Counter Strike : Global Offensive Source Code
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//========= Copyright � 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "stdafx.h"
#if defined( DX_TO_GL_ABSTRACTION )
#include "tier1/keyvalues.h"
#endif
#include "shaderapi/ishaderapi.h"
// NOTE: This has to be the last file included!
#include "tier0/memdbgon.h"
using namespace SF::GFx;
using namespace SF::Render;
#if (defined(_DEBUG) || defined(USE_MEM_DEBUG))
#define MEM_ALLOC_CREDIT_FORMATF( formatStr, slotNumber ) \
char szName[64]; \
V_snprintf( szName, ARRAYSIZE(szName), formatStr, slotNumber ); \
MEM_ALLOC_CREDIT_( szName );
#else
#define MEM_ALLOC_CREDIT_FORMATF (void)
#endif
#if defined( _PS3 ) || defined( _X360 )
ConVar scaleform_mesh_caching_enable( "scaleform_mesh_caching_enable", "1" );
static void scaleform_dump_mesh_caching_stats_f( const CCommand &args );
ConCommand scaleform_dump_mesh_caching_stats( "scaleform_dump_mesh_caching_stats", scaleform_dump_mesh_caching_stats_f, "Dumps stats about scaleform mesh caching" );
bool g_bScaleformMeshCaching = true; // Cache VBs & IBs for scaleform batches to reuse across frames
// Counters to track usage of scaleform mesh caching
int g_nScaleformCachedVBAlive = 0; // number of VBs currently allocated for mesh caching
int g_nScaleformCachedIBAlive = 0; // number of IBs currently allocated for mesh caching
int g_nScaleformCachedVBDead = 0; // number of cached VBs that have been cleaned up (add to # alive to get total ever allocated)
int g_nScaleformCachedIBDead = 0; // number of cached IBs that have been cleaned up (add to # alive to get total ever allocated)
static void scaleform_dump_mesh_caching_stats_f( const CCommand &args )
{
Msg( "VBs alive: %d\nIBs alive: %d\nVBs dead: %d\nIBs dead: %d\n", g_nScaleformCachedVBAlive, g_nScaleformCachedIBAlive, g_nScaleformCachedVBDead, g_nScaleformCachedIBDead );
}
#endif
ConVar r_drawscaleform( "r_drawscaleform", "1",
#if defined( DEVELOPMENT_ONLY ) || defined( ALLOW_TEXT_MODE )
FCVAR_RELEASE
#else
0
#endif
);
void ScaleformUIImpl::InitMovieSlotImpl( void )
{
V_memset( m_SlotPtrs, 0, sizeof( m_SlotPtrs ) );
V_memset( m_SlotDeniesInputRefCount, 0, sizeof( m_SlotDeniesInputRefCount ) );
}
void ScaleformUIImpl::ShutdownMovieSlotImpl( void )
{
#if defined ( _DEBUG )
for ( int i = 0; i < MAX_SLOTS; i++ )
{
const char* slotName;
if ( m_SlotPtrs[i] != NULL )
{
switch( i )
{
case SF_RESERVED_CURSOR_SLOT:
slotName = "Cursor";
break;
case SF_FULL_SCREEN_SLOT:
slotName = "Full Screen";
break;
case SF_FIRST_SS_SLOT:
slotName = "Base Client";
break;
default:
slotName= "Other Split Screen";
break;
}
LogPrintf( "Scaleform: UI slot \"%s Slot\" ( #%d ) not released\n", slotName, i );
}
}
#endif
}
BaseSlot* ScaleformUIImpl::LockSlotPtr( int slot )
{
AssertMsg( slot >= 0 && slot < MAX_SLOTS, "Invalid slot index in LockSlotPtr" );
// gurjeets - locks commented out, left here for reference
// Currently we only queue a couple of SF-related functions to be called from the render thread (see cmatqueuedrendercontext.h)
// These are RenderSlot() and SetSlotViewport(). It's safe to call these in parallel along with whatever's
// happening on the main thread. They are also called from the main thread but only at times when when QMS is not enabled
// The Lock/Unlock slot ptr functions are effectively just for ref counting, which is thread safe
//m_SlotMutexes[slot].Lock();
BaseSlot* presult = m_SlotPtrs[slot];
if ( presult )
{
presult->AddRef();
}
return presult;
}
void ScaleformUIImpl::UnlockSlotPtr( int slot )
{
AssertMsg( slot >= 0 && slot < MAX_SLOTS, "Invalid slot index in UnlockSlotPtr" );
if ( m_SlotPtrs[slot] && m_SlotPtrs[slot]->Release() )
{
m_SlotPtrs[slot] = NULL;
}
// gurjeets - locks commented out, left here for reference, see comment in LockSlotPtr
//m_SlotMutexes[slot].Unlock();
}
void ScaleformUIImpl::LockSlot( int slot )
{
AssertMsg( slot >= 0 && slot < MAX_SLOTS, "Invalid slot index in LockSlot" );
// gurjeets - locks commented out, left here for reference, see comment in LockSlotPtr
//m_SlotMutexes[slot].Lock();
}
void ScaleformUIImpl::UnlockSlot( int slot )
{
AssertMsg( slot >= 0 && slot < MAX_SLOTS, "Invalid slot index in UnlockSlot" );
// gurjeets - locks commented out, left here for reference, see comment in LockSlotPtr
//m_SlotMutexes[slot].Unlock();
}
void ScaleformUIImpl::SlotAddRef( int slot )
{
AssertMsg( slot >= 0 && slot < MAX_SLOTS, "Invalid slot index in SlotAddRef" );
LockSlotPtr( slot );
// gurjeets - locks commented out, left here for reference, see comment in LockSlotPtr
//m_SlotMutexes[slot].Unlock();
}
void ScaleformUIImpl::SlotRelease( int slot )
{
AssertMsg( slot >= 0 && slot < MAX_SLOTS, "Invalid slot index in SlotRelease" );
// gurjeets - locks commented out, left here for reference, see comment in LockSlotPtr
//m_SlotMutexes[slot].Lock();
UnlockSlotPtr( slot );
}
IScaleformSlotInitController *g_pExternalScaleformSlotInitController = NULL;
void ScaleformUIImpl::InitSlot( int slotID, const char* rootMovie, IScaleformSlotInitController *pController )
{
g_pExternalScaleformSlotInitController = pController;
MEM_ALLOC_CREDIT_FORMATF( "ScaleformUIImpl::InitSlot%d", slotID );
// gurjeets - locks commented out, left here for reference, see comment in LockSlotPtr
//m_SlotMutexes[slotID].Lock();
if ( !m_SlotPtrs[slotID] )
{
MovieSlot* slotptr = new MovieSlot();
m_SlotPtrs[slotID] = slotptr;
m_SlotDeniesInputRefCount[slotID] = 0;
slotptr->Init( rootMovie, slotID );
if ( pController )
pController->ConfigureNewSlotPostInit( slotID );
}
else
{
m_SlotPtrs[slotID]->AddRef();
}
SFDevMsg("ScaleformUIImpl::InitSlot( %d, %s) refcount=%d\n", slotID, rootMovie, m_SlotPtrs[slotID]->m_iRefCount);
// gurjeets - locks commented out, left here for reference, see comment in LockSlotPtr
//m_SlotMutexes[slotID].Unlock();
}
void ScaleformUIImpl::RequestElement( int slot, const char* elementName, ScaleformUIFunctionHandlerObject* object, const IScaleformUIFunctionHandlerDefinitionTable* tableObject )
{
MEM_ALLOC_CREDIT();
BaseSlot* pslot = LockSlotPtr( slot );
if ( pslot )
{
SFDevMsg("ScaleformUIImpl::RequestElement( %d, %s)\n", slot, elementName);
pslot->RequestElement( elementName, object, tableObject );
}
UnlockSlotPtr( slot );
}
void ScaleformUIImpl::RemoveElement( int slot, SFVALUE element )
{
MEM_ALLOC_CREDIT();
BaseSlot* pslot = LockSlotPtr( slot );
if ( pslot )
{
pslot->RemoveElement( (Scaleform::GFx::Value*)element );
}
UnlockSlotPtr( slot );
}
void ScaleformUIImpl::InstallGlobalObject( int slot, const char* elementName, ScaleformUIFunctionHandlerObject* object, const IScaleformUIFunctionHandlerDefinitionTable* tableObject, SFVALUE *pInstalledGlobalObjectResult )
{
MEM_ALLOC_CREDIT();
BaseSlot* pslot = LockSlotPtr( slot );
if ( pslot )
{
SFDevMsg("ScaleformUIImpl::InstallGlobalObject( %d, %s)\n", slot, elementName);
pslot->InstallGlobalObject( elementName, object, tableObject, (Scaleform::GFx::Value* *) pInstalledGlobalObjectResult );
}
UnlockSlotPtr( slot );
}
void ScaleformUIImpl::RemoveGlobalObject( int slot, SFVALUE element )
{
MEM_ALLOC_CREDIT();
BaseSlot* pslot = LockSlotPtr( slot );
if ( pslot )
{
pslot->RemoveGlobalObject( (Scaleform::GFx::Value*)element );
}
UnlockSlotPtr( slot );
}
void ScaleformUIImpl::SetSlotViewport( int slot, int x, int y, int width, int height )
{
MEM_ALLOC_CREDIT();
BaseSlot* pslot = LockSlotPtr( slot );
if ( pslot )
{
pslot->m_pMovieView->SetViewport( m_iScreenWidth, m_iScreenHeight, x, y, width, height );
}
UnlockSlotPtr( slot );
}
static bool s_bScaleformInFrame = false;
void ScaleformUIImpl::RenderSlot( int slot )
{
if ( !r_drawscaleform.GetBool() )
return;
MEM_ALLOC_CREDIT_FORMATF( "ScaleformUIImpl::RenderSlot%d", slot );
if (slot == SF_RESERVED_BEGINFRAME_SLOT)
{
m_pShaderAPI->ResetRenderState( false );
#if defined( DX_TO_GL_ABSTRACTION )
// Removed for Linux merge (trunk in 2002 -> //console/csgo/trunk in 2001) - do we need these
// m_pDevice->FlushStates( 0xFFFFFFFF );
// m_pDevice->FlushSamplers();
#endif
s_bScaleformInFrame = m_pRenderer2D->BeginFrame();
return;
}
if (slot == SF_RESERVED_ENDFRAME_SLOT)
{
m_pRenderer2D->EndFrame();
m_pShaderAPI->ResetRenderState( false );
#if defined( DX_TO_GL_ABSTRACTION )
// Removed for Linux merge (trunk in 2002 -> //console/csgo/trunk in 2001) - do we need these
// m_pDevice->FlushStates( 0xFFFFFFFF );
// m_pDevice->FlushSamplers();
#endif
return;
}
if ( !s_bScaleformInFrame )
{
// Device lost, but still need to call NextCapture to avoid leaking memory
BaseSlot* pslot = LockSlotPtr( slot );
if (pslot)
{
MovieDisplayHandle hMovieDisplay = ((Movie*)pslot->m_pMovieView)->GetDisplayHandle();
hMovieDisplay.NextCapture( m_pRenderer2D->GetContextNotify() );
}
UnlockSlotPtr( slot );
return;
}
SaveRenderingState();
if ( m_pRenderHAL )
{
m_pRenderHAL->GetTextureManager()->SetRenderThreadIdToCurrentThread();
if ( m_bClearMeshCacheQueued )
{
// Clear the mesh cache to recover memory. The mesh cache will clear itself after hitting a threshold,
// but in practice this threshold can large enough that it bleeds a lot of memory on console.
// We also want to avoid performance spikes caused by clearing and refilling this cache in the middle
// of gameplay. So this accessor allows us to reset the cache on demand at a less noticeable point,
// e.g. the end of a round, or when we transition between maps.
MeshCache& meshCache = m_pRenderHAL->GetMeshCache();
meshCache.ClearCache();
m_bClearMeshCacheQueued = false;
}
#ifdef DX_TO_GL_ABSTRACTION
// On Linux, we have to flip the display.
SF::Render::Matrix2F matrix;
matrix.Sy() = -1.0f;
matrix.Ty() = m_iScreenHeight;
m_pRenderHAL->SetUserMatrix(matrix);
#endif
}
BaseSlot* pslot = LockSlotPtr( slot );
if ( pslot )
{
MovieView_Display( ToSFMOVIE( pslot->m_pMovieView ) );
}
UnlockSlotPtr( slot );
RestoreRenderingState();
}
void ScaleformUIImpl::ForkRenderSlot( int slot )
{
}
void ScaleformUIImpl::JoinRenderSlot( int slot )
{
}
void ScaleformUIImpl::AdvanceSlot( int slot )
{
if ( !r_drawscaleform.GetBool() )
return;
MEM_ALLOC_CREDIT_FORMATF( "ScaleformUIImpl::AdvanceSlot%d", slot );
BaseSlot* pslot = LockSlotPtr( slot );
if ( pslot )
{
// Using m_fTime set in RunFrame
pslot->Advance( m_fTime );
}
UnlockSlotPtr( slot );
}
bool ScaleformUIImpl::SlotConsumesInputEvents( int slot )
{
MEM_ALLOC_CREDIT_FORMATF( "ScaleformUIImpl::SlotConsumesInputEvents%d", slot );
bool result = false;
BaseSlot* pslot = m_SlotPtrs[ slot ];
if ( pslot )
{
result = pslot->ConsumesInputEvents();
}
return result;
}
bool ScaleformUIImpl::SlotDeniesInputToGame( int slot )
{
MEM_ALLOC_CREDIT_FORMATF( "ScaleformUIImpl::SlotDeniesInputToGame%d", slot );
if ( m_bDenyAllInputToGame )
return true;
if ( slot < MAX_SLOTS )
return ( m_SlotDeniesInputRefCount[slot] > 0 );
else
return false;
}
void ScaleformUIImpl::DenyInputToGameFromFlash( int slot, bool value )
{
if ( value )
{
m_SlotDeniesInputRefCount[slot]++;
}
else
{
Assert( m_SlotDeniesInputRefCount[slot] > 0 );
m_SlotDeniesInputRefCount[slot]--;
}
SFDevMsg( "ScaleformUIImpl::DenyInputToGameFromFlash(%d,%d) m_SlotDeniesInputRefCount[%d]=%d \n", slot, value?1:0, slot, m_SlotDeniesInputRefCount[slot] );
}
bool ScaleformUIImpl::AnalogStickNavigationDisabled( int slot )
{
MEM_ALLOC_CREDIT_FORMATF( "ScaleformUIImpl::AnalogStickNavigationDisabled%d", slot );
bool result = false;
if ( slot < MAX_SLOTS )
{
BaseSlot* pslot = m_SlotPtrs[ slot ];
if ( pslot )
{
MovieSlot* pMovieSlot = dynamic_cast<MovieSlot*>( pslot );
if ( pMovieSlot )
{
result = pMovieSlot->AnalogStickNavigationDisabled();
}
}
}
return result;
}
void ScaleformUIImpl::UpdateSafeZone( void )
{
MEM_ALLOC_CREDIT();
for ( int i = SF_FIRST_UNRESERVED_SLOT; i < MAX_SLOTS; i++ )
{
BaseSlot* pslot = LockSlotPtr( i );
if ( pslot )
{
pslot->UpdateSafeZone();
}
UnlockSlotPtr( i );
}
}
void ScaleformUIImpl::UpdateTint( void )
{
MEM_ALLOC_CREDIT();
for ( int i = SF_FIRST_UNRESERVED_SLOT; i < MAX_SLOTS; i++ )
{
BaseSlot* pslot = LockSlotPtr( i );
if ( pslot )
{
pslot->UpdateTint();
}
UnlockSlotPtr( i );
}
}
bool ScaleformUIImpl::ConsumesInputEvents( void )
{
MEM_ALLOC_CREDIT();
if ( m_bDenyAllInputToGame )
return true;
for ( int i = SF_FIRST_UNRESERVED_SLOT; i < MAX_SLOTS; i++ )
{
if ( SlotConsumesInputEvents( i ) )
{
return true;
}
}
return false;
}
void ScaleformUIImpl::ForceUpdateImages()
{
MEM_ALLOC_CREDIT();
for ( int i = SF_FIRST_UNRESERVED_SLOT; i < MAX_SLOTS; i++ )
{
BaseSlot* pSlot = LockSlotPtr( i );
if ( pSlot && pSlot->m_pMovieView )
{
pSlot->m_pMovieView->ForceUpdateImages();
}
UnlockSlotPtr( i );
}
}
void ScaleformUIImpl::DenyInputToGame( bool value )
{
m_bDenyAllInputToGame = value;
SFDevMsg( "ScaleformUIImpl::DenyInputToGame(%d)\n", value?1:0 );
}
SFVALUE ScaleformUIImpl::CreateNewObject( int slot )
{
MEM_ALLOC_CREDIT();
SFVALUE result = NULL;
BaseSlot* pslot = LockSlotPtr( slot );
if ( pslot )
{
Movie* pmovie = pslot->m_pMovieView;
Value* pResult = (Value*)CreateGFxValue();
pmovie->CreateObject( pResult );
result = ( SFVALUE )pResult;
}
UnlockSlotPtr( slot );
return result;
}
SFVALUE ScaleformUIImpl::CreateNewArray( int slot, int size )
{
MEM_ALLOC_CREDIT();
SFVALUE result = NULL;
BaseSlot* pslot = LockSlotPtr( slot );
if ( pslot )
{
Movie* pmovie = pslot->m_pMovieView;
Value* pResult = (Value*)CreateGFxValue();
pmovie->CreateArray( pResult );
if ( size != -1 )
pResult->SetArraySize( size );
result = ( SFVALUE )pResult;
}
UnlockSlotPtr( slot );
return result;
}
SFVALUE ScaleformUIImpl::CreateNewString( int slot, const char* value )
{
MEM_ALLOC_CREDIT();
SFVALUE result = NULL;
BaseSlot* pslot = LockSlotPtr( slot );
if ( pslot )
{
Movie* pmovie = pslot->m_pMovieView;
Value* pResult = (Value*)CreateGFxValue();
pmovie->CreateString( pResult, value );
result = ( SFVALUE )pResult;
}
UnlockSlotPtr( slot );
return result;
}
SFVALUE ScaleformUIImpl::CreateNewString( int slot, const wchar_t* value )
{
MEM_ALLOC_CREDIT();
SFVALUE result = NULL;
BaseSlot* pslot = LockSlotPtr( slot );
if ( pslot )
{
Movie* pmovie = pslot->m_pMovieView;
Value* pResult = (Value*)CreateGFxValue();
pmovie->CreateStringW( pResult, value );
result = ( SFVALUE )pResult;
}
UnlockSlotPtr( slot );
return result;
}
void ScaleformUIImpl::LockInputToSlot( int slot )
{
MEM_ALLOC_CREDIT_FORMATF( "ScaleformUIImpl::LockInputToSlot%d", slot );
BaseSlot* pslot = LockSlotPtr( SF_FULL_SCREEN_SLOT );
if ( pslot )
{
pslot->LockInputToSlot( slot );
}
UnlockSlotPtr( SF_FULL_SCREEN_SLOT );
}
void ScaleformUIImpl::UnlockInput( void )
{
MEM_ALLOC_CREDIT();
BaseSlot* pslot = LockSlotPtr( SF_FULL_SCREEN_SLOT );
if ( pslot )
{
pslot->UnlockInput();
}
UnlockSlotPtr( SF_FULL_SCREEN_SLOT );
}
void ScaleformUIImpl::ForceCollectGarbage( int slot )
{
BaseSlot* pslot = m_SlotPtrs[ slot ];
if ( pslot )
{
pslot->ForceCollectGarbage( );
}
}
void ScaleformUIImpl::SetToControllerUI( int slot, bool value )
{
BaseSlot* pslot = LockSlotPtr( slot );
if ( pslot )
{
pslot->SetToControllerUI( value, true );
}
UnlockSlotPtr( slot );
}
void ScaleformUIImpl::LockMostRecentInputDevice( int slot )
{
BaseSlot* pslot = m_SlotPtrs[ slot ];
if ( pslot )
{
pslot->LockMostRecentInputDevice();
}
}
bool ScaleformUIImpl::IsSetToControllerUI( int slot )
{
bool result = false;
BaseSlot* pslot = m_SlotPtrs[ slot ];
if ( pslot == NULL || !pslot->ConsumesInputEvents() )
{
// Specified slot does not consume input events, or does not exist. Test the full screen slot instead.
slot = SF_FULL_SCREEN_SLOT;
pslot = m_SlotPtrs[ slot ];
}
if ( pslot )
{
result = pslot->IsSetToControllerUI();
}
return result;
}