You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
164 lines
5.7 KiB
164 lines
5.7 KiB
//===== Copyright © 1996-2005, Valve Corporation, All rights reserved. ======//
|
|
//
|
|
// Purpose:
|
|
//
|
|
//===========================================================================//
|
|
|
|
#ifndef QUEUEDLOADER_H
|
|
#define QUEUEDLOADER_H
|
|
|
|
#ifdef _WIN32
|
|
#pragma once
|
|
#endif
|
|
|
|
#include "tier0/platform.h"
|
|
#include "appframework/iappsystem.h"
|
|
|
|
enum LoaderError_t
|
|
{
|
|
LOADERERROR_NONE = 0,
|
|
LOADERERROR_FILEOPEN = -1,
|
|
LOADERERROR_READING = -2,
|
|
};
|
|
|
|
enum LoaderPriority_t
|
|
{
|
|
LOADERPRIORITY_ANYTIME = 0, // low priority, job can finish during gameplay
|
|
LOADERPRIORITY_BEFOREPLAY = 1, // job must complete before load ends
|
|
LOADERPRIORITY_DURINGPRELOAD = 2, // job must be complete during preload phase
|
|
};
|
|
|
|
typedef void ( *QueuedLoaderCallback_t )( void *pContext, void *pContext2, const void *pData, int nSize, LoaderError_t loaderError );
|
|
|
|
struct LoaderJob_t
|
|
{
|
|
LoaderJob_t()
|
|
{
|
|
memset( this, 0, sizeof( *this ) );
|
|
}
|
|
|
|
const char *m_pFilename; // path to resource
|
|
const char *m_pPathID; // optional, can be NULL
|
|
QueuedLoaderCallback_t m_pCallback; // called at i/o delivery
|
|
void *m_pContext; // caller provided data
|
|
void *m_pContext2; // caller provided data
|
|
void *m_pTargetData; // optional, caller provided target buffer
|
|
int m_nBytesToRead; // optional read clamp, otherwise 0
|
|
unsigned int m_nStartOffset; // optional start offset, otherwise 0
|
|
LoaderPriority_t m_Priority; // data must arrive by specified interval
|
|
bool m_bPersistTargetData; // caller wants ownership of i/o buffer
|
|
bool m_bAnonymousDecode; // anonymous job wants a lzma decode
|
|
};
|
|
|
|
enum ResourcePreload_t
|
|
{
|
|
RESOURCEPRELOAD_UNKNOWN,
|
|
RESOURCEPRELOAD_SOUND,
|
|
RESOURCEPRELOAD_MATERIAL,
|
|
RESOURCEPRELOAD_MODEL,
|
|
RESOURCEPRELOAD_CUBEMAP,
|
|
RESOURCEPRELOAD_STATICPROPLIGHTING,
|
|
RESOURCEPRELOAD_GPUBUFFERALLOCATOR,
|
|
RESOURCEPRELOAD_ANONYMOUS,
|
|
RESOURCEPRELOAD_COUNT
|
|
};
|
|
|
|
abstract_class IResourcePreload
|
|
{
|
|
public:
|
|
// Sent as a warning shot. Some callers may choose to do pre-emptive purging.
|
|
virtual void PrepareForCreate( bool bSameMap ) = 0;
|
|
|
|
// Called during preload phase for ALL the resources expected by the level.
|
|
// Caller should not do i/o but generate AddJob() requests. Resources that already exist
|
|
// and are not referenced by this function would be candidates for purge.
|
|
virtual bool CreateResource( const char *pName ) = 0;
|
|
|
|
// Sent as an event hint during preload, that creation has completed, AddJob() i/o is about to commence.
|
|
// Caller should purge any unreferenced resources before the AddJobs are performed.
|
|
// "Must Complete" data will be guaranteed finished, at preload conclusion, before the normal load phase commences.
|
|
virtual void PurgeUnreferencedResources() = 0;
|
|
|
|
// Sent as an event hint that gameplay rendering is imminent.
|
|
// Low priority jobs may still be in async flight.
|
|
virtual void OnEndMapLoading( bool bAbort ) = 0;
|
|
|
|
virtual void PurgeAll() = 0;
|
|
|
|
#if defined( _PS3 )
|
|
virtual bool RequiresRendererLock() = 0;
|
|
#endif // _PS3
|
|
};
|
|
|
|
// Default implementation
|
|
class CResourcePreload : public IResourcePreload
|
|
{
|
|
void PrepareForCreate( bool bSameMap ) {}
|
|
void PurgeUnreferencedResources() {}
|
|
void OnEndMapLoading( bool bAbort ) {}
|
|
void PurgeAll() {}
|
|
#if defined( _PS3 )
|
|
virtual bool RequiresRendererLock() { return false; }
|
|
#endif // _PS3
|
|
};
|
|
|
|
// UI can install progress notification
|
|
abstract_class ILoaderProgress
|
|
{
|
|
public:
|
|
// implementation must ignore UpdateProgress() if not scoped by Begin/End
|
|
virtual void BeginProgress() = 0;
|
|
virtual void EndProgress() = 0;
|
|
virtual void UpdateProgress( float progress, bool bForce = false ) = 0;
|
|
virtual void PauseNonInteractiveProgress( bool bPause ) = 0;
|
|
};
|
|
|
|
// spew detail
|
|
#define LOADER_DETAIL_NONE 0
|
|
#define LOADER_DETAIL_TIMING (1<<0)
|
|
#define LOADER_DETAIL_COMPLETIONS (1<<1)
|
|
#define LOADER_DETAIL_LATECOMPLETIONS (1<<2)
|
|
#define LOADER_DETAIL_PURGES (1<<3)
|
|
#define LOADER_DETAIL_CREATIONS (1<<3)
|
|
|
|
abstract_class IQueuedLoader : public IAppSystem
|
|
{
|
|
public:
|
|
virtual void InstallLoader( ResourcePreload_t type, IResourcePreload *pLoader ) = 0;
|
|
virtual void InstallProgress( ILoaderProgress *pProgress ) = 0;
|
|
|
|
// Set bOptimizeReload if you want appropriate data (such as static prop lighting)
|
|
// to persist - rather than being purged and reloaded - when going from map A to map A.
|
|
virtual bool BeginMapLoading( const char *pMapName, bool bLoadForHDR, bool bOptimizeMapReload, void (*pfnBeginMapLoadingCallback)( int nStage ) ) = 0;
|
|
virtual void EndMapLoading( bool bAbort ) = 0;
|
|
virtual bool AddJob( const LoaderJob_t *pLoaderJob ) = 0;
|
|
|
|
// injects a resource into the map's reslist, rejected if not understood
|
|
virtual void AddMapResource( const char *pFilename ) = 0;
|
|
|
|
// callback is asynchronous
|
|
virtual bool ClaimAnonymousJob( const char *pFilename, QueuedLoaderCallback_t pCallback, void *pContext, void *pContext2 = NULL ) = 0;
|
|
// provides data if loaded, caller owns data
|
|
virtual bool ClaimAnonymousJob( const char *pFilename, void **pData, int *pDataSize, LoaderError_t *pError = NULL ) = 0;
|
|
|
|
virtual bool IsMapLoading() const = 0;
|
|
virtual bool IsSameMapLoading() const = 0;
|
|
virtual bool IsFinished() const = 0;
|
|
|
|
// callers can expect that jobs are not immediately started when batching
|
|
virtual bool IsBatching() const = 0;
|
|
|
|
// callers can conditionalize operational spew
|
|
virtual int GetSpewDetail() const = 0;
|
|
|
|
virtual void PurgeAll( ResourcePreload_t *pDontPurgeList = NULL, int nPurgeListSize = 0 ) = 0;
|
|
#ifdef _PS3
|
|
// hack to prevent PS/3 deadlock on queued loader render mutex when quitting during loading a map
|
|
virtual uint UnlockProgressBarMutex() = 0;
|
|
virtual void LockProgressBarMutex( uint nLockCount ) = 0;
|
|
#endif
|
|
};
|
|
|
|
DECLARE_TIER2_INTERFACE( IQueuedLoader, g_pQueuedLoader );
|
|
|
|
#endif // QUEUEDLOADER_H
|