutInt( CBICMD_SETVERTEXSHADERLOCALLIGHTING ); }
FORCEINLINE void SetVertexShaderAmbientLightCube( void ) { this->m_Storage.PutInt( CBICMD_SETVERTEXSHADERAMBIENTLIGHTCUBE ); }
FORCEINLINE void SetSkinningMatrices( void ) { this->m_Storage.PutInt( CBICMD_SETSKINNINGMATRICES ); }
FORCEINLINE void SetPixelShaderAmbientLightCubeLuminance( int nConst ) { this->m_Storage.PutInt( CBICMD_SETPIXELSHADERAMBIENTLIGHTCUBELUMINANCE ); this->m_Storage.PutInt( nConst ); }
FORCEINLINE void SetPixelShaderGlintDamping( int nConst ) { this->m_Storage.PutInt( CBICMD_SETPIXELSHADERGLINTDAMPING ); this->m_Storage.PutInt( nConst ); }
FORCEINLINE void SetModulationPixelShaderDynamicState_LinearColorSpace_LinearScale( int nConst, const Vector &vecGammaSpaceColor2Factor, float scale ) { this->m_Storage.PutInt( CBICMD_SETMODULATIONPIXELSHADERDYNAMICSTATE_LINEARCOLORSPACE_LINEARSCALE ); this->m_Storage.PutInt( nConst ); this->m_Storage.Put( vecGammaSpaceColor2Factor ); this->m_Storage.PutFloat( 1.0 ); // pad for vector4
this->m_Storage.PutFloat( scale ); }
FORCEINLINE void SetModulationPixelShaderDynamicState_LinearScale( int nConst, const Vector &vecGammaSpaceColor2Factor, float scale ) { this->m_Storage.PutInt( CBICMD_SETMODULATIONPIXELSHADERDYNAMICSTATE_LINEARSCALE ); this->m_Storage.PutInt( nConst ); this->m_Storage.Put( vecGammaSpaceColor2Factor ); this->m_Storage.PutFloat( 1.0 ); // alpha modulation wants 1 1.0 here for simd
this->m_Storage.PutFloat( scale ); }
FORCEINLINE void SetModulationPixelShaderDynamicState_LinearScale_ScaleInW( int nConst, const Vector &vecGammaSpaceColor2Factor, float scale ) { this->m_Storage.PutInt( CBICMD_SETMODULATIONPIXELSHADERDYNAMICSTATE_LINEARSCALE_SCALEINW ); this->m_Storage.PutInt( nConst ); this->m_Storage.Put( vecGammaSpaceColor2Factor ); this->m_Storage.PutFloat( scale ); }
FORCEINLINE void SetModulationPixelShaderDynamicState_LinearColorSpace( int nConst, const Vector &vecGammaSpaceColor2Factor ) { this->m_Storage.PutInt( CBICMD_SETMODULATIONPIXELSHADERDYNAMICSTATE_LINEARCOLORSPACE ); this->m_Storage.PutInt( nConst ); this->m_Storage.Put( vecGammaSpaceColor2Factor ); this->m_Storage.PutFloat( 1.0 ); // pad with a 1 for vector4d simd access. Important that this be a 1 because alpha is multipled by it.
}
FORCEINLINE void SetModulationPixelShaderDynamicState( int nConst, const Vector &vecGammaSpaceColor2Factor ) { this->m_Storage.PutInt( CBICMD_SETMODULATIONPIXELSHADERDYNAMICSTATE ); this->m_Storage.PutInt( nConst ); this->m_Storage.Put( vecGammaSpaceColor2Factor ); }
FORCEINLINE void SetModulationPixelShaderDynamicState_Identity( int nConst ) { this->m_Storage.PutInt( CBICMD_SETMODULATIONPIXELSHADERDYNAMICSTATE_IDENTITY ); this->m_Storage.PutInt( nConst ); }
FORCEINLINE void SetModulationVertexShaderDynamicState( int nConst, const Vector &vecGammaSpaceColor2Factor ) { this->m_Storage.PutInt( CBICMD_SETMODULATIONVERTEXSHADERDYNAMICSTATE ); this->m_Storage.PutInt( nConst ); this->m_Storage.Put( vecGammaSpaceColor2Factor ); } FORCEINLINE void SetModulationVertexShaderDynamicState_LinearScale( int nConst, const Vector &vecGammaSpaceColor2Factor, float flScale ) { this->m_Storage.PutInt( CBICMD_SETMODULATIONVERTEXSHADERDYNAMICSTATE_LINEARSCALE ); this->m_Storage.PutInt( nConst ); this->m_Storage.Put( vecGammaSpaceColor2Factor ); this->m_Storage.PutFloat( flScale ); } };
#endif // commandbuilder_h
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