|
|
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//===========================================================================//
#include "shadersystem.h"
#include <stdlib.h>
#include "materialsystem_global.h"
#include "filesystem.h"
#include "tier1/utldict.h"
#include "shaderlib/ShaderDLL.h"
#include "texturemanager.h"
#include "itextureinternal.h"
#include "IHardwareConfigInternal.h"
#include "tier1/utlstack.h"
#include "tier1/utlbuffer.h"
#include "mathlib/vmatrix.h"
#include "imaterialinternal.h"
#include "tier1/strtools.h"
#include "tier0/icommandline.h"
#include "shaderlib/cshader.h"
#include "tier1/convar.h"
#include "tier1/KeyValues.h"
#include "shader_dll_verify.h"
#include "tier0/vprof.h"
// NOTE: This must be the last file included!
#include "tier0/memdbgon.h"
//#define DEBUG_DEPTH 1
//-----------------------------------------------------------------------------
// Lovely convars
//-----------------------------------------------------------------------------
static ConVar mat_showenvmapmask( "mat_showenvmapmask", "0" ); static ConVar mat_debugdepth( "mat_debugdepth", "0" ); extern ConVar mat_supportflashlight;
//-----------------------------------------------------------------------------
// Implementation of the shader system
//-----------------------------------------------------------------------------
class CShaderSystem : public IShaderSystemInternal { public: CShaderSystem();
// Methods of IShaderSystem
virtual ShaderAPITextureHandle_t GetShaderAPITextureBindHandle( ITexture *pTexture, int nFrameVar, int nTextureChannel = 0 );
virtual void BindTexture( Sampler_t sampler1, ITexture *pTexture, int nFrame = 0 ); virtual void BindTexture( Sampler_t sampler1, Sampler_t sampler2, ITexture *pTexture, int nFrame = 0 );
virtual void TakeSnapshot( ); virtual void DrawSnapshot( bool bMakeActualDrawCall = true ); virtual bool IsUsingGraphics() const; virtual bool CanUseEditorMaterials() const;
// Methods of IShaderSystemInternal
virtual void Init(); virtual void Shutdown(); virtual void ModInit(); virtual void ModShutdown();
virtual bool LoadShaderDLL( const char *pFullPath ); virtual bool LoadShaderDLL( const char *pFullPath, const char *pPathID, bool bModShaderDLL ); virtual void UnloadShaderDLL( const char *pFullPath );
virtual IShader* FindShader( char const* pShaderName ); virtual void CreateDebugMaterials(); virtual void CleanUpDebugMaterials(); virtual char const* ShaderStateString( int i ) const; virtual int ShaderStateCount( ) const;
virtual void InitShaderParameters( IShader *pShader, IMaterialVar **params, const char *pMaterialName ); virtual void InitShaderInstance( IShader *pShader, IMaterialVar **params, const char *pMaterialName, const char *pTextureGroupName ); virtual bool InitRenderState( IShader *pShader, int numParams, IMaterialVar **params, ShaderRenderState_t* pRenderState, char const* pMaterialName ); virtual void CleanupRenderState( ShaderRenderState_t* pRenderState ); virtual void DrawElements( IShader *pShader, IMaterialVar **params, ShaderRenderState_t* pShaderState, VertexCompressionType_t vertexCompression, uint32 nVarChangeID );
// Used to iterate over all shaders for editing purposes
virtual int ShaderCount() const; virtual int GetShaders( int nFirstShader, int nMaxCount, IShader **ppShaderList ) const;
// Methods of IShaderInit
virtual void LoadTexture( IMaterialVar *pTextureVar, const char *pTextureGroupName, int nAdditionalCreationFlags = 0 ); virtual void LoadBumpMap( IMaterialVar *pTextureVar, const char *pTextureGroupName ); virtual void LoadCubeMap( IMaterialVar **ppParams, IMaterialVar *pTextureVar, int nAdditionalCreationFlags = 0 );
// Used to prevent re-entrant rendering from warning messages
void BufferSpew( SpewType_t spewType, const Color &c, const char *pMsg );
private: struct ShaderDLLInfo_t { char *m_pFileName; CSysModule *m_hInstance; IShaderDLLInternal *m_pShaderDLL; ShaderDLL_t m_hShaderDLL; // True if this is a mod's shader DLL, in which case it's not allowed to
// override any existing shader names.
bool m_bModShaderDLL; CUtlDict< IShader *, unsigned short > m_ShaderDict; };
private: // hackhack: remove this when VAC2 is online.
void VerifyBaseShaderDLL( CSysModule *pModule );
// Load up the shader DLLs...
void LoadAllShaderDLLs();
// Load the "mshader_" DLLs.
void LoadModShaderDLLs( int dxSupportLevel );
// Unload all the shader DLLs...
void UnloadAllShaderDLLs();
// Sets up the shader dictionary.
void SetupShaderDictionary( int nShaderDLLIndex );
// Cleans up the shader dictionary.
void CleanupShaderDictionary( int nShaderDLLIndex );
// Finds an already loaded shader DLL
int FindShaderDLL( const char *pFullPath );
// Unloads a particular shader DLL
void UnloadShaderDLL( int nShaderDLLIndex );
// Sets up the current ShaderState_t for rendering
void PrepForShaderDraw( IShader *pShader, IMaterialVar** ppParams, ShaderRenderState_t* pRenderState, int modulation ); void DoneWithShaderDraw();
// Initializes state snapshots
void InitStateSnapshots( IShader *pShader, IMaterialVar **params, ShaderRenderState_t* pRenderState );
// Compute snapshots for all combinations of alpha + color modulation
void InitRenderStateFlags( ShaderRenderState_t* pRenderState, int numParams, IMaterialVar **params );
// Computes flags from a particular snapshot
void ComputeRenderStateFlagsFromSnapshot( ShaderRenderState_t* pRenderState );
// Computes vertex format + usage from a particular snapshot
bool ComputeVertexFormatFromSnapshot( IMaterialVar **params, ShaderRenderState_t* pRenderState );
// Used to prevent re-entrant rendering from warning messages
void PrintBufferedSpew( void );
// Gets at the current snapshot
StateSnapshot_t CurrentStateSnapshot();
// Draws using a particular material..
void DrawUsingMaterial( IMaterialInternal *pMaterial, VertexCompressionType_t vertexCompression );
// Copies material vars
void CopyMaterialVarToDebugShader( IMaterialInternal *pDebugMaterial, IShader *pShader, IMaterialVar **ppParams, const char *pSrcVarName, const char *pDstVarName = NULL );
// Debugging draw methods...
void DrawMeasureFillRate( ShaderRenderState_t* pRenderState, int mod, VertexCompressionType_t vertexCompression ); void DrawNormalMap( IShader *pShader, IMaterialVar **ppParams, VertexCompressionType_t vertexCompression ); bool DrawEnvmapMask( IShader *pShader, IMaterialVar **ppParams, ShaderRenderState_t* pRenderState, VertexCompressionType_t vertexCompression );
int GetModulationSnapshotCount( IMaterialVar **params );
private: // List of all DLLs containing shaders
CUtlVector< ShaderDLLInfo_t > m_ShaderDLLs;
// Used to prevent re-entrant rendering from warning messages
SpewOutputFunc_t m_SaveSpewOutput;
CUtlBuffer m_StoredSpew;
// Render state we're drawing with
ShaderRenderState_t* m_pRenderState; unsigned short m_hShaderDLL; unsigned char m_nModulation; unsigned char m_nRenderPass;
// Debugging materials
// If you add to this, add to the list of debug shader names (s_pDebugShaderName) below
enum { MATERIAL_FILL_RATE = 0, MATERIAL_DEBUG_NORMALMAP, MATERIAL_DEBUG_ENVMAPMASK, MATERIAL_DEBUG_DEPTH, MATERIAL_DEBUG_DEPTH_DECAL, MATERIAL_DEBUG_WIREFRAME,
MATERIAL_DEBUG_COUNT, };
IMaterialInternal* m_pDebugMaterials[MATERIAL_DEBUG_COUNT]; static const char *s_pDebugShaderName[MATERIAL_DEBUG_COUNT];
bool m_bForceUsingGraphicsReturnTrue; };
//-----------------------------------------------------------------------------
// Singleton
//-----------------------------------------------------------------------------
static CShaderSystem s_ShaderSystem; IShaderSystemInternal *g_pShaderSystem = &s_ShaderSystem; EXPOSE_SINGLE_INTERFACE_GLOBALVAR( CShaderSystem, IShaderSystem, SHADERSYSTEM_INTERFACE_VERSION, s_ShaderSystem );
//-----------------------------------------------------------------------------
// Debugging shader names
//-----------------------------------------------------------------------------
const char *CShaderSystem::s_pDebugShaderName[MATERIAL_DEBUG_COUNT] = { "FillRate", "DebugNormalMap", "DebugDrawEnvmapMask", "DebugDepth", "DebugDepth", "Wireframe_DX9" };
//-----------------------------------------------------------------------------
// Constructor
//-----------------------------------------------------------------------------
CShaderSystem::CShaderSystem() : m_StoredSpew( 0, 512, 0 ), m_bForceUsingGraphicsReturnTrue( false ) { }
//-----------------------------------------------------------------------------
// Initialization, shutdown
//-----------------------------------------------------------------------------
void CShaderSystem::Init() { m_SaveSpewOutput = NULL; m_bForceUsingGraphicsReturnTrue = false; if ( CommandLine()->FindParm( "-noshaderapi" ) || CommandLine()->FindParm( "-makereslists" ) ) { m_bForceUsingGraphicsReturnTrue = true; }
for ( int i = 0; i < MATERIAL_DEBUG_COUNT; ++i ) { m_pDebugMaterials[i] = NULL; }
LoadAllShaderDLLs(); }
void CShaderSystem::Shutdown() { UnloadAllShaderDLLs(); }
//-----------------------------------------------------------------------------
// Load/unload mod-specific shader DLLs
//-----------------------------------------------------------------------------
void CShaderSystem::ModInit() { // Load up standard shader DLLs...
int dxSupportLevel = HardwareConfig()->GetMaxDXSupportLevel(); Assert( dxSupportLevel >= 60 ); dxSupportLevel /= 10;
LoadModShaderDLLs( dxSupportLevel ); }
void CShaderSystem::ModShutdown() { // Unload only MOD dlls
for ( int i = m_ShaderDLLs.Count(); --i >= 0; ) { if ( m_ShaderDLLs[i].m_bModShaderDLL ) { UnloadShaderDLL(i); delete[] m_ShaderDLLs[i].m_pFileName; m_ShaderDLLs.Remove( i ); } } }
//-----------------------------------------------------------------------------
// Load up the shader DLLs...
//-----------------------------------------------------------------------------
void CShaderSystem::LoadAllShaderDLLs( ) { UnloadAllShaderDLLs();
GetShaderDLLInternal()->Connect( Sys_GetFactoryThis(), true );
// Loads local defined or statically linked shaders
int i = m_ShaderDLLs.AddToHead();
m_ShaderDLLs[i].m_pFileName = new char[1]; m_ShaderDLLs[i].m_pFileName[0] = 0; m_ShaderDLLs[i].m_hInstance = NULL; m_ShaderDLLs[i].m_pShaderDLL = GetShaderDLLInternal(); m_ShaderDLLs[i].m_bModShaderDLL = false;
// Add the shaders to the dictionary of shaders...
SetupShaderDictionary( i );
// 360 has the the debug shaders in its dx9 dll
if ( IsPC() || !IsX360() ) { // Always need the debug shaders
LoadShaderDLL( "stdshader_dbg" DLL_EXT_STRING ); }
// Load up standard shader DLLs...
int dxSupportLevel = HardwareConfig()->GetMaxDXSupportLevel(); Assert( dxSupportLevel >= 60 ); dxSupportLevel /= 10;
// 360 only supports its dx9 dll
int dxStart = IsX360() ? 9 : 6; char buf[32]; for ( i = dxStart; i <= dxSupportLevel; ++i ) { Q_snprintf( buf, sizeof( buf ), "stdshader_dx%d%s", i, DLL_EXT_STRING ); LoadShaderDLL( buf ); }
const char *pShaderName = NULL; #ifdef _DEBUG
pShaderName = CommandLine()->ParmValue( "-shader" ); #endif
if ( !pShaderName ) { pShaderName = HardwareConfig()->GetHWSpecificShaderDLLName(); } if ( pShaderName ) { LoadShaderDLL( pShaderName ); }
#ifdef _DEBUG
// For fast-iteration debugging
if ( CommandLine()->FindParm( "-testshaders" ) ) { LoadShaderDLL( "shader_test" DLL_EXT_STRING ); } #endif
}
const char *COM_GetModDirectory() { static char modDir[MAX_PATH]; if ( Q_strlen( modDir ) == 0 ) { const char *gamedir = CommandLine()->ParmValue("-game", CommandLine()->ParmValue( "-defaultgamedir", "hl2" ) ); Q_strncpy( modDir, gamedir, sizeof(modDir) ); if ( strchr( modDir, '/' ) || strchr( modDir, '\\' ) ) { Q_StripLastDir( modDir, sizeof(modDir) ); int dirlen = Q_strlen( modDir ); Q_strncpy( modDir, gamedir + dirlen, sizeof(modDir) - dirlen ); } }
return modDir; }
void CShaderSystem::LoadModShaderDLLs( int dxSupportLevel ) { if ( IsX360() ) return;
// Don't do this for Valve mods. They don't need them, and attempting to load them is an opportunity for cheaters to get their code into the process
const char *pGameDir = COM_GetModDirectory(); if ( !Q_stricmp( pGameDir, "hl2" ) || !Q_stricmp( pGameDir, "cstrike" ) || !Q_stricmp( pGameDir, "cstrike_beta" ) || !Q_stricmp( pGameDir, "hl2mp" ) || !Q_stricmp( pGameDir, "lostcoast" ) || !Q_stricmp( pGameDir, "episodic" ) || !Q_stricmp( pGameDir, "portal" ) || !Q_stricmp( pGameDir, "ep2" ) || !Q_stricmp( pGameDir, "dod" ) || !Q_stricmp( pGameDir, "tf" ) || !Q_stricmp( pGameDir, "tf_beta" ) || !Q_stricmp( pGameDir, "hl1" ) ) { return; }
const char *pModShaderPathID = "GAMEBIN";
// First load the ones with dx_ prefix.
char buf[256];
int dxStart = 6; for ( int i = dxStart; i <= dxSupportLevel; ++i ) { Q_snprintf( buf, sizeof( buf ), "game_shader_dx%d%s", i, DLL_EXT_STRING ); LoadShaderDLL( buf, pModShaderPathID, true ); }
// Now load the ones with any dx_ prefix.
FileFindHandle_t findHandle; const char *pFilename = g_pFullFileSystem->FindFirstEx( "game_shader_generic*", pModShaderPathID, &findHandle ); while ( pFilename ) { Q_snprintf( buf, sizeof( buf ), "%s%s", pFilename, DLL_EXT_STRING ); LoadShaderDLL( buf, pModShaderPathID, true );
pFilename = g_pFullFileSystem->FindNext( findHandle ); } }
//-----------------------------------------------------------------------------
// Unload all the shader DLLs...
//-----------------------------------------------------------------------------
void CShaderSystem::UnloadAllShaderDLLs() { if ( m_ShaderDLLs.Count() == 0 ) return;
for ( int i = m_ShaderDLLs.Count(); --i >= 0; ) { UnloadShaderDLL(i); delete[] m_ShaderDLLs[i].m_pFileName; }
m_ShaderDLLs.RemoveAll(); }
bool CShaderSystem::LoadShaderDLL( const char *pFullPath ) { return LoadShaderDLL( pFullPath, NULL, false ); }
// HACKHACK: remove me when VAC2 is online.
#if defined( _WIN32 ) && !defined( _X360 )
// Instead of including windows.h
extern "C" { extern void * __stdcall GetProcAddress( void *hModule, const char *pszProcName ); }; #endif
void CShaderSystem::VerifyBaseShaderDLL( CSysModule *pModule ) { #if defined( _WIN32 ) && !defined( _X360 )
const char *pErrorStr = "Corrupt save data settings.";
unsigned char *testData1 = new unsigned char[SHADER_DLL_VERIFY_DATA_LEN1];
ShaderDLLVerifyFn fn = (ShaderDLLVerifyFn)GetProcAddress( (void *)pModule, SHADER_DLL_FNNAME_1 ); if ( !fn ) Error( pErrorStr );
IShaderDLLVerification *pVerify; char *pPtr = (char*)(void*)&pVerify; pPtr -= SHADER_DLL_VERIFY_DATA_PTR_OFFSET; fn( pPtr );
// Test the first CRC.
CRC32_t testCRC; CRC32_Init( &testCRC ); CRC32_ProcessBuffer( &testCRC, testData1, SHADER_DLL_VERIFY_DATA_LEN1 ); CRC32_ProcessBuffer( &testCRC, &pModule, 4 ); CRC32_ProcessBuffer( &testCRC, &pVerify, 4 ); CRC32_Final( &testCRC ); if ( testCRC != pVerify->Function1( testData1 - SHADER_DLL_VERIFY_DATA_PTR_OFFSET ) ) Error( pErrorStr );
// Test the next one.
unsigned char digest[MD5_DIGEST_LENGTH]; MD5Context_t md5Context; MD5Init( &md5Context ); MD5Update( &md5Context, testData1 + SHADER_DLL_VERIFY_DATA_PTR_OFFSET, SHADER_DLL_VERIFY_DATA_LEN1 - SHADER_DLL_VERIFY_DATA_PTR_OFFSET ); MD5Final( digest, &md5Context ); pVerify->Function2( 2, 3, 3 ); // fn2 is supposed to place the result in testData1.
if ( memcmp( digest, testData1, MD5_DIGEST_LENGTH ) != 0 ) Error( pErrorStr );
pVerify->Function5();
delete [] testData1; #endif
}
//-----------------------------------------------------------------------------
// Methods related to reading in shader DLLs
//-----------------------------------------------------------------------------
bool CShaderSystem::LoadShaderDLL( const char *pFullPath, const char *pPathID, bool bModShaderDLL ) { if ( !pFullPath && !pFullPath[0] ) return true;
// Load the new shader
bool bValidatedDllOnly = true; if ( bModShaderDLL ) bValidatedDllOnly = false;
CSysModule *hInstance = g_pFullFileSystem->LoadModule( pFullPath, pPathID, bValidatedDllOnly ); if ( !hInstance ) return false;
// Get at the shader DLL interface
CreateInterfaceFn factory = Sys_GetFactory( hInstance ); if (!factory) { g_pFullFileSystem->UnloadModule( hInstance ); return false; }
IShaderDLLInternal *pShaderDLL = (IShaderDLLInternal*)factory( SHADER_DLL_INTERFACE_VERSION, NULL ); if ( !pShaderDLL ) { g_pFullFileSystem->UnloadModule( hInstance ); return false; }
// Make sure it's a valid base shader DLL if necessary.
//HACKHACK get rid of this when VAC2 comes online.
if ( !bModShaderDLL ) { VerifyBaseShaderDLL( hInstance ); }
// Allow the DLL to try to connect to interfaces it needs
if ( !pShaderDLL->Connect( Sys_GetFactoryThis(), false ) ) { g_pFullFileSystem->UnloadModule( hInstance ); return false; }
// FIXME: We need to do some sort of shader validation here for anticheat.
// Now replace any existing shader
int nShaderDLLIndex = FindShaderDLL( pFullPath ); if ( nShaderDLLIndex >= 0 ) { UnloadShaderDLL( nShaderDLLIndex ); } else { nShaderDLLIndex = m_ShaderDLLs.AddToTail(); int nLen = Q_strlen(pFullPath) + 1; m_ShaderDLLs[nShaderDLLIndex].m_pFileName = new char[ nLen ]; Q_strncpy( m_ShaderDLLs[nShaderDLLIndex].m_pFileName, pFullPath, nLen ); }
// Ok, the shader DLL's good!
m_ShaderDLLs[nShaderDLLIndex].m_hInstance = hInstance; m_ShaderDLLs[nShaderDLLIndex].m_pShaderDLL = pShaderDLL; m_ShaderDLLs[nShaderDLLIndex].m_bModShaderDLL = bModShaderDLL; // Add the shaders to the dictionary of shaders...
SetupShaderDictionary( nShaderDLLIndex ); // FIXME: Fix up existing materials that were using shaders that have
// been reloaded?
return true; }
//-----------------------------------------------------------------------------
// Finds an already loaded shader DLL
//-----------------------------------------------------------------------------
int CShaderSystem::FindShaderDLL( const char *pFullPath ) { for ( int i = m_ShaderDLLs.Count(); --i >= 0; ) { if ( !Q_stricmp( pFullPath, m_ShaderDLLs[i].m_pFileName ) ) return i; }
return -1; }
//-----------------------------------------------------------------------------
// Unloads a particular shader DLL
//-----------------------------------------------------------------------------
void CShaderSystem::UnloadShaderDLL( int nShaderDLLIndex ) { if ( nShaderDLLIndex < 0 ) return;
// FIXME: Do some sort of fixup of materials to determine which
// materials are referencing shaders in this DLL?
CleanupShaderDictionary( nShaderDLLIndex ); IShaderDLLInternal *pShaderDLL = m_ShaderDLLs[nShaderDLLIndex].m_pShaderDLL; pShaderDLL->Disconnect( pShaderDLL == GetShaderDLLInternal() ); if ( m_ShaderDLLs[nShaderDLLIndex].m_hInstance ) { g_pFullFileSystem->UnloadModule( m_ShaderDLLs[nShaderDLLIndex].m_hInstance ); } }
//-----------------------------------------------------------------------------
// Unloads a particular shader DLL
//-----------------------------------------------------------------------------
void CShaderSystem::UnloadShaderDLL( const char *pFullPath ) { int nShaderDLLIndex = FindShaderDLL( pFullPath ); if ( nShaderDLLIndex >= 0 ) { UnloadShaderDLL( nShaderDLLIndex ); delete[] m_ShaderDLLs[nShaderDLLIndex].m_pFileName; m_ShaderDLLs.Remove( nShaderDLLIndex ); } }
//-----------------------------------------------------------------------------
// Make sure these match the bits in imaterial.h
//-----------------------------------------------------------------------------
static const char* s_pShaderStateString[] = { "$debug", "$no_fullbright", "$no_draw", "$use_in_fillrate_mode",
"$vertexcolor", "$vertexalpha", "$selfillum", "$additive", "$alphatest", "$multipass", "$znearer", "$model", "$flat", "$nocull", "$nofog", "$ignorez", "$decal", "$envmapsphere", "$noalphamod", "$envmapcameraspace", "$basealphaenvmapmask", "$translucent", "$normalmapalphaenvmapmask", "$softwareskin", "$opaquetexture", "$envmapmode", "$nodecal", "$halflambert", "$wireframe", "$allowalphatocoverage",
"" // last one must be null
};
//-----------------------------------------------------------------------------
// returns strings associated with the shader state flags...
// If you modify this, make sure and modify MaterialVarFlags_t in imaterial.h
//-----------------------------------------------------------------------------
int CShaderSystem::ShaderStateCount( ) const { return sizeof( s_pShaderStateString ) / sizeof( char* ) - 1; }
//-----------------------------------------------------------------------------
// returns strings associated with the shader state flags...
// If you modify this, make sure and modify MaterialVarFlags_t in imaterial.h
//-----------------------------------------------------------------------------
char const* CShaderSystem::ShaderStateString( int i ) const { return s_pShaderStateString[i]; }
//-----------------------------------------------------------------------------
// Sets up the shader dictionary.
//-----------------------------------------------------------------------------
void CShaderSystem::SetupShaderDictionary( int nShaderDLLIndex ) { // We could have put the shader dictionary into each shader DLL
// I'm not sure if that makes this system any less secure than it already is
int i; ShaderDLLInfo_t &info = m_ShaderDLLs[nShaderDLLIndex]; int nCount = info.m_pShaderDLL->ShaderCount(); for ( i = 0; i < nCount; ++i ) { IShader *pShader = info.m_pShaderDLL->GetShader( i ); const char *pShaderName = pShader->GetName();
#ifdef POSIX
if (CommandLine()->FindParm("-glmspew")) printf("CShaderSystem::SetupShaderDictionary: %s", pShaderName ); #endif
// Make sure it doesn't try to override another shader DLL's names.
if ( info.m_bModShaderDLL ) { for ( int iTestDLL=0; iTestDLL < m_ShaderDLLs.Count(); iTestDLL++ ) { ShaderDLLInfo_t *pTestDLL = &m_ShaderDLLs[iTestDLL]; if ( !pTestDLL->m_bModShaderDLL ) { if ( pTestDLL->m_ShaderDict.Find( pShaderName ) != pTestDLL->m_ShaderDict.InvalidIndex() ) { Error( "Game shader '%s' trying to override a base shader '%s'.", info.m_pFileName, pShaderName ); } } } }
info.m_ShaderDict.Insert( pShaderName, pShader ); } }
//-----------------------------------------------------------------------------
// Cleans up the shader dictionary.
//-----------------------------------------------------------------------------
void CShaderSystem::CleanupShaderDictionary( int nShaderDLLIndex ) { }
//-----------------------------------------------------------------------------
// Finds a shader in the shader dictionary
//-----------------------------------------------------------------------------
IShader* CShaderSystem::FindShader( char const* pShaderName ) { // FIXME: What kind of search order should we use here?
// I'm currently assuming last added, first searched.
for (int i = m_ShaderDLLs.Count(); --i >= 0; ) { ShaderDLLInfo_t &info = m_ShaderDLLs[i]; unsigned short idx = info.m_ShaderDict.Find( pShaderName ); if ( idx != info.m_ShaderDict.InvalidIndex() ) { return info.m_ShaderDict[idx]; } }
return NULL; }
//-----------------------------------------------------------------------------
// Used to iterate over all shaders for editing purposes
//-----------------------------------------------------------------------------
int CShaderSystem::ShaderCount() const { return GetShaders( 0, 65536, NULL ); }
int CShaderSystem::GetShaders( int nFirstShader, int nMaxCount, IShader **ppShaderList ) const { CUtlSymbolTable uniqueNames( 0, 512, true );
int nCount = 0; int nActualCount = 0; for ( int i = m_ShaderDLLs.Count(); --i >= 0; ) { const ShaderDLLInfo_t &info = m_ShaderDLLs[i]; for ( unsigned short j = info.m_ShaderDict.First(); j != info.m_ShaderDict.InvalidIndex(); j = info.m_ShaderDict.Next( j ) ) { // Don't add shaders twice
const char *pShaderName = info.m_ShaderDict.GetElementName( j ); if ( uniqueNames.Find( pShaderName ) != UTL_INVAL_SYMBOL ) continue;
// Indicate we've seen this shader
uniqueNames.AddString( pShaderName );
++nActualCount; if ( nActualCount > nFirstShader ) { if ( ppShaderList ) { ppShaderList[ nCount ] = info.m_ShaderDict[j]; } ++nCount; if ( nCount >= nMaxCount ) return nCount; } } }
return nCount; }
//-----------------------------------------------------------------------------
//
// Methods of IShaderInit lie below
//
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// Gets at the render pass info for this pass...
//-----------------------------------------------------------------------------
inline StateSnapshot_t CShaderSystem::CurrentStateSnapshot() { Assert( m_pRenderState ); Assert( m_nRenderPass < MAX_RENDER_PASSES ); Assert( m_nRenderPass < m_pRenderState->m_pSnapshots[m_nModulation].m_nPassCount ); return m_pRenderState->m_pSnapshots[m_nModulation].m_Snapshot[m_nRenderPass]; }
//-----------------------------------------------------------------------------
// Create debugging materials
//-----------------------------------------------------------------------------
void CShaderSystem::CreateDebugMaterials() { if (m_pDebugMaterials[0]) return;
KeyValues *pVMTKeyValues[MATERIAL_DEBUG_COUNT];
int i; for ( i = 0; i < MATERIAL_DEBUG_COUNT; ++i ) { pVMTKeyValues[i] = new KeyValues( s_pDebugShaderName[i] ); } pVMTKeyValues[MATERIAL_DEBUG_DEPTH_DECAL]->SetInt( "$decal", 1 );
for ( i = 0; i < MATERIAL_DEBUG_COUNT; ++i ) { char shaderName[64]; Q_snprintf( shaderName, sizeof( shaderName ), "___%s_%d.vmt", s_pDebugShaderName[i], i ); m_pDebugMaterials[i] = static_cast<IMaterialInternal*>(MaterialSystem()->CreateMaterial( shaderName, pVMTKeyValues[i] )); if( m_pDebugMaterials[i] ) m_pDebugMaterials[i] = m_pDebugMaterials[i]->GetRealTimeVersion(); } }
//-----------------------------------------------------------------------------
// Cleans up the debugging materials
//-----------------------------------------------------------------------------
void CShaderSystem::CleanUpDebugMaterials() { if (m_pDebugMaterials[0]) { for ( int i = 0; i < MATERIAL_DEBUG_COUNT; ++i ) { m_pDebugMaterials[i]->DecrementReferenceCount(); if ( m_pDebugMaterials[i]->InMaterialPage() ) { MaterialSystem()->RemoveMaterialSubRect( m_pDebugMaterials[i] ); } else { MaterialSystem()->RemoveMaterial( m_pDebugMaterials[i] ); } m_pDebugMaterials[i] = NULL; } } }
//-----------------------------------------------------------------------------
// Deal with buffering of spew while doing shader draw so that we don't get
// recursive spew during precache due to fonts not being loaded, etc.
//-----------------------------------------------------------------------------
CThreadFastMutex g_StgoredSpewMutex; void CShaderSystem::BufferSpew( SpewType_t spewType, const Color &c, const char *pMsg ) { AUTO_LOCK( g_StgoredSpewMutex ); m_StoredSpew.PutInt( spewType ); m_StoredSpew.PutChar( c.r() ); m_StoredSpew.PutChar( c.g() ); m_StoredSpew.PutChar( c.b() ); m_StoredSpew.PutChar( c.a() ); m_StoredSpew.PutString( pMsg ); }
void CShaderSystem::PrintBufferedSpew( void ) { AUTO_LOCK( g_StgoredSpewMutex ); while ( m_StoredSpew.GetBytesRemaining() > 0 ) { SpewType_t spewType = (SpewType_t)m_StoredSpew.GetInt(); unsigned char r, g, b, a; r = m_StoredSpew.GetChar(); g = m_StoredSpew.GetChar(); b = m_StoredSpew.GetChar(); a = m_StoredSpew.GetChar();
Color c( r, g, b, a ); int nLen = m_StoredSpew.PeekStringLength(); if ( nLen ) { char *pBuf = (char*)_alloca( nLen ); m_StoredSpew.GetStringManualCharCount( pBuf, nLen ); ColorSpewMessage( spewType, &c, "%s", pBuf ); } else { break; } }
m_StoredSpew.Clear(); }
static SpewRetval_t MySpewOutputFunc( SpewType_t spewType, char const *pMsg ) { AUTO_LOCK( g_StgoredSpewMutex ); Color c = *GetSpewOutputColor(); s_ShaderSystem.BufferSpew( spewType, c, pMsg );
switch( spewType ) { case SPEW_MESSAGE: case SPEW_WARNING: case SPEW_LOG: return SPEW_CONTINUE;
case SPEW_ASSERT: case SPEW_ERROR: default: return SPEW_DEBUGGER; } }
//-----------------------------------------------------------------------------
// Deals with shader draw
//-----------------------------------------------------------------------------
void CShaderSystem::PrepForShaderDraw( IShader *pShader, IMaterialVar** ppParams, ShaderRenderState_t* pRenderState, int nModulation ) { Assert( !m_pRenderState );
// 360 runs the console remotely, spew cannot cause the matsys to be reentrant
// 360 sidesteps the other negative affect that *all* buffered spew redirects as warning text
if ( IsPC() || !IsX360() ) { Assert( !m_SaveSpewOutput ); m_SaveSpewOutput = GetSpewOutputFunc(); SpewOutputFunc( MySpewOutputFunc ); }
m_pRenderState = pRenderState; m_nModulation = nModulation; m_nRenderPass = 0; }
void CShaderSystem::DoneWithShaderDraw() { if ( IsPC() || !IsX360() ) { SpewOutputFunc( m_SaveSpewOutput ); PrintBufferedSpew(); m_SaveSpewOutput = NULL; }
m_pRenderState = NULL; }
//-----------------------------------------------------------------------------
// Call the SHADER_PARAM_INIT block of the shaders
//-----------------------------------------------------------------------------
void CShaderSystem::InitShaderParameters( IShader *pShader, IMaterialVar **params, const char *pMaterialName ) { // Let the derived class do its thing
PrepForShaderDraw( pShader, params, 0, 0 ); pShader->InitShaderParams( params, pMaterialName ); DoneWithShaderDraw();
// Set up color + alpha defaults
if (!params[COLOR]->IsDefined()) { params[COLOR]->SetVecValue( 1.0f, 1.0f, 1.0f ); }
if (!params[ALPHA]->IsDefined()) { params[ALPHA]->SetFloatValue( 1.0f ); }
// Initialize all shader params based on their type...
int i; for ( i = pShader->GetNumParams(); --i >= 0; ) { // Don't initialize parameters that are already set up
if (params[i]->IsDefined()) continue;
int type = pShader->GetParamType( i ); switch( type ) { case SHADER_PARAM_TYPE_TEXTURE: // Do nothing; we'll be loading in a string later
break; case SHADER_PARAM_TYPE_STRING: // Do nothing; we'll be loading in a string later
break; case SHADER_PARAM_TYPE_MATERIAL: params[i]->SetMaterialValue( NULL ); break; case SHADER_PARAM_TYPE_BOOL: case SHADER_PARAM_TYPE_INTEGER: params[i]->SetIntValue( 0 ); break; case SHADER_PARAM_TYPE_COLOR: params[i]->SetVecValue( 1.0f, 1.0f, 1.0f ); break; case SHADER_PARAM_TYPE_VEC2: params[i]->SetVecValue( 0.0f, 0.0f ); break; case SHADER_PARAM_TYPE_VEC3: params[i]->SetVecValue( 0.0f, 0.0f, 0.0f ); break; case SHADER_PARAM_TYPE_VEC4: params[i]->SetVecValue( 0.0f, 0.0f, 0.0f, 0.0f ); break; case SHADER_PARAM_TYPE_FLOAT: params[i]->SetFloatValue( 0 ); break; case SHADER_PARAM_TYPE_FOURCC: params[i]->SetFourCCValue( 0, 0 ); break; case SHADER_PARAM_TYPE_MATRIX: { VMatrix identity; MatrixSetIdentity( identity ); params[i]->SetMatrixValue( identity ); } break; case SHADER_PARAM_TYPE_MATRIX4X2: { VMatrix identity; MatrixSetIdentity( identity ); params[i]->SetMatrixValue( identity ); } break;
default: Assert(0); } } }
//-----------------------------------------------------------------------------
// Call the SHADER_INIT block of the shaders
//-----------------------------------------------------------------------------
void CShaderSystem::InitShaderInstance( IShader *pShader, IMaterialVar **params, const char *pMaterialName, const char *pTextureGroupName ) { // Let the derived class do its thing
PrepForShaderDraw( pShader, params, 0, 0 ); pShader->InitShaderInstance( params, ShaderSystem(), pMaterialName, pTextureGroupName ); DoneWithShaderDraw(); }
//-----------------------------------------------------------------------------
// Compute snapshots for all combinations of alpha + color modulation
//-----------------------------------------------------------------------------
void CShaderSystem::InitRenderStateFlags( ShaderRenderState_t* pRenderState, int numParams, IMaterialVar **params ) { // Compute vertex format and flags
pRenderState->m_Flags = 0;
// Make sure the shader don't force these flags. . they are automatically computed.
Assert( !( pRenderState->m_Flags & SHADER_OPACITY_TRANSLUCENT ) ); Assert( !( pRenderState->m_Flags & SHADER_OPACITY_ALPHATEST ) ); Assert( !( pRenderState->m_Flags & SHADER_OPACITY_OPAQUE ) );
// If we are in release mode, just go ahead and clear in case the above is screwed up.
pRenderState->m_Flags &= ~SHADER_OPACITY_MASK;
/*
// HACK: Also kind of gross; turn off bump lightmapping for low-end
if (g_config.bUseGraphics && !HardwareConfig()->SupportsVertexAndPixelShaders()) { pRenderState->m_Flags &= ~SHADER_NEEDS_BUMPED_LIGHTMAPS; } */ /*
// HACK: more grossness!!! turn off bump lightmapping if we don't have a bumpmap
// Shaders should specify SHADER_NEEDS_BUMPED_LIGHTMAPS if they might need a bumpmap,
// and this'll take care of getting rid of it if it isn't there.
if( pRenderState->m_Flags & SHADER_NEEDS_BUMPED_LIGHTMAPS ) { pRenderState->m_Flags &= ~SHADER_NEEDS_BUMPED_LIGHTMAPS; for( int i = 0; i < numParams; i++ ) { if( stricmp( params[i]->GetName(), "$bumpmap" ) == 0 ) { if( params[i]->IsDefined() ) { const char *blah = params[i]->GetStringValue(); pRenderState->m_Flags |= SHADER_NEEDS_BUMPED_LIGHTMAPS; break; } } } } */ }
//-----------------------------------------------------------------------------
// Computes flags from a particular snapshot
//-----------------------------------------------------------------------------
void CShaderSystem::ComputeRenderStateFlagsFromSnapshot( ShaderRenderState_t* pRenderState ) { // When computing the flags, use the snapshot that has no alpha or color
// modulation. When asking for translucency, we'll have to check for
// alpha modulation in addition to checking the TRANSLUCENT flag.
// I have to do it this way because I'm really wanting to treat alpha
// modulation as a dynamic state, even though it's being used to compute
// shadow state. I still want to use it to compute shadow state though
// because it's somewhat complicated code that I'd rather precache.
StateSnapshot_t snapshot = pRenderState->m_pSnapshots[0].m_Snapshot[0];
// Automatically compute if the snapshot is transparent or not
if ( g_pShaderAPI->IsTranslucent( snapshot ) ) { pRenderState->m_Flags |= SHADER_OPACITY_TRANSLUCENT; } else { if ( g_pShaderAPI->IsAlphaTested( snapshot ) ) { pRenderState->m_Flags |= SHADER_OPACITY_ALPHATEST; } else { pRenderState->m_Flags |= SHADER_OPACITY_OPAQUE; } }
#ifdef _DEBUG
if( pRenderState->m_Flags & SHADER_OPACITY_TRANSLUCENT ) { Assert( !( pRenderState->m_Flags & SHADER_OPACITY_ALPHATEST ) ); Assert( !( pRenderState->m_Flags & SHADER_OPACITY_OPAQUE ) ); } if( pRenderState->m_Flags & SHADER_OPACITY_ALPHATEST ) { Assert( !( pRenderState->m_Flags & SHADER_OPACITY_TRANSLUCENT ) ); Assert( !( pRenderState->m_Flags & SHADER_OPACITY_OPAQUE ) ); } if( pRenderState->m_Flags & SHADER_OPACITY_OPAQUE ) { Assert( !( pRenderState->m_Flags & SHADER_OPACITY_ALPHATEST ) ); Assert( !( pRenderState->m_Flags & SHADER_OPACITY_TRANSLUCENT ) ); } #endif
}
//-----------------------------------------------------------------------------
// Initializes state snapshots
//-----------------------------------------------------------------------------
#ifdef _DEBUG
#pragma warning (disable:4189)
#endif
int CShaderSystem::GetModulationSnapshotCount( IMaterialVar **params ) { int nSnapshotCount = SnapshotTypeCount(); if ( !MaterialSystem()->CanUseEditorMaterials() ) { if( !IsFlag2Set( params, MATERIAL_VAR2_NEEDS_BAKED_LIGHTING_SNAPSHOTS ) ) { nSnapshotCount /= 2; } }
return nSnapshotCount; }
void CShaderSystem::InitStateSnapshots( IShader *pShader, IMaterialVar **params, ShaderRenderState_t* pRenderState ) { #ifdef _DEBUG
if ( IsFlagSet( params, MATERIAL_VAR_DEBUG ) ) { // Putcher breakpoint here to catch the rendering of a material
// marked for debugging ($debug = 1 in a .vmt file) shadow state version
int x = 0; } #endif
// Store off the current alpha + color modulations
float alpha; float color[3]; params[COLOR]->GetVecValue( color, 3 ); alpha = params[ALPHA]->GetFloatValue( ); bool bBakedLighting = IsFlag2Set( params, MATERIAL_VAR2_USE_FIXED_FUNCTION_BAKED_LIGHTING ); bool bFlashlight = IsFlag2Set( params, MATERIAL_VAR2_USE_FLASHLIGHT ); bool bEditor = IsFlag2Set( params, MATERIAL_VAR2_USE_EDITOR ); // bool bSupportsFlashlight = IsFlag2Set( params, MATERIAL_VAR2_SUPPORTS_FLASHLIGHT );
float white[3] = { 1, 1, 1 }; float grey[3] = { .5, .5, .5 };
int nSnapshotCount = GetModulationSnapshotCount( params );
// If the current mod does not use the flashlight, skip all flashlight snapshots (saves a ton of memory)
bool bModUsesFlashlight = ( mat_supportflashlight.GetInt() != 0 );
for (int i = 0; i < nSnapshotCount; ++i) { if ( ( i & SHADER_USING_FLASHLIGHT ) && !bModUsesFlashlight ) { pRenderState->m_pSnapshots[i].m_nPassCount = 0; continue; }
// Set modulation to force particular code paths
if (i & SHADER_USING_COLOR_MODULATION) { params[COLOR]->SetVecValue( grey, 3 ); } else { params[COLOR]->SetVecValue( white, 3 ); }
if (i & SHADER_USING_ALPHA_MODULATION) { params[ALPHA]->SetFloatValue( grey[0] ); } else { params[ALPHA]->SetFloatValue( white[0] ); }
if ( i & SHADER_USING_FLASHLIGHT ) { // if ( !bSupportsFlashlight )
// {
// pRenderState->m_pSnapshots[i].m_nPassCount = 0;
// continue;
// }
SET_FLAGS2( MATERIAL_VAR2_USE_FLASHLIGHT ); } else { CLEAR_FLAGS2( MATERIAL_VAR2_USE_FLASHLIGHT ); }
if ( i & SHADER_USING_EDITOR ) { SET_FLAGS2( MATERIAL_VAR2_USE_EDITOR ); } else { CLEAR_FLAGS2( MATERIAL_VAR2_USE_EDITOR ); }
if ( i & SHADER_USING_FIXED_FUNCTION_BAKED_LIGHTING ) { SET_FLAGS2( MATERIAL_VAR2_USE_FIXED_FUNCTION_BAKED_LIGHTING ); } else { CLEAR_FLAGS2( MATERIAL_VAR2_USE_FIXED_FUNCTION_BAKED_LIGHTING ); }
PrepForShaderDraw( pShader, params, pRenderState, i );
// Now snapshot how we're going to draw
pRenderState->m_pSnapshots[i].m_nPassCount = 0; pShader->DrawElements( params, i, g_pShaderShadow, 0, VERTEX_COMPRESSION_NONE, &(pRenderState->m_pSnapshots[i].m_pContextData[0] ) ); DoneWithShaderDraw(); }
// Restore alpha + color modulation
params[COLOR]->SetVecValue( color, 3 ); params[ALPHA]->SetFloatValue( alpha ); if( bBakedLighting ) { SET_FLAGS2( MATERIAL_VAR2_USE_FIXED_FUNCTION_BAKED_LIGHTING ); } else { CLEAR_FLAGS2( MATERIAL_VAR2_USE_FIXED_FUNCTION_BAKED_LIGHTING ); }
if( bEditor ) { SET_FLAGS2( MATERIAL_VAR2_USE_EDITOR ); } else { CLEAR_FLAGS2( MATERIAL_VAR2_USE_EDITOR ); }
if( bFlashlight ) { SET_FLAGS2( MATERIAL_VAR2_USE_FLASHLIGHT ); } else { CLEAR_FLAGS2( MATERIAL_VAR2_USE_FLASHLIGHT ); } }
#ifdef _DEBUG
#pragma warning (default:4189)
#endif
//-----------------------------------------------------------------------------
// Helper to count texture coordinates
//-----------------------------------------------------------------------------
static int NumTextureCoordinates( VertexFormat_t vertexFormat ) { // FIXME: this is a duplicate of the function in meshdx8.cpp
int nTexCoordCount = 0; for ( int i = 0; i < VERTEX_MAX_TEXTURE_COORDINATES; ++i ) { if ( TexCoordSize( i, vertexFormat ) == 0 ) continue; ++nTexCoordCount; } return nTexCoordCount; }
//-----------------------------------------------------------------------------
// Displays the vertex format
//-----------------------------------------------------------------------------
static void OutputVertexFormat( VertexFormat_t format ) { // FIXME: this is a duplicate of the function in meshdx8.cpp
VertexCompressionType_t compressionType = CompressionType( format );
if( format & VERTEX_POSITION ) { Warning( "VERTEX_POSITION|" ); } if( format & VERTEX_NORMAL ) { if ( compressionType == VERTEX_COMPRESSION_ON ) Warning( "VERTEX_NORMAL[COMPRESSED]|" ); else Warning( "VERTEX_NORMAL|" ); } if( format & VERTEX_COLOR ) { Warning( "VERTEX_COLOR|" ); } if( format & VERTEX_SPECULAR ) { Warning( "VERTEX_SPECULAR|" ); } if( format & VERTEX_TANGENT_S ) { Warning( "VERTEX_TANGENT_S|" ); } if( format & VERTEX_TANGENT_T ) { Warning( "VERTEX_TANGENT_T|" ); } if( format & VERTEX_BONE_INDEX ) { Warning( "VERTEX_BONE_INDEX|" ); } if( format & VERTEX_FORMAT_VERTEX_SHADER ) { Warning( "VERTEX_FORMAT_VERTEX_SHADER|" ); } Warning( "\nBone weights: %d\n", NumBoneWeights( format ) ); Warning( "user data size: %d (%s)\n", UserDataSize( format ), ( CompressionType( format ) == VERTEX_COMPRESSION_ON ? "compressed" : "uncompressed" ) ); Warning( "num tex coords: %d\n", NumTextureCoordinates( format ) ); // NOTE: This doesn't print texcoord sizes.
}
#ifdef _DEBUG
static bool IsVertexFormatSubsetOfVertexformat( VertexFormat_t subset, VertexFormat_t superset ) { subset &= ~VERTEX_FORMAT_USE_EXACT_FORMAT; superset &= ~VERTEX_FORMAT_USE_EXACT_FORMAT;
// Test the flags
if( VertexFlags( subset ) & VertexFlags( ~superset ) ) return false;
// Test bone weights
if( NumBoneWeights( subset ) > NumBoneWeights( superset ) ) return false; // Test user data size
if( UserDataSize( subset ) > UserDataSize( superset ) ) return false;
// Test the texcoord dimensions
for( int i = 0; i < VERTEX_MAX_TEXTURE_COORDINATES; i++ ) { if( TexCoordSize( i, subset ) > TexCoordSize( i, superset ) ) return false; }
return true; } #endif
//-----------------------------------------------------------------------------
// Adds state snapshots to the render list
//-----------------------------------------------------------------------------
static void AddSnapshotsToList( RenderPassList_t *pPassList, int &nSnapshotID, StateSnapshot_t *pSnapshots ) { int nNumPassSnapshots = pPassList->m_nPassCount; for( int i = 0; i < nNumPassSnapshots; ++i ) { pSnapshots[nSnapshotID] = pPassList->m_Snapshot[i]; nSnapshotID++; } }
//-----------------------------------------------------------------------------
// Computes vertex format + usage from a particular snapshot
//-----------------------------------------------------------------------------
bool CShaderSystem::ComputeVertexFormatFromSnapshot( IMaterialVar **params, ShaderRenderState_t* pRenderState ) { // When computing the usage, use the snapshot that has no alpha or color
// modulation. We need the usage + format to be the same for all
// combinations of alpha + color modulation, though, or we are asking for
// trouble.
int nModulationSnapshotCount = GetModulationSnapshotCount( params ); int numSnapshots = pRenderState->m_pSnapshots[0].m_nPassCount; if (nModulationSnapshotCount >= SHADER_USING_FLASHLIGHT) { numSnapshots += pRenderState->m_pSnapshots[SHADER_USING_FLASHLIGHT].m_nPassCount; } if ( MaterialSystem()->CanUseEditorMaterials() ) { numSnapshots += pRenderState->m_pSnapshots[SHADER_USING_EDITOR].m_nPassCount; }
StateSnapshot_t* pSnapshots = (StateSnapshot_t*)stackalloc( numSnapshots * sizeof(StateSnapshot_t) );
int snapshotID = 0; AddSnapshotsToList( &pRenderState->m_pSnapshots[0], snapshotID, pSnapshots ); if (nModulationSnapshotCount >= SHADER_USING_FLASHLIGHT) { AddSnapshotsToList( &pRenderState->m_pSnapshots[SHADER_USING_FLASHLIGHT], snapshotID, pSnapshots ); } if ( MaterialSystem()->CanUseEditorMaterials() ) { AddSnapshotsToList( &pRenderState->m_pSnapshots[SHADER_USING_EDITOR], snapshotID, pSnapshots ); }
Assert( snapshotID == numSnapshots );
pRenderState->m_VertexUsage = g_pShaderAPI->ComputeVertexUsage( numSnapshots, pSnapshots ); pRenderState->m_MorphFormat = g_pShaderAPI->ComputeMorphFormat( numSnapshots, pSnapshots );
#ifdef _DEBUG
// Make sure all modulation combinations match vertex usage
for ( int mod = 1; mod < nModulationSnapshotCount; ++mod ) { int numSnapshotsTest = pRenderState->m_pSnapshots[mod].m_nPassCount; StateSnapshot_t* pSnapshotsTest = (StateSnapshot_t*)_alloca( numSnapshotsTest * sizeof(StateSnapshot_t) );
for (int i = 0; i < numSnapshotsTest; ++i) { pSnapshotsTest[i] = pRenderState->m_pSnapshots[mod].m_Snapshot[i]; }
VertexFormat_t usageTest = g_pShaderAPI->ComputeVertexUsage( numSnapshotsTest, pSnapshotsTest ); Assert( IsVertexFormatSubsetOfVertexformat( usageTest, pRenderState->m_VertexUsage ) ); } #endif
if ( IsPC() ) { pRenderState->m_VertexFormat = g_pShaderAPI->ComputeVertexFormat( numSnapshots, pSnapshots ); } else { pRenderState->m_VertexFormat = pRenderState->m_VertexUsage; }
return true; }
//-----------------------------------------------------------------------------
// go through each param and make sure it is the right type, load textures,
// compute state snapshots and vertex types, etc.
//-----------------------------------------------------------------------------
bool CShaderSystem::InitRenderState( IShader *pShader, int numParams, IMaterialVar **params, ShaderRenderState_t* pRenderState, char const* pMaterialName ) { Assert( !m_pRenderState );
// Initialize render state flags
InitRenderStateFlags( pRenderState, numParams, params );
// Compute state snapshots for each combination of alpha + color
InitStateSnapshots( pShader, params, pRenderState );
// Compute other infomation for the render state based on snapshots
if (pRenderState->m_pSnapshots[0].m_nPassCount == 0) { Warning( "Material \"%s\":\n No render states in shader \"%s\"\n", pMaterialName, pShader->GetName() ); return false; }
// Set a couple additional flags based on the render state
ComputeRenderStateFlagsFromSnapshot( pRenderState );
// Compute the vertex format + usage from the snapshot
if ( !ComputeVertexFormatFromSnapshot( params, pRenderState ) ) { // warn.. return a null render state...
Warning("Material \"%s\":\n Shader \"%s\" can't be used with models!\n", pMaterialName, pShader->GetName() ); CleanupRenderState( pRenderState ); return false; } return true; }
// When you're done with the shader, be sure to call this to clean up
void CShaderSystem::CleanupRenderState( ShaderRenderState_t* pRenderState ) { if (pRenderState) { int nSnapshotCount = SnapshotTypeCount(); // kill context data
// Indicate no passes for any of the snapshot lists
RenderPassList_t *pTemp = pRenderState->m_pSnapshots; for(int i = 0; i < nSnapshotCount; i++ ) { for(int j = 0 ; j < pRenderState->m_pSnapshots[i].m_nPassCount; j++ ) if ( pTemp[i].m_pContextData[j] ) { delete pTemp[i].m_pContextData[j]; pTemp[i].m_pContextData[j] = NULL; } pRenderState->m_pSnapshots[i].m_nPassCount = 0; } } }
//-----------------------------------------------------------------------------
// Does the rendering!
//-----------------------------------------------------------------------------
void CShaderSystem::DrawElements( IShader *pShader, IMaterialVar **params, ShaderRenderState_t* pRenderState, VertexCompressionType_t vertexCompression, uint32 nMaterialVarChangeTimeStamp ) { VPROF("CShaderSystem::DrawElements");
g_pShaderAPI->InvalidateDelayedShaderConstants(); // Compute modulation...
int mod = pShader->ComputeModulationFlags( params, g_pShaderAPI );
// No snapshots? do nothing.
if ( pRenderState->m_pSnapshots[mod].m_nPassCount == 0 ) return;
// If we're rendering a model, gotta have skinning matrices
int materialVarFlags = params[FLAGS]->GetIntValue(); if ( (( materialVarFlags & MATERIAL_VAR_MODEL ) != 0) || ( IsFlag2Set( params, MATERIAL_VAR2_SUPPORTS_HW_SKINNING ) && ( g_pShaderAPI->GetCurrentNumBones() > 0 )) ) { g_pShaderAPI->SetSkinningMatrices( ); }
// FIXME: need one conditional that we calculate once a frame for debug or not with everything debug under that.
#ifndef DX_TO_GL_ABSTRACTION
if ( ( ( g_config.bMeasureFillRate || g_config.bVisualizeFillRate ) && ( ( materialVarFlags & MATERIAL_VAR_USE_IN_FILLRATE_MODE ) == 0 ) ) ) { DrawMeasureFillRate( pRenderState, mod, vertexCompression ); } else #endif
if( ( g_config.bShowNormalMap || g_config.nShowMipLevels == 2 ) && ( IsFlag2Set( params, MATERIAL_VAR2_LIGHTING_BUMPED_LIGHTMAP ) || IsFlag2Set( params, MATERIAL_VAR2_DIFFUSE_BUMPMAPPED_MODEL ) ) ) { DrawNormalMap( pShader, params, vertexCompression ); } #if defined(DEBUG_DEPTH)
else if ( mat_debugdepth.GetInt() && ((materialVarFlags & MATERIAL_VAR_NO_DEBUG_OVERRIDE) == 0) ) { int nIndex = 0; if ( IsFlagSet( params, MATERIAL_VAR_DECAL ) ) { nIndex |= 0x1; } IMaterialInternal *pDebugMaterial = m_pDebugMaterials[ MATERIAL_DEBUG_DEPTH + nIndex ]; if ( !g_pShaderAPI->IsDepthWriteEnabled( pRenderState->m_Snapshots[mod].m_Snapshot[0] ) ) { pDebugMaterial = m_pDebugMaterials[MATERIAL_DEBUG_WIREFRAME]; }
DrawUsingMaterial( pDebugMaterial, vertexCompression ); } #endif
else { g_pShaderAPI->SetDefaultState();
// If we're rendering flat, turn on flat mode...
if (materialVarFlags & MATERIAL_VAR_FLAT) { g_pShaderAPI->ShadeMode( SHADER_FLAT ); }
PrepForShaderDraw( pShader, params, pRenderState, mod ); g_pShaderAPI->BeginPass( CurrentStateSnapshot() ); CBasePerMaterialContextData ** pContextDataPtr = &( m_pRenderState->m_pSnapshots[m_nModulation].m_pContextData[m_nRenderPass] );
if ( *pContextDataPtr && ( (*pContextDataPtr)->m_nVarChangeID != nMaterialVarChangeTimeStamp ) ) { (*pContextDataPtr)->m_bMaterialVarsChanged = true; (*pContextDataPtr)->m_nVarChangeID = nMaterialVarChangeTimeStamp; }
pShader->DrawElements( params, mod, 0, g_pShaderAPI, vertexCompression, &( m_pRenderState->m_pSnapshots[m_nModulation].m_pContextData[m_nRenderPass] ) ); DoneWithShaderDraw(); }
MaterialSystem()->ForceDepthFuncEquals( false ); }
//-----------------------------------------------------------------------------
// Are we using graphics?
//-----------------------------------------------------------------------------
bool CShaderSystem::IsUsingGraphics() const { // YWB Hack if running with -noshaderapi/-makereslists this forces materials to "precache" which means they will resolve their .vtf files for
// things like normal/height/dudv maps...
if ( m_bForceUsingGraphicsReturnTrue ) return true;
return g_pShaderDevice->IsUsingGraphics(); }
//-----------------------------------------------------------------------------
// Are we using the editor materials?
//-----------------------------------------------------------------------------
bool CShaderSystem::CanUseEditorMaterials() const { return MaterialSystem()->CanUseEditorMaterials(); }
//-----------------------------------------------------------------------------
// Takes a snapshot
//-----------------------------------------------------------------------------
void CShaderSystem::TakeSnapshot( ) { Assert( m_pRenderState ); Assert( m_nModulation < SnapshotTypeCount() );
if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) { //enable linear->gamma srgb conversion lookup texture
g_pShaderShadow->EnableTexture( SHADER_SAMPLER15, true ); g_pShaderShadow->EnableSRGBRead( SHADER_SAMPLER15, true ); } RenderPassList_t& snapshotList = m_pRenderState->m_pSnapshots[m_nModulation];
// Take a snapshot...
snapshotList.m_Snapshot[snapshotList.m_nPassCount] = g_pShaderAPI->TakeSnapshot(); ++snapshotList.m_nPassCount; }
//-----------------------------------------------------------------------------
// Draws a snapshot
//-----------------------------------------------------------------------------
void CShaderSystem::DrawSnapshot( bool bMakeActualDrawCall ) { Assert( m_pRenderState ); RenderPassList_t& snapshotList = m_pRenderState->m_pSnapshots[m_nModulation];
int nPassCount = snapshotList.m_nPassCount; Assert( m_nRenderPass < nPassCount );
if ( bMakeActualDrawCall ) { g_pShaderAPI->RenderPass( m_nRenderPass, nPassCount ); }
g_pShaderAPI->InvalidateDelayedShaderConstants(); if (++m_nRenderPass < nPassCount) { g_pShaderAPI->BeginPass( CurrentStateSnapshot() ); } }
//-----------------------------------------------------------------------------
//
// Debugging material methods below
//
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// Draws a using a particular material..
//-----------------------------------------------------------------------------
void CShaderSystem::DrawUsingMaterial( IMaterialInternal *pMaterial, VertexCompressionType_t vertexCompression ) { ShaderRenderState_t *pRenderState = pMaterial->GetRenderState(); g_pShaderAPI->SetDefaultState( );
IShader *pShader = pMaterial->GetShader(); int nMod = pShader->ComputeModulationFlags( pMaterial->GetShaderParams(), g_pShaderAPI ); PrepForShaderDraw( pShader, pMaterial->GetShaderParams(), pRenderState, nMod ); g_pShaderAPI->BeginPass( pRenderState->m_pSnapshots[nMod].m_Snapshot[0] ); pShader->DrawElements( pMaterial->GetShaderParams(), nMod, 0, g_pShaderAPI, vertexCompression, &( pRenderState->m_pSnapshots[nMod].m_pContextData[0] ) ); DoneWithShaderDraw( ); }
//-----------------------------------------------------------------------------
// Copies material vars
//-----------------------------------------------------------------------------
void CShaderSystem::CopyMaterialVarToDebugShader( IMaterialInternal *pDebugMaterial, IShader *pShader, IMaterialVar **ppParams, const char *pSrcVarName, const char *pDstVarName ) { bool bFound; IMaterialVar *pMaterialVar = pDebugMaterial->FindVar( pDstVarName ? pDstVarName : pSrcVarName, &bFound ); Assert( bFound );
for( int i = pShader->GetNumParams(); --i >= 0; ) { if( !Q_stricmp( ppParams[i]->GetName( ), pSrcVarName ) ) { pMaterialVar->CopyFrom( ppParams[i] ); return; } }
pMaterialVar->SetUndefined(); }
//-----------------------------------------------------------------------------
// Draws the puppy in fill rate mode...
//-----------------------------------------------------------------------------
void CShaderSystem::DrawMeasureFillRate( ShaderRenderState_t* pRenderState, int mod, VertexCompressionType_t vertexCompression ) { int nPassCount = pRenderState->m_pSnapshots[mod].m_nPassCount;
// We require the use of a vertex shader rather than fixed function transforms
Assert( (VertexFlags(pRenderState->m_VertexFormat) & VERTEX_FORMAT_VERTEX_SHADER) != 0 );
IMaterialInternal *pMaterial = m_pDebugMaterials[ MATERIAL_FILL_RATE ];
bool bFound; IMaterialVar *pMaterialVar = pMaterial->FindVar( "$passcount", &bFound ); pMaterialVar->SetIntValue( nPassCount ); DrawUsingMaterial( pMaterial, vertexCompression ); }
//-----------------------------------------------------------------------------
// Draws normalmaps
//-----------------------------------------------------------------------------
void CShaderSystem::DrawNormalMap( IShader *pShader, IMaterialVar **ppParams, VertexCompressionType_t vertexCompression ) { IMaterialInternal *pDebugMaterial = m_pDebugMaterials[MATERIAL_DEBUG_NORMALMAP]; if( !g_config.m_bFastNoBump ) { CopyMaterialVarToDebugShader( pDebugMaterial, pShader, ppParams, "$bumpmap" ); CopyMaterialVarToDebugShader( pDebugMaterial, pShader, ppParams, "$bumpframe" ); CopyMaterialVarToDebugShader( pDebugMaterial, pShader, ppParams, "$bumptransform" ); } else { bool bFound; IMaterialVar *pMaterialVar = pDebugMaterial->FindVar( "$bumpmap", &bFound ); Assert( bFound );
pMaterialVar->SetUndefined(); }
DrawUsingMaterial( pDebugMaterial, vertexCompression ); }
//-----------------------------------------------------------------------------
// Draws envmapmask
//-----------------------------------------------------------------------------
bool CShaderSystem::DrawEnvmapMask( IShader *pShader, IMaterialVar **ppParams, ShaderRenderState_t* pRenderState, VertexCompressionType_t vertexCompression ) { // FIXME! Make this work with fixed function.
int vertexFormat = pRenderState->m_VertexFormat; bool bUsesVertexShader = (VertexFlags(vertexFormat) & VERTEX_FORMAT_VERTEX_SHADER) != 0; if( !bUsesVertexShader ) { Assert( 0 ); return false; } IMaterialInternal *pDebugMaterial = m_pDebugMaterials[ MATERIAL_DEBUG_ENVMAPMASK ];
bool bFound; IMaterialVar *pMaterialVar = pDebugMaterial->FindVar( "$showalpha", &bFound ); Assert( bFound );
if( IsFlagSet( ppParams, MATERIAL_VAR_NORMALMAPALPHAENVMAPMASK ) ) { // $bumpmap
CopyMaterialVarToDebugShader( pDebugMaterial, pShader, ppParams, "$bumpmap", "$basetexture" ); CopyMaterialVarToDebugShader( pDebugMaterial, pShader, ppParams, "$bumpframe", "$frame" ); CopyMaterialVarToDebugShader( pDebugMaterial, pShader, ppParams, "$bumptransform", "$basetexturetransform" ); pMaterialVar->SetIntValue( 1 ); } else if( IsFlagSet( ppParams, MATERIAL_VAR_BASEALPHAENVMAPMASK ) ) { // $basealphaenvmapmask
CopyMaterialVarToDebugShader( pDebugMaterial, pShader, ppParams, "$basetexture" ); CopyMaterialVarToDebugShader( pDebugMaterial, pShader, ppParams, "$frame" ); CopyMaterialVarToDebugShader( pDebugMaterial, pShader, ppParams, "$basetexturetransform" ); pMaterialVar->SetIntValue( 1 ); } else { // $envmapmask
CopyMaterialVarToDebugShader( pDebugMaterial, pShader, ppParams, "$envmapmask", "$basetexture" ); CopyMaterialVarToDebugShader( pDebugMaterial, pShader, ppParams, "$envmapmaskframe", "$frame" ); CopyMaterialVarToDebugShader( pDebugMaterial, pShader, ppParams, "$envmapmasktransform", "$basetexturetransform" ); pMaterialVar->SetIntValue( 0 ); }
if( pDebugMaterial->FindVar( "$basetexture", NULL )->IsTexture() ) { DrawUsingMaterial( pDebugMaterial, vertexCompression ); return true; } else { return false; } }
//-----------------------------------------------------------------------------
//
// Methods of IShaderSystem lie below
//
//-----------------------------------------------------------------------------
ShaderAPITextureHandle_t CShaderSystem::GetShaderAPITextureBindHandle( ITexture *pTexture, int nFrame, int nTextureChannel ) { Assert( !IsTextureInternalEnvCubemap( static_cast<ITextureInternal*>(pTexture) ) );
// Bind away baby
if( pTexture ) { // This is ugly. Basically, this is yet another way that textures can be bound. They don't get bound here,
// but the return is only used to bind them for semistatic command buffer building, which doesn't go through
// CTexture::Bind for whatever reason. So let's request the mipmaps here. If you run into this, in a situation
// where we shouldn't be doing the request, we could relocate this code to the appropriate callsites instead.
ITextureInternal* pTex = assert_cast< ITextureInternal* >( pTexture ); TextureManager()->RequestAllMipmaps( pTex );
return pTex->GetTextureHandle( nFrame, nTextureChannel ); } else return INVALID_SHADERAPI_TEXTURE_HANDLE; }
//-----------------------------------------------------------------------------
// Binds a texture
//-----------------------------------------------------------------------------
void CShaderSystem::BindTexture( Sampler_t sampler1, ITexture *pTexture, int nFrame /* = 0 */ ) { // The call to IMaterialVar::GetTextureValue should have converted this to a real thing
Assert( !IsTextureInternalEnvCubemap( static_cast<ITextureInternal*>(pTexture) ) );
// Bind away baby
if( pTexture ) { static_cast<ITextureInternal*>(pTexture)->Bind( sampler1, nFrame ); } }
void CShaderSystem::BindTexture( Sampler_t sampler1, Sampler_t sampler2, ITexture *pTexture, int nFrame /* = 0 */ ) { // The call to IMaterialVar::GetTextureValue should have converted this to a real thing
Assert( !IsTextureInternalEnvCubemap( static_cast<ITextureInternal*>(pTexture) ) );
// Bind away baby
if( pTexture ) { if ( sampler2 == Sampler_t(-1) ) { static_cast<ITextureInternal*>(pTexture)->Bind( sampler1, nFrame ); } else { static_cast<ITextureInternal*>(pTexture)->Bind( sampler1, nFrame, sampler2 ); } } }
//-----------------------------------------------------------------------------
//
// Methods of IShaderInit lie below
//
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// Loads a texture
//-----------------------------------------------------------------------------
void CShaderSystem::LoadTexture( IMaterialVar *pTextureVar, const char *pTextureGroupName, int nAdditionalCreationFlags /* = 0 */ ) { if (pTextureVar->GetType() != MATERIAL_VAR_TYPE_STRING) { // This here will cause 'UNDEFINED' material vars
if (pTextureVar->GetType() != MATERIAL_VAR_TYPE_TEXTURE) { pTextureVar->SetTextureValue( TextureManager()->ErrorTexture() ); } return; }
// In this case, we have to convert the string into a texture value
const char *pName = pTextureVar->GetStringValue(); // Fix cases where people stupidly put a slash at the front of the vtf filename in a vmt. Causes trouble elsewhere.
if ( pName[0] == CORRECT_PATH_SEPARATOR || pName[1] == CORRECT_PATH_SEPARATOR ) ++pName;
ITextureInternal *pTexture;
// Force local cubemaps when using the editor
if ( MaterialSystem()->CanUseEditorMaterials() && ( stricmp( pName, "env_cubemap" ) == 0 ) ) { pTexture = (ITextureInternal*)-1; } else { pTexture = static_cast< ITextureInternal * >( MaterialSystem()->FindTexture( pName, pTextureGroupName, false, nAdditionalCreationFlags ) ); }
if( !pTexture ) { if( !g_pShaderDevice->IsUsingGraphics() && ( stricmp( pName, "env_cubemap" ) != 0 ) ) { Warning( "Shader_t::LoadTexture: texture \"%s.vtf\" doesn't exist\n", pName ); } pTexture = TextureManager()->ErrorTexture(); }
pTextureVar->SetTextureValue( pTexture ); }
//-----------------------------------------------------------------------------
// Loads a bumpmap
//-----------------------------------------------------------------------------
void CShaderSystem::LoadBumpMap( IMaterialVar *pTextureVar, const char *pTextureGroupName ) { Assert( pTextureVar );
if (pTextureVar->GetType() != MATERIAL_VAR_TYPE_STRING) { // This here will cause 'UNDEFINED' material vars
if (pTextureVar->GetType() != MATERIAL_VAR_TYPE_TEXTURE) { pTextureVar->SetTextureValue( TextureManager()->ErrorTexture() ); } return; }
// Convert a string to the actual texture
ITexture *pTexture; pTexture = MaterialSystem()->FindTexture( pTextureVar->GetStringValue(), pTextureGroupName, false, 0 );
// FIXME: Make a bumpmap error texture
if (!pTexture) { pTexture = TextureManager()->ErrorTexture(); }
pTextureVar->SetTextureValue( pTexture ); }
//-----------------------------------------------------------------------------
// Loads a cubemap
//-----------------------------------------------------------------------------
void CShaderSystem::LoadCubeMap( IMaterialVar **ppParams, IMaterialVar *pTextureVar, int nAdditionalCreationFlags /* = 0 */ ) { if ( !HardwareConfig()->SupportsCubeMaps() ) return; if ( pTextureVar->GetType() != MATERIAL_VAR_TYPE_STRING ) { // This here will cause 'UNDEFINED' material vars
if (pTextureVar->GetType() != MATERIAL_VAR_TYPE_TEXTURE) { pTextureVar->SetTextureValue( TextureManager()->ErrorTexture() ); } return; }
if ( stricmp( pTextureVar->GetStringValue(), "env_cubemap" ) == 0 ) { // garymcthack
// don't have to load anything here. . just set the texture value to something
// special that says to use the cubemap entity.
pTextureVar->SetTextureValue( ( ITexture * )-1 ); SetFlags2( ppParams, MATERIAL_VAR2_USES_ENV_CUBEMAP ); } else { ITexture *pTexture; char textureName[MAX_PATH]; Q_strncpy( textureName, pTextureVar->GetStringValue(), MAX_PATH ); if ( HardwareConfig()->GetHDRType() != HDR_TYPE_NONE ) { // Overload the texture name to ".hdr.vtf" (instead of .vtf) if we are running with
// HDR enabled.
Q_strncat( textureName, ".hdr", MAX_PATH, COPY_ALL_CHARACTERS ); } pTexture = MaterialSystem()->FindTexture( textureName, TEXTURE_GROUP_CUBE_MAP, false, nAdditionalCreationFlags );
// FIXME: Make a cubemap error texture
if ( !pTexture ) { pTexture = TextureManager()->ErrorTexture(); }
pTextureVar->SetTextureValue( pTexture ); } }
|