Counter Strike : Global Offensive Source Code
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//===== Copyright (c) 1996-2005, Valve Corporation, All rights reserved. ======//
//
// The copyright to the contents herein is the property of Valve, L.L.C.
// The contents may be used and/or copied only with the written permission of
// Valve, L.L.C., or in accordance with the terms and conditions stipulated in
// the agreement/contract under which the contents have been supplied.
//
// model loading and caching
//
//===========================================================================//
#ifndef _PS3
#include <memory.h>
#endif
#include "tier0/vprof.h"
#include "tier0/icommandline.h"
#include "tier1/utllinkedlist.h"
#include "tier1/utlmap.h"
#include "datacache/imdlcache.h"
#include "istudiorender.h"
#include "filesystem.h"
#include "optimize.h"
#include "materialsystem/imaterialsystemhardwareconfig.h"
#include "materialsystem/imesh.h"
#include "datacache/idatacache.h"
#include "studio.h"
#include "vcollide.h"
#include "utldict.h"
#include "convar.h"
#include "datacache_common.h"
#include "mempool.h"
#include "vphysics_interface.h"
#include "phyfile.h"
#include "studiobyteswap.h"
#include "tier2/fileutils.h"
#include "filesystem/IQueuedLoader.h"
#include "tier1/lzmaDecoder.h"
#include "datacache/iresourceaccesscontrol.h"
#include "tier0/miniprofiler.h"
#include <algorithm>
#include "mdlcombine.h"
#include "vtfcombine.h"
#include "keyvalues.h"
#ifdef _CERT
#define NO_LOG_MDLCACHE 1
#endif
//#define DEBUG_ANIM_STALLS
#ifdef NO_LOG_MDLCACHE
#define LogMdlCache() 0
#else
#define LogMdlCache() mod_trace_load.GetBool()
#endif
#define MdlCacheMsg if ( !LogMdlCache() ) ; else Msg
#define MdlCacheWarning if ( !LogMdlCache() ) ; else Warning
#if defined( _X360 )
#define AsyncMdlCache() 0 // Explicitly !!!OFF!!! for 360 (incompatible), specific compatible resources opt in individually.
#else
#define AsyncMdlCache() 0
#endif
#define ERROR_MODEL "models/error.mdl"
#define IDSTUDIOHEADER (('T'<<24)+('S'<<16)+('D'<<8)+'I')
#define MakeCacheID( handle, type ) ( ( (uint)(handle) << 16 ) | (uint)(type) )
#define HandleFromCacheID( id) ( (MDLHandle_t)((id) >> 16) )
#define TypeFromCacheID( id ) ( (MDLCacheDataType_t)((id) & 0xffff) )
enum
{
STUDIODATA_FLAGS_STUDIOMESH_LOADED = 0x0001,
STUDIODATA_FLAGS_VCOLLISION_LOADED = 0x0002,
STUDIODATA_ERROR_MODEL = 0x0004,
STUDIODATA_FLAGS_NO_STUDIOMESH = 0x0008,
STUDIODATA_FLAGS_NO_VERTEX_DATA = 0x0010,
// = 0x0020, // unused
STUDIODATA_FLAGS_PHYSICS2COLLISION_LOADED = 0x0040,
STUDIODATA_FLAGS_VCOLLISION_SCANNED = 0x0080,
STUDIODATA_FLAGS_COMBINED_PLACEHOLDER = 0x0100,
STUDIODATA_FLAGS_COMBINED = 0x0200,
STUDIODATA_FLAGS_COMBINED_UNAVAILABLE = 0x0400,
STUDIODATA_FLAGS_COMBINED_ASSET = 0x0800,
};
static IPhysicsSurfaceProps *physprops = NULL;
class CStudioVCollide : public CRefCounted<>
{
public:
~CStudioVCollide()
{
g_pPhysicsCollision->VCollideUnload( &m_vcollide );
}
vcollide_t *GetVCollide()
{
return &m_vcollide;
}
private:
vcollide_t m_vcollide;
};
// #define DEBUG_COMBINER 1
enum
{
COMBINED_REFERENCE_PLACEHOLDER = 0x00000001,
COMBINED_REFERENCE_PRIMARY = 0x00000002,
COMBINED_REFERENCE_COMBINER = 0x00000004,
};
// only models with type "mod_studio" have this data
struct studiodata_t
{
// The .mdl file
DataCacheHandle_t m_MDLCache;
// Reference count
unsigned short m_nRefCount;
// User data associated with handle
void *m_pUserData;
// the VPhysics collision model
CStudioVCollide *m_pVCollide;
// Hardware & LOD data
studiohwdata_t m_HardwareData;
// STUDIODATA_FLAGS_STUDIOMESH_LOADED, etc. from above
unsigned short m_nFlags;
// Pointer to the virtual version of the model
virtualmodel_t *m_pVirtualModel;
// Array of handles to animation blocks
CUtlVector< DataCacheHandle_t > m_vecAnimBlocks;
CUtlVector< unsigned long > m_vecFakeAnimBlockStall;
#ifdef DEBUG_ANIM_STALLS
CUtlVector< unsigned long > m_vecFirstRequest;
#endif
// vertex data is usually compressed to save memory (model decal code only needs some data)
DataCacheHandle_t m_VertexCache;
CUtlVector< unsigned short > m_vecAutoplaySequenceList;
studiohdr_t *m_pForceLockedStudioHdr; // only non-null if mod_lock_mdls_on_load is set
vertexFileHeader_t *m_pForceLockedVertexFileHeader; // only non-null if mod_lock_meshs_on_load is set and not async loading
CInterlockedInt m_iStudioHdrVirtualLock; // keeps count while mdlcache lock is held, lock counts fixed up for transition
CThreadFastMutex m_ForceLockMutex;
MDLHandle_t m_Handle;
TCombinedStudioData *m_pCombinedStudioData;
DECLARE_FIXEDSIZE_ALLOCATOR_MT( studiodata_t );
};
DEFINE_FIXEDSIZE_ALLOCATOR_MT( studiodata_t, 128, CUtlMemoryPool::GROW_SLOW );
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
#define MODEL_SUBSTITUTION_FILENAME "cfg/model_substitution.txt"
static const char *s_ModelSwapperExtensions[] =
{
".mdl",
".dx90.vtx",
".vvd",
".ani",
};
//
// Class to swap out models based on GPU level (PC-only)
//
class CModelSwapper
{
public:
CModelSwapper() :
// Hash with 256 buckets
m_ModelLookup( 256, 0, 0, ModelSubstitution_t::AreEqual, ModelSubstitution_t::Hash ),
m_nMaxExtensionLength( 0 ),
m_nGPULevel( -1 )
{
for ( int i = 0; i < ARRAYSIZE( s_ModelSwapperExtensions ); ++ i )
{
int nLen = Q_strlen( s_ModelSwapperExtensions[ i ] );
if ( m_nMaxExtensionLength < nLen )
{
m_nMaxExtensionLength = nLen;
}
}
}
~CModelSwapper()
{
Cleanup();
}
void LoadSubstitutionFile( const char *pSubstitutionDefinitionFile )
{
Cleanup();
KeyValues *pKV = new KeyValues( "ModelSubstitution" );
if ( pKV->LoadFromFile( g_pFullFileSystem, pSubstitutionDefinitionFile ) )
{
for ( KeyValues *pSubKV = pKV->GetFirstSubKey(); pSubKV != NULL; pSubKV = pSubKV->GetNextKey() )
{
if ( Q_stricmp( pSubKV->GetName(), "sub" ) == 0 )
{
// max GPU level for which this substitution will be performed (default: 1)
int nMaxGPULevel = pSubKV->GetInt( "maxgpulevel", 1 );
const char *pOriginalModelName = pSubKV->GetString( "original", "" );
const char *pSubstituteModelName = pSubKV->GetString( "substitute", "" );
int nOriginalModelNameLength = Q_strlen( pOriginalModelName );
int nSubstituteModelNameLength = Q_strlen( pSubstituteModelName );
if ( nOriginalModelNameLength >= ( MAX_PATH - m_nMaxExtensionLength ) ||
nSubstituteModelNameLength >= ( MAX_PATH - m_nMaxExtensionLength ) )
{
Warning( "PERF WARNING: error parsing " MODEL_SUBSTITUTION_FILENAME "\n" );
continue;
}
// Create substitution entries for .mdl, .ani, .vvd, .dx90.vtx
ModelSubstitution_t modelSubstitution;
modelSubstitution.nMaxGPULevel = nMaxGPULevel;
for ( int i = 0; i < ARRAYSIZE( s_ModelSwapperExtensions ); ++ i )
{
char *pName;
pName = new char[ MAX_PATH ];
modelSubstitution.pOriginalModelName = pName;
Q_strncpy( pName, pOriginalModelName, MAX_PATH );
Q_strncat( pName, s_ModelSwapperExtensions[ i ], MAX_PATH );
V_FixSlashes( pName );
m_Strings.AddToTail( modelSubstitution.pOriginalModelName );
pName = new char[ MAX_PATH ];
modelSubstitution.pSubstituteModelName = pName;
Q_strncpy( pName, pSubstituteModelName, MAX_PATH );
Q_strncat( pName, s_ModelSwapperExtensions[ i ], MAX_PATH );
V_FixSlashes( pName );
m_Strings.AddToTail( modelSubstitution.pSubstituteModelName );
m_ModelLookup.Insert( modelSubstitution );
}
}
}
}
else
{
Warning( "PERF WARNING: Failed to open model substitution file, cannot swap models out based on gpu_level!\n" );
}
pKV->deleteThis();
}
void Cleanup()
{
for ( int i = 0; i < m_Strings.Count(); ++ i )
{
delete[] m_Strings[i];
}
m_Strings.RemoveAll();
m_ModelLookup.RemoveAll();
}
const char * TranslateModelName( const char *pOriginalModelName )
{
ModelSubstitution_t searchData;
searchData.pOriginalModelName = pOriginalModelName;
UtlHashHandle_t handle = m_ModelLookup.Find( searchData );
if ( handle != m_ModelLookup.InvalidHandle() && GetEffectiveGPULevel() <= m_ModelLookup[ handle ].nMaxGPULevel )
{
DevMsg( "Substituting model %s for %s because gpu_level is %d\n", m_ModelLookup[ handle ].pSubstituteModelName, pOriginalModelName, GetEffectiveGPULevel() );
return m_ModelLookup[ handle ].pSubstituteModelName;
}
return pOriginalModelName;
}
// We explicitly set and get the cached GPU level because
// if it changes mid-level, bad things can happen to the model swapping logic.
// Specifically, we'll try and re-load mesh data from the wrong models and
// likely crash and/or corrupt memory.
void LatchEffectiveGPULevel()
{
static ConVarRef gpu_level( "gpu_level" );
m_nGPULevel = gpu_level.GetInt();
}
int GetEffectiveGPULevel()
{
// Latch on first request if this has not yet been initialized
if ( m_nGPULevel == -1 )
{
LatchEffectiveGPULevel();
}
return m_nGPULevel;
}
private:
struct ModelSubstitution_t
{
const char *pOriginalModelName;
const char *pSubstituteModelName;
int nMaxGPULevel;
static bool AreEqual( const ModelSubstitution_t &lhs, const ModelSubstitution_t &rhs )
{
return Q_stricmp( lhs.pOriginalModelName, rhs.pOriginalModelName ) == 0;
}
static unsigned int Hash( const ModelSubstitution_t &value )
{
return HashStringCaseless( value.pOriginalModelName );
}
};
CUtlVector< const char * > m_Strings;
CUtlHash< ModelSubstitution_t > m_ModelLookup;
int m_nMaxExtensionLength;
int m_nGPULevel;
};
//-----------------------------------------------------------------------------
// AnimBlock allocator - Provides a fixed block pooling strategy for anim blocks
// to ease fragmentation due to streaming
//-----------------------------------------------------------------------------
#if defined( CSTRIKE15 )
// CS:GO currently loads 518 anim blocks (most of which are in the 24-32K size range), I've made this 530 to allow for some additional animations that are coming soon.
#define MAX_ANIMBLOCKS 530
#define ANIMBLOCK_SIZE 33*1024 // this is set to 33K for now, because one animation is over 32K by a smidge and spews a message and ends up allocating outside the pool, reduce back to 32K when that anim is fixed
#else
// Portal 2 has different requirements. There are a lot of big animations seeking, which creates some issues in term of DVD latencies.
// On the other hand, there are not a lot of different animations. So we use the 9 MB buffer differently.
#define MAX_ANIMBLOCKS 137
#define ANIMBLOCK_SIZE 64*1024
#endif
CFixedBudgetMemoryPool<ANIMBLOCK_SIZE, MAX_ANIMBLOCKS> g_AnimBlockAllocator;
void FreeAnimBlock( void *p )
{
// anim blocks can be allocated from different providers
if ( g_AnimBlockAllocator.Owns( p ) )
{
g_AnimBlockAllocator.Free( p );
}
else
{
g_pFullFileSystem->FreeOptimalReadBuffer( p );
}
}
//-----------------------------------------------------------------------------
// ConVars
//-----------------------------------------------------------------------------
static ConVar r_rootlod( "r_rootlod", "0" );
static ConVar mod_forcedata( "mod_forcedata", ( AsyncMdlCache() ) ? "0" : "1", 0, "Forces all model file data into cache on model load." );
static ConVar mod_test_not_available( "mod_test_not_available", "0" );
static ConVar mod_test_mesh_not_available( "mod_test_mesh_not_available", "0" );
static ConVar mod_test_verts_not_available( "mod_test_verts_not_available", "0" );
static ConVar mod_load_mesh_async( "mod_load_mesh_async", ( AsyncMdlCache() ) ? "1" : "0" );
static ConVar mod_load_anims_async( "mod_load_anims_async", ( IsGameConsole() || AsyncMdlCache() ) ? "1" : "0" );
static ConVar mod_load_vcollide_async( "mod_load_vcollide_async", ( AsyncMdlCache() ) ? "1" : "0" );
static ConVar mod_trace_load( "mod_trace_load", "0" );
static ConVar mod_lock_mdls_on_load( "mod_lock_mdls_on_load", "1" );
static ConVar mod_lock_meshes_on_load( "mod_lock_meshes_on_load", "1" );
static ConVar mod_load_fakestall( "mod_load_fakestall", "0", 0, "Forces all ANI file loading to stall for specified ms\n");
static ConVar mod_check_vcollide("mod_check_vcollide","0", 0, "Check all vcollides on load");
#ifdef DEBUG_ANIM_STALLS
static ConVar mod_load_showasync( "mod_load_showasync", "0", 0, "Shows the time to load an async animblock\n");
#endif
#ifdef DEDICATED
static ConVar mod_dont_load_vertices("mod_dont_load_vertices", "1", 0, "For the dedicated server, don't load model vertex data" );
#else
static ConVar mod_dont_load_vertices("mod_dont_load_vertices", "0", 0, "For the dedicated server, supress loading model vertex data" );
#endif
//-----------------------------------------------------------------------------
// Utility functions
//-----------------------------------------------------------------------------
static void MakeFilename( char szFileName[MAX_PATH], studiohdr_t *pStudioHdr, const char *pszExtension )
{
char szBaseModelName[MAX_PATH];
Q_StripExtension( pStudioHdr->pszName(), szBaseModelName, MAX_PATH );
Q_snprintf( szFileName, MAX_PATH, "models/%s%s", szBaseModelName, pszExtension );
Q_FixSlashes( szFileName );
#ifdef POSIX
Q_strlower( szFileName );
#endif
}
// cache off the surface prop indices for each bone or model prop
static void StudioHdrLookupSurfaceProps( studiohdr_t *pStudioHdrIn )
{
pStudioHdrIn->surfacepropLookup = physprops->GetSurfaceIndex( pStudioHdrIn->pszSurfaceProp() );
for ( int i = 0; i < pStudioHdrIn->numbones; i++ )
{
mstudiobone_t *pBone = (mstudiobone_t *)pStudioHdrIn->pBone(i);
pBone->surfacepropLookup = physprops->GetSurfaceIndex( pBone->pszSurfaceProp() );
}
}
static void StudioHdrSetAnimEventFlag( studiohdr_t *pStudioHdrIn )
{
for ( int i = 0; i < pStudioHdrIn->numlocalseq; i++ )
{
if ( pStudioHdrIn->pLocalSeqdesc(i)->numevents )
return;
}
pStudioHdrIn->flags |= STUDIOHDR_FLAGS_NO_ANIM_EVENTS;
}
//-----------------------------------------------------------------------------
// Async support
//-----------------------------------------------------------------------------
struct AsyncInfo_t
{
AsyncInfo_t() : hControl( NULL ), hModel( MDLHANDLE_INVALID ), type( MDLCACHE_NONE ), iAnimBlock( 0 ) {}
FSAsyncControl_t hControl;
MDLHandle_t hModel;
MDLCacheDataType_t type;
int iAnimBlock;
};
const int NO_ASYNC = CUtlLinkedList< AsyncInfo_t >::InvalidIndex();
//-------------------------------------
CUtlMap<int, intp> g_AsyncInfoMap( DefLessFunc( int ) );
CThreadFastMutex g_AsyncInfoMapMutex;
inline int MakeAsyncInfoKey( MDLHandle_t hModel, MDLCacheDataType_t type, int iAnimBlock )
{
Assert( type <= 7 && iAnimBlock < 8*1024 );
return ( ( ( (int)hModel) << 16 ) | ( (int)type << 13 ) | iAnimBlock );
}
inline intp GetAsyncInfoIndex( MDLHandle_t hModel, MDLCacheDataType_t type, int iAnimBlock = 0 )
{
AUTO_LOCK( g_AsyncInfoMapMutex );
int key = MakeAsyncInfoKey( hModel, type, iAnimBlock );
int i = g_AsyncInfoMap.Find( key );
if ( i == g_AsyncInfoMap.InvalidIndex() )
{
return NO_ASYNC;
}
return g_AsyncInfoMap[i];
}
inline intp SetAsyncInfoIndex( MDLHandle_t hModel, MDLCacheDataType_t type, int iAnimBlock, intp index )
{
AUTO_LOCK( g_AsyncInfoMapMutex );
Assert( index == NO_ASYNC || GetAsyncInfoIndex( hModel, type, iAnimBlock ) == NO_ASYNC );
int key = MakeAsyncInfoKey( hModel, type, iAnimBlock );
if ( index == NO_ASYNC )
{
g_AsyncInfoMap.Remove( key );
}
else
{
g_AsyncInfoMap.Insert( key, index );
}
return index;
}
inline intp SetAsyncInfoIndex( MDLHandle_t hModel, MDLCacheDataType_t type, intp index )
{
return SetAsyncInfoIndex( hModel, type, 0, index );
}
//-----------------------------------------------------------------------------
// QUEUED LOADING
// Populates the cache by pushing expected MDL's (and all of their data).
// The Model cache i/o behavior is unchanged during gameplay, ideally the cache
// should yield miss free behaviour.
//-----------------------------------------------------------------------------
struct ModelParts_t
{
enum BufferType_t
{
BUFFER_MDL = 0,
BUFFER_VTX = 1,
BUFFER_VVD = 2,
BUFFER_PHY = 3,
BUFFER_MAXPARTS,
};
ModelParts_t()
{
nLoadedParts = 0;
nExpectedParts = 0;
hMDL = MDLHANDLE_INVALID;
}
// thread safe, only one thread will get a positive result
bool DoFinalProcessing()
{
// indicates that all buffers have arrived
// when all parts are present, returns true ( guaranteed once ), and marked as completed
return nLoadedParts.AssignIf( nExpectedParts, nExpectedParts | 0x80000000 );
}
CUtlBuffer Buffers[BUFFER_MAXPARTS];
MDLHandle_t hMDL;
// bit flags
CInterlockedInt nLoadedParts;
int nExpectedParts;
};
struct AsyncHardwareLoad_t
{
ModelParts_t *m_pModelParts;
};
class CMDLCacheData;
//-----------------------------------------------------------------------------
// Implementation of the simple studio data cache (no caching)
//-----------------------------------------------------------------------------
class CMDLCache : public CTier3AppSystem< IMDLCache >, public IStudioDataCache, public CDefaultDataCacheClient
{
typedef CTier3AppSystem< IMDLCache > BaseClass;
public:
CMDLCache();
// Inherited from IAppSystem
virtual bool Connect( CreateInterfaceFn factory );
virtual void Disconnect();
virtual void *QueryInterface( const char *pInterfaceName );
virtual InitReturnVal_t Init();
virtual void Shutdown();
virtual const AppSystemInfo_t* GetDependencies() { return NULL; }
virtual AppSystemTier_t GetTier() { return APP_SYSTEM_TIER3; }
virtual void Reconnect( CreateInterfaceFn factory, const char *pInterfaceName ) { BaseClass::Reconnect( factory, pInterfaceName ); }
// Inherited from IStudioDataCache
bool VerifyHeaders( studiohdr_t *pStudioHdr );
vertexFileHeader_t *CacheVertexData( studiohdr_t *pStudioHdr );
// Inherited from IMDLCache
virtual MDLHandle_t FindMDL( const char *pMDLRelativePath );
virtual int AddRef( MDLHandle_t handle );
virtual int Release( MDLHandle_t handle );
virtual int GetRef( MDLHandle_t handle );
virtual void MarkAsLoaded(MDLHandle_t handle);
virtual studiohdr_t *GetStudioHdr( MDLHandle_t handle );
virtual studiohwdata_t *GetHardwareData( MDLHandle_t handle );
virtual vcollide_t *GetVCollide( MDLHandle_t handle ) { return GetVCollideEx( handle, true); }
virtual vcollide_t *GetVCollideEx( MDLHandle_t handle, bool synchronousLoad = true );
virtual unsigned char *GetAnimBlock( MDLHandle_t handle, int nBlock, bool preloadIfMissing );
virtual bool HasAnimBlockBeenPreloaded( MDLHandle_t handle, int nBlock );
virtual virtualmodel_t *GetVirtualModel( MDLHandle_t handle );
virtual virtualmodel_t *GetVirtualModelFast( const studiohdr_t *pStudioHdr, MDLHandle_t handle );
virtual int GetAutoplayList( MDLHandle_t handle, unsigned short **pOut );
virtual void TouchAllData( MDLHandle_t handle );
virtual void SetUserData( MDLHandle_t handle, void* pData );
virtual void *GetUserData( MDLHandle_t handle );
virtual bool IsErrorModel( MDLHandle_t handle );
virtual bool IsOverBudget( MDLHandle_t handle );
virtual void SetCacheNotify( IMDLCacheNotify *pNotify );
virtual vertexFileHeader_t *GetVertexData( MDLHandle_t handle );
virtual void Flush( MDLCacheFlush_t nFlushFlags = MDLCACHE_FLUSH_ALL );
virtual void Flush( MDLHandle_t handle, int nFlushFlags = MDLCACHE_FLUSH_ALL );
virtual const char *GetModelName( MDLHandle_t handle );
IDataCacheSection *GetCacheSection( MDLCacheDataType_t type )
{
switch ( type )
{
case MDLCACHE_STUDIOHWDATA:
case MDLCACHE_VERTEXES:
// meshes and vertexes are isolated to their own section
return m_pMeshCacheSection;
case MDLCACHE_ANIMBLOCK:
// anim blocks have their own section
return m_pAnimBlocksCacheSection;
default:
// everybody else
return m_pModelCacheSection;
}
}
void *AllocData( MDLCacheDataType_t type, int size );
void FreeData( MDLCacheDataType_t type, void *pData );
void CacheData( DataCacheHandle_t *c, void *pData, int size, const char *name, MDLCacheDataType_t type, DataCacheClientID_t id = (DataCacheClientID_t)-1 );
void *CheckData( DataCacheHandle_t c, MDLCacheDataType_t type );
void *CheckDataNoTouch( DataCacheHandle_t c, MDLCacheDataType_t type );
void UncacheData( DataCacheHandle_t c, MDLCacheDataType_t type, bool bLockedOk = false );
void DisableAsync() { mod_load_mesh_async.SetValue( 0 ); mod_load_anims_async.SetValue( 0 ); }
virtual void BeginLock();
virtual void EndLock();
virtual void BeginCoarseLock();
virtual void EndCoarseLock();
virtual int *GetFrameUnlockCounterPtrOLD();
virtual int *GetFrameUnlockCounterPtr( MDLCacheDataType_t type );
virtual void FinishPendingLoads();
// Task switch
void ReleaseMaterialSystemObjects( int nChangeFlags );
void RestoreMaterialSystemObjects( int nChangeFlags );
virtual bool GetVCollideSize( MDLHandle_t handle, int *pVCollideSize );
virtual void BeginMapLoad();
virtual void EndMapLoad();
virtual void InitPreloadData( bool rebuild );
virtual void ShutdownPreloadData();
virtual bool IsDataLoaded( MDLHandle_t handle, MDLCacheDataType_t type );
virtual studiohdr_t *LockStudioHdr( MDLHandle_t handle );
virtual void UnlockStudioHdr( MDLHandle_t handle );
virtual void UnloadQueuedHardwareData( );
virtual bool PreloadModel( MDLHandle_t handle );
virtual void ResetErrorModelStatus( MDLHandle_t handle );
virtual void MarkFrame();
// Queued loading
void ProcessQueuedData( ModelParts_t *pModelParts );
static void QueuedLoaderCallback_MDL( void *pContext, void *pContext2, const void *pData, int nSize, LoaderError_t loaderError );
// combined models
virtual MDLHandle_t CreateCombinedModel( const char *pszModelName );
virtual bool CreateCombinedModel( MDLHandle_t handle );
virtual bool SetCombineModels( MDLHandle_t handle, const CUtlVector< SCombinerModelInput_t > &vecModelsToCombine );
virtual bool FinishCombinedModel( MDLHandle_t handle, CombinedModelLoadedCallback pFunc, void *pUserData );
virtual bool IsCombinedPlaceholder( MDLHandle_t handle );
virtual bool IsCombinedModel( MDLHandle_t handle );
virtual int GetNumCombinedSubModels( MDLHandle_t handle );
virtual void GetCombinedSubModelFilename( MDLHandle_t handle, int nSubModelIndex, char *pszResult, int nResultSize );
virtual KeyValues *GetCombinedMaterialKV( MDLHandle_t handle, int nAtlasGroup = 0 );
virtual void UpdateCombiner( );
virtual void *GetCombinedInternalAsset( ECombinedAsset AssetType, const char *pszAssetID, int *nSize );
virtual void SetCombinerFlags( unsigned nFlags );
virtual void ClearCombinerFlags( unsigned nFlags );
virtual void DebugCombinerInfo( );
virtual bool ReleaseAnimBlockAllocator();
virtual bool RestoreHardwareData( MDLHandle_t handle, FSAsyncControl_t *pAsyncVTXControl, FSAsyncControl_t *pAsyncVVDControl );
virtual bool ProcessPendingHardwareRestore();
void OnAsyncHardwareDataComplete( ModelParts_t::BufferType_t bufferType, ModelParts_t *pContext, void *pData, int nNumReadBytes, FSAsyncStatus_t asyncStatus );
virtual void DumpDictionaryState();
private:
// Inits, shuts downs studiodata_t
void InitStudioData( MDLHandle_t handle );
void ShutdownStudioData( MDLHandle_t handle, bool bImmediate );
// Returns the *actual* name of the model (could be an error model if the requested model didn't load)
const char *GetActualModelName( MDLHandle_t handle );
// Attempts to load a MDL file, validates that it's ok.
bool ReadMDLFile( MDLHandle_t handle, const char *pMDLFileName, CMDLCacheData &cacheData );
void FlushImmediate( studiodata_t *pStudioData, MDLCacheFlush_t nFlushFlags = MDLCACHE_FLUSH_ALL );
void Flush( studiodata_t *pStudioData, MDLCacheFlush_t nFlushFlags = MDLCACHE_FLUSH_ALL );
// Unserializes the VCollide file associated w/ models (the vphysics representation)
void UnserializeVCollide( MDLHandle_t handle, bool bUseAsync, bool synchronousLoad );
void LoadPhysics2Collision( MDLHandle_t handle, bool synchronousLoad );
// Destroys the VCollide associated w/ models
void DestroyVCollide( studiodata_t *pStudioData );
// Unserializes the MDL
studiohdr_t *UnserializeMDL( MDLHandle_t handle, CMDLCacheData &cacheData );
// Unserializes an animation block from disk
unsigned char *UnserializeAnimBlock( MDLHandle_t handle, bool bUseAsync, int nBlock );
// Allocates/frees the anim blocks
void AllocateAnimBlocks( studiodata_t *pStudioData, int nCount );
void FreeAnimBlocks( studiodata_t *pStudioData );
// Allocates/frees the virtual model
void AllocateVirtualModel( MDLHandle_t handle );
void FreeVirtualModel( studiodata_t *pStudioData );
// Purpose: Pulls all submodels/.ani file models into the cache
void UnserializeAllVirtualModelsAndAnimBlocks( MDLHandle_t handle );
// Loads/unloads the static meshes
bool UnserializeHardwareData( MDLHandle_t handle, bool bUseAsync ); // returns false if not ready
void UnloadHardwareData( studiodata_t *pStudioData );
// Allocates/frees autoplay sequence list
void AllocateAutoplaySequences( studiodata_t *pStudioData, int nCount );
void FreeAutoplaySequences( studiodata_t *pStudioData );
FSAsyncStatus_t LoadData( const char *pszFilename, const char *pszPathID, bool bAsync, FSAsyncControl_t *pControl, MDLHandle_t hModel ) { return LoadData( pszFilename, pszPathID, NULL, 0, 0, bAsync, pControl, hModel ); }
FSAsyncStatus_t LoadData( const char *pszFilename, const char *pszPathID, void *pDest, int nBytes, int nOffset, bool bAsync, FSAsyncControl_t *pControl, MDLHandle_t hModel );
vertexFileHeader_t *LoadVertexData( studiohdr_t *pStudioHdr );
vertexFileHeader_t *BuildAndCacheVertexData( studiohdr_t *pStudioHdr, CMDLCacheData &cacheData );
bool BuildHardwareData( MDLHandle_t handle, studiodata_t *pStudioData, studiohdr_t *pStudioHdr, CMDLCacheData &cacheData );
void ConvertFlexData( studiohdr_t *pStudioHdr );
int ProcessPendingAsync( intp iAsync );
void ProcessPendingAsyncs( MDLCacheDataType_t type = MDLCACHE_NONE );
bool ClearAsync( MDLHandle_t handle, MDLCacheDataType_t type, int iAnimBlock, bool bAbort = false );
const char *GetVTXExtension();
virtual bool HandleCacheNotification( const DataCacheNotification_t &notification );
virtual bool GetItemName( DataCacheClientID_t clientId, const void *pItem, char *pDest, unsigned nMaxLen );
virtual bool GetAsyncLoad( MDLCacheDataType_t type );
virtual bool SetAsyncLoad( MDLCacheDataType_t type, bool bAsync );
// Creates the 360 file if it doesn't exist or is out of date
int UpdateOrCreate( studiohdr_t *pHdr, const char *pFilename, char *pX360Filename, int maxLen, const char *pPathID, bool bForce = false );
// Attempts to read the platform native file - on 360 it can read and swap Win32 file as a fallback
bool ReadFileNative( char *pFileName, const char *pPath, CUtlBuffer &buf, int nMaxBytes = 0 );
// Creates a thin cache entry (to be used for model decals) from fat vertex data
vertexFileHeader_t * CreateThinVertexes( vertexFileHeader_t * originalData, const studiohdr_t * pStudioHdr, int * cacheLength );
// Creates a null cache entry (showing that vertex data has been loaded, turned into VBs/IBs, and discarded)
vertexFileHeader_t * CreateNullVertexes( vertexFileHeader_t * originalData, const studiohdr_t * pStudioHdr, int * cacheLength );
// Processes raw data (from an I/O source) into the cache. Sets the cache state as expected for bad data.
bool ProcessDataIntoCache( MDLHandle_t handle, CMDLCacheData &cacheData, int iAnimBlock = 0 );
void BreakFrameLock( bool bModels = true, bool bMesh = true, bool bAnimBlock = true );
void RestoreFrameLock();
void ReloadVCollide( MDLHandle_t handle );
virtual void DisableVCollideLoad( void ) {m_bDisableVCollideLoad = true;}
virtual void EnableVCollideLoad( void ) {m_bDisableVCollideLoad = false;}
virtual void DisableFileNotFoundWarnings( void ) {m_bFileNotFoundAllowed = true;}
virtual void EnableFileNotFoundWarnings( void ) {m_bFileNotFoundAllowed = false;}
// combined models
TCombinedStudioData *GetCombinedData( MDLHandle_t handle );
void CheckCombinerFlagChanges( int nNewFlags );
void InitCombiner( );
void ShutdownCombiner( );
void CombinerThread( );
static uintp StaticCombinerThread( void *pParam );
bool UnserializeCombinedHardwareData( MDLHandle_t handle );
void FreeCombinedGeneratedData( studiodata_t *pStudioData );
private:
IDataCacheSection *m_pModelCacheSection;
IDataCacheSection *m_pMeshCacheSection;
IDataCacheSection *m_pAnimBlocksCacheSection;
int m_nModelCacheFrameLocks;
int m_nMeshCacheFrameLocks;
int m_nAnimBlockCacheFrameLocks;
CUtlDict< studiodata_t*, MDLHandle_t > m_MDLDict;
IMDLCacheNotify *m_pCacheNotify;
CUtlFixedLinkedList< AsyncInfo_t > m_PendingAsyncs;
CThreadFastMutex m_QueuedLoadingMutex;
CThreadFastMutex m_AsyncMutex;
CTSQueue< studiodata_t * > m_UnloadHandles;
// combined functionality
CTSQueue< TCombinedStudioData * > m_CombinerToBeCombined;
bool m_bCombinerReady;
unsigned m_nCombinerFlags;
volatile bool m_bCombinerShutdown;
ThreadHandle_t m_hCombinerThread;
CThreadEvent m_CombinerEvent;
CThreadEvent m_CombinerShutdownEvent;
CInterlockedPtr< TCombinedStudioData > m_pToBeCombined;
CInterlockedPtr< TCombinedStudioData > m_pCombinedCompleted;
bool m_bLostVideoMemory : 1;
bool m_bConnected : 1;
bool m_bInitialized : 1;
bool m_bDisableVCollideLoad : 1;
bool m_bFileNotFoundAllowed : 1;
CModelSwapper m_ModelSwapper;
CTSQueue< AsyncHardwareLoad_t > m_QueuedAsyncHardwareLoads;
friend class CMDLCacheData; // Needs to access ReadFileNative
};
//-----------------------------------------------------------------------------
// Singleton interface
//-----------------------------------------------------------------------------
static CMDLCache g_MDLCache;
EXPOSE_SINGLE_INTERFACE_GLOBALVAR( CMDLCache, IMDLCache, MDLCACHE_INTERFACE_VERSION, g_MDLCache );
EXPOSE_SINGLE_INTERFACE_GLOBALVAR( CMDLCache, IStudioDataCache, STUDIO_DATA_CACHE_INTERFACE_VERSION, g_MDLCache );
//-----------------------------------------------------------------------------
// Task switch
//-----------------------------------------------------------------------------
static void ReleaseMaterialSystemObjects( int nChangeFlags )
{
g_MDLCache.ReleaseMaterialSystemObjects( nChangeFlags );
}
static void RestoreMaterialSystemObjects( int nChangeFlags )
{
g_MDLCache.RestoreMaterialSystemObjects( nChangeFlags );
}
static void CleanupMaterialSystemObjects( )
{
// g_MDLCache.UpdateCombiner();
g_MDLCache.UnloadQueuedHardwareData();
}
//-----------------------------------------------------------------------------
// CMDLCacheData manages data being processed into the cache:
// - it handles LZMA decompression (minimizing concurrent memory allocations)
// - it makes sure all original+intermediate data get allocated/freed in the appropriate fashion
//-----------------------------------------------------------------------------
class CMDLCacheData
{
public:
enum AllocType_t // Specifies how
{
ALLOC_MALLOC = 0, // The input data (and decompressed data) are allocated via malloc
ALLOC_OPTIMALREADBUFFER = 1, // The input buffer uses external memory allocated via g_pFullFileSystem->AllocOptimalReadBuffer
ALLOC_ANIMBLOCK = 2, // The input buffer uses external memory allocated via g_AnimBlockAllocator.Alloc()
};
// NOTE: On construction, the given CUtlBuffer has its memory detached, so the CMDLCacheData now owns it.
CMDLCacheData( MDLCacheDataType_t dataType, AllocType_t allocType, CUtlBuffer *pDataBuffer = NULL )
: m_DataType( dataType ), m_AllocType( allocType ), m_pData( NULL ), m_nDataSize( 0 )
{
Assert( ( m_AllocType != ALLOC_MALLOC ) == ( pDataBuffer ? pDataBuffer->IsExternallyAllocated() : false ) );
if ( pDataBuffer && pDataBuffer->TellMaxPut() )
{
m_pData = pDataBuffer->Base();
m_nDataSize = pDataBuffer->TellMaxPut();
if ( pDataBuffer->IsExternallyAllocated() )
pDataBuffer->SetExternalBuffer( NULL, 0, 0 );
else
pDataBuffer->Detach();
Decompress();
}
}
~CMDLCacheData() { Purge(); }
// Get the data (if the data is invalid or absent, this will return NULL)
void *Data( void ) { return m_pData; }
// Get the size of the data (if the data is invalid, this will return zero)
int DataSize( void ) { return m_nDataSize; }
MDLCacheDataType_t DataType( void ) { return m_DataType; }
// The caller may ask to discard the data (i.e. don't use it)
void Purge( void )
{
if ( m_pData )
{
Deallocate( m_pData );
m_pData = NULL;
m_nDataSize = 0;
}
}
// Transfer ownership of the memory to the caller
void *Detach( void )
{
if ( !m_pData )
{
// Paranoid usage check
Warning( "ERROR: CMDLCacheData::Detach used incorrectly (there is no data to return!)\n" );
Assert( 0 );
return NULL;
}
void *pResult = m_pData;
m_pData = NULL;
m_nDataSize = 0;
return pResult;
}
// Read a file into the CMDLCacheData's internal buffer (replaces any existing data)
bool ReadFileNative( char *pFileName, const char *pPath )
{
// Clear out any existing data
Purge();
// Read a file into memory
bool bSuccess = false;
if ( m_AllocType == ALLOC_MALLOC )
{
CUtlBuffer buf;
bSuccess = g_MDLCache.ReadFileNative( pFileName, pPath, buf );
if ( bSuccess )
{
if ( m_DataType == MDLCACHE_STUDIOHDR )
{
studiohdr_t* pStudioHdr = ( studiohdr_t* ) buf.Base();
if ( pStudioHdr->studiohdr2index == 0 )
{
// We always need this now, so make room for it in the buffer now.
int bufferContentsEnd = buf.TellMaxPut();
int maskBits = VALIGNOF( studiohdr2_t ) - 1;
int offsetStudiohdr2 = ( bufferContentsEnd + maskBits ) & ~maskBits;
int sizeIncrease = ( offsetStudiohdr2 - bufferContentsEnd ) + sizeof( studiohdr2_t );
buf.SeekPut( CUtlBuffer::SEEK_CURRENT, sizeIncrease );
// Re-get the pointer after resizing, because it has probably moved.
pStudioHdr = ( studiohdr_t* ) buf.Base();
studiohdr2_t* pStudioHdr2 = ( studiohdr2_t* ) ( ( byte * ) pStudioHdr + offsetStudiohdr2 );
memset( pStudioHdr2, 0, sizeof( studiohdr2_t ) );
pStudioHdr2->flMaxEyeDeflection = 0.866f; // Matches studio.h.
pStudioHdr->studiohdr2index = offsetStudiohdr2;
// Also make sure the structure knows about the extra bytes
// we've added so they get copied around.
pStudioHdr->length += sizeIncrease;
}
}
m_nDataSize = buf.TellMaxPut();
m_pData = buf.Detach();
Decompress();
}
}
else
{
// We don't support this pattern (if we need to, we could pass an alloc callback to g_pFullFileSystem->ReadFile)
Warning( "ERROR: CMDLCacheData::ReadFileNative is only supported when using ALLOC_MALLOC\n" );
Assert( 0 );
}
return bSuccess;
}
private:
void *Allocate( int nDataSize )
{
switch( m_AllocType )
{
case ALLOC_MALLOC:
return malloc( nDataSize );
case ALLOC_OPTIMALREADBUFFER:
return g_pFullFileSystem->AllocOptimalReadBuffer( FILESYSTEM_INVALID_HANDLE, nDataSize );
case ALLOC_ANIMBLOCK:
if ( nDataSize <= ANIMBLOCK_SIZE )
{
return g_AnimBlockAllocator.Alloc();
}
else
{
Warning( "%s(%d): MDL Cache allocation outside the pool. Size allocated: %d.\n", __FILE__, __LINE__, nDataSize );
// If an animblock was compressed, its decompressed size could exceed ANIMBLOCK_SIZE,
// so deal with that the same manner as CMDLCache::UnserializeAnimBlock():
m_AllocType = ALLOC_OPTIMALREADBUFFER;
return Allocate( nDataSize );
}
}
Assert(0);
return NULL;
}
void Deallocate( void *pData )
{
switch( m_AllocType )
{
case ALLOC_MALLOC:
return free( pData );
case ALLOC_OPTIMALREADBUFFER:
return g_pFullFileSystem->FreeOptimalReadBuffer( pData );
case ALLOC_ANIMBLOCK:
return FreeAnimBlock( pData ); // NOTE: this handles large animblocks allocated by the caller via AllocOptimalReadBuffer
}
Assert(0);
}
bool Decompress( void )
{
CLZMA lzma;
// Trivial early-outs - make sure we have valid data, and are on a game console (no LZMA on PC):
if ( !IsGameConsole() || !m_pData )
return true;
// Some asset types have an uncompressed header before the compressed data starts:
int nHeaderSize = 0;
if ( m_DataType == MDLCACHE_VERTEXES )
nHeaderSize = sizeof( vertexFileHeader_t );
if ( m_DataType == MDLCACHE_STUDIOHWDATA )
nHeaderSize = sizeof( OptimizedModel::FileHeader_t );
// Check that the data is actually compressed (only happens for game consoles)
if ( !lzma.IsCompressed( nHeaderSize + (unsigned char *)m_pData ) )
return true;
// Allocate a new buffer for the uncompressed data
unsigned int nUncompressedSize = lzma.GetActualSize( nHeaderSize + (unsigned char *)m_pData );
void * pUncompressedData = Allocate( nUncompressedSize + nHeaderSize );
// Copy the uncompressed header verbatim
memcpy( pUncompressedData, m_pData, nHeaderSize );
// Decompress the rest
if ( lzma.Uncompress( nHeaderSize + (unsigned char *)m_pData, nHeaderSize + (unsigned char *)pUncompressedData ) != nUncompressedSize )
{
// Decompression failed!
Msg( "ERROR: LZMA decompression failed - corrupt data!!\n" );
Deallocate( pUncompressedData );
Purge();
return false;
}
// Free the original memory (to minimize concurrent memory allocations - important on game consoles!)
Deallocate( m_pData );
// Expose the decompressed data to the user from now on
m_pData = pUncompressedData;
m_nDataSize = nUncompressedSize + nHeaderSize;
return true;
}
void *m_pData; // The original source data, replaced with decompressed data by 'Decompress'
int m_nDataSize; // Size of the data, updated by 'Decompress'
MDLCacheDataType_t m_DataType; // The type of the data (determines how memory is decompressed)
AllocType_t m_AllocType; // Determines how data is [de]allocated.
};
//-----------------------------------------------------------------------------
// Constructor
//-----------------------------------------------------------------------------
CMDLCache::CMDLCache()
{
m_bLostVideoMemory = false;
m_bConnected = false;
m_bInitialized = false;
m_bDisableVCollideLoad = false;
m_bFileNotFoundAllowed = false;
m_pCacheNotify = NULL;
m_pModelCacheSection = NULL;
m_pMeshCacheSection = NULL;
m_pAnimBlocksCacheSection = NULL;
m_nModelCacheFrameLocks = 0;
m_nMeshCacheFrameLocks = 0;
m_nAnimBlockCacheFrameLocks = 0;
m_bCombinerReady = false;
m_nCombinerFlags = COMBINER_FLAG_THREADING;
m_bCombinerShutdown = false;
m_hCombinerThread = NULL;
m_pToBeCombined = NULL;
m_pCombinedCompleted = NULL;
m_CombinerEvent.Reset();
m_CombinerShutdownEvent.Reset();
}
//-----------------------------------------------------------------------------
// Connect, disconnect
//-----------------------------------------------------------------------------
bool CMDLCache::Connect( CreateInterfaceFn factory )
{
if ( !BaseClass::Connect( factory ) )
return false;
// Connect can be called twice, because this inherits from 2 appsystems.
if ( m_bConnected )
return true;
physprops = (IPhysicsSurfaceProps *)factory( VPHYSICS_SURFACEPROPS_INTERFACE_VERSION, NULL );
//if ( !physprops )
// return false;
//if ( !g_pMaterialSystemHardwareConfig || !g_pPhysicsCollision || !g_pStudioRender || !g_pMaterialSystem )
// return false;
m_bConnected = true;
if( g_pMaterialSystem )
{
g_pMaterialSystem->AddReleaseFunc( ::ReleaseMaterialSystemObjects );
g_pMaterialSystem->AddRestoreFunc( ::RestoreMaterialSystemObjects );
#ifdef PLATFORM_WINDOWS_PC
g_pMaterialSystem->AddEndFrameCleanupFunc( ::CleanupMaterialSystemObjects );
#endif
}
return true;
}
void CMDLCache::Disconnect()
{
if ( g_pMaterialSystem && m_bConnected )
{
g_pMaterialSystem->RemoveReleaseFunc( ::ReleaseMaterialSystemObjects );
g_pMaterialSystem->RemoveRestoreFunc( ::RestoreMaterialSystemObjects );
#ifdef PLATFORM_WINDOWS_PC
g_pMaterialSystem->RemoveEndFrameCleanupFunc( ::CleanupMaterialSystemObjects );
#endif
ShutdownCombiner();
m_bConnected = false;
}
BaseClass::Disconnect();
}
//-----------------------------------------------------------------------------
// Query Interface
//-----------------------------------------------------------------------------
void *CMDLCache::QueryInterface( const char *pInterfaceName )
{
if (!Q_strncmp( pInterfaceName, STUDIO_DATA_CACHE_INTERFACE_VERSION, Q_strlen(STUDIO_DATA_CACHE_INTERFACE_VERSION) + 1))
return (IStudioDataCache*)this;
if (!Q_strncmp( pInterfaceName, MDLCACHE_INTERFACE_VERSION, Q_strlen(MDLCACHE_INTERFACE_VERSION) + 1))
return (IMDLCache*)this;
return NULL;
}
//-----------------------------------------------------------------------------
// Init/Shutdown
//-----------------------------------------------------------------------------
#define MODEL_CACHE_MODEL_SECTION_NAME "ModelData"
#define MODEL_CACHE_MESH_SECTION_NAME "ModelMesh"
#define MODEL_CACHE_ANIMBLOCK_SECTION_NAME "AnimBlock"
// #define ENABLE_CACHE_WATCH 1
#if defined( ENABLE_CACHE_WATCH )
static ConVar cache_watch( "cache_watch", "", 0 );
static void CacheLog( const char *fileName, const char *accessType )
{
if ( Q_stristr( fileName, cache_watch.GetString() ) )
{
Msg( "%s access to %s\n", accessType, fileName );
}
}
#endif
InitReturnVal_t CMDLCache::Init()
{
// Can be called twice since it inherits from 2 appsystems
if ( m_bInitialized )
return INIT_OK;
InitReturnVal_t nRetVal = BaseClass::Init();
if ( nRetVal != INIT_OK )
return nRetVal;
if ( !m_pModelCacheSection )
{
m_pModelCacheSection = g_pDataCache->AddSection( this, MODEL_CACHE_MODEL_SECTION_NAME );
}
if ( !m_pMeshCacheSection )
{
unsigned int meshLimit = (unsigned)-1;
DataCacheLimits_t limits( meshLimit, (unsigned)-1, 0, 0 );
m_pMeshCacheSection = g_pDataCache->AddSection( this, MODEL_CACHE_MESH_SECTION_NAME, limits );
// model meshes do not participate in LRU pruge due to -1 max bytes limit
// not allowing console mem_force_flush to unexpectedly flush, which would otherwise destabilize model meshes
m_pMeshCacheSection->SetOptions( m_pMeshCacheSection->GetOptions() | DC_NO_USER_FORCE_FLUSH );
}
if ( !m_pAnimBlocksCacheSection )
{
unsigned int animBlockLimit = (unsigned)-1;
if ( IsGameConsole() )
{
// consoles limit the anim cache, tuned to worst case
// Use the amount of memory allocated by g_AnimBlockAllocator
animBlockLimit = ANIMBLOCK_SIZE*MAX_ANIMBLOCKS;
}
DataCacheLimits_t limits( animBlockLimit, (unsigned)-1, 0, 0 );
m_pAnimBlocksCacheSection = g_pDataCache->AddSection( this, MODEL_CACHE_ANIMBLOCK_SECTION_NAME, limits );
}
if ( IsGameConsole() )
{
// By default, source data is assumed to be non-native to the 360.
StudioByteSwap::ActivateByteSwapping( true );
StudioByteSwap::SetCollisionInterface( g_pPhysicsCollision );
}
m_bLostVideoMemory = false;
m_bInitialized = true;
#if defined( ENABLE_CACHE_WATCH )
g_pFullFileSystem->AddLoggingFunc( &CacheLog );
#endif
if ( IsPC() )
{
//UNDONE: This opens up a whole fun realm of cheating for multiplayer games!
//m_ModelSwapper.LoadSubstitutionFile( MODEL_SUBSTITUTION_FILENAME );
}
return INIT_OK;
}
void CMDLCache::Shutdown()
{
if ( !m_bInitialized )
return;
#if defined( ENABLE_CACHE_WATCH )
g_pFullFileSystem->RemoveLoggingFunc( CacheLog );
#endif
m_bInitialized = false;
if ( m_pModelCacheSection || m_pMeshCacheSection )
{
// Free all MDLs that haven't been cleaned up
MDLHandle_t i = m_MDLDict.First();
while ( i != m_MDLDict.InvalidIndex() )
{
ShutdownStudioData( i, true );
i = m_MDLDict.Next( i );
}
m_MDLDict.Purge();
if ( m_pModelCacheSection )
{
g_pDataCache->RemoveSection( MODEL_CACHE_MODEL_SECTION_NAME );
m_pModelCacheSection = NULL;
}
if ( m_pMeshCacheSection )
{
g_pDataCache->RemoveSection( MODEL_CACHE_MESH_SECTION_NAME );
m_pMeshCacheSection = NULL;
}
}
if ( m_pAnimBlocksCacheSection )
{
g_pDataCache->RemoveSection( MODEL_CACHE_ANIMBLOCK_SECTION_NAME );
m_pAnimBlocksCacheSection = NULL;
}
BaseClass::Shutdown();
}
void CMDLCache::FlushImmediate( studiodata_t *pStudioData, MDLCacheFlush_t nFlushFlags )
{
if ( nFlushFlags & MDLCACHE_FLUSH_STUDIOHWDATA )
{
if ( ClearAsync( pStudioData->m_Handle, MDLCACHE_STUDIOHWDATA, 0, true ) )
{
m_pMeshCacheSection->Unlock( pStudioData->m_VertexCache );
}
}
if ( nFlushFlags & MDLCACHE_FLUSH_VERTEXES )
{
ClearAsync( pStudioData->m_Handle, MDLCACHE_VERTEXES, 0, true );
}
}
void CMDLCache::Flush( studiodata_t *pStudioData, MDLCacheFlush_t nFlushFlags )
{
Assert( pStudioData != NULL );
bool bIgnoreLock = ( nFlushFlags & MDLCACHE_FLUSH_IGNORELOCK ) != 0;
// release the hardware portion
if ( nFlushFlags & MDLCACHE_FLUSH_STUDIOHWDATA )
{
UnloadHardwareData( pStudioData );
}
// free collision
if ( nFlushFlags & MDLCACHE_FLUSH_VCOLLIDE )
{
DestroyVCollide( pStudioData );
}
// Free animations
if ( nFlushFlags & MDLCACHE_FLUSH_VIRTUALMODEL )
{
FreeVirtualModel( pStudioData );
}
if ( nFlushFlags & MDLCACHE_FLUSH_ANIMBLOCK )
{
FreeAnimBlocks( pStudioData );
}
if ( nFlushFlags & MDLCACHE_FLUSH_AUTOPLAY )
{
// Free autoplay sequences
FreeAutoplaySequences( pStudioData );
}
if ( nFlushFlags & MDLCACHE_FLUSH_COMBINED_DATA )
{
#ifdef DEBUG_COMBINER
if ( ( pStudioData->m_nFlags & STUDIODATA_FLAGS_COMBINED_ASSET ) != 0 )
{
Msg( "%p Flush: pStudioData=%p Flags=%08x", pStudioData->m_pCombinedStudioData, pStudioData, pStudioData->m_nFlags );
if ( pStudioData->m_pCombinedStudioData )
{
Msg( " Reference=%08x", pStudioData->m_pCombinedStudioData->m_nReferenceFlags );
}
Msg( "\n" );
}
#endif
if ( pStudioData->m_pCombinedStudioData != NULL )
{
if ( ( pStudioData->m_nFlags & STUDIODATA_FLAGS_COMBINED_PLACEHOLDER ) != 0 )
{
pStudioData->m_pCombinedStudioData->m_nReferenceFlags &= ~COMBINED_REFERENCE_PLACEHOLDER;
}
if ( ( pStudioData->m_nFlags & STUDIODATA_FLAGS_COMBINED ) != 0 )
{
pStudioData->m_pCombinedStudioData->m_nReferenceFlags &= ~COMBINED_REFERENCE_PRIMARY;
}
if ( pStudioData->m_pCombinedStudioData->m_nReferenceFlags == 0 )
{
#if 0
if ( pStudioData->m_pCombinedStudioData->m_pCombineData != NULL )
{
// Assert( 0 ); // is this currently in flight in the combiner thread?
delete pStudioData->m_pCombinedStudioData->m_pCombineData;
}
#endif
#ifdef DEBUG_COMBINER
Msg( "%p Free: pStudioData=%p\n", pStudioData->m_pCombinedStudioData, pStudioData );
#endif
FreeCombinedGeneratedData( pStudioData );
free( pStudioData->m_pCombinedStudioData );
}
#ifdef DEBUG_COMBINER
else if ( pStudioData->m_pCombinedStudioData->m_nReferenceFlags == COMBINED_REFERENCE_COMBINER )
{
Msg( "%p Combiner Reference: pStudioData=%p\n", pStudioData->m_pCombinedStudioData, pStudioData );
Assert( 0 );
// Error( "CMDLCache::UpdateCombiner - freeing model handles before combiner finishes" );
}
#endif
pStudioData->m_pCombinedStudioData = NULL;
}
#ifdef DEBUG_COMBINER
else if ( ( pStudioData->m_nFlags & STUDIODATA_FLAGS_COMBINED_ASSET ) != 0 )
{
Msg( "%p Nothing to Free: pStudioData=%p\n", pStudioData->m_pCombinedStudioData, pStudioData );
Assert( 0 );
}
#endif
}
if ( nFlushFlags & MDLCACHE_FLUSH_STUDIOHDR )
{
MdlCacheMsg( "MDLCache: Free studiohdr %s\n", GetModelName( pStudioData->m_Handle ) );
if ( pStudioData->m_pForceLockedStudioHdr )
{
GetCacheSection( MDLCACHE_STUDIOHDR )->Unlock( pStudioData->m_MDLCache );
pStudioData->m_pForceLockedStudioHdr = NULL;
}
UncacheData( pStudioData->m_MDLCache, MDLCACHE_STUDIOHDR, bIgnoreLock );
pStudioData->m_MDLCache = NULL;
}
if ( nFlushFlags & MDLCACHE_FLUSH_VERTEXES )
{
MdlCacheMsg( "MDLCache: Free VVD %s\n", GetModelName( pStudioData->m_Handle ) );
if ( pStudioData->m_pForceLockedVertexFileHeader )
{
GetCacheSection( MDLCACHE_VERTEXES )->Unlock( pStudioData->m_VertexCache );
pStudioData->m_pForceLockedVertexFileHeader = NULL;
}
ClearAsync( pStudioData->m_Handle, MDLCACHE_VERTEXES, 0, true );
UncacheData( pStudioData->m_VertexCache, MDLCACHE_VERTEXES, bIgnoreLock );
pStudioData->m_VertexCache = NULL;
}
}
//-----------------------------------------------------------------------------
// Flushes an MDLHandle_t
//-----------------------------------------------------------------------------
void CMDLCache::Flush( MDLHandle_t handle, int nFlushFlags )
{
studiodata_t *pStudioData = m_MDLDict[handle];
Flush( pStudioData, ( MDLCacheFlush_t )nFlushFlags );
}
//-----------------------------------------------------------------------------
// Inits, shuts downs studiodata_t
//-----------------------------------------------------------------------------
void CMDLCache::InitStudioData( MDLHandle_t handle )
{
Assert( m_MDLDict[handle] == NULL );
studiodata_t *pStudioData = new studiodata_t;
m_MDLDict[handle] = pStudioData;
memset( pStudioData, 0, sizeof( studiodata_t ) );
pStudioData->m_Handle = handle;
}
void CMDLCache::ShutdownStudioData( MDLHandle_t handle, bool bImmediate )
{
#ifdef PLATFORM_WINDOWS_PC
BeginLock();
if ( bImmediate == false )
{
#ifdef DEBUG_COMBINER
studiodata_t *pStudioData = m_MDLDict[handle];
if ( ( pStudioData->m_nFlags & ( STUDIODATA_FLAGS_COMBINED_ASSET ) ) == STUDIODATA_FLAGS_COMBINED_ASSET )
{
Msg( "%p ShutdownStudioData: pStudioData=%p\n", pStudioData->m_pCombinedStudioData, pStudioData );
}
#endif
m_UnloadHandles.PushItem( m_MDLDict[ handle ] );
FlushImmediate( m_MDLDict[ handle ] );
m_MDLDict[handle] = NULL;
}
else
{
FlushImmediate( m_MDLDict[ handle ] );
Flush( handle );
studiodata_t *pStudioData = m_MDLDict[handle];
Assert( pStudioData != NULL );
delete pStudioData;
m_MDLDict[handle] = NULL;
}
EndLock();
#else
FlushImmediate( m_MDLDict[ handle ] );
Flush( handle );
studiodata_t *pStudioData = m_MDLDict[handle];
Assert( pStudioData != NULL );
delete pStudioData;
m_MDLDict[handle] = NULL;
#endif // PLATFORM_WINDOWS
}
//-----------------------------------------------------------------------------
// Sets the cache notify
//-----------------------------------------------------------------------------
void CMDLCache::SetCacheNotify( IMDLCacheNotify *pNotify )
{
m_pCacheNotify = pNotify;
}
//-----------------------------------------------------------------------------
// Returns the name of the model
//-----------------------------------------------------------------------------
const char *CMDLCache::GetModelName( MDLHandle_t handle )
{
if ( handle == MDLHANDLE_INVALID || !m_MDLDict.IsValidIndex( handle ) )
return ERROR_MODEL;
return m_MDLDict.GetElementName( handle );
}
//-----------------------------------------------------------------------------
// Returns the *actual* name of the model (could be an error model)
//-----------------------------------------------------------------------------
const char *CMDLCache::GetActualModelName( MDLHandle_t handle )
{
if ( handle == MDLHANDLE_INVALID )
return ERROR_MODEL;
if ( m_MDLDict[handle]->m_nFlags & STUDIODATA_ERROR_MODEL )
return ERROR_MODEL;
return m_MDLDict.GetElementName( handle );
}
//-----------------------------------------------------------------------------
// Finds an MDL
//-----------------------------------------------------------------------------
MDLHandle_t CMDLCache::FindMDL( const char *pMDLRelativePath )
{
// can't trust provided path
// ensure provided path correctly resolves (Dictionary is case-insensitive)
char szFixedName[MAX_PATH];
V_strncpy( szFixedName, pMDLRelativePath, sizeof( szFixedName ) );
V_RemoveDotSlashes( szFixedName, '/' );
if ( g_pResourceAccessControl )
{
if ( !g_pResourceAccessControl->IsAccessAllowed( RESOURCE_MODEL, szFixedName ) )
{
Q_strncpy( szFixedName, ERROR_MODEL, sizeof(szFixedName) );
}
}
MDLHandle_t handle = m_MDLDict.Find( szFixedName );
if ( handle == m_MDLDict.InvalidIndex() )
{
handle = m_MDLDict.Insert( szFixedName, NULL );
InitStudioData( handle );
}
AddRef( handle );
return handle;
}
//-----------------------------------------------------------------------------
// Reference counting
//-----------------------------------------------------------------------------
int CMDLCache::AddRef( MDLHandle_t handle )
{
return ++m_MDLDict[handle]->m_nRefCount;
}
int CMDLCache::Release( MDLHandle_t handle )
{
// Deal with shutdown order issues (i.e. datamodel shutting down after mdlcache)
if ( !m_bInitialized )
return 0;
// NOTE: It can be null during shutdown because multiple studiomdls
// could be referencing the same virtual model
if ( !m_MDLDict[handle] )
return 0;
Assert( m_MDLDict[handle]->m_nRefCount > 0 );
int nRefCount = --m_MDLDict[handle]->m_nRefCount;
if ( nRefCount <= 0 )
{
ShutdownStudioData( handle, false );
m_MDLDict.RemoveAt( handle );
}
return nRefCount;
}
int CMDLCache::GetRef( MDLHandle_t handle )
{
if ( !m_bInitialized )
return 0;
if ( !m_MDLDict[handle] )
return 0;
return m_MDLDict[handle]->m_nRefCount;
}
//-----------------------------------------------------------------------------
// Unserializes the PHY file associated w/ models (the vphysics representation)
//-----------------------------------------------------------------------------
void CMDLCache::UnserializeVCollide( MDLHandle_t handle, bool bUseAsync, bool synchronousLoad )
{
VPROF( "CMDLCache::UnserializeVCollide" );
// FIXME: Should the vcollde be played into cacheable memory?
studiodata_t *pStudioData = m_MDLDict[handle];
intp iAsync = GetAsyncInfoIndex( handle, MDLCACHE_VCOLLIDE );
if ( iAsync == NO_ASYNC )
{
// clear existing data
pStudioData->m_nFlags &= ~STUDIODATA_FLAGS_VCOLLISION_LOADED;
Assert( pStudioData->m_pVCollide == NULL);
pStudioData->m_pVCollide = NULL;
#if 0
// FIXME: ywb
// If we don't ask for the virtual model to load, then we can get a hitch later on after startup
// Should we async load the sub .mdls during startup assuming they'll all be resident by the time the level can actually
// start drawing?
if ( pStudioData->m_pVirtualModel || synchronousLoad )
#endif
{
pStudioData->m_nFlags |= STUDIODATA_FLAGS_VCOLLISION_SCANNED;
virtualmodel_t *pVirtualModel = GetVirtualModel( handle );
if ( pVirtualModel )
{
for ( int i = 1; i < pVirtualModel->m_group.Count(); i++ )
{
MDLHandle_t sharedHandle = VoidPtrToMDLHandle( pVirtualModel->m_group[i].cache );
studiodata_t *pData = m_MDLDict[sharedHandle];
if ( !(pData->m_nFlags & STUDIODATA_FLAGS_VCOLLISION_LOADED) )
{
UnserializeVCollide( sharedHandle, bUseAsync, synchronousLoad );
}
if ( pData->m_pVCollide != NULL )
{
pData->m_pVCollide->AddRef();
pStudioData->m_pVCollide = pData->m_pVCollide;
pStudioData->m_nFlags |= STUDIODATA_FLAGS_VCOLLISION_LOADED;
return;
}
}
}
}
char pFileName[MAX_PATH];
Q_strncpy( pFileName, GetActualModelName( handle ), MAX_PATH );
Q_SetExtension( pFileName, ".phy", sizeof( pFileName ) );
Q_FixSlashes( pFileName );
#ifdef POSIX
Q_strlower( pFileName );
#endif
if ( IsGameConsole() )
{
char pX360Filename[MAX_PATH];
UpdateOrCreate( NULL, pFileName, pX360Filename, sizeof( pX360Filename ), "GAME" );
Q_strncpy( pFileName, pX360Filename, sizeof(pX360Filename) );
}
bool bAsyncLoad = bUseAsync && !synchronousLoad;
MdlCacheMsg( "MDLCache: %s load vcollide %s\n", bAsyncLoad ? "Async" : "Sync", GetModelName( handle ) );
AsyncInfo_t info;
if ( IsDebug() )
{
memset( &info, 0xdd, sizeof( AsyncInfo_t ) );
}
info.hModel = handle;
info.type = MDLCACHE_VCOLLIDE;
info.iAnimBlock = 0;
info.hControl = NULL;
LoadData( pFileName, "GAME", bAsyncLoad, &info.hControl, handle );
{
AUTO_LOCK_FM( m_AsyncMutex );
iAsync = SetAsyncInfoIndex( handle, MDLCACHE_VCOLLIDE, m_PendingAsyncs.AddToTail( info ) );
}
}
else if ( synchronousLoad )
{
AsyncInfo_t *pInfo;
{
AUTO_LOCK_FM( m_AsyncMutex );
pInfo = &m_PendingAsyncs[iAsync];
}
if ( pInfo->hControl )
{
g_pFullFileSystem->AsyncFinish( pInfo->hControl, true );
}
}
ProcessPendingAsync( iAsync );
}
//-----------------------------------------------------------------------------
// Free model's collision data
//-----------------------------------------------------------------------------
void CMDLCache::DestroyVCollide( studiodata_t *pStudioData )
{
if ( pStudioData->m_nFlags & STUDIODATA_FLAGS_VCOLLISION_LOADED )
{
pStudioData->m_nFlags &= ~STUDIODATA_FLAGS_VCOLLISION_LOADED;
if ( pStudioData->m_pVCollide )
{
if ( m_pCacheNotify )
{
m_pCacheNotify->OnDataUnloaded( MDLCACHE_VCOLLIDE, pStudioData->m_Handle );
}
MdlCacheMsg( "MDLCache: Unload vcollide %s\n", GetModelName( pStudioData->m_Handle ) );
pStudioData->m_pVCollide->Release();
pStudioData->m_pVCollide = NULL;
}
}
}
void CMDLCache::ReloadVCollide( MDLHandle_t handle )
{
studiodata_t *pStudioData = m_MDLDict[handle];
ExecuteNTimes(1, Warning( "ReloadVCollide invoked and will leak memory\n" ) );
pStudioData->m_nFlags &= ~( STUDIODATA_FLAGS_VCOLLISION_LOADED | STUDIODATA_FLAGS_VCOLLISION_SCANNED );
// this is where we leak the memory
pStudioData->m_pVCollide = NULL;
virtualmodel_t *pVirtualModel = GetVirtualModel( handle );
if ( pVirtualModel )
{
for ( int i = 1; i < pVirtualModel->m_group.Count(); i++ )
{
MDLHandle_t sharedHandle = VoidPtrToMDLHandle( pVirtualModel->m_group[i].cache );
ReloadVCollide( sharedHandle );
}
}
// now, reload
GetVCollideEx( handle, true );
}
//-----------------------------------------------------------------------------
// Unserializes the PHY file associated w/ models (the vphysics representation)
//-----------------------------------------------------------------------------
vcollide_t *CMDLCache::GetVCollideEx( MDLHandle_t handle, bool synchronousLoad /*= true*/ )
{
if ( mod_test_not_available.GetBool() )
return NULL;
if ( handle == MDLHANDLE_INVALID )
return NULL;
if ( m_MDLDict[handle]->m_nFlags & STUDIODATA_ERROR_MODEL )
return NULL;
if ( m_bDisableVCollideLoad )
return NULL;
studiodata_t *pStudioData = m_MDLDict[handle];
if ( ( pStudioData->m_nFlags & STUDIODATA_FLAGS_VCOLLISION_LOADED ) == 0 )
{
UnserializeVCollide( handle, mod_load_vcollide_async.GetBool(), synchronousLoad );
}
// in queued mode we need to scan the virtual model for shared vcollides
if ( ( pStudioData->m_nFlags & STUDIODATA_FLAGS_VCOLLISION_SCANNED ) == 0 )
{
pStudioData->m_nFlags |= STUDIODATA_FLAGS_VCOLLISION_SCANNED;
if ( !pStudioData->m_pVCollide )
{
virtualmodel_t *pVirtualModel = GetVirtualModel( handle );
if ( pVirtualModel )
{
for ( int i = 1; i < pVirtualModel->m_group.Count(); i++ )
{
MDLHandle_t sharedHandle = VoidPtrToMDLHandle( pVirtualModel->m_group[i].cache );
studiodata_t *pData = m_MDLDict[sharedHandle];
if ( pData->m_pVCollide )
{
pStudioData->m_pVCollide = pData->m_pVCollide;
pData->m_pVCollide->AddRef();
break;
}
}
}
}
}
// We've loaded an empty collision file or no file was found, so return NULL
if ( !pStudioData->m_pVCollide )
return NULL;
// returned pointer to shared vcollide
return pStudioData->m_pVCollide->GetVCollide();
}
bool CMDLCache::GetVCollideSize( MDLHandle_t handle, int *pVCollideSize )
{
*pVCollideSize = 0;
studiodata_t *pStudioData = m_MDLDict[handle];
if ( !pStudioData->m_pVCollide )
return false;
vcollide_t *pCollide = pStudioData->m_pVCollide->GetVCollide();
for ( int j = 0; j < pCollide->solidCount; j++ )
{
*pVCollideSize += g_pPhysicsCollision->CollideSize( pCollide->solids[j] );
}
*pVCollideSize += pCollide->descSize;
return true;
}
//-----------------------------------------------------------------------------
// Allocates/frees the anim blocks
//-----------------------------------------------------------------------------
void CMDLCache::AllocateAnimBlocks( studiodata_t *pStudioData, int nCount )
{
Assert( pStudioData->m_vecAnimBlocks.Count() == 0 );
pStudioData->m_vecAnimBlocks.EnsureCount( nCount );
memset( pStudioData->m_vecAnimBlocks.Base(), 0, sizeof(DataCacheHandle_t) * nCount );
pStudioData->m_vecFakeAnimBlockStall.EnsureCount( nCount );
memset( pStudioData->m_vecFakeAnimBlockStall.Base(), 0, sizeof( unsigned long ) * nCount );
#ifdef DEBUG_ANIM_STALLS
pStudioData->m_vecFirstRequest.EnsureCount( nCount );
memset( pStudioData->m_vecFirstRequest.Base(), 0, sizeof( unsigned long ) * nCount );
#endif
}
void CMDLCache::FreeAnimBlocks( studiodata_t *pStudioData )
{
for ( int i = 0; i < pStudioData->m_vecAnimBlocks.Count(); ++i )
{
MdlCacheMsg( "MDLCache: Free Anim block %s (block: %d)\n", GetModelName( pStudioData->m_Handle ), i );
ClearAsync( pStudioData->m_Handle, MDLCACHE_ANIMBLOCK, i, true );
if ( pStudioData->m_vecAnimBlocks[i] )
{
UncacheData( pStudioData->m_vecAnimBlocks[i], MDLCACHE_ANIMBLOCK, true );
}
}
pStudioData->m_vecAnimBlocks.Purge();
pStudioData->m_vecFakeAnimBlockStall.Purge();
#ifdef DEBUG_ANIM_STALLS
pStudioData->m_vecFirstRequest.Purge();
#endif
}
//-----------------------------------------------------------------------------
// Unserializes an animation block from disk
//-----------------------------------------------------------------------------
unsigned char *CMDLCache::UnserializeAnimBlock( MDLHandle_t handle, bool bUseAsync, int nBlock )
{
VPROF( "CMDLCache::UnserializeAnimBlock" );
if ( IsGameConsole() && g_pQueuedLoader->IsMapLoading() )
{
// anim block i/o is not allowed at this stage
return NULL;
}
// Block 0 is never used!!!
Assert( nBlock > 0 );
studiodata_t *pStudioData = m_MDLDict[handle];
intp iAsync = GetAsyncInfoIndex( handle, MDLCACHE_ANIMBLOCK, nBlock );
if ( iAsync == NO_ASYNC )
{
studiohdr_t *pStudioHdr = GetStudioHdr( handle );
// FIXME: For consistency, the block name maybe shouldn't have 'model' in it.
char const *pModelName = pStudioHdr->pszAnimBlockName();
mstudioanimblock_t *pBlock = pStudioHdr->pAnimBlock( nBlock );
int nSize = pBlock->dataend - pBlock->datastart;
if ( nSize == 0 )
return NULL;
// allocate space in the cache
pStudioData->m_vecAnimBlocks[nBlock] = NULL;
char pFileName[MAX_PATH];
Q_strncpy( pFileName, pModelName, sizeof(pFileName) );
Q_FixSlashes( pFileName );
#ifdef POSIX
Q_strlower( pFileName );
#endif
if ( IsGameConsole() )
{
char pX360Filename[MAX_PATH];
UpdateOrCreate( pStudioHdr, pFileName, pX360Filename, sizeof( pX360Filename ), "GAME" );
Q_strncpy( pFileName, pX360Filename, sizeof(pX360Filename) );
}
MdlCacheMsg( "MDLCache: Begin load Anim Block %s (block %i, bytes %d)\n", GetModelName( handle ), nBlock, nSize );
AsyncInfo_t info;
if ( IsDebug() )
{
memset( &info, 0xdd, sizeof( AsyncInfo_t ) );
}
info.hModel = handle;
info.type = MDLCACHE_ANIMBLOCK;
info.iAnimBlock = nBlock;
info.hControl = NULL;
void *pData;
if ( nSize <= ANIMBLOCK_SIZE )
{
// using the pool
pData = g_AnimBlockAllocator.Alloc();
}
else
{
// Null will yield file system allocating an optimal read buffer
pData = NULL;
Warning( "%s(%d): MDL Cache allocation outside the pool. %s : %d.\n", __FILE__, __LINE__, pStudioHdr->pszName(), nSize );
}
LoadData( pFileName, "GAME", pData, nSize, pBlock->datastart, bUseAsync, &info.hControl, handle );
Assert( m_AsyncMutex.GetOwnerId() == ThreadGetCurrentId() );
iAsync = SetAsyncInfoIndex( handle, MDLCACHE_ANIMBLOCK, nBlock, m_PendingAsyncs.AddToTail( info ) );
#ifdef DEBUG_ANIM_STALLS
// keep track of when it was requested
pStudioData->m_vecFirstRequest[nBlock] = Plat_MSTime();
#endif
#ifdef DEBUG_ANIM_BLOCKS_LOADED
mstudioanimdesc_t &animdesc = pStudioHdr->pAnimdesc( nBlock );
Msg( "AnimBlock: %s (%s) %d \n", animdesc.pszName(), pStudioHdr->pszName(), nSize );
#endif
}
ProcessPendingAsync( iAsync );
return ( unsigned char * )CheckData( pStudioData->m_vecAnimBlocks[nBlock], MDLCACHE_ANIMBLOCK );
}
//-----------------------------------------------------------------------------
// Gets at an animation block associated with an MDL
//-----------------------------------------------------------------------------
unsigned char *CMDLCache::GetAnimBlock( MDLHandle_t handle, int nBlock, bool preloadIfMissing )
{
if ( mod_test_not_available.GetBool() )
return NULL;
if ( handle == MDLHANDLE_INVALID )
return NULL;
if ( m_MDLDict[handle]->m_nFlags & STUDIODATA_ERROR_MODEL )
return NULL;
// Allocate animation blocks if we don't have them yet
studiodata_t *pStudioData = m_MDLDict[handle];
if ( pStudioData->m_vecAnimBlocks.Count() == 0 )
{
AUTO_LOCK_FM( m_AsyncMutex );
if ( pStudioData->m_vecAnimBlocks.Count() == 0 )
{
studiohdr_t *pStudioHdr = GetStudioHdr( handle );
AllocateAnimBlocks( pStudioData, pStudioHdr->numanimblocks );
}
}
// check for request being in range
if ( nBlock < 0 || nBlock >= pStudioData->m_vecAnimBlocks.Count())
return NULL;
// Check the cache to see if the animation is in memory
unsigned char *pData = ( unsigned char * )CheckData( pStudioData->m_vecAnimBlocks[nBlock], MDLCACHE_ANIMBLOCK );
if ( !pData )
{
AUTO_LOCK_FM( m_AsyncMutex );
pData = ( unsigned char * )CheckData( pStudioData->m_vecAnimBlocks[nBlock], MDLCACHE_ANIMBLOCK );
if ( !pData )
{
pStudioData->m_vecAnimBlocks[nBlock] = NULL;
if ( preloadIfMissing )
{
// It's not in memory, read it off of disk
pData = UnserializeAnimBlock( handle, mod_load_anims_async.GetBool(), nBlock );
}
}
}
if (mod_load_fakestall.GetInt())
{
unsigned long t = Plat_MSTime();
if (pStudioData->m_vecFakeAnimBlockStall[nBlock] == 0 || pStudioData->m_vecFakeAnimBlockStall[nBlock] > t)
{
pStudioData->m_vecFakeAnimBlockStall[nBlock] = t;
}
if ((int)(t - pStudioData->m_vecFakeAnimBlockStall[nBlock]) < mod_load_fakestall.GetInt())
{
return NULL;
}
}
return pData;
}
//-----------------------------------------------------------------------------
// Indicates if an anim block has been preloaded (either already in memory or in asynchronous loading).
//-----------------------------------------------------------------------------
bool CMDLCache::HasAnimBlockBeenPreloaded( MDLHandle_t handle, int nBlock )
{
if ( mod_test_not_available.GetBool() )
return false;
if ( handle == MDLHANDLE_INVALID )
return false;
if ( m_MDLDict[handle]->m_nFlags & STUDIODATA_ERROR_MODEL )
return false;
studiodata_t *pStudioData = m_MDLDict[handle];
if ( nBlock <= 0 )
return true;
// check for request being in range
if ( nBlock >= pStudioData->m_vecAnimBlocks.Count() )
return false;
// Check the cache to see if the animation is in memory
// TODO: Investigate if the double testing is really necessary here.
unsigned char *pData = ( unsigned char * )CheckData( pStudioData->m_vecAnimBlocks[nBlock], MDLCACHE_ANIMBLOCK );
if ( pData == NULL )
{
AUTO_LOCK_FM( m_AsyncMutex );
pData = ( unsigned char * )CheckData( pStudioData->m_vecAnimBlocks[nBlock], MDLCACHE_ANIMBLOCK );
if ( pData != NULL )
{
return true;
}
}
else
{
return true;
}
// Data was not cached already, but maybe in async loading
int iAsync = GetAsyncInfoIndex( handle, MDLCACHE_ANIMBLOCK, nBlock );
return ( iAsync != NO_ASYNC );
}
//-----------------------------------------------------------------------------
// Allocates/frees autoplay sequence list
//-----------------------------------------------------------------------------
void CMDLCache::AllocateAutoplaySequences( studiodata_t *pStudioData, int nCount )
{
FreeAutoplaySequences( pStudioData );
pStudioData->m_vecAutoplaySequenceList.EnsureCount( nCount );
}
void CMDLCache::FreeAutoplaySequences( studiodata_t *pStudioData )
{
pStudioData->m_vecAutoplaySequenceList.Purge();
}
//-----------------------------------------------------------------------------
// Gets the autoplay list
//-----------------------------------------------------------------------------
int CMDLCache::GetAutoplayList( MDLHandle_t handle, unsigned short **pAutoplayList )
{
if ( pAutoplayList )
{
*pAutoplayList = NULL;
}
if ( handle == MDLHANDLE_INVALID )
return 0;
virtualmodel_t *pVirtualModel = GetVirtualModel( handle );
if ( pVirtualModel )
{
if ( pAutoplayList && pVirtualModel->m_autoplaySequences.Count() )
{
*pAutoplayList = pVirtualModel->m_autoplaySequences.Base();
}
return pVirtualModel->m_autoplaySequences.Count();
}
// FIXME: Should we cache autoplay info here on demand instead of in unserializeMDL?
studiodata_t *pStudioData = m_MDLDict[handle];
if ( pAutoplayList )
{
*pAutoplayList = pStudioData->m_vecAutoplaySequenceList.Base();
}
return pStudioData->m_vecAutoplaySequenceList.Count();
}
//-----------------------------------------------------------------------------
// Allocates/frees the virtual model
//-----------------------------------------------------------------------------
void CMDLCache::AllocateVirtualModel( MDLHandle_t handle )
{
studiodata_t *pStudioData = m_MDLDict[handle];
Assert( pStudioData->m_pVirtualModel == NULL );
pStudioData->m_pVirtualModel = new virtualmodel_t;
// FIXME: The old code slammed these; could have leaked memory?
Assert( pStudioData->m_vecAnimBlocks.Count() == 0 );
Assert( pStudioData->m_vecAnimBlocks.Count() == 0 );
}
void CMDLCache::FreeVirtualModel( studiodata_t *pStudioData )
{
if ( pStudioData && pStudioData->m_pVirtualModel )
{
int nGroupCount = pStudioData->m_pVirtualModel->m_group.Count();
Assert( (nGroupCount >= 1) && pStudioData->m_pVirtualModel->m_group[0].cache == (void*)(uintp)pStudioData->m_Handle );
// NOTE: Start at *1* here because the 0th element contains a reference to *this* handle
for ( int i = 1; i < nGroupCount; ++i )
{
MDLHandle_t h = VoidPtrToMDLHandle( pStudioData->m_pVirtualModel->m_group[i].cache );
FreeVirtualModel( m_MDLDict[ h ] );
Release( h );
}
delete pStudioData->m_pVirtualModel;
pStudioData->m_pVirtualModel = NULL;
}
}
//-----------------------------------------------------------------------------
// Returns the virtual model
//-----------------------------------------------------------------------------
virtualmodel_t *CMDLCache::GetVirtualModel( MDLHandle_t handle )
{
if ( mod_test_not_available.GetBool() )
return NULL;
if ( handle == MDLHANDLE_INVALID )
return NULL;
studiohdr_t *pStudioHdr = GetStudioHdr( handle );
if ( pStudioHdr == NULL )
return NULL;
return GetVirtualModelFast( pStudioHdr, handle );
}
virtualmodel_t *CMDLCache::GetVirtualModelFast( const studiohdr_t *pStudioHdr, MDLHandle_t handle )
{
if (pStudioHdr->numincludemodels == 0)
return NULL;
studiodata_t *pStudioData = m_MDLDict[handle];
if ( !pStudioData )
return NULL;
// These exist just so we can get some valid pointers when we're trying to catch a crash here
static const studiohdr_t *pDebugStudioHdr = pStudioHdr;
static const MDLHandle_t pDebugHandle = handle;
static const studiodata_t *pDebugStudioData = m_MDLDict[handle];
if ( !pStudioData->m_pVirtualModel )
{
DevMsg( 2, "Loading virtual model for %s\n", pStudioHdr->pszName() );
CMDLCacheCriticalSection criticalSection( this );
AllocateVirtualModel( handle );
// Group has to be zero to ensure refcounting is correct
int nGroup = pStudioData->m_pVirtualModel->m_group.AddToTail( );
Assert( nGroup == 0 );
pStudioData->m_pVirtualModel->m_group[nGroup].cache = (void *)(uintp)handle;
// Add all dependent data
pStudioData->m_pVirtualModel->AppendModels( 0, pStudioHdr );
}
return pStudioData->m_pVirtualModel;
}
//-----------------------------------------------------------------------------
// Purpose: Pulls all submodels/.ani file models into the cache
// to avoid runtime hitches and load animations at load time, set mod_forcedata to be 1
//-----------------------------------------------------------------------------
void CMDLCache::UnserializeAllVirtualModelsAndAnimBlocks( MDLHandle_t handle )
{
if ( handle == MDLHANDLE_INVALID )
return;
// might be re-loading, discard old virtualmodel to force rebuild
// unfortunately, the virtualmodel does build data into the cacheable studiohdr
FreeVirtualModel( m_MDLDict[handle] );
if ( IsGameConsole() && g_pQueuedLoader->IsMapLoading() )
{
// queued loading has to do it
return;
}
// don't load the submodel data
if ( !mod_forcedata.GetBool() )
return;
// if not present, will instance and load the submodels
GetVirtualModel( handle );
if ( IsGameConsole() )
{
// 360 does not drive the anims into its small cache section
return;
}
// Note that the animblocks start at 1!!!
studiohdr_t *pStudioHdr = GetStudioHdr( handle );
for ( int i = 1 ; i < (int)pStudioHdr->numanimblocks; ++i )
{
GetAnimBlock( handle, i, true );
}
ProcessPendingAsyncs( MDLCACHE_ANIMBLOCK );
}
//-----------------------------------------------------------------------------
// Loads the static meshes
//-----------------------------------------------------------------------------
bool CMDLCache::UnserializeHardwareData( MDLHandle_t handle, bool bUseAsync )
{
Assert( handle != MDLHANDLE_INVALID );
// Don't try to load VTX files if we don't have focus...
if ( m_bLostVideoMemory )
return false;
studiodata_t *pStudioData = m_MDLDict[handle];
if ( pStudioData->m_pCombinedStudioData && pStudioData->m_pCombinedStudioData->m_FinalHandle == handle )
{
return UnserializeCombinedHardwareData( handle );
}
CMDLCacheCriticalSection criticalSection( this );
// Load up the model
studiohdr_t *pStudioHdr = GetStudioHdr( handle );
if ( !pStudioHdr || !pStudioHdr->numbodyparts )
{
pStudioData->m_nFlags |= STUDIODATA_FLAGS_NO_STUDIOMESH;
return true;
}
if ( pStudioData->m_nFlags & STUDIODATA_FLAGS_NO_STUDIOMESH )
{
return false;
}
if ( LogMdlCache() &&
GetAsyncInfoIndex( handle, MDLCACHE_STUDIOHWDATA ) == NO_ASYNC &&
GetAsyncInfoIndex( handle, MDLCACHE_VERTEXES ) == NO_ASYNC )
{
MdlCacheMsg( "MDLCache: Begin load studiomdl %s\n", GetModelName( handle ) );
}
// Vertex data is required to call LoadModel(), so make sure that's ready
if ( !GetVertexData( handle ) )
{
if ( pStudioData->m_nFlags & STUDIODATA_FLAGS_NO_VERTEX_DATA )
{
pStudioData->m_nFlags |= STUDIODATA_FLAGS_NO_STUDIOMESH;
}
return false;
}
intp iAsync = GetAsyncInfoIndex( handle, MDLCACHE_STUDIOHWDATA );
if ( iAsync == NO_ASYNC )
{
m_pMeshCacheSection->Lock( pStudioData->m_VertexCache );
// load and persist the vtx file
// use model name for correct path
char pFileName[MAX_PATH];
MakeFilename( pFileName, pStudioHdr, GetVTXExtension() );
if ( IsGameConsole() )
{
char pX360Filename[MAX_PATH];
UpdateOrCreate( pStudioHdr, pFileName, pX360Filename, sizeof( pX360Filename ), "GAME" );
Q_strncpy( pFileName, pX360Filename, sizeof(pX360Filename) );
}
MdlCacheMsg( "MDLCache: Begin load VTX %s\n", GetModelName( handle ) );
AsyncInfo_t info;
if ( IsDebug() )
{
memset( &info, 0xdd, sizeof( AsyncInfo_t ) );
}
info.hModel = handle;
info.type = MDLCACHE_STUDIOHWDATA;
info.iAnimBlock = 0;
info.hControl = NULL;
LoadData( pFileName, "GAME", bUseAsync, &info.hControl, handle );
{
AUTO_LOCK_FM( m_AsyncMutex );
iAsync = SetAsyncInfoIndex( handle, MDLCACHE_STUDIOHWDATA, m_PendingAsyncs.AddToTail( info ) );
}
}
if ( ProcessPendingAsync( iAsync ) > 0 )
{
if ( pStudioData->m_nFlags & STUDIODATA_FLAGS_NO_STUDIOMESH )
{
return false;
}
return ( pStudioData->m_HardwareData.m_NumStudioMeshes != 0 );
}
return false;
}
static bool SortLessFunc(const mstudiovertanim_t &left, const mstudiovertanim_t & right)
{
return left.index < right.index;
}
static bool SortLessFuncWrinkle(const mstudiovertanim_wrinkle_t &left, const mstudiovertanim_wrinkle_t & right)
{
return left.index < right.index;
}
CMiniProfiler s_mp_SortFlexData;
void CMDLCache::ConvertFlexData( studiohdr_t *pStudioHdr )
{
float flVertAnimFixedPointScale = pStudioHdr->VertAnimFixedPointScale();
for ( int i = 0; i < pStudioHdr->numbodyparts; i++ )
{
mstudiobodyparts_t *pBody = pStudioHdr->pBodypart( i );
for ( int j = 0; j < pBody->nummodels; j++ )
{
mstudiomodel_t *pModel = pBody->pModel( j );
for ( int k = 0; k < pModel->nummeshes; k++ )
{
mstudiomesh_t *pMesh = pModel->pMesh( k );
for ( int l = 0; l < pMesh->numflexes; l++ )
{
mstudioflex_t *pFlex = pMesh->pFlex( l );
bool bIsWrinkleAnim = ( pFlex->vertanimtype == STUDIO_VERT_ANIM_WRINKLE );
for ( int m = 0; m < pFlex->numverts; m++ )
{
mstudiovertanim_t *pVAnim = bIsWrinkleAnim ?
pFlex->pVertanimWrinkle( m ) : pFlex->pVertanim( m );
pVAnim->ConvertToFixed( flVertAnimFixedPointScale );
}
CMiniProfilerGuard mpguard(&s_mp_SortFlexData);
switch ( pFlex->vertanimtype )
{
case STUDIO_VERT_ANIM_NORMAL:
{
mstudiovertanim_t *pvanim = pFlex->pVertanim( 0 );
mstudiovertanim_t *pvanimEnd = pvanim + pFlex->numverts;
std::make_heap( pvanim, pvanimEnd, SortLessFunc );
std::sort_heap( pvanim, pvanimEnd, SortLessFunc );
}
break;
case STUDIO_VERT_ANIM_WRINKLE:
{
mstudiovertanim_wrinkle_t *pvanim = pFlex->pVertanimWrinkle( 0 );
mstudiovertanim_wrinkle_t *pvanimEnd = pvanim + pFlex->numverts;
std::make_heap( pvanim, pvanimEnd, SortLessFuncWrinkle );
std::sort_heap( pvanim, pvanimEnd, SortLessFuncWrinkle );
}
break;
}
}
}
}
}
}
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
bool CMDLCache::BuildHardwareData( MDLHandle_t handle, studiodata_t *pStudioData, studiohdr_t *pStudioHdr, CMDLCacheData &cacheData )
{
OptimizedModel::FileHeader_t *pVtxHdr = (OptimizedModel::FileHeader_t *)cacheData.Data();
if ( pVtxHdr )
{
MdlCacheMsg("MDLCache: Alloc VTX %s\n", pStudioHdr->pszName() );
// check header
if ( pVtxHdr->version != OPTIMIZED_MODEL_FILE_VERSION )
{
Warning( "Error Index File for '%s' version %d should be %d\n", pStudioHdr->pszName(), pVtxHdr->version, OPTIMIZED_MODEL_FILE_VERSION );
pVtxHdr = NULL;
}
else if ( pVtxHdr->checkSum != pStudioHdr->checksum )
{
Warning( "Error Index File for '%s' checksum %ld should be %ld\n", pStudioHdr->pszName(), pVtxHdr->checkSum, pStudioHdr->checksum );
pVtxHdr = NULL;
}
}
if ( !pVtxHdr )
{
pStudioData->m_nFlags |= STUDIODATA_FLAGS_NO_STUDIOMESH;
return false;
}
MdlCacheMsg( "MDLCache: Load studiohwdata %s\n", pStudioHdr->pszName() );
Assert( GetVertexData( handle ) );
BeginCoarseLock();
BeginLock();
bool bLoaded = g_pStudioRender->LoadModel( pStudioHdr, pVtxHdr, &pStudioData->m_HardwareData );
EndLock();
EndCoarseLock();
if ( bLoaded )
{
pStudioData->m_nFlags |= STUDIODATA_FLAGS_STUDIOMESH_LOADED;
}
else
{
pStudioData->m_nFlags |= STUDIODATA_FLAGS_NO_STUDIOMESH;
}
if ( m_pCacheNotify )
{
m_pCacheNotify->OnDataLoaded( MDLCACHE_STUDIOHWDATA, handle );
}
return true;
}
//-----------------------------------------------------------------------------
// Loads the static meshes
//-----------------------------------------------------------------------------
void CMDLCache::UnloadHardwareData( studiodata_t *pStudioData )
{
// Don't load it if it's loaded
if ( pStudioData && pStudioData->m_nFlags & STUDIODATA_FLAGS_STUDIOMESH_LOADED )
{
if ( m_pCacheNotify )
{
m_pCacheNotify->OnDataUnloaded( MDLCACHE_STUDIOHWDATA, pStudioData->m_Handle );
}
MdlCacheMsg( "MDLCache: Unload studiohwdata %s\n", GetModelName( pStudioData->m_Handle ) );
g_pStudioRender->UnloadModel( &pStudioData->m_HardwareData );
memset( &pStudioData->m_HardwareData, 0, sizeof( pStudioData->m_HardwareData ) );
pStudioData->m_nFlags &= ~STUDIODATA_FLAGS_STUDIOMESH_LOADED;
if ( ( pStudioData->m_nFlags & STUDIODATA_FLAGS_COMBINED ) != 0 )
{
g_pMaterialSystem->UncacheUnusedMaterials();
}
}
}
void CMDLCache::UnloadQueuedHardwareData( )
{
studiodata_t *handle = NULL;
BeginLock();
while( m_UnloadHandles.PopItem( &handle ) == true )
{
Flush( handle );
delete handle;
}
EndLock();
}
//-----------------------------------------------------------------------------
// Returns the hardware data associated with an MDL
//-----------------------------------------------------------------------------
studiohwdata_t *CMDLCache::GetHardwareData( MDLHandle_t handle )
{
if ( mod_test_not_available.GetBool() )
return NULL;
if ( mod_test_mesh_not_available.GetBool() )
return NULL;
studiodata_t *pStudioData = m_MDLDict[handle];
if ( ( pStudioData->m_nFlags & (STUDIODATA_FLAGS_STUDIOMESH_LOADED | STUDIODATA_FLAGS_NO_STUDIOMESH) ) == 0 )
{
m_pMeshCacheSection->LockMutex();
if ( ( pStudioData->m_nFlags & (STUDIODATA_FLAGS_STUDIOMESH_LOADED | STUDIODATA_FLAGS_NO_STUDIOMESH) ) == 0 )
{
m_pMeshCacheSection->UnlockMutex();
if ( !UnserializeHardwareData( handle, mod_load_mesh_async.GetBool() ) )
{
return NULL;
}
}
else
{
m_pMeshCacheSection->UnlockMutex();
}
}
return &pStudioData->m_HardwareData;
}
//-----------------------------------------------------------------------------
// Task switch
//-----------------------------------------------------------------------------
void CMDLCache::ReleaseMaterialSystemObjects( int nChangeFlags )
{
Assert( !m_bLostVideoMemory );
m_bLostVideoMemory = true;
ShutdownCombiner();
BreakFrameLock( false );
// Free all hardware data
MDLHandle_t i = m_MDLDict.First();
while ( i != m_MDLDict.InvalidIndex() )
{
UnloadHardwareData( m_MDLDict[ i ] );
i = m_MDLDict.Next( i );
}
RestoreFrameLock();
}
void CMDLCache::RestoreMaterialSystemObjects( int nChangeFlags )
{
Assert( m_bLostVideoMemory );
m_bLostVideoMemory = false;
BreakFrameLock( false );
// Restore all hardware data
MDLHandle_t i = m_MDLDict.First();
while ( i != m_MDLDict.InvalidIndex() )
{
studiodata_t *pStudioData = m_MDLDict[i];
bool bIsMDLInMemory = GetCacheSection( MDLCACHE_STUDIOHDR )->IsPresent( pStudioData->m_MDLCache );
// If the vertex format changed, we have to free the data because we may be using different .vtx files.
if ( nChangeFlags & MATERIAL_RESTORE_VERTEX_FORMAT_CHANGED )
{
MdlCacheMsg( "MDLCache: Free studiohdr\n" );
MdlCacheMsg( "MDLCache: Free VVD\n" );
MdlCacheMsg( "MDLCache: Free VTX\n" );
// FIXME: Do we have to free m_MDLCache + m_VertexCache?
// Certainly we have to free m_IndexCache, cause that's a dx-level specific vtx file.
ClearAsync( i, MDLCACHE_STUDIOHWDATA, 0, true );
Flush( i, MDLCACHE_FLUSH_VERTEXES );
}
// Only restore the hardware data of those studiohdrs which are currently in memory
if ( bIsMDLInMemory )
{
GetHardwareData( i );
}
i = m_MDLDict.Next( i );
}
RestoreFrameLock();
}
//-----------------------------------------------------------------------------
// Finalization step of loading. Part of an intricate loading control flow.
//-----------------------------------------------------------------------------
void CMDLCache::MarkAsLoaded( MDLHandle_t handle )
{
// For the 360...
// This should only be occurring at the very end of loading. The queued loader will have
// either left the data in the datacache or populated it. This just re-hooks the
// aliased pointers to data that should be in the cache. If the queued loader is
// working properly, no i/o should be evented.
if ( mod_lock_mdls_on_load.GetBool() )
{
// re-establish the cached model header, if the cache doesn't have it, it will cause i/o and get loaded now
g_MDLCache.GetStudioHdr( handle );
if ( !m_MDLDict[handle]->m_pForceLockedStudioHdr )
{
m_MDLDict[handle]->m_pForceLockedStudioHdr = (studiohdr_t *)GetCacheSection( MDLCACHE_STUDIOHDR )->Lock( m_MDLDict[handle]->m_MDLCache );
}
}
if ( !mod_dont_load_vertices.GetInt() )
{
// re-establish the cached vertex header, if the cache doesn't have it, it will cause i/o and get loaded now
if ( !mod_load_mesh_async.GetBool() && mod_lock_meshes_on_load.GetBool() && !( m_MDLDict[handle]->m_nFlags & STUDIODATA_FLAGS_NO_VERTEX_DATA ) )
{
GetVertexData( handle );
if ( !m_MDLDict[handle]->m_pForceLockedVertexFileHeader )
{
m_MDLDict[handle]->m_pForceLockedVertexFileHeader = (vertexFileHeader_t *)GetCacheSection( MDLCACHE_VERTEXES )->Lock( m_MDLDict[handle]->m_VertexCache );
}
}
}
}
//-----------------------------------------------------------------------------
// Callback for UpdateOrCreate utility function - swaps any studiomdl file type.
//-----------------------------------------------------------------------------
static bool MdlcacheCreateCallback( const char *pSourceName, const char *pTargetName, const char *pPathID, void *pHdr )
{
// Missing studio files are permissible and not spewed as errors
bool retval = false;
CUtlBuffer sourceBuf;
bool bOk = g_pFullFileSystem->ReadFile( pSourceName, NULL, sourceBuf );
if ( bOk )
{
CUtlBuffer targetBuf;
targetBuf.EnsureCapacity( sourceBuf.TellPut() + BYTESWAP_ALIGNMENT_PADDING );
int bytes = StudioByteSwap::ByteswapStudioFile( pTargetName, targetBuf.Base(), targetBuf.Size(), sourceBuf.Base(), sourceBuf.TellPut(), (studiohdr_t*)pHdr );
if ( bytes )
{
// If the file was an .mdl, attempt to swap the .ani as well
if ( Q_stristr( pSourceName, ".mdl" ) )
{
char szANISourceName[ MAX_PATH ];
Q_StripExtension( pSourceName, szANISourceName, sizeof( szANISourceName ) );
Q_strncat( szANISourceName, ".ani", sizeof( szANISourceName ), COPY_ALL_CHARACTERS );
UpdateOrCreate( szANISourceName, NULL, 0, pPathID, MdlcacheCreateCallback, true, targetBuf.Base() );
}
targetBuf.SeekPut( CUtlBuffer::SEEK_HEAD, bytes );
g_pFullFileSystem->WriteFile( pTargetName, pPathID, targetBuf );
retval = true;
}
else
{
Warning( "Failed to create %s\n", pTargetName );
}
}
return retval;
}
//-----------------------------------------------------------------------------
// Calls utility function to create .360 version of a file.
//-----------------------------------------------------------------------------
int CMDLCache::UpdateOrCreate( studiohdr_t *pHdr, const char *pSourceName, char *pTargetName, int targetLen, const char *pPathID, bool bForce )
{
return ::UpdateOrCreate( pSourceName, pTargetName, targetLen, pPathID, MdlcacheCreateCallback, bForce, pHdr );
}
//-----------------------------------------------------------------------------
// Purpose: Attempts to read a file native to the current platform
//-----------------------------------------------------------------------------
bool CMDLCache::ReadFileNative( char *pFileName, const char *pPath, CUtlBuffer &buf, int nMaxBytes )
{
bool bOk = false;
if ( IsGameConsole() )
{
// Read the 360 version
char pX360Filename[ MAX_PATH ];
UpdateOrCreate( NULL, pFileName, pX360Filename, sizeof( pX360Filename ), pPath );
bOk = g_pFullFileSystem->ReadFile( pX360Filename, pPath, buf, nMaxBytes );
}
else
{
const char *pActualFilename = pFileName;
if ( IsPC() )
{
pActualFilename = m_ModelSwapper.TranslateModelName( pFileName );
}
// Read the PC version
bOk = g_pFullFileSystem->ReadFile( pActualFilename, pPath, buf, nMaxBytes );
}
return bOk;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
studiohdr_t *CMDLCache::UnserializeMDL( MDLHandle_t handle, CMDLCacheData &cacheData )
{
studiohdr_t *pStudioHdrIn = (studiohdr_t *)cacheData.Data();
Assert( pStudioHdrIn );
if ( !pStudioHdrIn )
return NULL;
#ifdef CSTRIKE15
// Slamp root LOD to 0 for CS:GO
int nRootLOD = 0;
#else
int nRootLOD = r_rootlod.GetInt();
#endif
if ( nRootLOD > 0 )
{
// raw data is already setup for lod 0, override otherwise
static bool s_bTempRootLodEnable = !!CommandLine()->FindParm( "-r_rootlod_enable" );
if ( s_bTempRootLodEnable )
{
Studio_SetRootLOD( pStudioHdrIn, nRootLOD );
}
else
{
ExecuteNTimes( 5, Warning( "r_rootlod is temporarily unsupported: bugbait#70052" ) );
}
}
StudioHdrLookupSurfaceProps( pStudioHdrIn );
if ( pStudioHdrIn->numincludemodels == 0 )
{
StudioHdrSetAnimEventFlag( pStudioHdrIn );
}
// critical! store a back link to our data
// this is fetched when re-establishing dependent cached data (vtx/vvd)
pStudioHdrIn->SetVirtualModel( MDLHandleToVirtual( handle ) );
MdlCacheMsg( "MDLCache: Alloc studiohdr %s\n", GetModelName( handle ) );
// allocate cache space
MemAlloc_PushAllocDbgInfo( "Models:StudioHdr", 0);
studiohdr_t *pHdr = (studiohdr_t *)AllocData( MDLCACHE_STUDIOHDR, pStudioHdrIn->length );
MemAlloc_PopAllocDbgInfo();
if ( !pHdr )
return NULL;
CacheData( &m_MDLDict[handle]->m_MDLCache, pHdr, pStudioHdrIn->length, GetModelName( handle ), MDLCACHE_STUDIOHDR, MakeCacheID( handle, MDLCACHE_STUDIOHDR) );
if ( mod_lock_mdls_on_load.GetBool() )
{
m_MDLDict[handle]->m_pForceLockedStudioHdr = (studiohdr_t *)GetCacheSection( MDLCACHE_STUDIOHDR )->Lock( m_MDLDict[handle]->m_MDLCache );
}
// FIXME: Is there any way we can compute the size to load *before* loading in
// and read directly into cache memory? It would be nice to reduce cache overhead here.
// move the complete, relocatable model to the cache
memcpy( pHdr, pStudioHdrIn, pStudioHdrIn->length );
// On first load, convert the flex deltas from fp16 to 16-bit fixed-point
if ( (pHdr->flags & STUDIOHDR_FLAGS_FLEXES_CONVERTED) == 0 )
{
ConvertFlexData( pHdr );
// Mark as converted so it only happens once
pHdr->flags |= STUDIOHDR_FLAGS_FLEXES_CONVERTED;
}
if ( m_pCacheNotify )
{
m_pCacheNotify->OnDataLoaded( MDLCACHE_STUDIOHDR, handle );
}
return pHdr;
}
//-----------------------------------------------------------------------------
// Attempts to load a MDL file, validates that it's ok.
//-----------------------------------------------------------------------------
bool CMDLCache::ReadMDLFile( MDLHandle_t handle, const char *pMDLFileName, CMDLCacheData &cacheData )
{
VPROF( "CMDLCache::ReadMDLFile" );
char pFileName[ MAX_PATH ];
Q_strncpy( pFileName, pMDLFileName, sizeof( pFileName ) );
Q_FixSlashes( pFileName );
#ifdef POSIX
Q_strlower( pFileName );
#endif
MdlCacheMsg( "MDLCache: Load studiohdr %s\n", pFileName );
MEM_ALLOC_CREDIT();
bool bOk = cacheData.ReadFileNative( pFileName, "GAME" );
if ( !bOk || !cacheData.Data() )
{
DevWarning( "Failed to load %s!\n", pMDLFileName );
return false;
}
if ( cacheData.DataSize() < sizeof(studiohdr_t) )
{
DevWarning( "Empty model %s\n", pMDLFileName );
return false;
}
studiohdr_t *pStudioHdr = (studiohdr_t*)cacheData.Data();
if ( pStudioHdr->id != IDSTUDIOHEADER )
{
DevWarning( "Model %s not a .MDL format file!\n", pMDLFileName );
return false;
}
// We need this, but older file formats don't have it.
if ( pStudioHdr->studiohdr2index == 0 )
{
DevWarning( "Model %s doesn't have a studiohdr2, which should've been fixed. This is required of all models now.\n", pMDLFileName );
return false;
}
// critical! store a back link to our data
// this is fetched when re-establishing dependent cached data (vtx/vvd)
pStudioHdr->SetVirtualModel( MDLHandleToVirtual( handle ) );
static ConVarRef developer( "developer" );
// Make sure all dependent files are valid (blocking loads and checks them in developer mode 2)
if ( ( developer.IsValid() && developer.GetInt() >= 2 ) &&
!VerifyHeaders( pStudioHdr ) )
{
DevWarning( "Model %s has mismatched .vvd + .vtx files!\n", pMDLFileName );
return false;
}
return true;
}
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
studiohdr_t *CMDLCache::LockStudioHdr( MDLHandle_t handle )
{
if ( handle == MDLHANDLE_INVALID )
{
return NULL;
}
studiodata_t *pStudioData = m_MDLDict[handle];
if ( pStudioData->m_pForceLockedStudioHdr )
{
++pStudioData->m_iStudioHdrVirtualLock;
return pStudioData->m_pForceLockedStudioHdr;
}
CMDLCacheCriticalSection cacheCriticalSection( this );
studiohdr_t *pStdioHdr = GetStudioHdr( handle );
// @TODO (toml 9/12/2006) need this?: AddRef( handle );
if ( !pStdioHdr )
{
return NULL;
}
if ( pStudioData->m_pForceLockedStudioHdr )
{
++pStudioData->m_iStudioHdrVirtualLock;
return pStudioData->m_pForceLockedStudioHdr;
}
GetCacheSection( MDLCACHE_STUDIOHDR )->Lock( m_MDLDict[handle]->m_MDLCache );
return pStdioHdr;
}
void CMDLCache::UnlockStudioHdr( MDLHandle_t handle )
{
if ( handle == MDLHANDLE_INVALID )
{
return;
}
studiodata_t *pStudioData = m_MDLDict[handle];
if ( pStudioData->m_pForceLockedStudioHdr )
{
--pStudioData->m_iStudioHdrVirtualLock;
return;
}
if ( pStudioData->m_MDLCache != DC_INVALID_HANDLE )
{
GetCacheSection( MDLCACHE_STUDIOHDR )->Unlock( m_MDLDict[handle]->m_MDLCache );
}
// @TODO (toml 9/12/2006) need this?: Release( handle );
}
//-----------------------------------------------------------------------------
// Loading the data in
//-----------------------------------------------------------------------------
studiohdr_t *CMDLCache::GetStudioHdr( MDLHandle_t handle )
{
if ( handle == MDLHANDLE_INVALID )
return NULL;
studiodata_t *pStudioData = m_MDLDict[handle];
if( !pStudioData )
{
// <sergiy> this happens on quit during map load. Safeguarding to prevent immediate crash, as the cause is unknown.
Warning(
"-------------------------------------------------------------------------------\n"
"CMDLCache::GetStudioHdr(0x%X) : invalid handle, not in dictionary (of size %u).\n"
"-------------------------------------------------------------------------------\n",
(int)handle, m_MDLDict.Count() );
return NULL;
}
if ( pStudioData->m_pForceLockedStudioHdr )
{
return pStudioData->m_pForceLockedStudioHdr;
}
if ( mod_lock_mdls_on_load.GetBool() )
{
pStudioData->m_ForceLockMutex.Lock();
if ( pStudioData->m_pForceLockedStudioHdr )
{
pStudioData->m_ForceLockMutex.Unlock();
return pStudioData->m_pForceLockedStudioHdr;
}
}
// Returning a pointer to data inside the cache when it's unlocked is just a bad idea.
// It's technically legal, but the pointer can get invalidated if anything else looks at the cache.
// Don't do that.
// Assert( m_pModelCacheSection->IsFrameLocking() );
// Assert( m_pMeshCacheSection->IsFrameLocking() );
#if _DEBUG
VPROF_INCREMENT_COUNTER( "GetStudioHdr", 1 );
#endif
studiohdr_t *pHdr = (studiohdr_t*)CheckData( m_MDLDict[handle]->m_MDLCache, MDLCACHE_STUDIOHDR );
if ( !pHdr )
{
m_MDLDict[handle]->m_MDLCache = NULL;
CMDLCacheCriticalSection cacheCriticalSection( this );
static ConVarRef developer( "developer" );
// load the file
const char *pModelName = GetActualModelName( handle );
if ( developer.IsValid() && developer.GetInt() > 1 )
{
DevMsg( "Loading %s\n", pModelName );
}
// Load file to temporary space
CMDLCacheData cacheData( MDLCACHE_STUDIOHDR, CMDLCacheData::ALLOC_MALLOC );
if ( !ReadMDLFile( handle, pModelName, cacheData ) )
{
bool bOk = false;
if ( ( m_MDLDict[handle]->m_nFlags & STUDIODATA_ERROR_MODEL ) == 0 )
{
m_MDLDict[handle]->m_nFlags |= STUDIODATA_ERROR_MODEL;
bOk = ReadMDLFile( handle, ERROR_MODEL, cacheData );
}
if ( !bOk )
{
if (IsOSX())
{
// rbarris wants this to go somewhere like the console.log prior to crashing, which is what the Error call will do next
printf("\n ##### Model %s not found and %s couldn't be loaded", pModelName, ERROR_MODEL );
fflush( stdout );
}
Error( "Model %s not found and %s couldn't be loaded", pModelName, ERROR_MODEL );
if ( mod_lock_mdls_on_load.GetBool() )
{
pStudioData->m_ForceLockMutex.Unlock();
}
return NULL;
}
}
// put it in the cache
if ( ProcessDataIntoCache( handle, cacheData ) )
{
pHdr = (studiohdr_t*)CheckData( m_MDLDict[handle]->m_MDLCache, MDLCACHE_STUDIOHDR );
}
}
else
{
if ( mod_lock_mdls_on_load.GetBool() )
{
GetCacheSection( MDLCACHE_STUDIOHDR )->Lock( m_MDLDict[handle]->m_MDLCache ); // add an explicit lock
m_MDLDict[handle]->m_pForceLockedStudioHdr = pHdr;
}
}
if ( mod_lock_mdls_on_load.GetBool() )
{
pStudioData->m_ForceLockMutex.Unlock();
}
return pHdr;
}
//-----------------------------------------------------------------------------
// Gets/sets user data associated with the MDL
//-----------------------------------------------------------------------------
void CMDLCache::SetUserData( MDLHandle_t handle, void* pData )
{
if ( handle == MDLHANDLE_INVALID )
return;
m_MDLDict[handle]->m_pUserData = pData;
}
void *CMDLCache::GetUserData( MDLHandle_t handle )
{
if ( handle == MDLHANDLE_INVALID )
return NULL;
return m_MDLDict[handle]->m_pUserData;
}
//-----------------------------------------------------------------------------
// Polls information about a particular mdl
//-----------------------------------------------------------------------------
bool CMDLCache::IsErrorModel( MDLHandle_t handle )
{
if ( handle == MDLHANDLE_INVALID )
return false;
return (m_MDLDict[handle]->m_nFlags & STUDIODATA_ERROR_MODEL) != 0;
}
bool CMDLCache::IsOverBudget( MDLHandle_t handle )
{
if ( handle == MDLHANDLE_INVALID )
{
return false;
}
studiohdr_t *pStdioHdr = GetStudioHdr( handle );
return ( ( pStdioHdr->flags & STUDIOHDR_FLAGS_OVER_BUDGET ) != 0 );
}
//-----------------------------------------------------------------------------
// Brings all data associated with an MDL into memory
//-----------------------------------------------------------------------------
void CMDLCache::TouchAllData( MDLHandle_t handle )
{
studiohdr_t *pStudioHdr = GetStudioHdr( handle );
virtualmodel_t *pVModel = GetVirtualModel( handle );
if ( pVModel )
{
// skip self, start at children
// ensure all sub models are cached
for ( int i=1; i<pVModel->m_group.Count(); ++i )
{
MDLHandle_t childHandle = VoidPtrToMDLHandle( pVModel->m_group[i].cache );
if ( childHandle != MDLHANDLE_INVALID )
{
// FIXME: Should this be calling TouchAllData on the child?
GetStudioHdr( childHandle );
}
}
}
if ( !IsGameConsole() )
{
// cache the anims
// Note that the animblocks start at 1!!!
for ( int i=1; i< (int)pStudioHdr->numanimblocks; ++i )
{
pStudioHdr->GetAnimBlock( i );
}
}
// cache the vertexes
if ( pStudioHdr->numbodyparts )
{
if ( !mod_dont_load_vertices.GetInt() )
{
CacheVertexData( pStudioHdr );
GetHardwareData( handle );
}
}
}
//-----------------------------------------------------------------------------
// Flushes all data
//-----------------------------------------------------------------------------
void CMDLCache::Flush( MDLCacheFlush_t nFlushFlags )
{
// Free all MDLs that haven't been cleaned up
MDLHandle_t i = m_MDLDict.First();
while ( i != m_MDLDict.InvalidIndex() )
{
Flush( i, nFlushFlags );
i = m_MDLDict.Next( i );
}
}
//-----------------------------------------------------------------------------
// Cache handlers
//-----------------------------------------------------------------------------
static const char *g_ppszTypes[] =
{
"studiohdr", // MDLCACHE_STUDIOHDR
"studiohwdata", // MDLCACHE_STUDIOHWDATA
"vcollide", // MDLCACHE_VCOLLIDE
"animblock", // MDLCACHE_ANIMBLOCK
"virtualmodel", // MDLCACHE_VIRTUALMODEL
"vertexes", // MDLCACHE_VERTEXES
"decodedanim", // MDLCACHE_DECODEDANIMBLOCK
};
bool CMDLCache::HandleCacheNotification( const DataCacheNotification_t &notification )
{
switch ( notification.type )
{
case DC_AGE_DISCARD:
case DC_FLUSH_DISCARD:
case DC_REMOVED:
{
// This message can cause a crash on debug builds with "mod_trace_load 1"
MdlCacheMsg( "MDLCache: Data cache discard %s %s\n", g_ppszTypes[TypeFromCacheID( notification.clientId )], GetModelName( HandleFromCacheID( notification.clientId ) ) );
if ( (DataCacheClientID_t)notification.pItemData == notification.clientId ||
TypeFromCacheID(notification.clientId) != MDLCACHE_STUDIOHWDATA )
{
Assert( notification.pItemData );
FreeData( TypeFromCacheID(notification.clientId), (void *)notification.pItemData );
}
else
{
UnloadHardwareData( m_MDLDict[ HandleFromCacheID( notification.clientId ) ] );
}
return true;
}
}
return CDefaultDataCacheClient::HandleCacheNotification( notification );
}
bool CMDLCache::GetItemName( DataCacheClientID_t clientId, const void *pItem, char *pDest, unsigned nMaxLen )
{
if ( (DataCacheClientID_t)pItem == clientId )
{
return false;
}
MDLHandle_t handle = HandleFromCacheID( clientId );
MDLCacheDataType_t type = TypeFromCacheID( clientId );
Assert( type >= 0 && type < ARRAYSIZE(g_ppszTypes) );
Q_snprintf( pDest, nMaxLen, "%s - %s", g_ppszTypes[type], GetModelName( handle ) );
return false;
}
//-----------------------------------------------------------------------------
// Flushes all data
//-----------------------------------------------------------------------------
void CMDLCache::BeginCoarseLock()
{
if ( IsGameConsole() )
{
m_pModelCacheSection->BeginFrameLocking();
m_pMeshCacheSection->BeginFrameLocking();
}
}
//-----------------------------------------------------------------------------
// Flushes all data
//-----------------------------------------------------------------------------
void CMDLCache::EndCoarseLock()
{
if ( IsGameConsole() )
{
m_pModelCacheSection->EndFrameLocking();
m_pMeshCacheSection->EndFrameLocking();
}
}
//-----------------------------------------------------------------------------
// Flushes all data
//-----------------------------------------------------------------------------
void CMDLCache::BeginLock()
{
if ( !IsGameConsole() )
{
m_pModelCacheSection->BeginFrameLocking();
m_pMeshCacheSection->BeginFrameLocking();
}
m_pAnimBlocksCacheSection->BeginFrameLocking();
}
//-----------------------------------------------------------------------------
// Flushes all data
//-----------------------------------------------------------------------------
void CMDLCache::EndLock()
{
if ( !IsGameConsole() )
{
m_pModelCacheSection->EndFrameLocking();
m_pMeshCacheSection->EndFrameLocking();
}
m_pAnimBlocksCacheSection->EndFrameLocking();
}
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
void CMDLCache::BreakFrameLock( bool bModels, bool bMesh, bool bAnimBlock )
{
if ( bModels )
{
if ( m_pModelCacheSection->IsFrameLocking() )
{
Assert( !m_nModelCacheFrameLocks );
m_nModelCacheFrameLocks = 0;
do
{
m_nModelCacheFrameLocks++;
} while ( m_pModelCacheSection->EndFrameLocking() );
}
}
if ( bMesh )
{
if ( m_pMeshCacheSection->IsFrameLocking() )
{
Assert( !m_nMeshCacheFrameLocks );
m_nMeshCacheFrameLocks = 0;
do
{
m_nMeshCacheFrameLocks++;
} while ( m_pMeshCacheSection->EndFrameLocking() );
}
}
if ( bAnimBlock )
{
if ( m_pAnimBlocksCacheSection->IsFrameLocking() )
{
Assert( !m_nAnimBlockCacheFrameLocks );
m_nAnimBlockCacheFrameLocks = 0;
do
{
m_nAnimBlockCacheFrameLocks++;
} while ( m_pAnimBlocksCacheSection->EndFrameLocking() );
}
}
}
void CMDLCache::RestoreFrameLock()
{
while ( m_nModelCacheFrameLocks )
{
m_pModelCacheSection->BeginFrameLocking();
m_nModelCacheFrameLocks--;
}
while ( m_nMeshCacheFrameLocks )
{
m_pMeshCacheSection->BeginFrameLocking();
m_nMeshCacheFrameLocks--;
}
while ( m_nAnimBlockCacheFrameLocks )
{
m_pAnimBlocksCacheSection->BeginFrameLocking();
m_nAnimBlockCacheFrameLocks--;
}
}
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
int *CMDLCache::GetFrameUnlockCounterPtrOLD()
{
return GetCacheSection( MDLCACHE_STUDIOHDR )->GetFrameUnlockCounterPtr();
}
int *CMDLCache::GetFrameUnlockCounterPtr( MDLCacheDataType_t type )
{
return GetCacheSection( type )->GetFrameUnlockCounterPtr();
}
//-----------------------------------------------------------------------------
// Completes all pending async operations
//-----------------------------------------------------------------------------
void CMDLCache::FinishPendingLoads()
{
if ( !ThreadInMainThread() )
{
return;
}
AUTO_LOCK_FM( m_AsyncMutex );
// finish just our known jobs
intp iAsync = m_PendingAsyncs.Head();
while ( iAsync != m_PendingAsyncs.InvalidIndex() )
{
AsyncInfo_t &info = m_PendingAsyncs[iAsync];
if ( info.hControl )
{
g_pFullFileSystem->AsyncFinish( info.hControl, true );
}
iAsync = m_PendingAsyncs.Next( iAsync );
}
ProcessPendingAsyncs();
}
//-----------------------------------------------------------------------------
// Notify map load has started
//-----------------------------------------------------------------------------
void CMDLCache::BeginMapLoad()
{
BreakFrameLock();
studiodata_t *pStudioData;
m_ModelSwapper.LatchEffectiveGPULevel();
// Unlock prior map MDLs prior to load
MDLHandle_t i = m_MDLDict.First();
while ( i != m_MDLDict.InvalidIndex() )
{
pStudioData = m_MDLDict[i];
if ( pStudioData->m_pForceLockedStudioHdr )
{
// Reset the lock counts to where they need to be while the mdlcache lock is not active
while ( pStudioData->m_iStudioHdrVirtualLock > 0 )
{
--pStudioData->m_iStudioHdrVirtualLock;
GetCacheSection( MDLCACHE_STUDIOHDR )->Lock( pStudioData->m_MDLCache );
}
while ( pStudioData->m_iStudioHdrVirtualLock < 0 )
{
++pStudioData->m_iStudioHdrVirtualLock;
GetCacheSection( MDLCACHE_STUDIOHDR )->Unlock( pStudioData->m_MDLCache );
}
GetCacheSection( MDLCACHE_STUDIOHDR )->Unlock( pStudioData->m_MDLCache );
pStudioData->m_pForceLockedStudioHdr = NULL;
}
if ( pStudioData->m_pForceLockedVertexFileHeader )
{
GetCacheSection( MDLCACHE_VERTEXES )->Unlock( pStudioData->m_VertexCache );
pStudioData->m_pForceLockedVertexFileHeader = NULL;
}
i = m_MDLDict.Next( i );
}
}
//-----------------------------------------------------------------------------
// Notify map load is complete
//-----------------------------------------------------------------------------
void CMDLCache::EndMapLoad()
{
FinishPendingLoads();
bool bLockMdls = mod_lock_mdls_on_load.GetBool();
bool bLockMeshes = ( !mod_load_mesh_async.GetBool() && mod_lock_meshes_on_load.GetBool() );
// Remove all stray MDLs not referenced during load
if ( bLockMdls || bLockMeshes )
{
studiodata_t *pStudioData;
MDLHandle_t i = m_MDLDict.First();
while ( i != m_MDLDict.InvalidIndex() )
{
pStudioData = m_MDLDict[i];
if ( bLockMdls && !m_MDLDict[i]->m_pForceLockedStudioHdr )
{
Flush( i, MDLCACHE_FLUSH_STUDIOHDR | MDLCACHE_FLUSH_COMBINED_DATA );
}
if ( bLockMeshes && !( m_MDLDict[i]->m_nFlags & STUDIODATA_FLAGS_NO_VERTEX_DATA ) && !m_MDLDict[i]->m_pForceLockedVertexFileHeader )
{
Flush( i, MDLCACHE_FLUSH_VERTEXES );
}
i = m_MDLDict.Next( i );
}
}
RestoreFrameLock();
}
//-----------------------------------------------------------------------------
// Is a particular part of the model data loaded?
//-----------------------------------------------------------------------------
bool CMDLCache::IsDataLoaded( MDLHandle_t handle, MDLCacheDataType_t type )
{
if ( handle == MDLHANDLE_INVALID || !m_MDLDict.IsValidIndex( handle ) )
return false;
studiodata_t *pData = m_MDLDict[ handle ];
switch( type )
{
case MDLCACHE_STUDIOHDR:
return GetCacheSection( MDLCACHE_STUDIOHDR )->IsPresent( pData->m_MDLCache );
case MDLCACHE_STUDIOHWDATA:
return ( pData->m_nFlags & STUDIODATA_FLAGS_STUDIOMESH_LOADED ) != 0;
case MDLCACHE_VCOLLIDE:
return ( pData->m_nFlags & STUDIODATA_FLAGS_VCOLLISION_LOADED ) != 0;
case MDLCACHE_ANIMBLOCK:
{
if ( !pData->m_vecAnimBlocks.Count() )
return false;
for (int i = 0; i < pData->m_vecAnimBlocks.Count(); ++i )
{
if ( !pData->m_vecAnimBlocks[i] )
return false;
if ( !GetCacheSection( type )->IsPresent( pData->m_vecAnimBlocks[i] ) )
return false;
}
return true;
}
case MDLCACHE_VIRTUALMODEL:
return ( pData->m_pVirtualModel != 0 );
case MDLCACHE_VERTEXES:
return m_pMeshCacheSection->IsPresent( pData->m_VertexCache );
}
return false;
}
//-----------------------------------------------------------------------------
// Get the correct extension for our dx
//-----------------------------------------------------------------------------
const char *CMDLCache::GetVTXExtension()
{
return ".dx90.vtx";
}
//-----------------------------------------------------------------------------
// Minimal presence and header validation, no data loads
// Return true if successful, false otherwise.
//-----------------------------------------------------------------------------
bool CMDLCache::VerifyHeaders( studiohdr_t *pStudioHdr )
{
VPROF( "CMDLCache::VerifyHeaders" );
// model has no vertex data
if ( !pStudioHdr->numbodyparts )
{
// valid
return true;
}
char pFileName[ MAX_PATH ];
MakeFilename( pFileName, pStudioHdr, ".vvd" );
MdlCacheMsg("MDLCache: Load VVD (verify) %s\n", pFileName );
// vvd header only
CUtlBuffer vvdHeader( 0, sizeof(vertexFileHeader_t) );
if ( !ReadFileNative( pFileName, "GAME", vvdHeader, sizeof(vertexFileHeader_t) ) )
{
return false;
}
vertexFileHeader_t *pVertexHdr = (vertexFileHeader_t*)vvdHeader.PeekGet();
// check
if (( pVertexHdr->id != MODEL_VERTEX_FILE_ID ) ||
( pVertexHdr->version != MODEL_VERTEX_FILE_VERSION ) ||
( pVertexHdr->checksum != pStudioHdr->checksum ))
{
return false;
}
// load the VTX file
// use model name for correct path
MakeFilename( pFileName, pStudioHdr, GetVTXExtension() );
MdlCacheMsg("MDLCache: Load VTX (verify) %s\n", pFileName );
// vtx header only
CUtlBuffer vtxHeader( 0, sizeof(OptimizedModel::FileHeader_t) );
if ( !ReadFileNative( pFileName, "GAME", vtxHeader, sizeof(OptimizedModel::FileHeader_t) ) )
{
return false;
}
// check
OptimizedModel::FileHeader_t *pVtxHdr = (OptimizedModel::FileHeader_t*)vtxHeader.PeekGet();
if (( pVtxHdr->version != OPTIMIZED_MODEL_FILE_VERSION ) ||
( pVtxHdr->checkSum != pStudioHdr->checksum ))
{
return false;
}
// valid
return true;
}
//-----------------------------------------------------------------------------
// Cache model's specified dynamic data
//-----------------------------------------------------------------------------
vertexFileHeader_t *CMDLCache::CacheVertexData( studiohdr_t *pStudioHdr )
{
VPROF( "CMDLCache::CacheVertexData" );
vertexFileHeader_t *pVvdHdr;
MDLHandle_t handle;
Assert( pStudioHdr );
handle = VoidPtrToMDLHandle( pStudioHdr->VirtualModel() );
Assert( handle != MDLHANDLE_INVALID );
if ( m_MDLDict[handle]->m_pForceLockedVertexFileHeader )
{
return m_MDLDict[handle]->m_pForceLockedVertexFileHeader;
}
pVvdHdr = (vertexFileHeader_t *)CheckData( m_MDLDict[handle]->m_VertexCache, MDLCACHE_VERTEXES );
if ( pVvdHdr )
{
return pVvdHdr;
}
m_MDLDict[handle]->m_VertexCache = NULL;
return LoadVertexData( pStudioHdr );
}
//-----------------------------------------------------------------------------
// Start an async transfer
//-----------------------------------------------------------------------------
FSAsyncStatus_t CMDLCache::LoadData( const char *pszFilename, const char *pszPathID, void *pDest, int nBytes, int nOffset, bool bAsync, FSAsyncControl_t *pControl, MDLHandle_t hModel )
{
if ( !*pControl )
{
if ( IsGameConsole() && g_pQueuedLoader->IsMapLoading() )
{
// the weapon model cache explicitly bypasses the QL causing beingin warnings
// per request, these need to get suppressed from the log which is causing undesired noise
if ( !m_pCacheNotify || !m_pCacheNotify->ShouldSupressLoadWarning( hModel ) )
{
DevWarning( "CMDLCache: Non-Optimal loading path for %s\n", pszFilename );
}
}
const char *pActualFilename = pszFilename;
if ( IsPC() )
{
pActualFilename = m_ModelSwapper.TranslateModelName( pszFilename );
}
FileAsyncRequest_t asyncRequest;
asyncRequest.pszFilename = pActualFilename;
asyncRequest.pszPathID = pszPathID;
asyncRequest.pData = pDest;
asyncRequest.nBytes = nBytes;
asyncRequest.nOffset = nOffset;
if ( !pDest )
{
asyncRequest.flags = FSASYNC_FLAGS_ALLOCNOFREE;
}
if ( !bAsync )
{
asyncRequest.flags |= FSASYNC_FLAGS_SYNC;
}
MEM_ALLOC_CREDIT();
return g_pFullFileSystem->AsyncRead( asyncRequest, pControl );
}
return FSASYNC_ERR_FAILURE;
}
//-----------------------------------------------------------------------------
// Determine the maximum number of 'real' bone influences used by any vertex in a model
// (100% binding to bone zero doesn't count)
//-----------------------------------------------------------------------------
int ComputeMaxRealBoneInfluences( vertexFileHeader_t * vertexFile, int lod )
{
const mstudiovertex_t * verts = vertexFile->GetVertexData();
int numVerts = vertexFile->numLODVertexes[ lod ];
Assert(verts);
int maxWeights = 0;
for (int i = 0;i < numVerts;i++)
{
if ( verts[i].m_BoneWeights.numbones > 0 )
{
int numWeights = 0;
for (int j = 0;j < MAX_NUM_BONES_PER_VERT;j++)
{
if ( verts[i].m_BoneWeights.weight[j] > 0 )
numWeights = j + 1;
}
if ( ( numWeights == 1 ) && ( verts[i].m_BoneWeights.bone[0] == 0 ) )
{
// 100% binding to first bone - not really skinned (the first bone is just the model transform)
numWeights = 0;
}
maxWeights = MAX( numWeights, maxWeights );
}
}
return maxWeights;
}
//-----------------------------------------------------------------------------
// Generate thin vertices (containing just the data needed to do model decals)
//-----------------------------------------------------------------------------
vertexFileHeader_t * CMDLCache::CreateThinVertexes( vertexFileHeader_t * originalData, const studiohdr_t * pStudioHdr, int * cacheLength )
{
int rootLod = MIN( pStudioHdr->rootLOD, ( originalData->numLODs - 1 ) );
Assert( rootLod >= 0 && rootLod < ARRAYSIZE(originalData->numLODVertexes) );
int numVerts = originalData->numLODVertexes[ rootLod ] + 1; // Add 1 vert to support prefetch during array access
int numBoneInfluences = ComputeMaxRealBoneInfluences( originalData, rootLod );
// Only store (N-1) weights (all N weights sum to 1, so we can re-compute the Nth weight later)
int numStoredWeights = MAX( 0, ( numBoneInfluences - 1 ) );
int vertexSize = 2*sizeof( Vector ) + numBoneInfluences*sizeof( unsigned char ) + numStoredWeights*sizeof( float );
*cacheLength = sizeof( vertexFileHeader_t ) + sizeof( thinModelVertices_t ) + numVerts*vertexSize;
// Allocate cache space for the thin data
MemAlloc_PushAllocDbgInfo( "Models:Vertex data", 0);
vertexFileHeader_t * pNewVvdHdr = (vertexFileHeader_t *)AllocData( MDLCACHE_VERTEXES, *cacheLength );
MemAlloc_PopAllocDbgInfo();
Assert( pNewVvdHdr );
if ( pNewVvdHdr )
{
// Copy the header and set it up to hold thin vertex data
memcpy( (void *)pNewVvdHdr, (void *)originalData, sizeof( vertexFileHeader_t ) );
pNewVvdHdr->id = MODEL_VERTEX_FILE_THIN_ID;
pNewVvdHdr->numFixups = 0;
pNewVvdHdr->fixupTableStart = 0;
pNewVvdHdr->tangentDataStart = 0;
pNewVvdHdr->vertexDataStart = sizeof( vertexFileHeader_t );
// Set up the thin vertex structure
thinModelVertices_t * pNewThinVerts = (thinModelVertices_t *)( pNewVvdHdr + 1 );
Vector * pPositions = (Vector *)( pNewThinVerts + 1 );
float * pBoneWeights = (float *)( pPositions + numVerts );
// Alloc the (short) normals here to avoid mis-aligning the float data
unsigned short * pNormals = (unsigned short *)( pBoneWeights + numVerts*numStoredWeights );
// Alloc the (char) indices here to avoid mis-aligning the float/short data
byte * pBoneIndices = (byte *)( pNormals + numVerts );
if ( numStoredWeights == 0 )
pBoneWeights = NULL;
if ( numBoneInfluences == 0 )
pBoneIndices = NULL;
pNewThinVerts->Init( numBoneInfluences, pPositions, pNormals, pBoneWeights, pBoneIndices );
// Copy over the original data
const mstudiovertex_t * srcVertexData = originalData->GetVertexData();
for ( int i = 0; i < numVerts; i++ )
{
pNewThinVerts->SetPosition( i, srcVertexData[ i ].m_vecPosition );
pNewThinVerts->SetNormal( i, srcVertexData[ i ].m_vecNormal );
if ( numBoneInfluences > 0 )
{
mstudioboneweight_t boneWeights;
boneWeights.numbones = numBoneInfluences;
for ( int j = 0; j < numStoredWeights; j++ )
{
boneWeights.weight[ j ] = srcVertexData[ i ].m_BoneWeights.weight[ j ];
}
for ( int j = 0; j < numBoneInfluences; j++ )
{
boneWeights.bone[ j ] = srcVertexData[ i ].m_BoneWeights.bone[ j ];
}
pNewThinVerts->SetBoneWeights( i, boneWeights );
}
}
}
return pNewVvdHdr;
}
//-----------------------------------------------------------------------------
// Generate null vertices (containing no data - just a header to say verts have been loaded, converted into VBs/IBs and discarded)
//-----------------------------------------------------------------------------
vertexFileHeader_t * CMDLCache::CreateNullVertexes( vertexFileHeader_t * originalData, const studiohdr_t * pStudioHdr, int * cacheLength )
{
// Allocate cache space for the thin data
*cacheLength = sizeof( vertexFileHeader_t );
MemAlloc_PushAllocDbgInfo( "Models:Vertex data", 0);
vertexFileHeader_t * pNewVvdHdr = (vertexFileHeader_t *)AllocData( MDLCACHE_VERTEXES, *cacheLength );
MemAlloc_PopAllocDbgInfo();
Assert( pNewVvdHdr );
if ( pNewVvdHdr )
{
// Copy the header and blank out any references to data - which will now be discarded
memcpy( (void *)pNewVvdHdr, (void *)originalData, sizeof( vertexFileHeader_t ) );
pNewVvdHdr->id = MODEL_VERTEX_FILE_NULL_ID;
pNewVvdHdr->numFixups = 0;
pNewVvdHdr->fixupTableStart = 0;
pNewVvdHdr->tangentDataStart = 0;
pNewVvdHdr->vertexDataStart = 0;
}
return pNewVvdHdr;
}
//-----------------------------------------------------------------------------
// Process the provided raw data into the cache. Distributes to low level
// unserialization or build methods.
//-----------------------------------------------------------------------------
bool CMDLCache::ProcessDataIntoCache( MDLHandle_t handle, CMDLCacheData &cacheData, int iAnimBlock )
{
studiohdr_t *pStudioHdrCurrent = NULL;
if ( cacheData.DataType() != MDLCACHE_STUDIOHDR )
{
// can only get the studiohdr once the header has been processed successfully into the cache
// causes a ProcessDataIntoCache() with the studiohdr data
pStudioHdrCurrent = GetStudioHdr( handle );
if ( !pStudioHdrCurrent )
{
return false;
}
}
studiodata_t *pStudioDataCurrent = m_MDLDict[handle];
if ( !pStudioDataCurrent )
{
return false;
}
switch ( cacheData.DataType() )
{
case MDLCACHE_STUDIOHDR:
{
pStudioHdrCurrent = UnserializeMDL( handle, cacheData );
if ( !pStudioHdrCurrent )
{
return false;
}
if (!Studio_ConvertStudioHdrToNewVersion( pStudioHdrCurrent ))
{
Warning( "MDLCache: %s needs to be recompiled\n", pStudioHdrCurrent->pszName() );
}
if ( pStudioHdrCurrent->numincludemodels == 0 )
{
// perf optimization, calculate once and cache off the autoplay sequences
int nCount = pStudioHdrCurrent->CountAutoplaySequences();
if ( nCount )
{
AllocateAutoplaySequences( m_MDLDict[handle], nCount );
pStudioHdrCurrent->CopyAutoplaySequences( m_MDLDict[handle]->m_vecAutoplaySequenceList.Base(), nCount );
}
}
// Load animations
UnserializeAllVirtualModelsAndAnimBlocks( handle );
break;
}
case MDLCACHE_VERTEXES:
{
if ( cacheData.Data() )
{
BuildAndCacheVertexData( pStudioHdrCurrent, cacheData );
}
else
{
pStudioDataCurrent->m_nFlags |= STUDIODATA_FLAGS_NO_VERTEX_DATA;
if ( pStudioHdrCurrent->numbodyparts )
{
// expected data not valid
Warning( "MDLCache: Failed load of .VVD data for %s\n", pStudioHdrCurrent->pszName() );
return false;
}
}
break;
}
case MDLCACHE_STUDIOHWDATA:
{
if ( cacheData.Data() )
{
BuildHardwareData( handle, pStudioDataCurrent, pStudioHdrCurrent, cacheData );
}
else
{
pStudioDataCurrent->m_nFlags |= STUDIODATA_FLAGS_NO_STUDIOMESH;
if ( pStudioHdrCurrent->numbodyparts )
{
// expected data not valid
Warning( "MDLCache: Failed load of .VTX data for %s\n", pStudioHdrCurrent->pszName() );
return false;
}
}
m_pMeshCacheSection->Unlock( pStudioDataCurrent->m_VertexCache );
m_pMeshCacheSection->Age( pStudioDataCurrent->m_VertexCache );
if ( !( pStudioDataCurrent->m_nFlags & STUDIODATA_FLAGS_NO_STUDIOMESH ) )
{
vertexFileHeader_t *originalVertexData = GetVertexData( handle );
Assert( originalVertexData );
if ( originalVertexData && IsGameConsole() )
{
// PORTAL2 CONSOLE: Vertex/Index data will never be read again (no model decals or load-time lighting), so discard the VVD data and create a new header
int nullVertexDataSize = 0;
vertexFileHeader_t *nullVertexData = CreateNullVertexes( originalVertexData, pStudioHdrCurrent, &nullVertexDataSize );
Assert( nullVertexData && ( nullVertexDataSize > 0 ) );
if ( nullVertexData && ( nullVertexDataSize > 0 ) )
{
// Remove and free the original cache entry, and add the new one
// This causes the aliased "forced" locked vertex pointer to be nulled
// which trips MarkAsLoaded() to re-establish it during CL_FullyConnected(), thus the alias is maintained.
Flush( handle, MDLCACHE_FLUSH_VERTEXES | MDLCACHE_FLUSH_IGNORELOCK );
CacheData( &pStudioDataCurrent->m_VertexCache, nullVertexData, nullVertexDataSize, pStudioHdrCurrent->pszName(), MDLCACHE_VERTEXES, MakeCacheID( handle, MDLCACHE_VERTEXES) );
}
}
}
break;
}
case MDLCACHE_ANIMBLOCK:
{
MEM_ALLOC_CREDIT_( __FILE__ ": Anim Blocks" );
if ( cacheData.Data() )
{
MdlCacheMsg( "MDLCache: Finish load anim block %s (block %i)\n", pStudioHdrCurrent->pszName(), iAnimBlock );
char pCacheName[MAX_PATH];
Q_snprintf( pCacheName, MAX_PATH, "%s (block %i)", pStudioHdrCurrent->pszName(), iAnimBlock );
CacheData( &pStudioDataCurrent->m_vecAnimBlocks[iAnimBlock], cacheData.Data(), cacheData.DataSize(), pCacheName, MDLCACHE_ANIMBLOCK, MakeCacheID( handle, MDLCACHE_ANIMBLOCK) );
// The cache now owns the data, so detach it from 'cacheData':
cacheData.Detach();
#ifdef DEBUG_ANIM_STALLS
if ( mod_load_showasync.GetBool() && pStudioDataCurrent->m_vecFirstRequest && pStudioHdrCurrent )
{
Msg("[%5.3f] async model load %s:%d\n", (Plat_MSTime() - pStudioDataCurrent->m_vecFirstRequest[iAnimBlock]) / 1000.0f, pStudioHdrCurrent->pszName(), iAnimBlock );
}
#endif
}
else
{
MdlCacheMsg( "MDLCache: Failed load anim block %s (block %i)\n", pStudioHdrCurrent->pszName(), iAnimBlock );
if ( pStudioDataCurrent->m_vecAnimBlocks.Count() > iAnimBlock )
{
pStudioDataCurrent->m_vecAnimBlocks[iAnimBlock] = NULL;
}
return false;
}
break;
}
case MDLCACHE_VCOLLIDE:
{
// always marked as loaded, vcollides are not present for every model
pStudioDataCurrent->m_nFlags |= STUDIODATA_FLAGS_VCOLLISION_LOADED;
if ( cacheData.Data() )
{
MdlCacheMsg( "MDLCache: Finish load vcollide for %s\n", pStudioHdrCurrent->pszName() );
CUtlBuffer buf( cacheData.Data(), cacheData.DataSize(), CUtlBuffer::READ_ONLY );
buf.SeekPut( CUtlBuffer::SEEK_HEAD, cacheData.DataSize() );
phyheader_t header;
buf.Get( &header, sizeof( phyheader_t ) );
if ( ( header.size == sizeof( header ) ) && header.solidCount > 0 )
{
int nBufSize = buf.TellMaxPut() - buf.TellGet();
pStudioDataCurrent->m_pVCollide = new CStudioVCollide;
vcollide_t *pCollide = pStudioDataCurrent->m_pVCollide->GetVCollide();
g_pPhysicsCollision->VCollideLoad( pCollide, header.solidCount, (const char*)buf.PeekGet(), nBufSize );
if ( mod_check_vcollide.GetBool() )
{
g_pPhysicsCollision->VCollideCheck( pCollide, pStudioHdrCurrent->pszName() );
}
if ( m_pCacheNotify )
{
m_pCacheNotify->OnDataLoaded( MDLCACHE_VCOLLIDE, handle );
}
}
}
else
{
// Since it is legitimate to not have PHY data for a model, we only note this as a message and not a warning.
MdlCacheMsg( "MDLCache: Failed load of .PHY data for %s\n", pStudioHdrCurrent->pszName() );
return false;
}
break;
}
default:
Assert( 0 );
}
// success
return true;
}
//-----------------------------------------------------------------------------
// Returns:
// <0: indeterminate at this time
// =0: pending
// >0: completed
//-----------------------------------------------------------------------------
int CMDLCache::ProcessPendingAsync( intp iAsync )
{
if ( !ThreadInMainThread() || iAsync == NO_ASYNC )
{
return -1;
}
ASSERT_NO_REENTRY();
void *pData = NULL;
int nBytesRead = 0;
AsyncInfo_t *pInfo;
{
AUTO_LOCK_FM( m_AsyncMutex );
pInfo = &m_PendingAsyncs[iAsync];
}
Assert( pInfo->hControl );
FSAsyncStatus_t status = g_pFullFileSystem->AsyncGetResult( pInfo->hControl, &pData, &nBytesRead );
if ( status == FSASYNC_STATUS_PENDING )
{
return 0;
}
AsyncInfo_t info = *pInfo;
pInfo = &info;
ClearAsync( pInfo->hModel, pInfo->type, pInfo->iAnimBlock );
if( m_bFileNotFoundAllowed && status == FSASYNC_ERR_FILEOPEN )
{
// file not found here is valid so return complete
return 1;
}
//Assert( nBytesRead > 0 );
if ( nBytesRead <= 0 )
{
return 1;
}
switch ( pInfo->type )
{
case MDLCACHE_VERTEXES:
case MDLCACHE_STUDIOHWDATA:
case MDLCACHE_VCOLLIDE:
{
// NOTE: 'cacheData' deals with decompression/freeing of the incoming data
CUtlBuffer buf( pData, nBytesRead, CUtlBuffer::READ_ONLY );
CMDLCacheData cacheData( pInfo->type, CMDLCacheData::ALLOC_OPTIMALREADBUFFER, &buf );
if ( status != FSASYNC_OK )
cacheData.Purge();
ProcessDataIntoCache( pInfo->hModel, cacheData );
}
break;
case MDLCACHE_ANIMBLOCK:
{
// NOTES: - 'cacheData' deals with decompression/freeing of the incoming data
// - the cache assumes ownership of valid async'd data (invalid data gets freed)
// - see CMDLCache::UnserializeAnimBlock for how the incoming data was allocated (FreeAnimBlock will work in either case)
CUtlBuffer buf( pData, nBytesRead, CUtlBuffer::READ_ONLY );
CMDLCacheData cacheData( pInfo->type, CMDLCacheData::ALLOC_ANIMBLOCK, &buf );
if ( status != FSASYNC_OK )
cacheData.Purge();
ProcessDataIntoCache( pInfo->hModel, cacheData, pInfo->iAnimBlock );
}
break;
default:
{
Assert( 0 );
}
break;
}
return 1;
}
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
void CMDLCache::ProcessPendingAsyncs( MDLCacheDataType_t type )
{
if ( !ThreadInMainThread() )
{
return;
}
if ( !m_PendingAsyncs.Count() )
{
return;
}
static bool bReentering;
if ( bReentering )
{
return;
}
bReentering = true;
AUTO_LOCK_FM( m_AsyncMutex );
// Process all of the completed loads that were requested before a new one. This ensures two
// things -- the LRU is in correct order, and it catches precached items lurking
// in the async queue that have only been requested once (thus aren't being cached
// and might lurk forever, e.g., wood gibs in the citadel)
intp current = m_PendingAsyncs.Head();
while ( current != m_PendingAsyncs.InvalidIndex() )
{
intp next = m_PendingAsyncs.Next( current );
if ( type == MDLCACHE_NONE || m_PendingAsyncs[current].type == type )
{
// process, also removes from list
if ( ProcessPendingAsync( current ) <= 0 )
{
// indeterminate or pending
break;
}
}
current = next;
}
bReentering = false;
}
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
bool CMDLCache::ClearAsync( MDLHandle_t handle, MDLCacheDataType_t type, int iAnimBlock, bool bAbort )
{
intp iAsyncInfo = GetAsyncInfoIndex( handle, type, iAnimBlock );
if ( iAsyncInfo != NO_ASYNC )
{
AsyncInfo_t *pInfo;
{
AUTO_LOCK_FM( m_AsyncMutex );
pInfo = &m_PendingAsyncs[iAsyncInfo];
}
if ( pInfo->hControl )
{
if ( bAbort )
{
g_pFullFileSystem->AsyncAbort( pInfo->hControl );
void *pData;
int ignored;
if ( g_pFullFileSystem->AsyncGetResult( pInfo->hControl, &pData, &ignored ) == FSASYNC_OK )
{
if ( type != MDLCACHE_ANIMBLOCK )
{
g_pFullFileSystem->FreeOptimalReadBuffer( pData );
}
else
{
FreeAnimBlock( pData );
}
}
}
g_pFullFileSystem->AsyncRelease( pInfo->hControl );
pInfo->hControl = NULL;
}
SetAsyncInfoIndex( handle, type, iAnimBlock, NO_ASYNC );
{
AUTO_LOCK_FM( m_AsyncMutex );
m_PendingAsyncs.Remove( iAsyncInfo );
}
return true;
}
return false;
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
bool CMDLCache::GetAsyncLoad( MDLCacheDataType_t type )
{
switch ( type )
{
case MDLCACHE_STUDIOHDR:
return false;
case MDLCACHE_STUDIOHWDATA:
return mod_load_mesh_async.GetBool();
case MDLCACHE_VCOLLIDE:
return mod_load_vcollide_async.GetBool();
case MDLCACHE_ANIMBLOCK:
return mod_load_anims_async.GetBool();
case MDLCACHE_VIRTUALMODEL:
return false;
case MDLCACHE_VERTEXES:
return mod_load_mesh_async.GetBool();
}
return false;
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
bool CMDLCache::SetAsyncLoad( MDLCacheDataType_t type, bool bAsync )
{
bool bRetVal = false;
switch ( type )
{
case MDLCACHE_STUDIOHDR:
break;
case MDLCACHE_STUDIOHWDATA:
bRetVal = mod_load_mesh_async.GetBool();
mod_load_mesh_async.SetValue( bAsync );
break;
case MDLCACHE_VCOLLIDE:
bRetVal = mod_load_vcollide_async.GetBool();
mod_load_vcollide_async.SetValue( bAsync );
break;
case MDLCACHE_ANIMBLOCK:
bRetVal = mod_load_anims_async.GetBool();
mod_load_anims_async.SetValue( bAsync );
break;
case MDLCACHE_VIRTUALMODEL:
return false;
break;
case MDLCACHE_VERTEXES:
bRetVal = mod_load_mesh_async.GetBool();
mod_load_mesh_async.SetValue( bAsync );
break;
}
return bRetVal;
}
//-----------------------------------------------------------------------------
// Cache model's specified dynamic data
//-----------------------------------------------------------------------------
vertexFileHeader_t *CMDLCache::BuildAndCacheVertexData( studiohdr_t *pStudioHdr, CMDLCacheData &cacheData )
{
MDLHandle_t handle = VoidPtrToMDLHandle( pStudioHdr->VirtualModel() );
vertexFileHeader_t *pRawVvdHdr, *pVvdHdr;
MdlCacheMsg( "MDLCache: Load VVD for %s\n", pStudioHdr->pszName() );
pRawVvdHdr = (vertexFileHeader_t *)cacheData.Data();
Assert( pRawVvdHdr );
// check header
if ( pRawVvdHdr->id != MODEL_VERTEX_FILE_ID )
{
Warning( "Error Vertex File for '%s' id %d should be %d\n", pStudioHdr->pszName(), pRawVvdHdr->id, MODEL_VERTEX_FILE_ID );
return NULL;
}
if ( pRawVvdHdr->version != MODEL_VERTEX_FILE_VERSION )
{
Warning( "Error Vertex File for '%s' version %d should be %d\n", pStudioHdr->pszName(), pRawVvdHdr->version, MODEL_VERTEX_FILE_VERSION );
return NULL;
}
if ( pRawVvdHdr->checksum != pStudioHdr->checksum )
{
Warning( "Error Vertex File for '%s' checksum %ld should be %ld\n", pStudioHdr->pszName(), pRawVvdHdr->checksum, pStudioHdr->checksum );
return NULL;
}
Assert( pRawVvdHdr->numLODs );
if ( !pRawVvdHdr->numLODs )
{
return NULL;
}
bool bNeedsTangentS = true;
int rootLOD = MIN( pStudioHdr->rootLOD, pRawVvdHdr->numLODs - 1 );
bool bHasExtraData = (pStudioHdr->flags & STUDIOHDR_FLAGS_EXTRA_VERTEX_DATA) != 0;
// determine final cache footprint, possibly truncated due to lod
int cacheLength = Studio_VertexDataSize( pRawVvdHdr, rootLOD, bNeedsTangentS, bHasExtraData );
MdlCacheMsg( "MDLCache: Alloc VVD %s\n", GetModelName( handle ) );
// allocate cache space
MemAlloc_PushAllocDbgInfo( "Models:Vertex data", 0);
pVvdHdr = (vertexFileHeader_t *)AllocData( MDLCACHE_VERTEXES, cacheLength );
MemAlloc_PopAllocDbgInfo();
GetCacheSection( MDLCACHE_VERTEXES )->BeginFrameLocking();
CacheData( &m_MDLDict[handle]->m_VertexCache, pVvdHdr, cacheLength, pStudioHdr->pszName(), MDLCACHE_VERTEXES, MakeCacheID( handle, MDLCACHE_VERTEXES) );
// expected 32 byte alignment
Assert( ((uintp)pVvdHdr & 0x1F) == 0 );
// load minimum vertexes and fixup
Studio_LoadVertexes( pRawVvdHdr, pVvdHdr, rootLOD, bNeedsTangentS, bHasExtraData );
GetCacheSection( MDLCACHE_VERTEXES )->EndFrameLocking();
return pVvdHdr;
}
//-----------------------------------------------------------------------------
// Load and cache model's specified dynamic data
//-----------------------------------------------------------------------------
vertexFileHeader_t *CMDLCache::LoadVertexData( studiohdr_t *pStudioHdr )
{
char pFileName[MAX_PATH];
MDLHandle_t handle;
Assert( pStudioHdr );
handle = VoidPtrToMDLHandle( pStudioHdr->VirtualModel() );
Assert( !m_MDLDict[handle]->m_VertexCache );
studiodata_t *pStudioData = m_MDLDict[handle];
if ( pStudioData->m_nFlags & STUDIODATA_FLAGS_NO_VERTEX_DATA )
{
return NULL;
}
intp iAsync = GetAsyncInfoIndex( handle, MDLCACHE_VERTEXES );
if ( iAsync == NO_ASYNC )
{
// load the VVD file
// use model name for correct path
MakeFilename( pFileName, pStudioHdr, ".vvd" );
if ( IsGameConsole() )
{
char pX360Filename[MAX_PATH];
UpdateOrCreate( pStudioHdr, pFileName, pX360Filename, sizeof( pX360Filename ), "GAME" );
Q_strncpy( pFileName, pX360Filename, sizeof(pX360Filename) );
}
MdlCacheMsg( "MDLCache: Begin load VVD %s\n", pFileName );
AsyncInfo_t info;
if ( IsDebug() )
{
memset( &info, 0xdd, sizeof( AsyncInfo_t ) );
}
info.hModel = handle;
info.type = MDLCACHE_VERTEXES;
info.iAnimBlock = 0;
info.hControl = NULL;
LoadData( pFileName, "GAME", mod_load_mesh_async.GetBool(), &info.hControl, handle );
{
AUTO_LOCK_FM( m_AsyncMutex );
iAsync = SetAsyncInfoIndex( handle, MDLCACHE_VERTEXES, m_PendingAsyncs.AddToTail( info ) );
}
}
ProcessPendingAsync( iAsync );
if ( !mod_load_mesh_async.GetBool() && mod_lock_meshes_on_load.GetBool() )
{
m_MDLDict[handle]->m_pForceLockedVertexFileHeader = (vertexFileHeader_t *)GetCacheSection( MDLCACHE_VERTEXES )->Lock( m_MDLDict[handle]->m_VertexCache );
}
return (vertexFileHeader_t *)CheckData( m_MDLDict[handle]->m_VertexCache, MDLCACHE_VERTEXES );
}
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
vertexFileHeader_t *CMDLCache::GetVertexData( MDLHandle_t handle )
{
if ( mod_test_not_available.GetBool() )
return NULL;
if ( mod_test_verts_not_available.GetBool() )
return NULL;
if ( m_MDLDict[handle]->m_pForceLockedVertexFileHeader )
{
return m_MDLDict[handle]->m_pForceLockedVertexFileHeader;
}
return CacheVertexData( GetStudioHdr( handle ) );
}
//-----------------------------------------------------------------------------
// Allocates a cacheable item
//-----------------------------------------------------------------------------
void *CMDLCache::AllocData( MDLCacheDataType_t type, int size )
{
void *pData = _aligned_malloc( size, 32 );
if ( !pData )
{
Error( "CMDLCache:: Out of memory" );
return NULL;
}
return pData;
}
//-----------------------------------------------------------------------------
// Caches an item
//-----------------------------------------------------------------------------
void CMDLCache::CacheData( DataCacheHandle_t *c, void *pData, int size, const char *name, MDLCacheDataType_t type, DataCacheClientID_t id )
{
if ( !pData )
{
return;
}
if ( id == (DataCacheClientID_t)-1 )
id = (DataCacheClientID_t)pData;
GetCacheSection( type )->Add(id, pData, size, c );
}
//-----------------------------------------------------------------------------
// returns the cached data, and moves to the head of the LRU list
// if present, otherwise returns NULL
//-----------------------------------------------------------------------------
void *CMDLCache::CheckData( DataCacheHandle_t c, MDLCacheDataType_t type )
{
return GetCacheSection( type )->Get( c, true );
}
//-----------------------------------------------------------------------------
// returns the cached data, if present, otherwise returns NULL
//-----------------------------------------------------------------------------
void *CMDLCache::CheckDataNoTouch( DataCacheHandle_t c, MDLCacheDataType_t type )
{
return GetCacheSection( type )->GetNoTouch( c, true );
}
//-----------------------------------------------------------------------------
// Frees a cache item
//-----------------------------------------------------------------------------
void CMDLCache::UncacheData( DataCacheHandle_t c, MDLCacheDataType_t type, bool bLockedOk )
{
if ( c == DC_INVALID_HANDLE )
return;
IDataCacheSection *pSection = GetCacheSection( type );
if ( !pSection->IsPresent( c ) )
return;
if ( !bLockedOk )
{
if ( pSection->GetLockCount( c ) > 0 )
{
return;
}
}
pSection->BreakLock( c );
const void *pItemData;
pSection->Remove( c, &pItemData );
FreeData( type, (void *)pItemData );
}
//-----------------------------------------------------------------------------
// Frees memory for an item
//-----------------------------------------------------------------------------
void CMDLCache::FreeData( MDLCacheDataType_t type, void *pData )
{
if ( type != MDLCACHE_ANIMBLOCK )
{
_aligned_free( (void *)pData );
}
else
{
FreeAnimBlock( pData );
}
}
void CMDLCache::InitPreloadData( bool rebuild )
{
}
void CMDLCache::ShutdownPreloadData()
{
}
//-----------------------------------------------------------------------------
// Work function for processing a model delivered by the queued loader.
// ProcessDataIntoCache() is invoked for each MDL datum.
//-----------------------------------------------------------------------------
void CMDLCache::ProcessQueuedData( ModelParts_t *pModelParts )
{
// the studiohdr is critical, ensure it's setup as expected
MDLHandle_t handle = pModelParts->hMDL;
studiohdr_t *pStudioHdr = NULL;
if ( pModelParts->nLoadedParts & ( 1 << ModelParts_t::BUFFER_MDL ) )
{
CMDLCacheData cacheData( MDLCACHE_STUDIOHDR, CMDLCacheData::ALLOC_OPTIMALREADBUFFER, &pModelParts->Buffers[ModelParts_t::BUFFER_MDL] );
if ( cacheData.Data() )
{
ProcessDataIntoCache( handle, cacheData );
}
}
bool bAbort = false;
pStudioHdr = (studiohdr_t *)CheckDataNoTouch( m_MDLDict[handle]->m_MDLCache, MDLCACHE_STUDIOHDR );
if ( !pStudioHdr )
{
// huh?, the header is expected to be loaded and locked, everything depends on it!
Assert( 0 );
DevWarning( "CMDLCache:: Error MDLCACHE_STUDIOHDR not present for '%s'\n", GetModelName( handle ) );
// cannot unravel any of this model's dependant data, abort any further processing
bAbort = true;
}
if ( pModelParts->nLoadedParts & ( 1 << ModelParts_t::BUFFER_PHY ) )
{
CMDLCacheData cacheData( MDLCACHE_VCOLLIDE, CMDLCacheData::ALLOC_OPTIMALREADBUFFER, &pModelParts->Buffers[ModelParts_t::BUFFER_PHY] );
if ( bAbort )
cacheData.Purge();
ProcessDataIntoCache( handle, cacheData );
}
// vvd vertexes before vtx
if ( pModelParts->nLoadedParts & ( 1 << ModelParts_t::BUFFER_VVD ) )
{
CMDLCacheData cacheData( MDLCACHE_VERTEXES, CMDLCacheData::ALLOC_OPTIMALREADBUFFER, &pModelParts->Buffers[ModelParts_t::BUFFER_VVD] );
if ( bAbort )
cacheData.Purge();
ProcessDataIntoCache( handle, cacheData );
}
// can construct meshes after vvd and vtx vertexes arrive
if ( pModelParts->nLoadedParts & ( 1 << ModelParts_t::BUFFER_VTX ) )
{
CMDLCacheData cacheData( MDLCACHE_STUDIOHWDATA, CMDLCacheData::ALLOC_OPTIMALREADBUFFER, &pModelParts->Buffers[ModelParts_t::BUFFER_VTX] );
if ( bAbort )
cacheData.Purge();
// ProcessDataIntoCache() will do an unlock, so lock
studiodata_t *pStudioData = m_MDLDict[handle];
GetCacheSection( MDLCACHE_STUDIOHWDATA )->Lock( pStudioData->m_VertexCache );
{
// constructing the static meshes isn't thread safe
AUTO_LOCK_FM( m_QueuedLoadingMutex );
ProcessDataIntoCache( handle, cacheData );
}
}
delete pModelParts;
}
//-----------------------------------------------------------------------------
// Journals each of the incoming MDL components until all arrive (or error).
// Not all components exist, but that information is not known at job submission.
//-----------------------------------------------------------------------------
void CMDLCache::QueuedLoaderCallback_MDL( void *pContext, void *pContext2, const void *pData, int nSize, LoaderError_t loaderError )
{
// validity is denoted by a nonzero buffer
nSize = ( loaderError == LOADERERROR_NONE ) ? nSize : 0;
// journal each incoming buffer
ModelParts_t *pModelParts = (ModelParts_t *)pContext;
ModelParts_t::BufferType_t bufferType = static_cast< ModelParts_t::BufferType_t >(size_cast<int>( (intp) pContext2 ) );
pModelParts->Buffers[bufferType].SetExternalBuffer( (void *)pData, nSize, nSize, CUtlBuffer::READ_ONLY );
pModelParts->nLoadedParts += (1 << bufferType);
// wait for all components
if ( pModelParts->DoFinalProcessing() )
{
// now have all components, process the raw data into the cache
g_MDLCache.ProcessQueuedData( pModelParts );
}
}
//-----------------------------------------------------------------------------
// Build a queued loader job to get the MDL ant all of its components into the cache.
//-----------------------------------------------------------------------------
bool CMDLCache::PreloadModel( MDLHandle_t handle )
{
if ( !IsGameConsole() )
{
return false;
}
if ( !g_pQueuedLoader->IsMapLoading() || handle == MDLHANDLE_INVALID )
{
return false;
}
if ( !g_pQueuedLoader->IsBatching() )
{
// batching must be active, following code depends on its behavior
DevWarning( "CMDLCache:: Late preload of model '%s'\n", GetModelName( handle ) );
return false;
}
// determine existing presence
// actual necessity is not established here, allowable absent files need their i/o error to occur
// queued loader has additional info and may inhibit some specific model's types
bool bNeedsMDL = !IsDataLoaded( handle, MDLCACHE_STUDIOHDR );
bool bNeedsVTX = !IsDataLoaded( handle, MDLCACHE_STUDIOHWDATA );
bool bNeedsVVD = !IsDataLoaded( handle, MDLCACHE_VERTEXES );
bool bNeedsPHY = !IsDataLoaded( handle, MDLCACHE_VCOLLIDE );
if ( !bNeedsMDL && !bNeedsVTX && !bNeedsVVD && !bNeedsPHY )
{
// already in cache, nothing to do
return true;
}
char szFilename[MAX_PATH];
char szNameOnDisk[MAX_PATH];
V_strncpy( szFilename, GetActualModelName( handle ), sizeof( szFilename ) );
V_StripExtension( szFilename, szFilename, sizeof( szFilename ) );
// need to gather all model parts (mdl, vtx, vvd, phy, ani)
ModelParts_t *pModelParts = new ModelParts_t;
pModelParts->hMDL = handle;
// create multiple loader jobs to perform gathering i/o operations
LoaderJob_t loaderJob;
loaderJob.m_pPathID = "GAME";
loaderJob.m_pCallback = QueuedLoaderCallback_MDL;
loaderJob.m_pContext = (void *)pModelParts;
loaderJob.m_Priority = LOADERPRIORITY_DURINGPRELOAD;
loaderJob.m_bPersistTargetData = true;
if ( bNeedsMDL )
{
V_snprintf( szNameOnDisk, sizeof( szNameOnDisk ), "%s%s.mdl", szFilename, GetPlatformExt() );
loaderJob.m_pFilename = szNameOnDisk;
loaderJob.m_pContext2 = (void *)ModelParts_t::BUFFER_MDL;
if ( g_pQueuedLoader->AddJob( &loaderJob ) )
{
pModelParts->nExpectedParts |= 1 << ModelParts_t::BUFFER_MDL;
}
}
if ( bNeedsVTX )
{
// vtx extensions are .xxx.vtx, need to re-form as, ???.xxx.yyy.vtx
char szTempName[MAX_PATH];
V_snprintf( szNameOnDisk, sizeof( szNameOnDisk ), "%s%s", szFilename, GetVTXExtension() );
V_StripExtension( szNameOnDisk, szTempName, sizeof( szTempName ) );
V_snprintf( szNameOnDisk, sizeof( szNameOnDisk ), "%s%s.vtx", szTempName, GetPlatformExt() );
loaderJob.m_pFilename = szNameOnDisk;
loaderJob.m_pContext2 = (void *)ModelParts_t::BUFFER_VTX;
if ( g_pQueuedLoader->AddJob( &loaderJob ) )
{
pModelParts->nExpectedParts |= 1 << ModelParts_t::BUFFER_VTX;
}
}
if ( bNeedsVVD )
{
V_snprintf( szNameOnDisk, sizeof( szNameOnDisk ), "%s%s.vvd", szFilename, GetPlatformExt() );
loaderJob.m_pFilename = szNameOnDisk;
loaderJob.m_pContext2 = (void *)ModelParts_t::BUFFER_VVD;
if ( g_pQueuedLoader->AddJob( &loaderJob ) )
{
pModelParts->nExpectedParts |= 1 << ModelParts_t::BUFFER_VVD;
}
}
if ( bNeedsPHY )
{
V_snprintf( szNameOnDisk, sizeof( szNameOnDisk ), "%s%s.phy", szFilename, GetPlatformExt() );
loaderJob.m_pFilename = szNameOnDisk;
loaderJob.m_pContext2 = (void *)ModelParts_t::BUFFER_PHY;
if ( g_pQueuedLoader->AddJob( &loaderJob ) )
{
pModelParts->nExpectedParts |= 1 << ModelParts_t::BUFFER_PHY;
}
}
if ( !pModelParts->nExpectedParts )
{
// further logic showed that no components are actually needed
delete pModelParts;
}
return true;
}
bool CMDLCache::ProcessPendingHardwareRestore()
{
if ( !m_QueuedAsyncHardwareLoads.Count() )
{
// nothing to do
return false;
}
bool bDataProcessed = false;
AsyncHardwareLoad_t asyncHardwareLoad;
while ( m_QueuedAsyncHardwareLoads.PopItem( &asyncHardwareLoad ) )
{
ModelParts_t *pModelParts = asyncHardwareLoad.m_pModelParts;
// the studiohdr should still be there, otherwise the restoration has become invalid
bool bError = !IsDataLoaded( pModelParts->hMDL, MDLCACHE_STUDIOHDR );
// all i/o for data components must have succeeded or they all get purged
bError |= ( ( pModelParts->nExpectedParts & ( 1 << ModelParts_t::BUFFER_VTX ) ) && ( pModelParts->Buffers[ModelParts_t::BUFFER_VTX].Size() == 0 ) );
bError |= ( ( pModelParts->nExpectedParts & ( 1 << ModelParts_t::BUFFER_VVD ) ) && ( pModelParts->Buffers[ModelParts_t::BUFFER_VVD].Size() == 0 ) );
if ( bError )
{
// unexpected error, purge all
if ( pModelParts->nExpectedParts & ( 1 << ModelParts_t::BUFFER_VTX ) )
{
void *pVTXData = asyncHardwareLoad.m_pModelParts->Buffers[ModelParts_t::BUFFER_VTX].Detach();
if ( pVTXData )
{
g_pFullFileSystem->FreeOptimalReadBuffer( pVTXData );
}
}
if ( pModelParts->nExpectedParts & ( 1 << ModelParts_t::BUFFER_VVD ) )
{
void *pVVDData = asyncHardwareLoad.m_pModelParts->Buffers[ModelParts_t::BUFFER_VVD].Detach();
if ( pVVDData )
{
g_pFullFileSystem->FreeOptimalReadBuffer( pVVDData );
}
}
delete pModelParts;
}
else
{
DevMsg( "*** Restoring: %s\n", GetModelName( pModelParts->hMDL ) );
// now have all components, process the raw data into the cache
g_MDLCache.ProcessQueuedData( pModelParts );
// a non trivial operation (static mesh buildout) occurred
bDataProcessed = true;
}
}
return bDataProcessed;
}
void CMDLCache::OnAsyncHardwareDataComplete( ModelParts_t::BufferType_t bufferType, ModelParts_t *pModelParts, void *pData, int nNumReadBytes, FSAsyncStatus_t asyncStatus )
{
// validity is denoted by a nonzero buffer
// error handling is deferred until the processing stage drains the queue
int nSize = ( asyncStatus == FSASYNC_OK ) ? nNumReadBytes : 0;
// journal each incoming buffer
pModelParts->Buffers[bufferType].SetExternalBuffer( pData, nSize, nSize, CUtlBuffer::READ_ONLY );
pModelParts->nLoadedParts += (1 << bufferType);
// wait for all components
if ( pModelParts->DoFinalProcessing() )
{
// queue the async loaded hardware data, cannot deal with updating the hardware data until the main thread
AsyncHardwareLoad_t asyncHardwareLoad;
asyncHardwareLoad.m_pModelParts = pModelParts;
m_QueuedAsyncHardwareLoads.PushItem( asyncHardwareLoad );
}
}
static void IOAsyncVTXCallback( const FileAsyncRequest_t &asyncRequest, int numReadBytes, FSAsyncStatus_t asyncStatus )
{
g_MDLCache.OnAsyncHardwareDataComplete( ModelParts_t::BUFFER_VTX, (ModelParts_t *)asyncRequest.pContext, asyncRequest.pData, numReadBytes, asyncStatus );
}
static void IOAsyncVVDCallback( const FileAsyncRequest_t &asyncRequest, int numReadBytes, FSAsyncStatus_t asyncStatus )
{
g_MDLCache.OnAsyncHardwareDataComplete( ModelParts_t::BUFFER_VVD, (ModelParts_t *)asyncRequest.pContext, asyncRequest.pData, numReadBytes, asyncStatus );
}
//-----------------------------------------------------------------------------
// Very specialized back door for the weapon model cache to restore the HW data it evicted.
//-----------------------------------------------------------------------------
bool CMDLCache::RestoreHardwareData( MDLHandle_t handle, FSAsyncControl_t *pAsyncVTXControl, FSAsyncControl_t *pAsyncVVDControl )
{
if ( !IsGameConsole() )
{
return false;
}
if ( *pAsyncVTXControl || *pAsyncVVDControl )
{
// already scheduled
return false;
}
bool bNeedsVTX = !IsDataLoaded( handle, MDLCACHE_STUDIOHWDATA );
if ( !bNeedsVTX )
{
// already in cache, nothing to do
return false;
}
bool bNeedsVVD = !IsDataLoaded( handle, MDLCACHE_VERTEXES );
char szFilename[MAX_PATH];
char szNameOnDisk[MAX_PATH];
V_strncpy( szFilename, GetActualModelName( handle ), sizeof( szFilename ) );
V_StripExtension( szFilename, szFilename, sizeof( szFilename ) );
// need to gather all model parts (vtx, vvd)
ModelParts_t *pModelParts = new ModelParts_t;
pModelParts->hMDL = handle;
if ( bNeedsVTX )
{
// vtx extensions are .xxx.vtx, need to re-form as, ???.xxx.yyy.vtx
char szTempName[MAX_PATH];
V_snprintf( szNameOnDisk, sizeof( szNameOnDisk ), "%s%s", szFilename, GetVTXExtension() );
V_StripExtension( szNameOnDisk, szTempName, sizeof( szTempName ) );
V_snprintf( szNameOnDisk, sizeof( szNameOnDisk ), "%s%s.vtx", szTempName, GetPlatformExt() );
// schedule the async
FileAsyncRequest_t asyncRequest;
asyncRequest.pszFilename = szNameOnDisk;
asyncRequest.pszPathID = "GAME";
asyncRequest.priority = -1;
asyncRequest.flags = FSASYNC_FLAGS_ALLOCNOFREE;
asyncRequest.pContext = (void *)pModelParts;
asyncRequest.pfnCallback = IOAsyncVTXCallback;
g_pFullFileSystem->AsyncRead( asyncRequest, pAsyncVTXControl );
pModelParts->nExpectedParts |= 1 << ModelParts_t::BUFFER_VTX;
}
if ( bNeedsVVD )
{
V_snprintf( szNameOnDisk, sizeof( szNameOnDisk ), "%s%s.vvd", szFilename, GetPlatformExt() );
// schedule the async
FileAsyncRequest_t asyncRequest;
asyncRequest.pszFilename = szNameOnDisk;
asyncRequest.pszPathID = "GAME";
asyncRequest.priority = -1;
asyncRequest.flags = FSASYNC_FLAGS_ALLOCNOFREE;
asyncRequest.pContext = (void *)pModelParts;
asyncRequest.pfnCallback = IOAsyncVVDCallback;
g_pFullFileSystem->AsyncRead( asyncRequest, pAsyncVVDControl );
pModelParts->nExpectedParts |= 1 << ModelParts_t::BUFFER_VVD;
}
if ( !pModelParts->nExpectedParts )
{
// further logic showed that no components are actually needed
delete pModelParts;
return false;
}
return true;
}
//-----------------------------------------------------------------------------
// Purpose: Clear the STUDIODATA_ERROR_MODEL flag.
//-----------------------------------------------------------------------------
void CMDLCache::ResetErrorModelStatus( MDLHandle_t handle )
{
if ( handle == MDLHANDLE_INVALID )
return;
// added STUDIODATA_FLAGS_NO_STUDIOMESH for hammer when the dir watching catches a file in mid-processing.
// otherwise, this flag is permanently set and no future loading will happen, even once the model is valid.
m_MDLDict[handle]->m_nFlags &= ~( STUDIODATA_ERROR_MODEL | STUDIODATA_FLAGS_NO_STUDIOMESH );
}
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
void CMDLCache::MarkFrame()
{
ProcessPendingAsyncs();
}
bool CMDLCache::ReleaseAnimBlockAllocator()
{
if ( !g_AnimBlockAllocator.IsEmpty() )
{
Warning( "Failure to release anim block allocator, unexpected remaining allocations\n" );
return false;
}
g_AnimBlockAllocator.Clear();
return true;
}
//-----------------------------------------------------------------------------
// Purpose: bind studiohdr_t support functions to the mdlcacher
//-----------------------------------------------------------------------------
const studiohdr_t *studiohdr_t::FindModel( void **cache, char const *pModelName ) const
{
MDLHandle_t handle = g_MDLCache.FindMDL( pModelName );
*cache = (void*)(uintp)handle;
return g_MDLCache.GetStudioHdr( handle );
}
virtualmodel_t *studiohdr_t::GetVirtualModel( void ) const
{
if (numincludemodels == 0)
return NULL;
return g_MDLCache.GetVirtualModelFast( this, VoidPtrToMDLHandle( VirtualModel() ) );
}
byte *studiohdr_t::GetAnimBlock( int i, bool preloadIfMissing ) const
{
return g_MDLCache.GetAnimBlock( VoidPtrToMDLHandle( VirtualModel() ), i, preloadIfMissing );
}
// Shame that this code is duplicated... :(
bool studiohdr_t::hasAnimBlockBeenPreloaded( int i ) const
{
return g_pMDLCache->HasAnimBlockBeenPreloaded( VoidPtrToMDLHandle( VirtualModel() ), i );
}
int studiohdr_t::GetAutoplayList( unsigned short **pOut ) const
{
return g_MDLCache.GetAutoplayList( VoidPtrToMDLHandle( VirtualModel() ), pOut );
}
const studiohdr_t *virtualgroup_t::GetStudioHdr( void ) const
{
return g_MDLCache.GetStudioHdr( VoidPtrToMDLHandle( cache ) );
}
// combined models
MDLHandle_t CMDLCache::CreateCombinedModel( const char *pszModelName )
{
char szPlaceholderName[ MAX_PATH ];
char szFinalName[ MAX_PATH ];
V_strcpy_safe( szFinalName, pszModelName );
V_RemoveDotSlashes( szFinalName, '/' );
V_sprintf_safe( szPlaceholderName, "combined_placeholder_%s", pszModelName );
V_RemoveDotSlashes( szPlaceholderName, '/' );
MDLHandle_t FinalHandle = m_MDLDict.Find( szFinalName );
MDLHandle_t PlaceholderHandle = m_MDLDict.Find( szPlaceholderName );
if ( FinalHandle == m_MDLDict.InvalidIndex() && PlaceholderHandle == m_MDLDict.InvalidIndex() )
{
TCombinedStudioData *pCombinedStudioData = ( TCombinedStudioData * )malloc( sizeof( TCombinedStudioData ) );
memset( pCombinedStudioData, 0, sizeof( *pCombinedStudioData ) );
pCombinedStudioData->m_nReferenceFlags = COMBINED_REFERENCE_PLACEHOLDER | COMBINED_REFERENCE_PRIMARY | COMBINED_REFERENCE_COMBINER;
FinalHandle = m_MDLDict.Insert( szFinalName, NULL );
InitStudioData( FinalHandle );
studiodata_t *pFinalStudioData = m_MDLDict[ FinalHandle ];
PlaceholderHandle = m_MDLDict.Insert( szPlaceholderName, NULL );
InitStudioData( PlaceholderHandle );
studiodata_t *pPlaceholderStudioData = m_MDLDict[ PlaceholderHandle ];
V_strcpy_safe( pCombinedStudioData->m_szCombinedModelName, pszModelName );
pCombinedStudioData->m_pPlaceholderStudioData = pPlaceholderStudioData;
pCombinedStudioData->m_PlaceholderHandle = PlaceholderHandle;
pCombinedStudioData->m_pFinalStudioData = pFinalStudioData;
pCombinedStudioData->m_FinalHandle = FinalHandle;
pCombinedStudioData->m_pCombinedUserData = 0;
pCombinedStudioData->m_CallbackFunc = 0;
pPlaceholderStudioData->m_pCombinedStudioData = pCombinedStudioData;
pPlaceholderStudioData->m_nFlags |= STUDIODATA_FLAGS_COMBINED_PLACEHOLDER | STUDIODATA_FLAGS_COMBINED_ASSET;
pFinalStudioData->m_pCombinedStudioData = pCombinedStudioData;
pFinalStudioData->m_nFlags |= STUDIODATA_FLAGS_COMBINED | STUDIODATA_FLAGS_COMBINED_UNAVAILABLE | STUDIODATA_FLAGS_COMBINED_ASSET;
#ifdef DEBUG_COMBINER
Msg( "%p Alloc: pPlaceholderStudioData=%p, pFinalStudioData=%p\n", pCombinedStudioData, pPlaceholderStudioData, pFinalStudioData );
#endif
}
else
{
AssertMsg1( false, "Asking to combine model '%s' when it already has a placeholder or final model handle", pszModelName );
return MDLHANDLE_INVALID;
}
InitCombiner();
AddRef( FinalHandle );
AddRef( PlaceholderHandle );
return PlaceholderHandle;
}
bool CMDLCache::CreateCombinedModel( MDLHandle_t handle )
{
studiodata_t *pFinalStudioData = m_MDLDict[ handle ];
if ( pFinalStudioData == NULL )
{
return false;
}
TCombinedStudioData *pCombinedStudioData = pFinalStudioData->m_pCombinedStudioData;
if ( pCombinedStudioData == NULL )
{
pCombinedStudioData = ( TCombinedStudioData * )malloc( sizeof( TCombinedStudioData ) );
}
else
{
/*
if ( ( pCombinedStudioData->m_nReferenceFlags & COMBINED_REFERENCE_PLACEHOLDER ) != 0 )
{ // are we trying to replace a combined model too quickly
Assert( 0 );
return false;
}
*/
if ( ( pFinalStudioData->m_nFlags & STUDIODATA_FLAGS_COMBINED_UNAVAILABLE ) != 0 )
{ // are we trying to replace a combined model too quickly
Assert( 0 );
return false;
}
FreeCombinedGeneratedData( pFinalStudioData );
}
InitCombiner();
memset( pCombinedStudioData, 0, sizeof( *pCombinedStudioData ) );
pCombinedStudioData->m_nReferenceFlags |= COMBINED_REFERENCE_PLACEHOLDER; // the replace will nuke away a ref count
V_strcpy_safe( pCombinedStudioData->m_szCombinedModelName, GetModelName( handle ) );
pCombinedStudioData->m_pPlaceholderStudioData = NULL;
pCombinedStudioData->m_PlaceholderHandle = MDLHANDLE_INVALID;
pCombinedStudioData->m_pFinalStudioData = pFinalStudioData;
pCombinedStudioData->m_FinalHandle = handle;
pFinalStudioData->m_pCombinedStudioData = pCombinedStudioData;
pFinalStudioData->m_nFlags |= STUDIODATA_FLAGS_COMBINED | STUDIODATA_FLAGS_COMBINED_UNAVAILABLE;
return true;
}
bool CMDLCache::SetCombineModels( MDLHandle_t handle, const CUtlVector< SCombinerModelInput_t > &vecModelsToCombine )
{
if ( handle == MDLHANDLE_INVALID || vecModelsToCombine[ 0 ].m_iszModelName == NULL_STRING || STRING( vecModelsToCombine[ 0 ].m_iszModelName )[ 0 ] == '\0' )
{
return false;
}
studiodata_t *pTempStudioData = m_MDLDict[ handle ];
TCombinedStudioData *pCombinedStudioData = pTempStudioData->m_pCombinedStudioData;
FOR_EACH_VEC( vecModelsToCombine, i )
{
pCombinedStudioData->m_ModelInputData[ i ] = vecModelsToCombine.Element( i );
}
pCombinedStudioData->m_nNumModels = vecModelsToCombine.Count();
return true;
}
bool CMDLCache::FinishCombinedModel( MDLHandle_t handle, CombinedModelLoadedCallback pFunc, void *pUserData )
{
if ( handle == MDLHANDLE_INVALID )
{
return false;
}
studiodata_t *pTempStudioData = m_MDLDict[ handle ];
TCombinedStudioData *pCombinedStudioData = pTempStudioData->m_pCombinedStudioData;
pCombinedStudioData->m_pCombinedUserData = pUserData;
pCombinedStudioData->m_CallbackFunc = pFunc;
m_CombinerToBeCombined.PushItem( pCombinedStudioData );
return true;
}
bool CMDLCache::IsCombinedPlaceholder( MDLHandle_t handle )
{
studiodata_t *pTempStudioData = m_MDLDict[ handle ];
return ( ( pTempStudioData->m_nFlags & STUDIODATA_FLAGS_COMBINED_PLACEHOLDER ) != 0 );
}
bool CMDLCache::IsCombinedModel( MDLHandle_t handle )
{
studiodata_t *pTempStudioData = m_MDLDict[ handle ];
return ( ( pTempStudioData->m_nFlags & STUDIODATA_FLAGS_COMBINED ) != 0 );
}
TCombinedStudioData *CMDLCache::GetCombinedData( MDLHandle_t handle )
{
if ( handle == MDLHANDLE_INVALID )
{
return NULL;
}
studiodata_t *pTempStudioData = m_MDLDict[ handle ];
if ( ( pTempStudioData->m_nFlags & ( STUDIODATA_FLAGS_COMBINED_PLACEHOLDER | STUDIODATA_FLAGS_COMBINED ) ) == 0 )
{
return NULL;
}
return pTempStudioData->m_pCombinedStudioData;
}
int CMDLCache::GetNumCombinedSubModels( MDLHandle_t handle )
{
TCombinedStudioData *pCombinedStudioData = GetCombinedData( handle );
if ( !pCombinedStudioData )
{
return 0;
}
return pCombinedStudioData->m_nNumModels;
}
void CMDLCache::GetCombinedSubModelFilename( MDLHandle_t handle, int nSubModelIndex, char *pszResult, int nResultSize )
{
pszResult[ 0 ] = 0;
TCombinedStudioData *pCombinedStudioData = GetCombinedData( handle );
if ( !pCombinedStudioData )
{
return;
}
if ( nSubModelIndex < 0 || nSubModelIndex > pCombinedStudioData->m_nNumModels )
{
return;
}
V_strncpy( pszResult, STRING( pCombinedStudioData->m_ModelInputData[ nSubModelIndex ].m_iszModelName ), nResultSize );
}
KeyValues *CMDLCache::GetCombinedMaterialKV( MDLHandle_t handle, int nAtlasGroup )
{
TCombinedStudioData *pCombinedStudioData = GetCombinedData( handle );
if ( !pCombinedStudioData )
{
return NULL;
}
if ( !pCombinedStudioData->m_AtlasGroups[ nAtlasGroup ].m_pCombinedMaterial )
{
return NULL;
}
return pCombinedStudioData->m_AtlasGroups[ nAtlasGroup ].m_pCombinedMaterial->MakeCopy();
}
void CMDLCache::CheckCombinerFlagChanges( int nNewFlags )
{
unsigned nFlagsChanged = m_nCombinerFlags ^ nNewFlags;
if ( ( nFlagsChanged & COMBINER_FLAG_THREADING ) != 0 )
{
ShutdownCombiner();
}
m_nCombinerFlags = nNewFlags;
if ( ( nFlagsChanged & COMBINER_FLAG_THREADING ) != 0 )
{
InitCombiner();
}
}
void CMDLCache::SetCombinerFlags( unsigned nFlags )
{
CheckCombinerFlagChanges( m_nCombinerFlags | nFlags );
}
void CMDLCache::ClearCombinerFlags( unsigned nFlags )
{
CheckCombinerFlagChanges( m_nCombinerFlags & ( ~nFlags ) );
}
void CMDLCache::UpdateCombiner( )
{
// non-threaded approach
BeginLock();
TCombinedStudioData *pCombinedStudioData;
if ( ( m_nCombinerFlags & COMBINER_FLAG_THREADING ) == 0 )
{
if ( m_CombinerToBeCombined.PopItem( &pCombinedStudioData ) )
{
pCombinedStudioData->m_pCombineData = &g_ModelCombiner;
pCombinedStudioData->m_pCombineData->Init( pCombinedStudioData );
pCombinedStudioData->m_pCombineData->Resolve();
m_pCombinedCompleted = pCombinedStudioData;
}
}
if ( m_pCombinedCompleted )
{
pCombinedStudioData = ( TCombinedStudioData * )m_pCombinedCompleted;
if ( pCombinedStudioData->m_Results.m_nCombinedResults == COMBINE_RESULT_FLAG_OK )
{
double flStartEngineTime = Plat_FloatTime();
CMatRenderContextPtr pRenderContext( g_pMaterialSystem );
if ( pCombinedStudioData->m_PlaceholderHandle == MDLHANDLE_INVALID )
{ // we are doing a replace, this will reduce the ref count that we artificially inflated for this pathway
FlushImmediate( m_MDLDict[ pCombinedStudioData->m_FinalHandle ] );
Flush( pCombinedStudioData->m_FinalHandle );
}
else
{ // user is responsible for cleanup of the placeholder
// Release( pCombinedStudioData->m_PlaceholderHandle );
}
if ( ( m_nCombinerFlags & COMBINER_FLAG_NO_DATA_PROCESSING ) == 0 )
{
Flush( pCombinedStudioData->m_FinalHandle, MDLCACHE_FLUSH_STUDIOHDR | MDLCACHE_FLUSH_STUDIOHWDATA | MDLCACHE_FLUSH_VERTEXES );
if ( m_pCacheNotify && pCombinedStudioData->m_PlaceholderHandle != MDLHANDLE_INVALID )
{
m_pCacheNotify->OnCombinerPreCache( pCombinedStudioData->m_PlaceholderHandle, pCombinedStudioData->m_FinalHandle );
}
{
CUtlBuffer buf( pCombinedStudioData->m_pCombineData->GetCombinedMDLPtr(), pCombinedStudioData->m_pCombineData->GetCombinedMDLSize(), CUtlBuffer::READ_ONLY );
CMDLCacheData cacheData( MDLCACHE_STUDIOHDR, CMDLCacheData::ALLOC_OPTIMALREADBUFFER, &buf );
ProcessDataIntoCache( pCombinedStudioData->m_FinalHandle, cacheData );
}
{
CUtlBuffer buf( pCombinedStudioData->m_pCombineData->GetCombinedVVDPtr(), pCombinedStudioData->m_pCombineData->GetCombinedVVDSize(), CUtlBuffer::READ_ONLY );
CMDLCacheData cacheData( MDLCACHE_VERTEXES, CMDLCacheData::ALLOC_OPTIMALREADBUFFER, &buf );
ProcessDataIntoCache( pCombinedStudioData->m_FinalHandle, cacheData );
}
{
CUtlBuffer buf( pCombinedStudioData->m_pCombineData->GetCombinedVTXPtr(), pCombinedStudioData->m_pCombineData->GetCombinedVTXSize(), CUtlBuffer::READ_ONLY );
CMDLCacheData cacheData( MDLCACHE_STUDIOHWDATA, CMDLCacheData::ALLOC_OPTIMALREADBUFFER, &buf );
ProcessDataIntoCache( pCombinedStudioData->m_FinalHandle, cacheData );
}
//ProcessDataIntoCache( pCombinedStudioData->m_FinalHandle, MDLCACHE_STUDIOHDR, 0, pCombinedStudioData->m_pCombineData->GetCombinedMDLPtr(), pCombinedStudioData->m_pCombineData->GetCombinedMDLSize(),
// pCombinedStudioData->m_pCombineData->GetCombinedMDLAvailability() );
//ProcessDataIntoCache( pCombinedStudioData->m_FinalHandle, MDLCACHE_VERTEXES, 0, pCombinedStudioData->m_pCombineData->GetCombinedVVDPtr(), pCombinedStudioData->m_pCombineData->GetCombinedVVDSize(),
// pCombinedStudioData->m_pCombineData->GetCombinedVVDAvailability() );
//ProcessDataIntoCache( pCombinedStudioData->m_FinalHandle, MDLCACHE_STUDIOHWDATA, 0, pCombinedStudioData->m_pCombineData->GetCombinedVTXPtr(), pCombinedStudioData->m_pCombineData->GetCombinedVTXSize(),
// pCombinedStudioData->m_pCombineData->GetCombinedVTXAvailability() );
}
else
{
FreeCombinedGeneratedData( m_MDLDict[ pCombinedStudioData->m_FinalHandle ] );
}
studiodata_t *pStudioDataCurrent = m_MDLDict[ pCombinedStudioData->m_FinalHandle ];
pStudioDataCurrent->m_nFlags &= ~STUDIODATA_FLAGS_COMBINED_UNAVAILABLE;
pCombinedStudioData->m_Results.m_flEngineProcessingDuration = ( float )( Plat_FloatTime() - flStartEngineTime );
pCombinedStudioData->m_CallbackFunc( pCombinedStudioData->m_pCombinedUserData, pCombinedStudioData->m_PlaceholderHandle, pCombinedStudioData->m_FinalHandle, pCombinedStudioData->m_Results );
}
else
{
FreeCombinedGeneratedData( m_MDLDict[ pCombinedStudioData->m_FinalHandle ] );
Release( pCombinedStudioData->m_FinalHandle );
pCombinedStudioData->m_CallbackFunc( pCombinedStudioData->m_pCombinedUserData, pCombinedStudioData->m_PlaceholderHandle, MDLHANDLE_INVALID, pCombinedStudioData->m_Results );
// user is responsible for cleanup of the placeholder
// Release( pCombinedStudioData->m_PlaceholderHandle );
}
if ( ( m_nCombinerFlags & COMBINER_FLAG_NO_DATA_PROCESSING ) != 0 )
{
GetTextureCombiner().FreeCombinedMaterials();
}
pCombinedStudioData->m_nReferenceFlags &= ~COMBINED_REFERENCE_COMBINER;
if ( pCombinedStudioData->m_nReferenceFlags == 0 )
{
Assert( 0 );
Error( "CMDLCache::UpdateCombiner - model handles have been freed" );
}
m_pCombinedCompleted = NULL;
// delete pCombinedStudioData->m_pCombineData;
// pCombinedStudioData->m_pCombineData = NULL;
}
// do the scheduling of the next item here, so that we have a full frame to process it
if ( ( m_nCombinerFlags & COMBINER_FLAG_THREADING ) != 0 )
{
if ( m_pToBeCombined == NULL && m_pCombinedCompleted == NULL )
{
if ( m_CombinerToBeCombined.PopItem( &pCombinedStudioData ) )
{
m_pToBeCombined = pCombinedStudioData;
m_CombinerEvent.Set();
}
}
}
EndLock();
}
void *CMDLCache::GetCombinedInternalAsset( ECombinedAsset AssetType, const char *pszAssetID, int *nSize )
{
if ( nSize != NULL )
{
*nSize = 0;
}
switch( AssetType )
{
case COMBINED_ASSET_MATERIAL:
{
char szAssetName[ MAX_PATH ];
MDLHandle_t nHandleID;
int nAssetID;
int nAtlasGroup;
// expecting "!%s|%hu|%d!"
const char *pStartPos = pszAssetID;
if ( *pStartPos != '!' )
{
Assert( 0 );
return NULL;
}
pStartPos++;
const char *pEndPos = strchr( pStartPos, '|' );
if ( pEndPos == NULL )
{
Assert( 0 );
return NULL;
}
int nLength = pEndPos - pStartPos;
if ( ( nLength + 1 ) > sizeof( szAssetName ) )
{
Assert( 0 );
return NULL;
}
strncpy( szAssetName, pStartPos, nLength );
szAssetName[ nLength ] = 0;
pStartPos = pEndPos + 1;
nAtlasGroup = atoi( pStartPos );
if ( nAtlasGroup < 0 || nAtlasGroup >= COMBINER_MAX_ATLAS_GROUPS )
{
Assert( 0 );
return NULL;
}
pEndPos = strchr( pStartPos, '|' );
if ( pEndPos == NULL )
{
Assert( 0 );
return NULL;
}
pStartPos = pEndPos + 1;
nHandleID = atol( pStartPos );
pEndPos = strchr( pStartPos, '|' );
if ( pEndPos == NULL )
{
Assert( 0 );
return NULL;
}
pStartPos = pEndPos + 1;
nAssetID = atoi( pStartPos );
pEndPos = strchr( pStartPos, '!' );
if ( pEndPos == NULL )
{
Assert( 0 );
return NULL;
}
studiodata_t *pFinalStudioData = m_MDLDict[ nHandleID ];
if ( pFinalStudioData == NULL )
{
Assert( 0 );
return NULL;
}
TCombinedStudioData *pCombinedStudioData = pFinalStudioData->m_pCombinedStudioData;
if ( pCombinedStudioData == NULL )
{
Assert( 0 );
return NULL;
}
if ( pCombinedStudioData->m_AtlasGroups[ nAtlasGroup ].m_pCombinedMaterial == NULL )
{
Assert( 0 );
return NULL;
}
return pCombinedStudioData->m_AtlasGroups[ nAtlasGroup ].m_pCombinedMaterial;
}
break;
case COMBINED_ASSET_TEXTURE:
{
char szAssetName[ MAX_PATH ];
int nAtlasGroup;
int nTexture;
MDLHandle_t nHandleID;
int nAssetID;
// expecting "!%s|%d|%hu|%d!"
const char *pStartPos = pszAssetID;
if ( *pStartPos != '!' )
{
Assert( 0 );
return NULL;
}
pStartPos++;
const char *pEndPos = strchr( pStartPos, '|' );
if ( pEndPos == NULL )
{
Assert( 0 );
return NULL;
}
int nLength = pEndPos - pStartPos;
if ( ( nLength + 1 ) > sizeof( szAssetName ) )
{
Assert( 0 );
return NULL;
}
strncpy( szAssetName, pStartPos, nLength );
szAssetName[ nLength ] = 0;
pStartPos = pEndPos + 1;
nAtlasGroup = atoi( pStartPos );
if ( nAtlasGroup < 0 || nAtlasGroup >= COMBINER_MAX_ATLAS_GROUPS )
{
Assert( 0 );
return NULL;
}
pEndPos = strchr( pStartPos, '|' );
if ( pEndPos == NULL )
{
Assert( 0 );
return NULL;
}
pStartPos = pEndPos + 1;
nTexture = atoi( pStartPos );
if ( nTexture < 0 || nTexture >= COMBINER_MAX_TEXTURES_PER_MATERIAL )
{
Assert( 0 );
return NULL;
}
pEndPos = strchr( pStartPos, '|' );
if ( pEndPos == NULL )
{
Assert( 0 );
return NULL;
}
pStartPos = pEndPos + 1;
nHandleID = atol( pStartPos );
pEndPos = strchr( pStartPos, '|' );
if ( pEndPos == NULL )
{
Assert( 0 );
return NULL;
}
pStartPos = pEndPos + 1;
nAssetID = atoi( pStartPos );
pEndPos = strchr( pStartPos, '!' );
if ( pEndPos == NULL )
{
Assert( 0 );
return NULL;
}
studiodata_t *pFinalStudioData = m_MDLDict[ nHandleID ];
if ( pFinalStudioData == NULL )
{
Assert( 0 );
return NULL;
}
TCombinedStudioData *pCombinedStudioData = pFinalStudioData->m_pCombinedStudioData;
if ( pCombinedStudioData == NULL )
{
Assert( 0 );
return NULL;
}
if ( pCombinedStudioData->m_AtlasGroups[ nAtlasGroup ].m_pCombinedTextures[ nTexture ] == NULL )
{
Assert( 0 );
return NULL;
}
*nSize = pCombinedStudioData->m_AtlasGroups[ nAtlasGroup ].m_nCombinedTextureSizes[ nTexture ];
return pCombinedStudioData->m_AtlasGroups[ nAtlasGroup ].m_pCombinedTextures[ nTexture ];
}
break;
}
return NULL;
}
void CMDLCache::CombinerThread( )
{
while( !m_bCombinerShutdown )
{
m_CombinerEvent.Wait();
m_CombinerEvent.Reset();
if ( m_pToBeCombined )
{
TCombinedStudioData *pCombinedStudioData = ( TCombinedStudioData * )m_pToBeCombined;
pCombinedStudioData->m_pCombineData = &g_ModelCombiner;
pCombinedStudioData->m_pCombineData->Init( pCombinedStudioData );
pCombinedStudioData->m_pCombineData->Resolve();
m_pCombinedCompleted = m_pToBeCombined;
m_pToBeCombined = NULL;
}
}
m_CombinerShutdownEvent.Set();
}
uintp CMDLCache::StaticCombinerThread( void *pParam )
{
g_MDLCache.CombinerThread();
return 0;
}
void CMDLCache::InitCombiner( )
{
if ( m_bCombinerReady )
{
return;
}
if ( ( m_nCombinerFlags & COMBINER_FLAG_THREADING ) != 0 )
{
m_bCombinerShutdown = false;
m_CombinerShutdownEvent.Reset();
m_hCombinerThread = CreateSimpleThread( CMDLCache::StaticCombinerThread, NULL, 10240 );
ThreadSetDebugName( m_hCombinerThread, "Combiner" );
}
m_bCombinerReady = true;
}
void CMDLCache::ShutdownCombiner( )
{
if ( !m_bCombinerReady )
{
return;
}
if ( ( m_nCombinerFlags & COMBINER_FLAG_THREADING ) != 0 && m_hCombinerThread != NULL )
{
m_bCombinerShutdown = true;
m_CombinerEvent.Set();
m_CombinerShutdownEvent.Wait();
#if 0
// how to kill this guy off?
ReleaseThreadHandle( m_hCombinerThread );
#endif
m_hCombinerThread = NULL;
}
m_bCombinerReady = false;
}
void CMDLCache::FreeCombinedGeneratedData( studiodata_t *pStudioData )
{
for ( int nGroup = 0; nGroup < pStudioData->m_pCombinedStudioData->m_nNumAtlasGroups; nGroup++ )
{
for( int nTexture = 0; nTexture < COMBINER_MAX_TEXTURES_PER_MATERIAL; nTexture++ )
{
if ( pStudioData->m_pCombinedStudioData->m_AtlasGroups[ nGroup ].m_pCombinedTextures[ nTexture ] )
{
free( pStudioData->m_pCombinedStudioData->m_AtlasGroups[ nGroup ].m_pCombinedTextures[ nTexture ] );
pStudioData->m_pCombinedStudioData->m_AtlasGroups[ nGroup ].m_pCombinedTextures[ nTexture ] = NULL;
pStudioData->m_pCombinedStudioData->m_AtlasGroups[ nGroup ].m_nCombinedTextureSizes[ nTexture ] = 0;
pStudioData->m_pCombinedStudioData->m_AtlasGroups[ nGroup ].m_szCombinedMaterialName[ 0 ] = 0;
}
}
if ( pStudioData->m_pCombinedStudioData->m_AtlasGroups[ nGroup ].m_pCombinedMaterial )
{
pStudioData->m_pCombinedStudioData->m_AtlasGroups[ nGroup ].m_pCombinedMaterial->deleteThis();
pStudioData->m_pCombinedStudioData->m_AtlasGroups[ nGroup ].m_pCombinedMaterial = NULL;
}
}
}
bool CMDLCache::UnserializeCombinedHardwareData( MDLHandle_t handle )
{
if ( m_bCombinerReady )
{ // we should be doing this only when the combiner is shut down
Assert( 0 );
return false;
}
studiodata_t *pStudioData = m_MDLDict[ handle ];
if ( !pStudioData )
{
return false;
}
// we should have the lock already if we are in here!
TCombinedStudioData *pCombinedStudioData = pStudioData->m_pCombinedStudioData;
if ( !pCombinedStudioData )
{
return false;
}
FreeCombinedGeneratedData( pStudioData );
pCombinedStudioData->m_pCombineData = &g_ModelCombiner;
pCombinedStudioData->m_pCombineData->Init( pCombinedStudioData );
pCombinedStudioData->m_pCombineData->Resolve();
m_pCombinedCompleted = pCombinedStudioData;
if ( pCombinedStudioData->m_Results.m_nCombinedResults == COMBINE_RESULT_FLAG_OK )
{
Flush( handle, MDLCACHE_FLUSH_STUDIOHDR | MDLCACHE_FLUSH_STUDIOHWDATA | MDLCACHE_FLUSH_VERTEXES );
// we need to process all of the data as the internal asset id's have been updated ( for material and texture references )
{
CUtlBuffer buf( pCombinedStudioData->m_pCombineData->GetCombinedMDLPtr(), pCombinedStudioData->m_pCombineData->GetCombinedMDLSize(), CUtlBuffer::READ_ONLY );
CMDLCacheData cacheData( MDLCACHE_STUDIOHDR, CMDLCacheData::ALLOC_OPTIMALREADBUFFER, &buf );
ProcessDataIntoCache( pCombinedStudioData->m_FinalHandle, cacheData );
}
{
CUtlBuffer buf( pCombinedStudioData->m_pCombineData->GetCombinedVVDPtr(), pCombinedStudioData->m_pCombineData->GetCombinedVVDSize(), CUtlBuffer::READ_ONLY );
CMDLCacheData cacheData( MDLCACHE_VERTEXES, CMDLCacheData::ALLOC_OPTIMALREADBUFFER, &buf );
ProcessDataIntoCache( pCombinedStudioData->m_FinalHandle, cacheData );
}
{
CUtlBuffer buf( pCombinedStudioData->m_pCombineData->GetCombinedVTXPtr(), pCombinedStudioData->m_pCombineData->GetCombinedVTXSize(), CUtlBuffer::READ_ONLY );
CMDLCacheData cacheData( MDLCACHE_STUDIOHWDATA, CMDLCacheData::ALLOC_OPTIMALREADBUFFER, &buf );
ProcessDataIntoCache( pCombinedStudioData->m_FinalHandle, cacheData );
}
//ProcessDataIntoCache( pCombinedStudioData->m_FinalHandle, MDLCACHE_STUDIOHDR, 0, pCombinedStudioData->m_pCombineData->GetCombinedMDLPtr(), pCombinedStudioData->m_pCombineData->GetCombinedMDLSize(),
// pCombinedStudioData->m_pCombineData->GetCombinedMDLAvailability() );
//ProcessDataIntoCache( pCombinedStudioData->m_FinalHandle, MDLCACHE_VERTEXES, 0, pCombinedStudioData->m_pCombineData->GetCombinedVVDPtr(), pCombinedStudioData->m_pCombineData->GetCombinedVVDSize(),
// pCombinedStudioData->m_pCombineData->GetCombinedVVDAvailability() );
//ProcessDataIntoCache( pCombinedStudioData->m_FinalHandle, MDLCACHE_STUDIOHWDATA, 0, pCombinedStudioData->m_pCombineData->GetCombinedVTXPtr(), pCombinedStudioData->m_pCombineData->GetCombinedVTXSize(),
// pCombinedStudioData->m_pCombineData->GetCombinedVTXAvailability() );
return true;
}
return false;
}
void CMDLCache::DebugCombinerInfo( )
{
Msg( "MDLCache:\n" );
for( MDLHandle_t nHandle = m_MDLDict.First(); nHandle != m_MDLDict.InvalidIndex(); nHandle = m_MDLDict.Next( nHandle ) )
{
studiodata_t *pStudioData = m_MDLDict[ nHandle ];
if ( pStudioData == NULL || ( pStudioData->m_nFlags & STUDIODATA_FLAGS_COMBINED_ASSET ) == 0 )
{
continue;
}
Msg( " %d: ", nHandle );
if ( ( pStudioData->m_nFlags & STUDIODATA_FLAGS_STUDIOMESH_LOADED ) != 0 )
{
Msg( "STUDIODATA_FLAGS_STUDIOMESH_LOADED " );
}
if ( ( pStudioData->m_nFlags & STUDIODATA_FLAGS_VCOLLISION_LOADED ) != 0 )
{
Msg( "STUDIODATA_FLAGS_VCOLLISION_LOADED " );
}
if ( ( pStudioData->m_nFlags & STUDIODATA_ERROR_MODEL ) != 0 )
{
Msg( "STUDIODATA_ERROR_MODEL " );
}
if ( ( pStudioData->m_nFlags & STUDIODATA_FLAGS_NO_STUDIOMESH ) != 0 )
{
Msg( "STUDIODATA_FLAGS_NO_STUDIOMESH " );
}
if ( ( pStudioData->m_nFlags & STUDIODATA_FLAGS_NO_VERTEX_DATA ) != 0 )
{
Msg( "STUDIODATA_FLAGS_NO_VERTEX_DATA " );
}
if ( ( pStudioData->m_nFlags & STUDIODATA_FLAGS_PHYSICS2COLLISION_LOADED ) != 0 )
{
Msg( "STUDIODATA_FLAGS_PHYSICS2COLLISION_LOADED " );
}
if ( ( pStudioData->m_nFlags & STUDIODATA_FLAGS_VCOLLISION_SCANNED ) != 0 )
{
Msg( "STUDIODATA_FLAGS_VCOLLISION_SCANNED " );
}
if ( ( pStudioData->m_nFlags & STUDIODATA_FLAGS_COMBINED_PLACEHOLDER ) != 0 )
{
Msg( "STUDIODATA_FLAGS_COMBINED_PLACEHOLDER " );
}
if ( ( pStudioData->m_nFlags & STUDIODATA_FLAGS_COMBINED ) != 0 )
{
Msg( "STUDIODATA_FLAGS_COMBINED " );
}
if ( ( pStudioData->m_nFlags & STUDIODATA_FLAGS_COMBINED_UNAVAILABLE ) != 0 )
{
Msg( "STUDIODATA_FLAGS_COMBINED_UNAVAILABLE " );
}
if ( ( pStudioData->m_nFlags & STUDIODATA_FLAGS_COMBINED_ASSET ) != 0 )
{
Msg( "STUDIODATA_FLAGS_COMBINED_ASSET " );
}
Msg( "\n" );
if ( pStudioData->m_pCombinedStudioData )
{
Msg( " Combined Name: %s\n", pStudioData->m_pCombinedStudioData->m_szCombinedModelName );
Msg( " Primary Model: %s\n", STRING( pStudioData->m_pCombinedStudioData->m_ModelInputData[ 0 ].m_iszModelName ) );
for( int i = 1; i < pStudioData->m_pCombinedStudioData->m_nNumModels; i++ )
{
Msg( " Secondary Model %d: %s\n", i, STRING( pStudioData->m_pCombinedStudioData->m_ModelInputData[ i ].m_iszModelName ) );
}
}
}
}
void CMDLCache::DumpDictionaryState()
{
int nDataCount = 0;
int nMeshCount = 0;
int nAnimCount = 0;
MDLHandle_t i = m_MDLDict.First();
while ( i != m_MDLDict.InvalidIndex() )
{
Msg("0x%08x : %p : %s \n",
m_MDLDict.Element( i )->m_Handle, // MDLHandle_t (should = i)
m_MDLDict.Element( i )->m_MDLCache, // DataCacheHandle_t
m_MDLDict.GetElementName( i ) );
if ( m_MDLDict.Element( i )->m_VertexCache != NULL )
{
Msg("0x%08x : %p : %s \n",
m_MDLDict.Element( i )->m_Handle,
m_MDLDict.Element( i )->m_VertexCache,
"MeshData");
nMeshCount++;
}
for ( int j = 0; j < m_MDLDict.Element( i )->m_vecAnimBlocks.Count(); j++ )
{
if ( m_MDLDict.Element( i )->m_vecAnimBlocks.Element( j ) != NULL )
{
Msg("0x%08x : %p : %s \n",
m_MDLDict.Element( i )->m_Handle,
m_MDLDict.Element( i )->m_vecAnimBlocks.Element( j ),
"AnimBlock");
nAnimCount++;
}
}
i = m_MDLDict.Next( i );
nDataCount++;
}
Msg( "DataCount: %d MeshCount: %d AnimCount: %d \n", nDataCount, nMeshCount, nAnimCount );
Msg( "Total: %d \n", nDataCount + nMeshCount + nAnimCount );
}
CON_COMMAND( mdlcache_dump_dictionary_state, "Dump the state of the MDLCache Dictionary." )
{
g_pMDLCache->DumpDictionaryState();
}
//-----------------------------------------------------------------------------
// Clears the anim cache, freeing its memory
//
// NOTE: this is only useful if no more entities will animate after this point in the map,
// since any further ANIMBLOCK load requests will cause the cache to be recreated.
// Entirely resident (non-streaming) animations will not have this effect.
//-----------------------------------------------------------------------------
CON_COMMAND( clear_anim_cache, "Clears the animation cache, freeing the memory (until the next time a streaming animblock is requested)." )
{
IDataCacheSection* pSection = g_MDLCache.GetCacheSection( MDLCACHE_ANIMBLOCK );
pSection->Purge( 512*1024*1024 ); // "purge everything"
if ( g_AnimBlockAllocator.IsEmpty() )
{
Msg( "Animblock cache successfully cleared\n" );
g_AnimBlockAllocator.Clear();
}
else
{
Warning( "Cannot clear animblock cache - %d blocks still in use!\n", MAX_ANIMBLOCKS - g_AnimBlockAllocator.m_freeList.Count() );
}
}