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