Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: .360 file creation of shaders
//
//=====================================================================================//
#include "MakeGameData.h"
#include "materialsystem/shader_vcs_version.h"
#define SHADER_FILE_THRESHOLD 32*1024
//-----------------------------------------------------------------------------
// Get the preload data for a vcs file
//-----------------------------------------------------------------------------
bool GetPreloadData_VCS( const char *pFilename, CUtlBuffer &fileBufferIn, CUtlBuffer &preloadBufferOut ) { ShaderHeader_t *pHeader = (ShaderHeader_t *)fileBufferIn.Base();
unsigned int version = BigLong( pHeader->m_nVersion );
// ensure caller's buffer is clean
// caller determines preload size, via TellMaxPut()
preloadBufferOut.Purge();
unsigned int nPreloadSize; if ( fileBufferIn.TellMaxPut() <= SHADER_FILE_THRESHOLD ) { // include the whole file
nPreloadSize = fileBufferIn.TellMaxPut(); } else { if ( version < SHADER_VCS_VERSION_NUMBER ) { // not supporting old versions
return false; }
if ( version != SHADER_VCS_VERSION_NUMBER ) { // bad version
Msg( "Can't preload: '%s', expecting version %d got version %d\n", pFilename, SHADER_VCS_VERSION_NUMBER, version ); return false; }
nPreloadSize = sizeof( ShaderHeader_t ) + BigLong( pHeader->m_nNumStaticCombos ) * sizeof( StaticComboRecord_t ); }
preloadBufferOut.Put( fileBufferIn.Base(), nPreloadSize );
return true; }
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