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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//=============================================================================//
#ifndef RECORDING_H
#define RECORDING_H
#pragma once
//-----------------------------------------------------------------------------
// Use this to put us into a 'recording' mode
//-----------------------------------------------------------------------------
//#define RECORDING
//-----------------------------------------------------------------------------
// Uncomment these to record special frames in the recording
// that reset the entire render state.
//-----------------------------------------------------------------------------
//#define RECORD_KEYFRAMES 1
#define KEYFRAME_INTERVAL 100 // number of actual frames between each keyframe
//-----------------------------------------------------------------------------
// Use this to allow us to record crashes (write every command immediately)
//-----------------------------------------------------------------------------
//#define CRASH_RECORDING
//-----------------------------------------------------------------------------
// Use this to record textures (checkboards are used for textures otherwise)
//-----------------------------------------------------------------------------
#define RECORD_TEXTURES
//-----------------------------------------------------------------------------
// Use this to record debug strings . .these are only useful if you are doing "playback -list"
//-----------------------------------------------------------------------------
#define RECORD_DEBUG_STRINGS
//-----------------------------------------------------------------------------
// Recording state, if you change this, change the table in playback/playback.cpp
//-----------------------------------------------------------------------------
enum RecordingCommands_t { DX8_CREATE_DEVICE = 0, DX8_DESTROY_DEVICE, DX8_RESET, DX8_SHOW_CURSOR, DX8_BEGIN_SCENE, DX8_END_SCENE, DX8_PRESENT, DX8_CREATE_TEXTURE, DX8_DESTROY_TEXTURE, DX8_SET_TEXTURE, DX8_SET_TRANSFORM, DX8_CREATE_VERTEX_SHADER, DX8_CREATE_PIXEL_SHADER, DX8_DESTROY_VERTEX_SHADER, DX8_DESTROY_PIXEL_SHADER, DX8_SET_VERTEX_SHADER, DX8_SET_PIXEL_SHADER, DX8_SET_VERTEX_SHADER_CONSTANT, DX8_SET_PIXEL_SHADER_CONSTANT, DX8_SET_MATERIAL, DX8_LIGHT_ENABLE, DX8_SET_LIGHT, DX8_SET_VIEWPORT, DX8_CLEAR, DX8_VALIDATE_DEVICE, DX8_SET_RENDER_STATE, DX8_SET_TEXTURE_STAGE_STATE,
DX8_CREATE_VERTEX_BUFFER, DX8_DESTROY_VERTEX_BUFFER, DX8_LOCK_VERTEX_BUFFER, DX8_VERTEX_DATA, DX8_UNLOCK_VERTEX_BUFFER,
DX8_CREATE_INDEX_BUFFER, DX8_DESTROY_INDEX_BUFFER, DX8_LOCK_INDEX_BUFFER, DX8_INDEX_DATA, DX8_UNLOCK_INDEX_BUFFER,
DX8_SET_STREAM_SOURCE, DX8_SET_INDICES, DX8_DRAW_PRIMITIVE, DX8_DRAW_INDEXED_PRIMITIVE,
DX8_LOCK_TEXTURE, DX8_UNLOCK_TEXTURE,
DX8_KEYFRAME, // isn't actually a dx8 command, used to help find particular frames
DX8_SET_TEXTURE_DATA, DX8_BLIT_TEXTURE_BITS, DX8_GET_DEVICE_CAPS, DX8_GET_ADAPTER_IDENTIFIER,
DX8_HARDWARE_SYNC,
DX8_COPY_FRAMEBUFFER_TO_TEXTURE, DX8_DEBUG_STRING, DX8_CREATE_DEPTH_TEXTURE, DX8_DESTROY_DEPTH_TEXTURE, DX8_SET_RENDER_TARGET,
DX8_TEST_COOPERATIVE_LEVEL, DX8_SET_VERTEX_BUFFER_FORMAT, // isn't actually a dx8 command. . let's playback know what format a buffer is for listing info
DX8_SET_SAMPLER_STATE, DX8_SET_VERTEX_DECLARATION, DX8_CREATE_VERTEX_DECLARATION, DX8_SET_FVF, DX8_SET_CLIP_PLANE,
DX8_SYNC_TOKEN,
DX8_LOCK_VERTEX_TEXTURE, DX8_UNLOCK_VERTEX_TEXTURE,
DX8_SET_SCISSOR_RECT,
DX8_NUM_RECORDING_COMMANDS };
#ifdef RECORDING
void RecordCommand( RecordingCommands_t cmd, int numargs ); void RecordArgument( void const* pMemory, int size ); void FinishRecording( void );
inline void RecordInt( int i ) { RecordArgument( &i, sizeof(int) ); }
inline void RecordFloat( float f ) { RecordArgument( &f, sizeof(float) ); }
# define RECORD_COMMAND( _cmd, _numargs ) RecordCommand( _cmd, _numargs )
# define RECORD_INT( _int ) RecordInt( _int )
# define RECORD_FLOAT( _float ) RecordFloat( _float )
# define RECORD_STRING( _string ) RecordArgument( _string, strlen(_string) + 1 )
# define RECORD_STRUCT( _struct, _size ) RecordArgument( _struct, _size )
# define RECORD_RENDER_STATE( _state, _val ) \
RECORD_COMMAND( DX8_SET_RENDER_STATE, 2 ); \ RECORD_INT( _state ); \ RECORD_INT( _val )
# define RECORD_TEXTURE_STAGE_STATE( _stage, _state, _val ) \
RECORD_COMMAND( DX8_SET_TEXTURE_STAGE_STATE, 3 ); \ RECORD_INT( _stage ); \ RECORD_INT( _state ); \ RECORD_INT( _val )
# define RECORD_SAMPLER_STATE( _stage, _state, _val ) \
RECORD_COMMAND( DX8_SET_SAMPLER_STATE, 3 ); \ RECORD_INT( _stage ); \ RECORD_INT( _state ); \ RECORD_INT( _val )
# ifdef RECORD_DEBUG_STRINGS
# define RECORD_DEBUG_STRING( _str ) \
RECORD_COMMAND( DX8_DEBUG_STRING, 1 ); \ RECORD_STRING( _str ) # else
# define RECORD_DEBUG_STRING( _str ) 0
# endif
#else // not RECORDING
# undef RECORD_TEXTURES
# define RECORD_COMMAND( _cmd, _numargs ) 0
# define RECORD_INT( _int ) 0
# define RECORD_FLOAT( _float ) 0
# define RECORD_STRING( _string ) 0
# define RECORD_STRUCT( _struct, _size ) 0
# define RECORD_RENDER_STATE( _state, _val ) 0
# define RECORD_TEXTURE_STAGE_STATE( _stage, _state, _val ) 0
# define RECORD_SAMPLER_STATE( _stage, _state, _val ) 0
# define RECORD_DEBUG_STRING( _str ) 0
#endif // RECORDING
#endif // RECORDING_H
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