Counter Strike : Global Offensive Source Code
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.
 
 
 
 
 
 

928 lines
26 KiB

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