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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//===========================================================================//
#include <stdlib.h>
#include <malloc.h>
#include "materialsystem_global.h"
#include "string.h"
#include "shaderapi/ishaderapi.h"
#include "materialsystem/materialsystem_config.h"
#include "IHardwareConfigInternal.h"
#include "texturemanager.h"
#include "materialsystem/imaterialvar.h"
#include "materialsystem/IColorCorrection.h"
#include "tier1/strtools.h"
#include "utlvector.h"
#include "utldict.h"
#include "itextureinternal.h"
#include "vtf/vtf.h"
#include "pixelwriter.h"
#include "basetypes.h"
#include "utlbuffer.h"
#include "filesystem.h"
#include "materialsystem/imesh.h"
#include "materialsystem/ishaderapi.h"
#include "vstdlib/random.h"
#include "imorphinternal.h"
#include "tier1/utlrbtree.h"
#include "tier1/utlpair.h"
#include "ctype.h"
#include "utlqueue.h"
#include "tier0/icommandline.h"
#include "ctexturecompositor.h"
#include "vprof_telemetry.h"
// Need lightmaps access here
#define MATSYS_INTERNAL
#include "cmatlightmaps.h"
#include "cmaterialsystem.h"
#undef MATSYS_INTERNAL
#include "tier0/memdbgon.h"
#define ERROR_TEXTURE_SIZE 32
#define WHITE_TEXTURE_SIZE 1
#define BLACK_TEXTURE_SIZE 1
#define GREY_TEXTURE_SIZE 1
#define NORMALIZATION_CUBEMAP_SIZE 32
struct AsyncLoadJob_t; struct AsyncReadJob_t; class AsyncLoader; class AsyncReader;
#define MAX_READS_OUTSTANDING 2
static ImageFormat GetImageFormatRawReadback( ImageFormat fmt );
#ifdef STAGING_ONLY
static ConVar mat_texture_list_dump( "mat_texture_list_dump", "0" ); #endif
const char* cTextureCachePathDir = "__texture_cache";
// TODO: Relocate this somewhere else. It works like python's "strip" function,
// removing leading and trailing whitespace, including newlines. Whitespace between
// non-whitespace characters is preserved.
void V_StripWhitespace( char* pBuffer ) { Assert( pBuffer );
char* pSrc = pBuffer; char* pDst = pBuffer; char* pDstFirstTrailingWhitespace = NULL; // Remove leading whitespace
bool leading = true; while ( *pSrc ) { if ( leading ) { if ( V_isspace( *pSrc ) ) { ++pSrc; continue; } else { leading = false; // Drop through
} }
if ( pDst != pSrc ) *pDst = *pSrc;
if ( !leading && V_isspace( *pDst ) && pDstFirstTrailingWhitespace == NULL ) pDstFirstTrailingWhitespace = pDst; else if ( !leading && !V_isspace( *pDst ) && pDstFirstTrailingWhitespace != NULL ) pDstFirstTrailingWhitespace = NULL;
++pSrc; ++pDst; }
(*pDst) = 0;
if ( pDstFirstTrailingWhitespace ) ( *pDstFirstTrailingWhitespace ) = 0; }
//-----------------------------------------------------------------------------
//
// Various procedural texture regeneration classes
//
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// Creates a checkerboard texture
//-----------------------------------------------------------------------------
class CCheckerboardTexture : public ITextureRegenerator { public: CCheckerboardTexture( int nCheckerSize, color32 color1, color32 color2 ) : m_nCheckerSize( nCheckerSize ), m_Color1(color1), m_Color2(color2) { }
virtual ~CCheckerboardTexture() { }
virtual void RegenerateTextureBits( ITexture *pTexture, IVTFTexture *pVTFTexture, Rect_t *pSubRect ) { for (int iFrame = 0; iFrame < pVTFTexture->FrameCount(); ++iFrame ) { for (int iFace = 0; iFace < pVTFTexture->FaceCount(); ++iFace ) { int nWidth = pVTFTexture->Width(); int nHeight = pVTFTexture->Height(); int nDepth = pVTFTexture->Depth(); for (int z = 0; z < nDepth; ++z) { // Fill mip 0 with a checkerboard
CPixelWriter pixelWriter; pixelWriter.SetPixelMemory( pVTFTexture->Format(), pVTFTexture->ImageData( iFrame, iFace, 0, 0, 0, z ), pVTFTexture->RowSizeInBytes( 0 ) ); for (int y = 0; y < nHeight; ++y) { pixelWriter.Seek( 0, y ); for (int x = 0; x < nWidth; ++x) { if ( ((x & m_nCheckerSize) ^ (y & m_nCheckerSize)) ^ (z & m_nCheckerSize) ) { pixelWriter.WritePixel( m_Color1.r, m_Color1.g, m_Color1.b, m_Color1.a ); } else { pixelWriter.WritePixel( m_Color2.r, m_Color2.g, m_Color2.b, m_Color2.a ); } } } } } } }
virtual void Release() { delete this; }
private: int m_nCheckerSize; color32 m_Color1; color32 m_Color2; };
static void CreateCheckerboardTexture( ITextureInternal *pTexture, int nCheckerSize, color32 color1, color32 color2 ) { ITextureRegenerator *pRegen = new CCheckerboardTexture( nCheckerSize, color1, color2 ); pTexture->SetTextureRegenerator( pRegen ); }
//-----------------------------------------------------------------------------
// Creates a solid texture
//-----------------------------------------------------------------------------
class CSolidTexture : public ITextureRegenerator { public: CSolidTexture( color32 color ) : m_Color(color) { }
virtual ~CSolidTexture() { }
virtual void RegenerateTextureBits( ITexture *pTexture, IVTFTexture *pVTFTexture, Rect_t *pSubRect ) { int nMipCount = pTexture->IsMipmapped() ? pVTFTexture->MipCount() : 1; for (int iFrame = 0; iFrame < pVTFTexture->FrameCount(); ++iFrame ) { for (int iFace = 0; iFace < pVTFTexture->FaceCount(); ++iFace ) { for (int iMip = 0; iMip < nMipCount; ++iMip ) { int nWidth, nHeight, nDepth; pVTFTexture->ComputeMipLevelDimensions( iMip, &nWidth, &nHeight, &nDepth ); for (int z = 0; z < nDepth; ++z) { CPixelWriter pixelWriter; pixelWriter.SetPixelMemory( pVTFTexture->Format(), pVTFTexture->ImageData( iFrame, iFace, iMip, 0, 0, z ), pVTFTexture->RowSizeInBytes( iMip ) ); for (int y = 0; y < nHeight; ++y) { pixelWriter.Seek( 0, y ); for (int x = 0; x < nWidth; ++x) { pixelWriter.WritePixel( m_Color.r, m_Color.g, m_Color.b, m_Color.a ); } } } } } } }
virtual void Release() { delete this; }
private: color32 m_Color; };
static void CreateSolidTexture( ITextureInternal *pTexture, color32 color ) { ITextureRegenerator *pRegen = new CSolidTexture( color ); pTexture->SetTextureRegenerator( pRegen ); }
//-----------------------------------------------------------------------------
// Creates a normalization cubemap texture
//-----------------------------------------------------------------------------
class CNormalizationCubemap : public ITextureRegenerator { public: virtual void RegenerateTextureBits( ITexture *pTexture, IVTFTexture *pVTFTexture, Rect_t *pSubRect ) { // Normalization cubemap doesn't make sense on low-end hardware
// So we won't construct a spheremap out of this
CPixelWriter pixelWriter;
Vector direction; for (int iFace = 0; iFace < 6; ++iFace) { pixelWriter.SetPixelMemory( pVTFTexture->Format(), pVTFTexture->ImageData( 0, iFace, 0 ), pVTFTexture->RowSizeInBytes( 0 ) ); int nWidth = pVTFTexture->Width(); int nHeight = pVTFTexture->Height();
float flInvWidth = 2.0f / (float)(nWidth-1); float flInvHeight = 2.0f / (float)(nHeight-1);
for (int y = 0; y < nHeight; ++y) { float v = y * flInvHeight - 1.0f;
pixelWriter.Seek( 0, y ); for (int x = 0; x < nWidth; ++x) { float u = x * flInvWidth - 1.0f; float oow = 1.0f / sqrt( 1.0f + u*u + v*v );
int ix = (int)(255.0f * 0.5f * (u*oow + 1.0f) + 0.5f); ix = clamp( ix, 0, 255 ); int iy = (int)(255.0f * 0.5f * (v*oow + 1.0f) + 0.5f); iy = clamp( iy, 0, 255 ); int iz = (int)(255.0f * 0.5f * (oow + 1.0f) + 0.5f); iz = clamp( iz, 0, 255 );
switch (iFace) { case CUBEMAP_FACE_RIGHT: pixelWriter.WritePixel( iz, 255 - iy, 255 - ix, 255 ); break; case CUBEMAP_FACE_LEFT: pixelWriter.WritePixel( 255 - iz, 255 - iy, ix, 255 ); break; case CUBEMAP_FACE_BACK: pixelWriter.WritePixel( ix, iz, iy, 255 ); break; case CUBEMAP_FACE_FRONT: pixelWriter.WritePixel( ix, 255 - iz, 255 - iy, 255 ); break; case CUBEMAP_FACE_UP: pixelWriter.WritePixel( ix, 255 - iy, iz, 255 ); break; case CUBEMAP_FACE_DOWN: pixelWriter.WritePixel( 255 - ix, 255 - iy, 255 - iz, 255 ); break; default: break; } } } } }
// NOTE: The normalization cubemap regenerator is stateless
// so there's no need to allocate + deallocate them
virtual void Release() {} };
//-----------------------------------------------------------------------------
// Creates a normalization cubemap texture
//-----------------------------------------------------------------------------
class CSignedNormalizationCubemap : public ITextureRegenerator { public: virtual void RegenerateTextureBits( ITexture *pTexture, IVTFTexture *pVTFTexture, Rect_t *pSubRect ) { // Normalization cubemap doesn't make sense on low-end hardware
// So we won't construct a spheremap out of this
CPixelWriter pixelWriter;
Vector direction; for (int iFace = 0; iFace < 6; ++iFace) { pixelWriter.SetPixelMemory( pVTFTexture->Format(), pVTFTexture->ImageData( 0, iFace, 0 ), pVTFTexture->RowSizeInBytes( 0 ) ); int nWidth = pVTFTexture->Width(); int nHeight = pVTFTexture->Height();
float flInvWidth = 2.0f / (float)(nWidth-1); float flInvHeight = 2.0f / (float)(nHeight-1);
for (int y = 0; y < nHeight; ++y) { float v = y * flInvHeight - 1.0f;
pixelWriter.Seek( 0, y ); for (int x = 0; x < nWidth; ++x) { float u = x * flInvWidth - 1.0f; float oow = 1.0f / sqrt( 1.0f + u*u + v*v );
#ifdef DX_TO_GL_ABSTRACTION
float flX = (255.0f * 0.5 * (u*oow + 1.0f) + 0.5f); float flY = (255.0f * 0.5 * (v*oow + 1.0f) + 0.5f); float flZ = (255.0f * 0.5 * (oow + 1.0f) + 0.5f);
switch (iFace) { case CUBEMAP_FACE_RIGHT: flX = 255.0f - flX; flY = 255.0f - flY; break; case CUBEMAP_FACE_LEFT: flY = 255.0f - flY; flZ = 255.0f - flZ; break; case CUBEMAP_FACE_BACK: break; case CUBEMAP_FACE_FRONT: flY = 255.0f - flY; flZ = 255.0f - flZ; break; case CUBEMAP_FACE_UP: flY = 255.0f - flY; break; case CUBEMAP_FACE_DOWN: flX = 255.0f - flX; flY = 255.0f - flY; flZ = 255.0f - flZ; break; default: break; }
flX -= 128.0f; flY -= 128.0f; flZ -= 128.0f;
flX /= 128.0f; flY /= 128.0f; flZ /= 128.0f;
switch ( iFace ) { case CUBEMAP_FACE_RIGHT: pixelWriter.WritePixelF( flZ, flY, flX, 0.0f ); break; case CUBEMAP_FACE_LEFT: pixelWriter.WritePixelF( flZ, flY, flX, 0.0f ); break; case CUBEMAP_FACE_BACK: pixelWriter.WritePixelF( flX, flZ, flY, 0.0f ); break; case CUBEMAP_FACE_FRONT: pixelWriter.WritePixelF( flX, flZ, flY, 0.0f ); break; case CUBEMAP_FACE_UP: pixelWriter.WritePixelF( flX, flY, flZ, 0.0f ); break; case CUBEMAP_FACE_DOWN: pixelWriter.WritePixelF( flX, flY, flZ, 0.0f ); break; default: break; } #else
int ix = (int)(255 * 0.5 * (u*oow + 1.0f) + 0.5f); ix = clamp( ix, 0, 255 ); int iy = (int)(255 * 0.5 * (v*oow + 1.0f) + 0.5f); iy = clamp( iy, 0, 255 ); int iz = (int)(255 * 0.5 * (oow + 1.0f) + 0.5f); iz = clamp( iz, 0, 255 );
switch (iFace) { case CUBEMAP_FACE_RIGHT: ix = 255 - ix; iy = 255 - iy; break; case CUBEMAP_FACE_LEFT: iy = 255 - iy; iz = 255 - iz; break; case CUBEMAP_FACE_BACK: break; case CUBEMAP_FACE_FRONT: iy = 255 - iy; iz = 255 - iz; break; case CUBEMAP_FACE_UP: iy = 255 - iy; break; case CUBEMAP_FACE_DOWN: ix = 255 - ix; iy = 255 - iy; iz = 255 - iz; break; default: break; }
ix -= 128; iy -= 128; iz -= 128;
Assert( ix >= -128 && ix <= 127 ); Assert( iy >= -128 && iy <= 127 ); Assert( iz >= -128 && iz <= 127 );
switch (iFace) { case CUBEMAP_FACE_RIGHT: // correct
// pixelWriter.WritePixelSigned( -128, -128, -128, 0 );
pixelWriter.WritePixelSigned( iz, iy, ix, 0 ); break; case CUBEMAP_FACE_LEFT: // correct
// pixelWriter.WritePixelSigned( -128, -128, -128, 0 );
pixelWriter.WritePixelSigned( iz, iy, ix, 0 ); break; case CUBEMAP_FACE_BACK: // wrong
// pixelWriter.WritePixelSigned( -128, -128, -128, 0 );
pixelWriter.WritePixelSigned( ix, iz, iy, 0 ); // pixelWriter.WritePixelSigned( -127, -127, 127, 0 );
break; case CUBEMAP_FACE_FRONT: // wrong
// pixelWriter.WritePixelSigned( -128, -128, -128, 0 );
pixelWriter.WritePixelSigned( ix, iz, iy, 0 ); break; case CUBEMAP_FACE_UP: // correct
// pixelWriter.WritePixelSigned( -128, -128, -128, 0 );
pixelWriter.WritePixelSigned( ix, iy, iz, 0 ); break; case CUBEMAP_FACE_DOWN: // correct
// pixelWriter.WritePixelSigned( -128, -128, -128, 0 );
pixelWriter.WritePixelSigned( ix, iy, iz, 0 ); break; default: break; } #endif
} // x
} // y
} // iFace
}
// NOTE: The normalization cubemap regenerator is stateless
// so there's no need to allocate + deallocate them
virtual void Release() {} };
static void CreateNormalizationCubemap( ITextureInternal *pTexture ) { // NOTE: The normalization cubemap regenerator is stateless
// so there's no need to allocate + deallocate them
static CNormalizationCubemap s_NormalizationCubemap; pTexture->SetTextureRegenerator( &s_NormalizationCubemap ); }
static void CreateSignedNormalizationCubemap( ITextureInternal *pTexture ) { // NOTE: The normalization cubemap regenerator is stateless
// so there's no need to allocate + deallocate them
static CSignedNormalizationCubemap s_SignedNormalizationCubemap; pTexture->SetTextureRegenerator( &s_SignedNormalizationCubemap ); }
//-----------------------------------------------------------------------------
// Creates a color correction texture
//-----------------------------------------------------------------------------
class CColorCorrectionTexture : public ITextureRegenerator { public: CColorCorrectionTexture( ColorCorrectionHandle_t handle ) : m_ColorCorrectionHandle(handle) { }
virtual ~CColorCorrectionTexture() { }
virtual void RegenerateTextureBits( ITexture *pTexture, IVTFTexture *pVTFTexture, Rect_t *pSubRect ) { int nWidth = pVTFTexture->Width(); int nHeight = pVTFTexture->Height(); int nDepth = pVTFTexture->Depth(); Assert( nWidth == COLOR_CORRECTION_TEXTURE_SIZE && nHeight == COLOR_CORRECTION_TEXTURE_SIZE && nDepth == COLOR_CORRECTION_TEXTURE_SIZE );
for ( int z = 0; z < nDepth; ++z ) { CPixelWriter pixelWriter; pixelWriter.SetPixelMemory( pVTFTexture->Format(), pVTFTexture->ImageData( 0, 0, 0, 0, 0, z ), pVTFTexture->RowSizeInBytes( 0 ) );
for ( int y = 0; y < nHeight; ++y ) { pixelWriter.Seek( 0, y ); for (int x = 0; x < nWidth; ++x) { RGBX5551_t inColor; inColor.r = x; inColor.g = y; inColor.b = z;
color24 col = ColorCorrectionSystem()->GetLookup( m_ColorCorrectionHandle, inColor ); pixelWriter.WritePixel( col.r, col.g, col.b, 255 ); } } } }
virtual void Release() { delete this; }
private: ColorCorrectionHandle_t m_ColorCorrectionHandle; };
void CreateColorCorrectionTexture( ITextureInternal *pTexture, ColorCorrectionHandle_t handle ) { ITextureRegenerator *pRegen = new CColorCorrectionTexture( handle ); pTexture->SetTextureRegenerator( pRegen ); }
//-----------------------------------------------------------------------------
// Implementation of the texture manager
//-----------------------------------------------------------------------------
class CTextureManager : public ITextureManager { public: CTextureManager( void );
// Initialization + shutdown
virtual void Init( int nFlags ) OVERRIDE; virtual void Shutdown();
virtual void AllocateStandardRenderTargets( ); virtual void FreeStandardRenderTargets();
virtual void CacheExternalStandardRenderTargets();
virtual ITextureInternal *CreateProceduralTexture( const char *pTextureName, const char *pTextureGroupName, int w, int h, int d, ImageFormat fmt, int nFlags, ITextureRegenerator* generator = NULL ); virtual ITextureInternal *FindOrLoadTexture( const char *textureName, const char *pTextureGroupName, int nAdditionalCreationFlags = 0 ); virtual bool IsTextureLoaded( const char *pTextureName );
virtual void AddTextureAlias( const char *pAlias, const char *pRealName ); virtual void RemoveTextureAlias( const char *pAlias );
virtual void SetExcludedTextures( const char *pScriptName ); virtual void UpdateExcludedTextures();
virtual void ResetTextureFilteringState(); void ReloadTextures( void );
// These are used when we lose our video memory due to a mode switch etc
void ReleaseTextures( void ); void RestoreNonRenderTargetTextures( void ); void RestoreRenderTargets( void );
// Suspend or resume texture streaming requests
void SuspendTextureStreaming( void ); void ResumeTextureStreaming( void );
// delete any texture that has a refcount <= 0
void RemoveUnusedTextures( void ); void DebugPrintUsedTextures( void );
// Request a texture ID
virtual int RequestNextTextureID();
// Get at a couple standard textures
virtual ITextureInternal *ErrorTexture(); virtual ITextureInternal *NormalizationCubemap(); virtual ITextureInternal *SignedNormalizationCubemap(); virtual ITextureInternal *ShadowNoise2D(); virtual ITextureInternal *IdentityLightWarp(); virtual ITextureInternal *ColorCorrectionTexture( int i ); virtual ITextureInternal *FullFrameDepthTexture(); virtual ITextureInternal *DebugLuxels2D();
// Generates an error texture pattern
virtual void GenerateErrorTexture( ITexture *pTexture, IVTFTexture *pVTFTexture );
// Updates the color correction state
virtual void SetColorCorrectionTexture( int i, ITextureInternal *pTexture );
virtual void ForceAllTexturesIntoHardware( void );
virtual ITextureInternal *CreateRenderTargetTexture( const char *pRTName, // NULL for auto-generated name
int w, int h, RenderTargetSizeMode_t sizeMode, ImageFormat fmt, RenderTargetType_t type, unsigned int textureFlags, unsigned int renderTargetFlags );
virtual bool HasPendingTextureDestroys() const; virtual void MarkUnreferencedTextureForCleanup( ITextureInternal *pTexture ); virtual void RemoveTexture( ITextureInternal *pTexture ); virtual void ReloadFilesInList( IFileList *pFilesToReload );
// start with -1, list terminates with -1
virtual int FindNext( int iIndex, ITextureInternal **ppTexture );
virtual void ReleaseTempRenderTargetBits( void );
// Called once per frame by material system "somewhere."
virtual void Update();
// Load a texture asynchronously and then call the provided callback.
virtual void AsyncFindOrLoadTexture( const char *pTextureName, const char *pTextureGroupName, IAsyncTextureOperationReceiver* pRecipient, void* pExtraArgs, bool bComplain, int nAdditionalCreationFlags ); void CompleteAsyncLoad( AsyncLoadJob_t* pJob );
virtual void AsyncCreateTextureFromRenderTarget( ITexture* pSrcRt, const char* pDstName, ImageFormat dstFmt, bool bGenMips, int nAdditionalCreationFlags, IAsyncTextureOperationReceiver* pRecipient, void* pExtraArgs ); void CompleteAsyncRead( AsyncReadJob_t* pJob );
ITextureInternal* AcquireReadbackTexture( int w, int h, ImageFormat fmt ); void ReleaseReadbackTexture( ITextureInternal* pTex );
void WarmTextureCache(); void CoolTextureCache();
virtual void RequestAllMipmaps( ITextureInternal* pTex ); virtual void EvictAllTextures(); virtual void UpdatePostAsync();
virtual void ReleaseAsyncScratchVTF( IVTFTexture* pScratchVTF );
virtual bool ThreadInAsyncLoadThread() const; virtual bool ThreadInAsyncReadThread() const;
virtual bool AddTextureCompositorTemplate( const char* pName, KeyValues* pTmplDesc ) OVERRIDE; virtual bool VerifyTextureCompositorTemplates() OVERRIDE;
virtual CTextureCompositorTemplate* FindTextureCompositorTemplate( const char* pName ) OVERRIDE;
protected: ITextureInternal *FindTexture( const char *textureName ); ITextureInternal *LoadTexture( const char *textureName, const char *pTextureGroupName, int nAdditionalCreationFlags = 0, bool bDownload = true );
void AsyncLoad( const AsyncLoadJob_t& job ); void AsyncReadTexture( AsyncReadJob_t* job );
// Restores a single texture
void RestoreTexture( ITextureInternal* pTex );
void CleanupPossiblyUnreferencedTextures();
#ifdef STAGING_ONLY
void DumpTextureList( ); #endif
void FindFilesToLoad( CUtlDict< int >* pOutFilesToLoad, const char* pFilename ); void ReadFilesToLoad( CUtlDict< int >* pOutFilesToLoad, const char* pFilename );
CUtlDict< ITextureInternal *, unsigned short > m_TextureList; CUtlDict< const char *, unsigned short > m_TextureAliases; CUtlDict< int, unsigned short > m_TextureExcludes; CUtlDict< CCopyableUtlVector<AsyncLoadJob_t> > m_PendingAsyncLoads; CUtlVector< ITextureInternal* > m_ReadbackTextures; CUtlVector< ITextureInternal* > m_preloadedTextures; CUtlMap< ITextureInternal*, int > m_textureStreamingRequests; CTSQueue< ITextureInternal* > m_asyncStreamingRequests; CTSQueue< ITextureInternal * > m_PossiblyUnreferencedTextures;
CUtlDict< CTextureCompositorTemplate *, unsigned short > m_TexCompTemplates;
int m_iNextTexID; int m_nFlags;
ITextureInternal *m_pErrorTexture; ITextureInternal *m_pBlackTexture; ITextureInternal *m_pWhiteTexture; ITextureInternal *m_pGreyTexture; ITextureInternal *m_pGreyAlphaZeroTexture; ITextureInternal *m_pNormalizationCubemap; ITextureInternal *m_pFullScreenTexture; ITextureInternal *m_pSignedNormalizationCubemap; ITextureInternal *m_pShadowNoise2D; ITextureInternal *m_pIdentityLightWarp; ITextureInternal *m_pColorCorrectionTextures[ COLOR_CORRECTION_MAX_TEXTURES ]; ITextureInternal *m_pFullScreenDepthTexture; ITextureInternal *m_pDebugLuxels2D;
// Used to generate various error texture patterns when necessary
CCheckerboardTexture *m_pErrorRegen;
friend class AsyncLoader; AsyncLoader* m_pAsyncLoader;
friend class AsyncReader; AsyncReader* m_pAsyncReader;
uint m_nAsyncLoadThread; uint m_nAsyncReadThread;
int m_iSuspendTextureStreaming; };
//-----------------------------------------------------------------------------
// Singleton instance
//-----------------------------------------------------------------------------
static CTextureManager s_TextureManager; ITextureManager *g_pTextureManager = &s_TextureManager;
struct AsyncLoadJob_t { CUtlString m_TextureName; CUtlString m_TextureGroupName; IAsyncTextureOperationReceiver* m_pRecipient; void* m_pExtraArgs; bool m_bComplain; int m_nAdditionalCreationFlags; ITextureInternal* m_pResultData;
AsyncLoadJob_t() : m_pRecipient( NULL ) , m_pExtraArgs( NULL ) , m_bComplain( false ) , m_nAdditionalCreationFlags( 0 ) , m_pResultData( NULL ) { }
AsyncLoadJob_t( const char *pTextureName, const char *pTextureGroupName, IAsyncTextureOperationReceiver* pRecipient, void* pExtraArgs, bool bComplain, int nAdditionalCreationFlags ) : m_TextureName( pTextureName ) , m_TextureGroupName( pTextureGroupName ) , m_pRecipient( pRecipient ) , m_pExtraArgs( pExtraArgs ) , m_bComplain( bComplain ) , m_nAdditionalCreationFlags( nAdditionalCreationFlags ) , m_pResultData( NULL ) {
} };
class CAsyncCopyRequest : public IAsyncTextureOperationReceiver { public: CAsyncCopyRequest() : m_nReferenceCount( 0 ) , m_bSignalled( false ) { }
virtual ~CAsyncCopyRequest() { }
virtual int AddRef() OVERRIDE{ return ++m_nReferenceCount; } virtual int Release() OVERRIDE { int retVal = --m_nReferenceCount; if ( retVal == 0 ) delete this;
return retVal; }
virtual int GetRefCount() const OVERRIDE{ return m_nReferenceCount; }
virtual void OnAsyncCreateComplete( ITexture* pTex, void* pExtraArgs ) OVERRIDE { } virtual void OnAsyncFindComplete( ITexture* pTex, void* pExtraArgs ) OVERRIDE { } virtual void OnAsyncMapComplete( ITexture* pTex, void* pExtraArgs, void* pMemory, int nPitch ) OVERRIDE { } virtual void OnAsyncReadbackBegin( ITexture* pDst, ITexture* pSrc, void* pExtraArgs ) OVERRIDE { m_bSignalled = true; }
bool IsSignalled() const { return m_bSignalled; }
private: CInterlockedInt m_nReferenceCount; volatile bool m_bSignalled; };
class CAsyncMapResult : public IAsyncTextureOperationReceiver { public: CAsyncMapResult( ITextureInternal* pTex ) : m_pTexToMap( pTex ) , m_nReferenceCount( 0 ) , m_pMemory( NULL ) , m_nPitch( 0 ) , m_bSignalled( false ) { }
virtual ~CAsyncMapResult() { }
virtual int AddRef() OVERRIDE { return ++m_nReferenceCount; } virtual int Release() OVERRIDE { int retVal = --m_nReferenceCount; if ( retVal == 0 ) delete this;
return retVal; }
virtual int GetRefCount() const OVERRIDE{ return m_nReferenceCount; }
virtual void OnAsyncCreateComplete( ITexture* pTex, void* pExtraArgs ) OVERRIDE { } virtual void OnAsyncFindComplete( ITexture* pTex, void* pExtraArgs ) OVERRIDE { } virtual void OnAsyncMapComplete( ITexture* pTex, void* pExtraArgs, void* pMemory, int nPitch ) OVERRIDE { Assert( pTex == m_pTexToMap ); m_pMemory = pMemory; m_nPitch = nPitch; m_bSignalled = true; }
virtual void OnAsyncReadbackBegin( ITexture* pDst, ITexture* pSrc, void* pExtraArgs ) OVERRIDE { }
bool IsSignalled() const { return m_bSignalled; }
ITextureInternal* const m_pTexToMap; CInterlockedInt m_nReferenceCount; volatile void* m_pMemory; volatile int m_nPitch;
private: volatile bool m_bSignalled; };
struct AsyncReadJob_t { ITexture* m_pSrcRt; ITextureInternal* m_pSysmemTex; CAsyncCopyRequest* m_pAsyncRead; CAsyncMapResult* m_pAsyncMap; const char* m_pDstName; ImageFormat m_dstFmt; bool m_bGenMips; int m_nAdditionalCreationFlags; IAsyncTextureOperationReceiver* m_pRecipient; void* m_pExtraArgs;
CUtlMemory<unsigned char> m_finalTexelData;
AsyncReadJob_t() : m_pSrcRt( NULL ) , m_pSysmemTex( NULL ) , m_pAsyncRead( NULL ) , m_pAsyncMap( NULL ) , m_pDstName( NULL ) , m_dstFmt( IMAGE_FORMAT_UNKNOWN ) , m_bGenMips( false ) , m_nAdditionalCreationFlags( 0 ) , m_pRecipient( NULL ) , m_pExtraArgs( NULL ) { }
AsyncReadJob_t( ITexture* pSrcRt, const char* pDstName, ImageFormat dstFmt, bool bGenMips, int nAdditionalCreationFlags, IAsyncTextureOperationReceiver* pRecipient, void* pExtraArgs ) : m_pSrcRt( pSrcRt ) , m_pSysmemTex( NULL ) , m_pAsyncRead( NULL ) , m_pAsyncMap( NULL ) , m_pDstName( pDstName ) // We take ownership of this string.
, m_dstFmt( dstFmt ) , m_bGenMips( bGenMips ) , m_nAdditionalCreationFlags( nAdditionalCreationFlags ) , m_pRecipient( pRecipient ) , m_pExtraArgs( pExtraArgs ) { }
~AsyncReadJob_t() { Assert( ThreadInMainThread() );
delete [] m_pDstName;
SafeRelease( &m_pRecipient );
if ( m_pSysmemTex ) { if ( m_pAsyncMap ) { extern CMaterialSystem g_MaterialSystem; g_MaterialSystem.GetRenderContextInternal()->AsyncUnmap( m_pSysmemTex ); }
assert_cast< CTextureManager* >( g_pTextureManager )->ReleaseReadbackTexture( m_pSysmemTex ); m_pSysmemTex = NULL; }
SafeRelease( &m_pAsyncMap ); }
};
bool IsJobCancelled( AsyncReadJob_t* pJob ) { Assert( pJob != NULL );
// The texture manager holds a reference to the object, so if we're the only one who is holding a ref
// then the job has been abandoned. This gives us the opportunity to cleanup and skip some work.
if ( pJob->m_pRecipient->GetRefCount() == 1 ) { return true; }
return false; }
bool IsJobCancelled( AsyncLoadJob_t* pJob ) { Assert( pJob != NULL );
// The texture manager holds a reference to the object, so if we're the only one who is holding a ref
// then the job has been abandoned. This gives us the opportunity to cleanup and skip some work.
if ( pJob->m_pRecipient->GetRefCount() == 1 ) { return true; }
return false; }
//-----------------------------------------------------------------------------
// Functions can be called from any thread, unless they are prefixed with a thread name.
class AsyncLoader { public: AsyncLoader() : m_bQuit( false ) { for ( int i = 0; i < MAX_READS_OUTSTANDING; ++i ) { m_asyncScratchVTFs.PushItem( CreateVTFTexture() ); }
// Do this after everything else.
m_LoaderThread = CreateSimpleThread( AsyncLoader::LoaderMain, this ); }
~AsyncLoader() { Assert( m_asyncScratchVTFs.Count() == MAX_READS_OUTSTANDING ); while ( m_asyncScratchVTFs.Count() > 0 ) { IVTFTexture* pScratchVTF = NULL; m_asyncScratchVTFs.PopItem( &pScratchVTF ); delete pScratchVTF; } }
void AsyncLoad( const AsyncLoadJob_t& job ) { tmZone( TELEMETRY_LEVEL0, TMZF_NONE, "%s", __FUNCTION__ );
// TODO: This could be made faster by keeping a pool of these things.
m_pendingJobs.PushItem( new AsyncLoadJob_t( job ) ); }
void Shutdown() { tmZone( TELEMETRY_LEVEL0, TMZF_NONE, "%s", __FUNCTION__ );
m_bQuit = true; ThreadJoin( m_LoaderThread ); }
void ThreadMain_Update() { Assert( ThreadInMainThread() ); tmZone( TELEMETRY_LEVEL0, TMZF_NONE, "%s", __FUNCTION__ ); AsyncLoadJob_t *pJob = NULL; if ( m_completedJobs.PopItem( &pJob ) ) { Assert( pJob != NULL );
tmZone( TELEMETRY_LEVEL0, TMZF_NONE, "%s - CompleteAsyncLoad", __FUNCTION__ ); // Complete the load, then make the callback.
assert_cast< CTextureManager* >( g_pTextureManager )->CompleteAsyncLoad( pJob ); delete pJob; pJob = NULL; } }
void ReleaseAsyncReadBuffer( IVTFTexture *pScratchVTF ) { Assert( pScratchVTF != NULL ); m_asyncScratchVTFs.PushItem( pScratchVTF ); }
private: inline bool ThreadInLoaderThread() { return s_TextureManager.ThreadInAsyncLoadThread(); }
void ThreadLoader_Main( ) { Assert( ThreadInLoaderThread() );
while ( !m_bQuit ) { AsyncLoadJob_t *pJob = NULL; IVTFTexture *pScratchVTF = NULL; while ( !m_pendingJobs.PopItem( &pJob ) ) { // "awhile"
ThreadSleep( 8 ); if ( m_bQuit ) return; } Assert( pJob != NULL );
while ( !m_asyncScratchVTFs.PopItem( &pScratchVTF ) ) { // Also awhile, but not as long..
ThreadSleep( 4 ); if ( m_bQuit ) return; } Assert( pScratchVTF != NULL );
ThreadLoader_ProcessLoad( pJob, pScratchVTF ); } }
void ThreadLoader_ProcessLoad( AsyncLoadJob_t *pJob, IVTFTexture* pScratchVTF ) { Assert( ThreadInLoaderThread() ); tmZone( TELEMETRY_LEVEL0, TMZF_NONE, "%s", __FUNCTION__ );
Assert( pJob->m_pResultData );
if ( !pJob->m_pResultData->AsyncReadTextureFromFile( pScratchVTF, pJob->m_nAdditionalCreationFlags ) ) m_asyncScratchVTFs.PushItem( pScratchVTF );
m_completedJobs.PushItem( pJob ); }
static unsigned LoaderMain( void* _this ) { ThreadSetDebugName( "Loader" );
s_TextureManager.m_nAsyncLoadThread = ThreadGetCurrentId(); ( ( AsyncLoader* )_this )->ThreadLoader_Main(); s_TextureManager.m_nAsyncLoadThread = 0xFFFFFFFF; return 0; }
ThreadHandle_t m_LoaderThread; volatile bool m_bQuit;
CTSQueue< AsyncLoadJob_t *> m_pendingJobs; CTSQueue< AsyncLoadJob_t *> m_completedJobs; CTSQueue< IVTFTexture *> m_asyncScratchVTFs; };
//-----------------------------------------------------------------------------
// Functions can be called from any thread, unless they are prefixed with a thread name.
class AsyncReader { public: AsyncReader() : m_bQuit( false ) {
// Do this after everything else.
m_HelperThread = CreateSimpleThread( AsyncReader::ReaderMain, this ); }
void AsyncReadback( AsyncReadJob_t* job ) { tmZone( TELEMETRY_LEVEL0, TMZF_NONE, "%s", __FUNCTION__ );
m_requestedCopies.PushItem( job ); }
void Shutdown() { tmZone( TELEMETRY_LEVEL0, TMZF_NONE, "%s", __FUNCTION__ );
m_bQuit = true; ThreadJoin( m_HelperThread ); }
void ThreadMain_Update() { Assert( ThreadInMainThread() ); tmZone( TELEMETRY_LEVEL0, TMZF_NONE, "%s", __FUNCTION__ );
while ( !m_queuedMaps.IsEmpty() ) { tmZone( TELEMETRY_LEVEL0, TMZF_NONE, "CompleteMap" ); AsyncReadJob_t* pMapped = m_queuedMaps.Head(); Assert( pMapped != NULL ); { if ( IsJobCancelled( pMapped ) ) { // Remove the head, which is pMapped
m_queuedMaps.RemoveAtHead(); delete pMapped; continue; } if ( pMapped->m_pAsyncMap->IsSignalled() ) { if ( pMapped->m_pAsyncMap->m_pMemory != 0 && pMapped->m_pAsyncMap->m_nPitch != 0 ) { // Stick it in the queue for the other thread to work on it.
m_pendingJobs.PushItem( pMapped ); } else { Assert( !"Failed to perform a map that shouldn't fail, need to deal with this if it ever happens." ); DevWarning( "Failed to perform a map that shouldn't fail, need to deal with this if it ever happens." ); } // Remove the head, which is pMapped
m_queuedMaps.RemoveAtHead(); }
// Stop as soon as we complete one, regardless of success.
break; }
}
// This is ugly, but basically we need to do map and unmap on the main thread. Other
// stuff can (mostly) happen on the async thread
while ( !m_queuedReads.IsEmpty() ) { tmZone( TELEMETRY_LEVEL0, TMZF_NONE, "CompleteQueuedRead" );
AsyncReadJob_t* pRead = NULL; if ( m_queuedReads.RemoveAtHead( pRead ) ) { if ( IsJobCancelled( pRead ) ) { delete pRead; continue; }
SafeAssign( &pRead->m_pAsyncMap, new CAsyncMapResult( pRead->m_pSysmemTex ) ); // Trigger the map.
extern CMaterialSystem g_MaterialSystem; g_MaterialSystem.GetRenderContextInternal()->AsyncMap( pRead->m_pSysmemTex, pRead->m_pAsyncMap, NULL ); m_queuedMaps.Insert( pRead );
// Stop as soon as we complete one successfully.
break; } }
if ( !m_scheduledReads.IsEmpty() ) { if ( m_scheduledReads.Head()->m_pAsyncRead->IsSignalled() ) { AsyncReadJob_t* pScheduledRead = m_scheduledReads.RemoveAtHead(); SafeRelease( &pScheduledRead->m_pAsyncRead );
m_queuedReads.Insert( pScheduledRead ); } }
AsyncReadJob_t* pRequestCopy = NULL; if ( m_requestedCopies.PopItem( &pRequestCopy ) ) { SafeAssign( &pRequestCopy->m_pAsyncRead, new CAsyncCopyRequest ); extern CMaterialSystem g_MaterialSystem; g_MaterialSystem.GetRenderContextInternal()->AsyncCopyRenderTargetToStagingTexture( pRequestCopy->m_pSysmemTex, pRequestCopy->m_pSrcRt, pRequestCopy->m_pAsyncRead, NULL );
m_scheduledReads.Insert( pRequestCopy ); } while ( m_completedJobs.Count() > 0 ) { tmZone( TELEMETRY_LEVEL0, TMZF_NONE, "CreateTextureFromBits" ); AsyncReadJob_t* pCreate = NULL; if ( m_completedJobs.PopItem( &pCreate ) ) { // Check after we do the unmap, we need to do that here.
if ( IsJobCancelled( pCreate ) ) { delete pCreate; continue; }
extern CMaterialSystem g_MaterialSystem; g_MaterialSystem.GetRenderContextInternal()->AsyncUnmap( pCreate->m_pSysmemTex ); SafeRelease( &pCreate->m_pAsyncMap );
assert_cast< CTextureManager* >( g_pTextureManager )->CompleteAsyncRead( pCreate ); delete pCreate; pCreate = NULL; // Stop as soon as we complete one successfully.
break; } } }
private: inline bool ThreadInReaderThread() { return s_TextureManager.ThreadInAsyncReadThread(); }
void ThreadReader_Main() { Assert( ThreadInReaderThread() );
while ( !m_bQuit ) { AsyncReadJob_t *pJob = NULL; if ( m_pendingJobs.PopItem( &pJob ) ) { Assert( pJob != NULL ); ThreadReader_ProcessRead( pJob ); } else { // "awhile"
ThreadSleep( 8 ); } } }
void ThreadReader_ProcessRead( AsyncReadJob_t *pJob ) { Assert( ThreadInReaderThread() ); tmZone( TELEMETRY_LEVEL0, TMZF_NONE, "%s", __FUNCTION__ );
// This code does a few things:
// 1. Reads from a previously mapped scratch buffer texture and performs byte swapping (if necessary).
// 2. Uses byteswapped data to generate mipmaps
// 3. Encodes mipmapped data into the destination format.
const int h = pJob->m_pSysmemTex->GetActualHeight(); const int w = pJob->m_pSysmemTex->GetActualWidth(); const ImageFormat srcFmt = pJob->m_pSysmemTex->GetImageFormat();
// Convert the data
CUtlMemory< unsigned char > srcBufferFinestMip; CUtlMemory< unsigned char > srcBufferAllMips; const int srcFinestMemRequired = ImageLoader::GetMemRequired( w, h, 1, srcFmt, false ); const int srcAllMemRequired = ImageLoader::GetMemRequired( w, h, 1, srcFmt, pJob->m_bGenMips ); const int srcPitch = ImageLoader::GetMemRequired( w, 1, 1, srcFmt, false );
const ImageFormat dstFmt = pJob->m_dstFmt; CUtlMemory< unsigned char > dstBufferAllMips; const int dstMemRequried = ImageLoader::GetMemRequired( w, h, 1, dstFmt, pJob->m_bGenMips ); { tmZone( TELEMETRY_LEVEL0, TMZF_NONE, "%s-Allocations", __FUNCTION__ ); srcBufferFinestMip.EnsureCapacity( srcFinestMemRequired ); if ( srcFinestMemRequired != srcAllMemRequired ) { srcBufferAllMips.EnsureCapacity( srcAllMemRequired ); } else { Assert( !pJob->m_bGenMips ); }
if ( srcFmt != dstFmt ) { dstBufferAllMips.EnsureCapacity( dstMemRequried ); } }
// If this fires, you will get data corruption below. We can fix this case, it just doesn't seem
// to be needed right now.
Assert( pJob->m_pAsyncMap->m_nPitch == srcPitch ); srcPitch; // Hush compiler.
{ tmZone( TELEMETRY_LEVEL0, TMZF_NONE, "%s-ByteSwapInPlace", __FUNCTION__ ); ImageLoader::ConvertImageFormat( (unsigned char*) pJob->m_pAsyncMap->m_pMemory, GetImageFormatRawReadback( srcFmt ), srcBufferFinestMip.Base(), srcFmt, w, h ); } if ( pJob->m_bGenMips ) { GenerateMipmaps( &srcBufferAllMips, srcBufferFinestMip.Base(), w, h, srcFmt ); } else { // If we're not generating mips, then allmips == finest mip, but the code below expects everything to
// be in all mips.
srcBufferAllMips.Swap( srcBufferFinestMip ); }
// Code below expects that the data is here one way or another.
Assert( srcBufferAllMips.Count() == srcAllMemRequired ); if ( srcFmt != dstFmt ) { ConvertTexelData( &dstBufferAllMips, dstFmt, srcBufferAllMips, w, h, srcFmt, pJob->m_bGenMips ); pJob->m_finalTexelData.Swap( dstBufferAllMips ); } else { // Just swap out the buffers.
pJob->m_finalTexelData.Swap( srcBufferAllMips ); }
// At this point, the data should be ready to go. Quick sanity check.
Assert( pJob->m_finalTexelData.Count() == dstMemRequried );
m_completedJobs.PushItem( pJob ); }
void GenerateMipmaps( CUtlMemory< unsigned char >* outBuffer, unsigned char* pSrc, int w, int h, ImageFormat fmt ) const { tmZone( TELEMETRY_LEVEL0, TMZF_NONE, "%s", __FUNCTION__ );
ImageLoader::GenerateMipmapLevelsLQ( pSrc, outBuffer->Base(), w, h, fmt, 0 ); }
void ConvertTexelData( CUtlMemory< unsigned char > *outBuffer, ImageFormat dstFmt, /* const */ CUtlMemory< unsigned char > &inBuffer, int w, int h, ImageFormat srcFmt, bool bGenMips ) { tmZone( TELEMETRY_LEVEL0, TMZF_NONE, "%s", __FUNCTION__ );
const int mipmapCount = bGenMips ? ImageLoader::GetNumMipMapLevels( w, h ) : 1;
unsigned char* pSrc = inBuffer.Base(); unsigned char* pDst = (*outBuffer).Base(); int mip_w = w; int mip_h = h;
for ( int i = 0; i < mipmapCount; ++i ) { ImageLoader::ConvertImageFormat( pSrc, srcFmt, pDst, dstFmt, mip_w, mip_h );
pSrc += ImageLoader::GetMemRequired( mip_w, mip_h, 1, srcFmt, false ); pDst += ImageLoader::GetMemRequired( mip_w, mip_h, 1, dstFmt, false );
mip_w = Max( 1, mip_w >> 1 ); mip_h = Max( 1, mip_h >> 1 ); } } static unsigned ReaderMain( void* _this ) { ThreadSetDebugName( "Helper" );
s_TextureManager.m_nAsyncReadThread = ThreadGetCurrentId(); ( ( AsyncReader* ) _this )->ThreadReader_Main(); s_TextureManager.m_nAsyncReadThread = 0xFFFFFFFF; return 0; }
ThreadHandle_t m_HelperThread; volatile bool m_bQuit;
CTSQueue< AsyncReadJob_t*> m_requestedCopies; CUtlQueue< AsyncReadJob_t* > m_queuedReads; CUtlQueue< AsyncReadJob_t* > m_scheduledReads; CUtlQueue< AsyncReadJob_t* > m_queuedMaps;
CTSQueue< AsyncReadJob_t* > m_pendingJobs; CTSQueue< AsyncReadJob_t* > m_completedJobs; };
//-----------------------------------------------------------------------------
// Texture manager
//-----------------------------------------------------------------------------
CTextureManager::CTextureManager( void ) : m_TextureList( true ) , m_TextureAliases( true ) , m_TextureExcludes( true ) , m_PendingAsyncLoads( true ) , m_textureStreamingRequests( DefLessFunc( ITextureInternal* ) ) , m_nAsyncLoadThread( 0xFFFFFFFF ) , m_nAsyncReadThread( 0xFFFFFFFF ) { m_pErrorTexture = NULL; m_pBlackTexture = NULL; m_pWhiteTexture = NULL; m_pGreyTexture = NULL; m_pGreyAlphaZeroTexture = NULL; m_pNormalizationCubemap = NULL; m_pErrorRegen = NULL; m_pFullScreenTexture = NULL; m_pSignedNormalizationCubemap = NULL; m_pShadowNoise2D = NULL; m_pIdentityLightWarp = NULL; m_pFullScreenDepthTexture = NULL; m_pDebugLuxels2D = NULL; m_pAsyncLoader = new AsyncLoader; m_pAsyncReader = new AsyncReader; m_iSuspendTextureStreaming = 0; }
//-----------------------------------------------------------------------------
// Initialization + shutdown
//-----------------------------------------------------------------------------
void CTextureManager::Init( int nFlags ) { m_nFlags = nFlags; color32 color, color2; m_iNextTexID = 4096;
// setup the checkerboard generator for failed texture loading
color.r = color.g = color.b = 0; color.a = 128; color2.r = color2.b = color2.a = 255; color2.g = 0; m_pErrorRegen = new CCheckerboardTexture( 4, color, color2 );
// Create an error texture
m_pErrorTexture = CreateProceduralTexture( "error", TEXTURE_GROUP_OTHER, ERROR_TEXTURE_SIZE, ERROR_TEXTURE_SIZE, 1, IMAGE_FORMAT_BGRA8888, TEXTUREFLAGS_NOMIP | TEXTUREFLAGS_SINGLECOPY ); CreateCheckerboardTexture( m_pErrorTexture, 4, color, color2 ); m_pErrorTexture->SetErrorTexture( true );
// Create a white texture
m_pWhiteTexture = CreateProceduralTexture( "white", TEXTURE_GROUP_OTHER, WHITE_TEXTURE_SIZE, WHITE_TEXTURE_SIZE, 1, IMAGE_FORMAT_BGRX8888, TEXTUREFLAGS_NOMIP | TEXTUREFLAGS_SINGLECOPY ); color.r = color.g = color.b = color.a = 255; CreateSolidTexture( m_pWhiteTexture, color );
// Create a black texture
m_pBlackTexture = CreateProceduralTexture( "black", TEXTURE_GROUP_OTHER, BLACK_TEXTURE_SIZE, BLACK_TEXTURE_SIZE, 1, IMAGE_FORMAT_BGRX8888, TEXTUREFLAGS_NOMIP | TEXTUREFLAGS_SINGLECOPY ); color.r = color.g = color.b = 0; CreateSolidTexture( m_pBlackTexture, color );
// Create a grey texture
m_pGreyTexture = CreateProceduralTexture( "grey", TEXTURE_GROUP_OTHER, GREY_TEXTURE_SIZE, GREY_TEXTURE_SIZE, 1, IMAGE_FORMAT_BGRA8888, TEXTUREFLAGS_NOMIP | TEXTUREFLAGS_SINGLECOPY ); color.r = color.g = color.b = 128; color.a = 255; CreateSolidTexture( m_pGreyTexture, color );
// Create a grey texture
m_pGreyAlphaZeroTexture = CreateProceduralTexture( "greyalphazero", TEXTURE_GROUP_OTHER, GREY_TEXTURE_SIZE, GREY_TEXTURE_SIZE, 1, IMAGE_FORMAT_BGRA8888, TEXTUREFLAGS_NOMIP | TEXTUREFLAGS_SINGLECOPY ); color.r = color.g = color.b = 128; color.a = 0; CreateSolidTexture( m_pGreyAlphaZeroTexture, color );
if ( HardwareConfig()->GetMaxDXSupportLevel() >= 80 ) { // Create a normalization cubemap
m_pNormalizationCubemap = CreateProceduralTexture( "normalize", TEXTURE_GROUP_CUBE_MAP, NORMALIZATION_CUBEMAP_SIZE, NORMALIZATION_CUBEMAP_SIZE, 1, IMAGE_FORMAT_BGRX8888, TEXTUREFLAGS_ENVMAP | TEXTUREFLAGS_NOMIP | TEXTUREFLAGS_SINGLECOPY | TEXTUREFLAGS_CLAMPS | TEXTUREFLAGS_CLAMPT | TEXTUREFLAGS_CLAMPU ); CreateNormalizationCubemap( m_pNormalizationCubemap ); }
if ( HardwareConfig()->GetMaxDXSupportLevel() >= 90 ) { // In GL, we have poor format support, so we ask for signed float
ImageFormat fmt = IsOpenGL() ? IMAGE_FORMAT_RGBA16161616F : IMAGE_FORMAT_UVWQ8888;
int nTextureFlags = TEXTUREFLAGS_ENVMAP | TEXTUREFLAGS_NOMIP | TEXTUREFLAGS_NOLOD | TEXTUREFLAGS_SINGLECOPY | TEXTUREFLAGS_CLAMPS | TEXTUREFLAGS_CLAMPT | TEXTUREFLAGS_CLAMPU;
#ifdef OSX
// JasonM - ridiculous hack around R500 lameness...we never use this texture on OSX anyways (right?)
// Now assuming this was an OSX specific workaround.
nTextureFlags |= TEXTUREFLAGS_POINTSAMPLE; #endif
// Create a normalization cubemap
m_pSignedNormalizationCubemap = CreateProceduralTexture( "normalizesigned", TEXTURE_GROUP_CUBE_MAP, NORMALIZATION_CUBEMAP_SIZE, NORMALIZATION_CUBEMAP_SIZE, 1, fmt, nTextureFlags ); CreateSignedNormalizationCubemap( m_pSignedNormalizationCubemap ); m_pIdentityLightWarp = FindOrLoadTexture( "dev/IdentityLightWarp", TEXTURE_GROUP_OTHER ); m_pIdentityLightWarp->IncrementReferenceCount(); }
// High end hardware needs this texture for shadow mapping
if ( HardwareConfig()->ActuallySupportsPixelShaders_2_b() ) { m_pShadowNoise2D = FindOrLoadTexture( "engine/NormalizedRandomDirections2D", TEXTURE_GROUP_OTHER ); m_pShadowNoise2D->IncrementReferenceCount(); }
m_pDebugLuxels2D = FindOrLoadTexture( "debug/debugluxelsnoalpha", TEXTURE_GROUP_OTHER ); m_pDebugLuxels2D->IncrementReferenceCount(); }
void CTextureManager::Shutdown() { // Clean up any textures we have hanging around that are waiting to go.
CleanupPossiblyUnreferencedTextures();
// Cool the texture cache first to drop all the refs back to 0 for the streamable things.
CoolTextureCache();
if ( m_pAsyncLoader ) { m_pAsyncLoader->Shutdown(); delete m_pAsyncLoader; m_pAsyncLoader = NULL; }
if ( m_pAsyncReader ) { m_pAsyncReader->Shutdown(); delete m_pAsyncReader; m_pAsyncReader = NULL; }
FreeStandardRenderTargets();
FOR_EACH_VEC( m_ReadbackTextures, i ) { m_ReadbackTextures[ i ]->Release(); }
if ( m_pDebugLuxels2D ) { m_pDebugLuxels2D->DecrementReferenceCount(); m_pDebugLuxels2D = NULL; }
// These checks added because it's possible for shutdown to be called before the material system is
// fully initialized.
if ( m_pWhiteTexture ) { m_pWhiteTexture->DecrementReferenceCount(); m_pWhiteTexture = NULL; }
if ( m_pBlackTexture ) { m_pBlackTexture->DecrementReferenceCount(); m_pBlackTexture = NULL; }
if ( m_pGreyTexture ) { m_pGreyTexture->DecrementReferenceCount(); m_pGreyTexture = NULL; }
if ( m_pGreyAlphaZeroTexture ) { m_pGreyAlphaZeroTexture->DecrementReferenceCount(); m_pGreyAlphaZeroTexture = NULL; }
if ( m_pNormalizationCubemap ) { m_pNormalizationCubemap->DecrementReferenceCount(); m_pNormalizationCubemap = NULL; }
if ( m_pSignedNormalizationCubemap ) { m_pSignedNormalizationCubemap->DecrementReferenceCount(); m_pSignedNormalizationCubemap = NULL; }
if ( m_pShadowNoise2D ) { m_pShadowNoise2D->DecrementReferenceCount(); m_pShadowNoise2D = NULL; }
if ( m_pIdentityLightWarp ) { m_pIdentityLightWarp->DecrementReferenceCount(); m_pIdentityLightWarp = NULL; }
if ( m_pErrorTexture ) { m_pErrorTexture->DecrementReferenceCount(); m_pErrorTexture = NULL; }
ReleaseTextures();
if ( m_pErrorRegen ) { m_pErrorRegen->Release(); m_pErrorRegen = NULL; }
for ( int i = m_TextureList.First(); i != m_TextureList.InvalidIndex(); i = m_TextureList.Next( i ) ) { ITextureInternal::Destroy( m_TextureList[i], true ); } m_TextureList.RemoveAll();
for( int i = m_TextureAliases.First(); i != m_TextureAliases.InvalidIndex(); i = m_TextureAliases.Next( i ) ) { delete []m_TextureAliases[i]; } m_TextureAliases.RemoveAll();
m_TextureExcludes.RemoveAll(); }
//-----------------------------------------------------------------------------
// Allocate, free standard render target textures
//-----------------------------------------------------------------------------
void CTextureManager::AllocateStandardRenderTargets( ) { bool bAllocateFullscreenTexture = ( m_nFlags & MATERIAL_INIT_ALLOCATE_FULLSCREEN_TEXTURE ) != 0; bool bAllocateMorphAccumTexture = g_pMorphMgr->ShouldAllocateScratchTextures();
if ( IsPC() && ( bAllocateFullscreenTexture || bAllocateMorphAccumTexture ) ) { MaterialSystem()->BeginRenderTargetAllocation();
// A offscreen render target which is the size + format of the back buffer (*not* HDR format!)
if ( bAllocateFullscreenTexture ) { m_pFullScreenTexture = CreateRenderTargetTexture( "_rt_FullScreen", 1, 1, RT_SIZE_FULL_FRAME_BUFFER_ROUNDED_UP, MaterialSystem()->GetBackBufferFormat(), RENDER_TARGET, TEXTUREFLAGS_CLAMPS | TEXTUREFLAGS_CLAMPT, 0 ); m_pFullScreenTexture->IncrementReferenceCount(); }
// This texture is the one we accumulate morph deltas into
if ( bAllocateMorphAccumTexture ) { g_pMorphMgr->AllocateScratchTextures(); g_pMorphMgr->AllocateMaterials(); }
MaterialSystem()->EndRenderTargetAllocation(); } }
void CTextureManager::FreeStandardRenderTargets() { if ( m_pFullScreenTexture ) { m_pFullScreenTexture->DecrementReferenceCount(); m_pFullScreenTexture = NULL; }
g_pMorphMgr->FreeMaterials(); g_pMorphMgr->FreeScratchTextures(); }
void CTextureManager::CacheExternalStandardRenderTargets() { m_pFullScreenDepthTexture = FindTexture( "_rt_FullFrameDepth" ); //created/destroyed in engine/matsys_interface.cpp to properly track hdr changes
}
//-----------------------------------------------------------------------------
// Generates an error texture pattern
//-----------------------------------------------------------------------------
void CTextureManager::GenerateErrorTexture( ITexture *pTexture, IVTFTexture *pVTFTexture ) { m_pErrorRegen->RegenerateTextureBits( pTexture, pVTFTexture, NULL ); }
//-----------------------------------------------------------------------------
// Updates the color correction state
//-----------------------------------------------------------------------------
ITextureInternal *CTextureManager::ColorCorrectionTexture( int i ) { Assert( i<COLOR_CORRECTION_MAX_TEXTURES ); return m_pColorCorrectionTextures[ i ]; }
void CTextureManager::SetColorCorrectionTexture( int i, ITextureInternal *pTexture ) { Assert( i<COLOR_CORRECTION_MAX_TEXTURES );
if( m_pColorCorrectionTextures[i] ) { m_pColorCorrectionTextures[i]->DecrementReferenceCount(); }
m_pColorCorrectionTextures[i] = pTexture; if( pTexture ) pTexture->IncrementReferenceCount(); }
//-----------------------------------------------------------------------------
// Releases all textures (cause we've lost video memory)
//-----------------------------------------------------------------------------
void CTextureManager::ReleaseTextures( void ) { g_pShaderAPI->SetFullScreenTextureHandle( INVALID_SHADERAPI_TEXTURE_HANDLE );
for ( int i = m_TextureList.First(); i != m_TextureList.InvalidIndex(); i = m_TextureList.Next( i ) ) { // Release the texture...
m_TextureList[i]->ReleaseMemory(); } }
//-----------------------------------------------------------------------------
// Request a texture ID
//-----------------------------------------------------------------------------
int CTextureManager::RequestNextTextureID() { // FIXME: Deal better with texture ids
// The range between 19000 and 21000 are used for standard textures + lightmaps
if (m_iNextTexID == 19000) { m_iNextTexID = 21000; }
return m_iNextTexID++; }
//-----------------------------------------------------------------------------
// Restores a single texture
//-----------------------------------------------------------------------------
void CTextureManager::RestoreTexture( ITextureInternal* pTexture ) { // Put the texture back onto the board
pTexture->OnRestore(); // Give render targets a chance to reinitialize themselves if necessary (due to AA changes).
pTexture->Download(); }
//-----------------------------------------------------------------------------
// Purges our complete list of textures that might currently be unreferenced
//-----------------------------------------------------------------------------
void CTextureManager::CleanupPossiblyUnreferencedTextures() { if ( !ThreadInMainThread() || MaterialSystem()->GetRenderThreadId() != 0xFFFFFFFF ) { Assert( !"CTextureManager::CleanupPossiblyUnreferencedTextures should never be called here" ); // This is catastrophically bad, don't do this. Someone needs to fix this. See JohnS or McJohn
DebuggerBreakIfDebugging_StagingOnly(); return; }
// It is perfectly valid for a texture to become referenced again (it lives on in our texture list, and can be
// re-loaded) and then free'd again, so ensure we don't have any duplicates in queue.
CUtlVector< ITextureInternal * > texturesToDelete( /* growSize */ 0, /* initialSize */ m_PossiblyUnreferencedTextures.Count() ); ITextureInternal *pMaybeUnreferenced = NULL; while ( m_PossiblyUnreferencedTextures.PopItem( &pMaybeUnreferenced ) ) { Assert( pMaybeUnreferenced->GetReferenceCount() >= 0 ); if ( pMaybeUnreferenced->GetReferenceCount() == 0 && texturesToDelete.Find( pMaybeUnreferenced ) == texturesToDelete.InvalidIndex() ) { texturesToDelete.AddToTail( pMaybeUnreferenced ); } }
// Free them
FOR_EACH_VEC( texturesToDelete, i ) { RemoveTexture( texturesToDelete[ i ] ); } }
//-----------------------------------------------------------------------------
// Restore all textures (cause we've got video memory again)
//-----------------------------------------------------------------------------
void CTextureManager::RestoreNonRenderTargetTextures( ) { // 360 should not have gotten here
Assert( !IsX360() );
for ( int i = m_TextureList.First(); i != m_TextureList.InvalidIndex(); i = m_TextureList.Next( i ) ) { if ( !m_TextureList[i]->IsRenderTarget() ) { RestoreTexture( m_TextureList[i] ); } } }
//-----------------------------------------------------------------------------
// Restore just the render targets (cause we've got video memory again)
//-----------------------------------------------------------------------------
void CTextureManager::RestoreRenderTargets() { // 360 should not have gotten here
Assert( !IsX360() );
for ( int i = m_TextureList.First(); i != m_TextureList.InvalidIndex(); i = m_TextureList.Next( i ) ) { if ( m_TextureList[i]->IsRenderTarget() ) { RestoreTexture( m_TextureList[i] ); } }
if ( m_pFullScreenTexture ) { g_pShaderAPI->SetFullScreenTextureHandle( m_pFullScreenTexture->GetTextureHandle( 0 ) ); }
CacheExternalStandardRenderTargets(); }
//-----------------------------------------------------------------------------
// Reloads all textures
//-----------------------------------------------------------------------------
void CTextureManager::ReloadTextures() { for ( int i = m_TextureList.First(); i != m_TextureList.InvalidIndex(); i = m_TextureList.Next( i ) ) { // Put the texture back onto the board
m_TextureList[i]->Download(); } }
static void ForceTextureIntoHardware( ITexture *pTexture, IMaterial *pMaterial, IMaterialVar *pBaseTextureVar ) { if ( IsX360() ) return;
pBaseTextureVar->SetTextureValue( pTexture );
CMatRenderContextPtr pRenderContext( MaterialSystem()->GetRenderContext() ); pRenderContext->Bind( pMaterial ); IMesh* pMesh = pRenderContext->GetDynamicMesh( true );
CMeshBuilder meshBuilder; meshBuilder.Begin( pMesh, MATERIAL_TRIANGLES, 1 );
meshBuilder.Position3f( 0.0f, 0.0f, 0.0f ); meshBuilder.TangentS3f( 0.0f, 1.0f, 0.0f ); meshBuilder.TangentT3f( 1.0f, 0.0f, 0.0f ); meshBuilder.Normal3f( 0.0f, 0.0f, 1.0f ); meshBuilder.TexCoord2f( 0, 0.0f, 0.0f ); meshBuilder.AdvanceVertex();
meshBuilder.Position3f( 0.0f, 0.0f, 0.0f ); meshBuilder.TangentS3f( 0.0f, 1.0f, 0.0f ); meshBuilder.TangentT3f( 1.0f, 0.0f, 0.0f ); meshBuilder.Normal3f( 0.0f, 0.0f, 1.0f ); meshBuilder.TexCoord2f( 0, 0.0f, 0.0f ); meshBuilder.AdvanceVertex();
meshBuilder.Position3f( 0.0f, 0.0f, 0.0f ); meshBuilder.TangentS3f( 0.0f, 1.0f, 0.0f ); meshBuilder.TangentT3f( 1.0f, 0.0f, 0.0f ); meshBuilder.Normal3f( 0.0f, 0.0f, 1.0f ); meshBuilder.TexCoord2f( 0, 0.0f, 0.0f ); meshBuilder.AdvanceVertex();
meshBuilder.End(); pMesh->Draw(); }
//-----------------------------------------------------------------------------
// Reloads all textures
//-----------------------------------------------------------------------------
void CTextureManager::ForceAllTexturesIntoHardware( void ) { if ( IsX360() ) return; IMaterial *pMaterial = MaterialSystem()->FindMaterial( "engine/preloadtexture", "texture preload" ); pMaterial = ((IMaterialInternal *)pMaterial)->GetRealTimeVersion(); //always work with the realtime material internally
pMaterial->IncrementReferenceCount(); bool bFound; IMaterialVar *pBaseTextureVar = pMaterial->FindVar( "$basetexture", &bFound ); if( !bFound ) { return; }
for ( int i = m_TextureList.First(); i != m_TextureList.InvalidIndex(); i = m_TextureList.Next( i ) ) { // Put the texture back onto the board
ForceTextureIntoHardware( m_TextureList[i], pMaterial, pBaseTextureVar ); } pMaterial->DecrementReferenceCount(); }
//-----------------------------------------------------------------------------
// Get at a couple standard textures
//-----------------------------------------------------------------------------
ITextureInternal *CTextureManager::ErrorTexture() { return m_pErrorTexture; }
ITextureInternal *CTextureManager::NormalizationCubemap() { return m_pNormalizationCubemap; }
ITextureInternal *CTextureManager::SignedNormalizationCubemap() { return m_pSignedNormalizationCubemap; }
ITextureInternal *CTextureManager::ShadowNoise2D() { return m_pShadowNoise2D; }
ITextureInternal *CTextureManager::IdentityLightWarp() { return m_pIdentityLightWarp; }
ITextureInternal *CTextureManager::FullFrameDepthTexture() { return m_pFullScreenDepthTexture; }
ITextureInternal *CTextureManager::DebugLuxels2D() { return m_pDebugLuxels2D; }
//-----------------------------------------------------------------------------
// Creates a procedural texture
//-----------------------------------------------------------------------------
ITextureInternal *CTextureManager::CreateProceduralTexture( const char *pTextureName, const char *pTextureGroupName, int w, int h, int d, ImageFormat fmt, int nFlags, ITextureRegenerator *generator ) { ITextureInternal *pNewTexture = ITextureInternal::CreateProceduralTexture( pTextureName, pTextureGroupName, w, h, d, fmt, nFlags, generator ); if ( !pNewTexture ) return NULL;
// Add it to the list of textures so it can be restored, etc.
m_TextureList.Insert( pNewTexture->GetName(), pNewTexture );
// NOTE: This will download the texture only if the shader api is ready
pNewTexture->Download();
return pNewTexture; }
//-----------------------------------------------------------------------------
// FIXME: Need some better understanding of when textures should be added to
// the texture dictionary here. Is it only for files, for example?
// Texture dictionary...
//-----------------------------------------------------------------------------
ITextureInternal *CTextureManager::LoadTexture( const char *pTextureName, const char *pTextureGroupName, int nAdditionalCreationFlags /* = 0 */, bool bDownload /* = true */ ) { ITextureInternal *pNewTexture = ITextureInternal::CreateFileTexture( pTextureName, pTextureGroupName ); if ( pNewTexture ) { int iIndex = m_TextureExcludes.Find( pNewTexture->GetName() ); if ( m_TextureExcludes.IsValidIndex( iIndex ) ) { // mark the new texture as excluded
int nDimensionsLimit = m_TextureExcludes[iIndex]; pNewTexture->MarkAsExcluded( ( nDimensionsLimit == 0 ), nDimensionsLimit ); }
// Stick the texture onto the board
if ( bDownload ) pNewTexture->Download( NULL, nAdditionalCreationFlags );
// FIXME: If there's been an error loading, we don't also want this error...
}
return pNewTexture; }
ITextureInternal *CTextureManager::FindTexture( const char *pTextureName ) { if ( !pTextureName || pTextureName[0] == 0 ) return NULL; char szCleanName[MAX_PATH]; NormalizeTextureName( pTextureName, szCleanName, sizeof( szCleanName ) );
int i = m_TextureList.Find( szCleanName ); if ( i != m_TextureList.InvalidIndex() ) { return m_TextureList[i]; }
i = m_TextureAliases.Find( szCleanName ); if ( i != m_TextureAliases.InvalidIndex() ) { return FindTexture( m_TextureAliases[i] ); }
// Special handling: lightmaps
if ( char const *szLightMapNum = StringAfterPrefix( szCleanName, "[lightmap" ) ) { int iLightMapNum = atoi( szLightMapNum ); extern CMaterialSystem g_MaterialSystem; CMatLightmaps *plm = g_MaterialSystem.GetLightmaps(); if ( iLightMapNum >= 0 && iLightMapNum < plm->GetNumLightmapPages() ) { ShaderAPITextureHandle_t hTex = plm->GetLightmapPageTextureHandle( iLightMapNum ); if ( hTex != INVALID_SHADERAPI_TEXTURE_HANDLE ) { // Establish the lookup linking in the dictionary
ITextureInternal *pTxInt = ITextureInternal::CreateReferenceTextureFromHandle( pTextureName, TEXTURE_GROUP_LIGHTMAP, hTex ); m_TextureList.Insert( pTextureName, pTxInt ); return pTxInt; } } }
return NULL; }
void CTextureManager::AddTextureAlias( const char *pAlias, const char *pRealName ) { if ( (pAlias == NULL) || (pRealName == NULL) ) return; //invalid alias
char szCleanName[MAX_PATH]; int index = m_TextureAliases.Find( NormalizeTextureName( pAlias, szCleanName, sizeof( szCleanName ) ) );
if ( index != m_TextureAliases.InvalidIndex() ) { AssertMsg( Q_stricmp( pRealName, m_TextureAliases[index] ) == 0, "Trying to use one name to alias two different textures." ); RemoveTextureAlias( pAlias ); //remove the old alias to make room for the new one.
}
size_t iRealNameLength = strlen( pRealName ) + 1; char *pRealNameCopy = new char [iRealNameLength]; memcpy( pRealNameCopy, pRealName, iRealNameLength );
m_TextureAliases.Insert( szCleanName, pRealNameCopy ); }
void CTextureManager::RemoveTextureAlias( const char *pAlias ) { if ( pAlias == NULL ) return;
char szCleanName[MAX_PATH]; int index = m_TextureAliases.Find( NormalizeTextureName( pAlias, szCleanName, sizeof( szCleanName ) ) ); if ( index == m_TextureAliases.InvalidIndex() ) return; //not found
delete []m_TextureAliases[index]; m_TextureAliases.RemoveAt( index ); }
void CTextureManager::SetExcludedTextures( const char *pScriptName ) { // clear all exisiting texture's exclusion
for ( int i = m_TextureExcludes.First(); i != m_TextureExcludes.InvalidIndex(); i = m_TextureExcludes.Next( i ) ) { ITextureInternal *pTexture = FindTexture( m_TextureExcludes.GetElementName( i ) ); if ( pTexture ) { pTexture->MarkAsExcluded( false, 0 ); } } m_TextureExcludes.RemoveAll();
MEM_ALLOC_CREDIT();
// get optional script
CUtlBuffer excludeBuffer( 0, 0, CUtlBuffer::TEXT_BUFFER ); if ( g_pFullFileSystem->ReadFile( pScriptName, NULL, excludeBuffer ) ) { char szToken[MAX_PATH]; while ( 1 ) { // must support spaces in names without quotes
// have to brute force parse up to a valid line
while ( 1 ) { excludeBuffer.EatWhiteSpace(); if ( !excludeBuffer.EatCPPComment() ) { // not a comment
break; } } excludeBuffer.GetLine( szToken, sizeof( szToken ) ); int tokenLength = strlen( szToken ); if ( !tokenLength ) { // end of list
break; }
// remove all trailing whitespace
while ( tokenLength > 0 ) { tokenLength--; if ( isgraph( szToken[tokenLength] ) ) { break; } szToken[tokenLength] = '\0'; }
// first optional token may be a dimension limit hint
int nDimensionsLimit = 0; char *pTextureName = szToken; if ( pTextureName[0] != 0 && isdigit( pTextureName[0] ) ) { nDimensionsLimit = atoi( pTextureName ); // skip forward to name
for ( ;; ) { char ch = *pTextureName; if ( !ch || ( !isdigit( ch ) && !isspace( ch ) ) ) { break; } pTextureName++; } }
char szCleanName[MAX_PATH]; NormalizeTextureName( pTextureName, szCleanName, sizeof( szCleanName ) );
if ( m_TextureExcludes.Find( szCleanName ) != m_TextureExcludes.InvalidIndex() ) { // avoid duplicates
continue; }
m_TextureExcludes.Insert( szCleanName, nDimensionsLimit );
// set any existing texture's exclusion
// textures that don't exist yet will get caught during their creation path
ITextureInternal *pTexture = FindTexture( szCleanName ); if ( pTexture ) { pTexture->MarkAsExcluded( ( nDimensionsLimit == 0 ), nDimensionsLimit ); } } } }
void CTextureManager::UpdateExcludedTextures( void ) { for ( int i = m_TextureList.First(); i != m_TextureList.InvalidIndex(); i = m_TextureList.Next( i ) ) { m_TextureList[i]->UpdateExcludedState(); } }
ITextureInternal *CTextureManager::FindOrLoadTexture( const char *pTextureName, const char *pTextureGroupName, int nAdditionalCreationFlags /* = 0 */ ) { ITextureInternal *pTexture = FindTexture( pTextureName ); if ( !pTexture ) { pTexture = LoadTexture( pTextureName, pTextureGroupName, nAdditionalCreationFlags ); if ( pTexture ) { // insert into the dictionary using the processed texture name
m_TextureList.Insert( pTexture->GetName(), pTexture ); } }
return pTexture; }
bool CTextureManager::IsTextureLoaded( const char *pTextureName ) { ITextureInternal *pTexture = FindTexture( pTextureName ); return ( pTexture != NULL ); }
//-----------------------------------------------------------------------------
// Creates a texture that's a render target
//-----------------------------------------------------------------------------
ITextureInternal *CTextureManager::CreateRenderTargetTexture( const char *pRTName, // NULL for auto-generated name
int w, int h, RenderTargetSizeMode_t sizeMode, ImageFormat fmt, RenderTargetType_t type, unsigned int textureFlags, unsigned int renderTargetFlags ) { MEM_ALLOC_CREDIT_( __FILE__ ": Render target" );
ITextureInternal *pTexture; if ( pRTName ) { // caller is re-initing or changing
pTexture = FindTexture( pRTName ); if ( pTexture ) { // Changing the underlying render target, but leaving the pointer and refcount
// alone fixes callers that have exisiting references to this object.
ITextureInternal::ChangeRenderTarget( pTexture, w, h, sizeMode, fmt, type, textureFlags, renderTargetFlags );
// download if ready
pTexture->Download(); return pTexture; } } pTexture = ITextureInternal::CreateRenderTarget( pRTName, w, h, sizeMode, fmt, type, textureFlags, renderTargetFlags ); if ( !pTexture ) return NULL;
// Add the render target to the list of textures
// that way it'll get cleaned up correctly in case of a task switch
m_TextureList.Insert( pTexture->GetName(), pTexture );
// NOTE: This will download the texture only if the shader api is ready
pTexture->Download();
return pTexture; }
void CTextureManager::ResetTextureFilteringState( ) { for ( int i = m_TextureList.First(); i != m_TextureList.InvalidIndex(); i = m_TextureList.Next( i ) ) { m_TextureList[i]->SetFilteringAndClampingMode(); } }
void CTextureManager::SuspendTextureStreaming( void ) { m_iSuspendTextureStreaming++; }
void CTextureManager::ResumeTextureStreaming( void ) { AssertMsg( m_iSuspendTextureStreaming, "Mismatched Suspend/Resume texture streaming calls" ); if ( m_iSuspendTextureStreaming ) { m_iSuspendTextureStreaming--; } }
void CTextureManager::RemoveUnusedTextures( void ) { // First, need to flush all of our textures that are pending cleanup.
CleanupPossiblyUnreferencedTextures();
int iNext; for ( int i = m_TextureList.First(); i != m_TextureList.InvalidIndex(); i = iNext ) { iNext = m_TextureList.Next( i );
#ifdef _DEBUG
if ( m_TextureList[i]->GetReferenceCount() < 0 ) { Warning( "RemoveUnusedTextures: pTexture->m_referenceCount < 0 for %s\n", m_TextureList[i]->GetName() ); } #endif
if ( m_TextureList[i]->GetReferenceCount() <= 0 ) { ITextureInternal::Destroy( m_TextureList[i] ); m_TextureList.RemoveAt( i ); } } }
void CTextureManager::MarkUnreferencedTextureForCleanup( ITextureInternal *pTexture ) { Assert( pTexture->GetReferenceCount() == 0 ); m_PossiblyUnreferencedTextures.PushItem( pTexture ); }
void CTextureManager::RemoveTexture( ITextureInternal *pTexture ) { TM_ZONE_DEFAULT( TELEMETRY_LEVEL0 );
Assert( pTexture->GetReferenceCount() <= 0 );
if ( !ThreadInMainThread() || MaterialSystem()->GetRenderThreadId() != 0xFFFFFFFF ) { Assert( !"CTextureManager::RemoveTexture should never be called here"); // This is catastrophically bad, don't do this. Someone needs to fix this.
DebuggerBreakIfDebugging_StagingOnly(); return; }
bool bTextureFound = false;
// If the queue'd rendering thread is running, RemoveTexture() is going to explode. If it isn't, calling
// RemoveTexture while still dealing with immediate removal textures seems fishy, but could be legit, in which case
// this assert could be softened.
int nUnreferencedQueue = m_PossiblyUnreferencedTextures.Count(); if ( nUnreferencedQueue ) { Assert( !"RemoveTexture() being called while textures sitting in possibly unreferenced queue" ); // Assuming that this is all a wholesome main-thread misunderstanding, we can try to continue after filtering
// this texture from the queue.
ITextureInternal *pPossiblyUnreferenced = NULL; for ( int i = 0; i < nUnreferencedQueue && m_PossiblyUnreferencedTextures.PopItem( &pPossiblyUnreferenced ); i++ ) { m_PossiblyUnreferencedTextures.PushItem( pPossiblyUnreferenced );
if ( pPossiblyUnreferenced == pTexture ) { bTextureFound = true; break; } } }
if ( bTextureFound ) { Assert( !"CTextureManager::RemoveTexture has been called for a texture that has already requested cleanup. That's a paddlin'." ); // This is catastrophically bad, don't do this. Someone needs to fix this.
DebuggerBreakIfDebugging_StagingOnly(); return; }
for ( int i = m_TextureList.First(); i != m_TextureList.InvalidIndex(); i = m_TextureList.Next( i ) ) { // search by object
if ( m_TextureList[i] == pTexture ) { // This code is always sure that the texture we're tryign to clean up is no longer in the the possibly unreferenced list,
// So let Destroy work without checking.
ITextureInternal::Destroy( m_TextureList[i], true ); m_TextureList.RemoveAt( i ); break; } } }
void CTextureManager::ReloadFilesInList( IFileList *pFilesToReload ) { if ( !IsPC() ) return;
for ( int i=m_TextureList.First(); i != m_TextureList.InvalidIndex(); i=m_TextureList.Next( i ) ) { ITextureInternal *pTex = m_TextureList[i];
pTex->ReloadFilesInList( pFilesToReload ); } }
void CTextureManager::ReleaseTempRenderTargetBits( void ) { if( IsX360() ) //only sane on 360
{ int iNext; for ( int i = m_TextureList.First(); i != m_TextureList.InvalidIndex(); i = iNext ) { iNext = m_TextureList.Next( i );
if ( m_TextureList[i]->IsTempRenderTarget() ) { m_TextureList[i]->ReleaseMemory(); } } } }
void CTextureManager::DebugPrintUsedTextures( void ) { for ( int i = m_TextureList.First(); i != m_TextureList.InvalidIndex(); i = m_TextureList.Next( i ) ) { ITextureInternal *pTexture = m_TextureList[i]; Msg( "Texture: '%s' RefCount: %d\n", pTexture->GetName(), pTexture->GetReferenceCount() ); }
if ( m_TextureExcludes.Count() ) { Msg( "\nExcluded Textures: (%d)\n", m_TextureExcludes.Count() ); for ( int i = m_TextureExcludes.First(); i != m_TextureExcludes.InvalidIndex(); i = m_TextureExcludes.Next( i ) ) { char buff[256]; const char *pName = m_TextureExcludes.GetElementName( i ); V_snprintf( buff, sizeof( buff ), "Excluded: %d '%s' \n", m_TextureExcludes[i], pName ); // an excluded texture is valid, but forced tiny
if ( IsTextureLoaded( pName ) ) { Msg( "%s", buff ); } else { // warn as unknown, could be a spelling error
Warning( "%s", buff ); } } } }
int CTextureManager::FindNext( int iIndex, ITextureInternal **pTexInternal ) { if ( iIndex == -1 && m_TextureList.Count() ) { iIndex = m_TextureList.First(); } else if ( !m_TextureList.Count() || !m_TextureList.IsValidIndex( iIndex ) ) { *pTexInternal = NULL; return -1; }
*pTexInternal = m_TextureList[iIndex];
iIndex = m_TextureList.Next( iIndex ); if ( iIndex == m_TextureList.InvalidIndex() ) { // end of list
iIndex = -1; }
return iIndex; }
void CTextureManager::Update() { tmZone( TELEMETRY_LEVEL0, TMZF_NONE, "%s", __FUNCTION__ );
#ifdef STAGING_ONLY
if ( mat_texture_list_dump.GetBool() ) { DumpTextureList(); mat_texture_list_dump.SetValue( 0 ); } #endif
if ( m_pAsyncReader ) m_pAsyncReader->ThreadMain_Update(); }
// Load a texture asynchronously and then call the provided callback.
void CTextureManager::AsyncFindOrLoadTexture( const char *pTextureName, const char *pTextureGroupName, IAsyncTextureOperationReceiver* pRecipient, void* pExtraArgs, bool bComplain, int nAdditionalCreationFlags ) { tmZone( TELEMETRY_LEVEL0, TMZF_NONE, "%s", __FUNCTION__ );
bool bStreamingRequest = ( nAdditionalCreationFlags & TEXTUREFLAGS_STREAMABLE ) != 0;
ITextureInternal* pLoadedTex = FindTexture( pTextureName ); // It'd be weird to indicate that we're streaming and not actually have a texture that already exists.
Assert( !bStreamingRequest || pLoadedTex != NULL );
if ( pLoadedTex ) { if ( !bStreamingRequest ) { if ( pLoadedTex->IsError() && bComplain ) DevWarning( "Texture '%s' not found.\n", pTextureName ); pRecipient->OnAsyncFindComplete( pLoadedTex, pExtraArgs ); SafeRelease( pRecipient ); return; } } AsyncLoadJob_t asyncLoad( pTextureName, pTextureGroupName, pRecipient, pExtraArgs, bComplain, nAdditionalCreationFlags );
// If this is the first person asking to load this, then remember so we don't load the same thing over and over again.
int pendingIndex = m_PendingAsyncLoads.Find( pTextureName ); if ( pendingIndex == m_PendingAsyncLoads.InvalidIndex() ) { // Create the texture here, we'll load the data in the async thread. Load is a misnomer, because it doesn't actually
// load the data--Download does.
if ( bStreamingRequest ) asyncLoad.m_pResultData = pLoadedTex; else asyncLoad.m_pResultData = LoadTexture( pTextureName, pTextureGroupName, nAdditionalCreationFlags, false ); AsyncLoad( asyncLoad ); pendingIndex = m_PendingAsyncLoads.Insert( pTextureName ); } else { // If this is a thing we've seen before, just note that we also need it.
m_PendingAsyncLoads[ pendingIndex ].AddToTail( asyncLoad ); } }
void CTextureManager::CompleteAsyncLoad( AsyncLoadJob_t* pJob ) { tmZone( TELEMETRY_LEVEL0, TMZF_NONE, "%s", __FUNCTION__ );
Assert( pJob ); bool bDownloaded = false;
if ( !IsJobCancelled( pJob ) ) { // Perform the download. We did the read already.
pJob->m_pResultData->Download( NULL, pJob->m_nAdditionalCreationFlags ); bDownloaded = true; } // Then notify the caller that they're finished.
pJob->m_pRecipient->OnAsyncFindComplete( pJob->m_pResultData, pJob->m_pExtraArgs ); // Finally, deal with any other stragglers that asked for the same surface we did.
int pendingIndex = m_PendingAsyncLoads.Find( pJob->m_TextureName.Get() ); Assert( pendingIndex != m_PendingAsyncLoads.InvalidIndex() );
FOR_EACH_VEC( m_PendingAsyncLoads[ pendingIndex ], i ) { AsyncLoadJob_t& straggler = m_PendingAsyncLoads[ pendingIndex ][ i ]; straggler.m_pResultData = pJob->m_pResultData;
if ( !bDownloaded && !IsJobCancelled( &straggler ) ) { bDownloaded = true; straggler.m_pResultData->Download( NULL, straggler.m_nAdditionalCreationFlags ); }
straggler.m_pRecipient->OnAsyncFindComplete( straggler.m_pResultData, straggler.m_pExtraArgs ); SafeRelease( &straggler.m_pRecipient ); }
// Add ourselves to the list of loaded things.
if ( bDownloaded ) { // The texture list has to be protected by the materials lock.
MaterialLock_t hMaterialLock = materials->Lock();
// It's possible that the texture wasn't actually unloaded, so we may have reloaded something unnecessarily.
// If so, just don't re-add it.
if ( m_TextureList.Find( pJob->m_pResultData->GetName() ) == m_TextureList.InvalidIndex() ) m_TextureList.Insert( pJob->m_pResultData->GetName(), pJob->m_pResultData );
materials->Unlock( hMaterialLock ); } else { // If we didn't download, need to clean up the leftover file data that we loaded on the other thread
pJob->m_pResultData->AsyncCancelReadTexture(); }
// Can't release the Recipient until after we tell the stragglers, because the recipient may be the only
// ref to the texture, and cleaning it up may clean up the texture but leave us with a seemingly valid pointer.
SafeRelease( &pJob->m_pRecipient );
// Dump out the whole lot.
m_PendingAsyncLoads.RemoveAt( pendingIndex ); }
void CTextureManager::AsyncLoad( const AsyncLoadJob_t& job ) { Assert( m_pAsyncLoader ); m_pAsyncLoader->AsyncLoad( job ); }
void CTextureManager::AsyncCreateTextureFromRenderTarget( ITexture* pSrcRt, const char* pDstName, ImageFormat dstFmt, bool bGenMips, int nAdditionalCreationFlags, IAsyncTextureOperationReceiver* pRecipient, void* pExtraArgs ) { tmZone( TELEMETRY_LEVEL0, TMZF_NONE, "%s", __FUNCTION__ );
Assert( pSrcRt );
AsyncReadJob_t* pAsyncRead = new AsyncReadJob_t( pSrcRt, pDstName, dstFmt, bGenMips, nAdditionalCreationFlags, pRecipient, pExtraArgs ); AsyncReadTexture( pAsyncRead ); }
void CTextureManager::CompleteAsyncRead( AsyncReadJob_t* pJob ) { tmZone( TELEMETRY_LEVEL0, TMZF_NONE, "%s", __FUNCTION__ );
// Release the texture back into the pool.
ReleaseReadbackTexture( pJob->m_pSysmemTex ); pJob->m_pSysmemTex = NULL;
int w = pJob->m_pSrcRt->GetActualWidth(); int h = pJob->m_pSrcRt->GetActualHeight();
int mips = pJob->m_bGenMips ? ImageLoader::GetNumMipMapLevels( w, h ) : 1;
int nFlags = pJob->m_nAdditionalCreationFlags | TEXTUREFLAGS_SINGLECOPY | TEXTUREFLAGS_IGNORE_PICMIP | ( mips > 1 ? TEXTUREFLAGS_ALL_MIPS : TEXTUREFLAGS_NOMIP ) ;
// Create the texture
ITexture* pFinalTex = materials->CreateNamedTextureFromBitsEx( pJob->m_pDstName, TEXTURE_GROUP_RUNTIME_COMPOSITE, w, h, mips, pJob->m_dstFmt, pJob->m_finalTexelData.Count(), pJob->m_finalTexelData.Base(), nFlags ); Assert( pFinalTex );
// Make the callback!
pJob->m_pRecipient->OnAsyncCreateComplete( pFinalTex, pJob->m_pExtraArgs ); SafeRelease( &pJob->m_pSrcRt ); SafeRelease( &pJob->m_pRecipient ); SafeRelease( &pFinalTex ); }
void CTextureManager::AsyncReadTexture( AsyncReadJob_t* pJob ) { tmZone( TELEMETRY_LEVEL0, TMZF_NONE, "%s", __FUNCTION__ );
Assert( m_pAsyncReader ); Assert( pJob );
pJob->m_pSysmemTex = AcquireReadbackTexture( pJob->m_pSrcRt->GetActualWidth(), pJob->m_pSrcRt->GetActualHeight(), pJob->m_pSrcRt->GetImageFormat() ); Assert( pJob->m_pSysmemTex );
if ( !pJob->m_pSysmemTex ) { Assert( !"Need to deal with this error case" ); // TODOERROR
return; }
m_pAsyncReader->AsyncReadback( pJob ); }
ITextureInternal* CTextureManager::AcquireReadbackTexture( int w, int h, ImageFormat fmt ) { tmZone( TELEMETRY_LEVEL0, TMZF_NONE, "%s", __FUNCTION__ );
{ tmZone( TELEMETRY_LEVEL0, TMZF_NONE, "%s-TryExisting", __FUNCTION__ ); MaterialLock_t hMaterialLock = materials->Lock();
FOR_EACH_VEC( m_ReadbackTextures, i ) { ITextureInternal* pTex = m_ReadbackTextures[ i ]; Assert( pTex );
if ( pTex->GetActualWidth() == w && pTex->GetActualHeight() == h && pTex->GetImageFormat() == fmt ) { // Found one in the cache already
pTex->AddRef(); m_ReadbackTextures.Remove( i );
materials->Unlock( hMaterialLock ); return pTex; } }
materials->Unlock( hMaterialLock ); }
tmZone( TELEMETRY_LEVEL0, TMZF_NONE, "%s-CreateNew", __FUNCTION__ ); ITextureInternal* stagingTex = CreateProceduralTexture( "readbacktex", TEXTURE_GROUP_OTHER, w, h, 1, fmt, TEXTUREFLAGS_STAGING_MEMORY | TEXTUREFLAGS_NOMIP | TEXTUREFLAGS_SINGLECOPY | TEXTUREFLAGS_IMMEDIATE_CLEANUP ); // AddRef here for caller.
stagingTex->AddRef(); return stagingTex; }
void CTextureManager::ReleaseReadbackTexture( ITextureInternal* pTex ) { Assert( pTex );
MaterialLock_t hMaterialLock = materials->Lock(); // Release matching AddRef in AcquireReadbackTexture
pTex->Release(); m_ReadbackTextures.AddToTail( pTex ); materials->Unlock( hMaterialLock ); }
#ifdef STAGING_ONLY
static int SortTexturesForDump( const CUtlPair< CUtlString, void* >* sz1, const CUtlPair< CUtlString, void* >* sz2 ) { int sortVal = CUtlString::SortCaseSensitive( &sz1->first, &sz2->first ); if ( sortVal != 0 ) return sortVal;
return int( ( int ) sz1->second - ( int ) sz2->second ); }
void CTextureManager::DumpTextureList() { CUtlVector< CUtlPair< CUtlString, void* > > textures; MaterialLock_t hMaterialLock = materials->Lock(); FOR_EACH_DICT( m_TextureList, i ) { textures.AddToTail( MakeUtlPair( CUtlString( m_TextureList[i]->GetName() ), (void*) m_TextureList[i] ) ); } materials->Unlock( hMaterialLock );
// Now dump them out, sorted first by the texture name, then by address.
textures.Sort( SortTexturesForDump ); FOR_EACH_VEC( textures, i ) { CUtlPair< CUtlString, void* >& pair = textures[i]; Warning( "[%p]: %s\n", pair.second, pair.first.Get() ) ; } } #endif
//-----------------------------------------------------------------------------
// Warms the texture cache from a vpk. This will cause coarse mipmaps to be
// available all the time, starting with mipmap level 3. This allows us to have
// all the textures available all the time, but we only pay for fine levels when
// we actually need them.
//-----------------------------------------------------------------------------
void CTextureManager::WarmTextureCache() { // Disable cache for osx/linux for now.
if ( CommandLine()->CheckParm( "-no_texture_stream" ) ) return; MemoryInformation memInfo; if ( GetMemoryInformation( &memInfo ) ) { if ( memInfo.m_nPhysicalRamMbTotal <= 3584 ) return; }
COM_TimestampedLog( "WarmTextureCache() - Begin" );
// If this fires, we need to relocate this elsewhere--there's no point in doing the loading
// if we're not going to be able to download them right now.
Assert( g_pShaderAPI->CanDownloadTextures() );
g_pFullFileSystem->AddSearchPath( "tf2_texture_cache.vpk", cTextureCachePathDir, PATH_ADD_TO_TAIL ); CUtlDict< int > filesToLoad( k_eDictCompareTypeCaseSensitive ); // TODO: Maybe work directly with VPK (still need to add to the filesystem for LoadTexture)?
// CPackFile
// Add the pak and then walk through the contents.
FindFilesToLoad( &filesToLoad, "*.*" );
// Then add the list of files from the cache, which will deal with running without a VPK and also
// allow us to add late stragglers.
ReadFilesToLoad( &filesToLoad, "texture_preload_list.txt" );
if ( filesToLoad.Count() == 0 ) { COM_TimestampedLog( "WarmTextureCache() - End (No files loaded)" ); return; }
Assert( filesToLoad.Count() > 0 );
// Now read all of the files.
// TODO: This needs to read in specific order to ensure peak performance.
FOR_EACH_DICT( filesToLoad, i ) { const char* pFilename = filesToLoad.GetElementName( i );
// Load the texture. This will only load the lower mipmap levels because that's the file we'll find now.
ITextureInternal* pTex = LoadTexture( pFilename, TEXTURE_GROUP_PRECACHED, TEXTUREFLAGS_STREAMABLE_COARSE ); COM_TimestampedLog( "WarmTextureCache(): LoadTexture( %s ): Complete", pFilename );
if ( ( pTex->GetFlags() & TEXTUREFLAGS_STREAMABLE ) == 0 ) { STAGING_ONLY_EXEC( Warning( "%s is listed in texture_preload_list.txt or is otherwise marked for streaming. It cannot be streamed and should be removed from the streaming system.\n", pFilename ) ); ITextureInternal::Destroy( pTex ); continue; }
if ( !pTex->IsError() ) { m_TextureList.Insert( pTex->GetName(), pTex ); pTex->AddRef(); m_preloadedTextures.AddToTail( pTex ); } else { // Don't preload broken textures
ITextureInternal::Destroy( pTex ); } }
g_pFullFileSystem->RemoveSearchPath( "tf2_texture_cache.vpk", cTextureCachePathDir );
COM_TimestampedLog( "WarmTextureCache() - End" ); }
//-----------------------------------------------------------------------------
// Reads the list of files contained in the vpk loaded above, and adds them to the
// list of files we need to load (passing in as pOutFilesToLoad). The map contains
// the
//-----------------------------------------------------------------------------
void CTextureManager::FindFilesToLoad( CUtlDict< int >* pOutFilesToLoad, const char* pFilename ) { Assert( pOutFilesToLoad != NULL );
FileFindHandle_t fh; pFilename = g_pFullFileSystem->FindFirstEx( pFilename, cTextureCachePathDir, &fh );
while ( pFilename != NULL ) { if ( g_pFullFileSystem->FindIsDirectory( fh ) ) { if ( pFilename[0] != '.' ) { char childFilename[_MAX_PATH]; V_sprintf_safe( childFilename, "%s/*.*", pFilename ); FindFilesToLoad( pOutFilesToLoad, childFilename ); } } else { char filenameNoExtension[_MAX_PATH]; V_StripExtension( pFilename, filenameNoExtension, _MAX_PATH ); // Add the file to the list, which we will later traverse in order to ensure we're hitting these in the expected order for the VPK.
( *pOutFilesToLoad ).Insert( CUtlString( filenameNoExtension ), 0 ); }
pFilename = g_pFullFileSystem->FindNext( fh ); } }
//-----------------------------------------------------------------------------
// Read the contents of pFilename, which should just be a list of texture names
// that we should load.
//-----------------------------------------------------------------------------
void CTextureManager::ReadFilesToLoad( CUtlDict< int >* pOutFilesToLoad, const char* pFilename ) { Assert( pOutFilesToLoad != NULL );
FileHandle_t fh = g_pFullFileSystem->Open( pFilename, "r" ); if ( !fh ) return;
CUtlBuffer fileContents( 0, 0, CUtlBuffer::TEXT_BUFFER ); if ( !g_pFullFileSystem->ReadToBuffer( fh, fileContents ) ) goto cleanup;
char buffer[_MAX_PATH + 1]; while ( 1 ) { fileContents.GetLine( buffer, _MAX_PATH ); if ( buffer[ 0 ] == 0 ) break;
V_StripWhitespace( buffer );
if ( buffer[ 0 ] == 0 ) continue;
// If it's not in the map already, add it.
if ( pOutFilesToLoad->Find( buffer ) == pOutFilesToLoad->InvalidIndex() ) ( *pOutFilesToLoad ).Insert( buffer, 0 ); }
cleanup: g_pFullFileSystem->Close( fh ); }
void CTextureManager::UpdatePostAsync() { TM_ZONE_DEFAULT( TELEMETRY_LEVEL0 );
// Update the async loader, which affects streaming in (streaming out is handled below).
// Both stream in and stream out have to happen while the async job is not running because
// they muck with shaderapi texture handles which could be in use if the async job is currently
// being run
if ( m_pAsyncLoader ) m_pAsyncLoader->ThreadMain_Update();
// First, move everything from the async request queue to active list
ITextureInternal* pRequest = NULL; while ( m_asyncStreamingRequests.PopItem( &pRequest ) ) { Assert( pRequest != NULL );
// Update the LOD bias to smoothly stream the texture in. We only need to do this on frames that
// we actually have been requested to draw--other frames it doesn't matter (see, because we're not drawing?)
pRequest->UpdateLodBias(); m_textureStreamingRequests.InsertOrReplace( pRequest, g_FrameNum ); }
// Then update streaming
const int cThirtySecondsOrSoInFrames = 2000;
// First, remove old stuff.
FOR_EACH_MAP_FAST( m_textureStreamingRequests, i ) { if ( m_textureStreamingRequests[ i ] + cThirtySecondsOrSoInFrames < g_FrameNum ) { ITextureInternal* pTex = m_textureStreamingRequests.Key( i );
// It's been awhile since we were asked to full res this texture, so let's evict
// if it's still full res.
if ( pTex->GetTargetResidence() == RESIDENT_FULL ) pTex->MakeResident( RESIDENT_PARTIAL );
m_textureStreamingRequests.RemoveAt( i ); } }
// Then, start allowing new stuff to ask for data.
FOR_EACH_MAP_FAST( m_textureStreamingRequests, i ) { int requestFrame = m_textureStreamingRequests[ i ];
if ( g_FrameNum == requestFrame ) { ITextureInternal* pTex = m_textureStreamingRequests.Key( i );
if ( pTex->GetTargetResidence() == RESIDENT_FULL ) continue;
// TODO: What to do if this fails? Auto-reask next frame?
pTex->MakeResident( RESIDENT_FULL ); } }
// Finally, flush any immediate release textures marked for cleanup that are still unreferenced.
CleanupPossiblyUnreferencedTextures(); }
void CTextureManager::ReleaseAsyncScratchVTF( IVTFTexture *pScratchVTF ) { Assert( m_pAsyncLoader != NULL && pScratchVTF != NULL ); m_pAsyncLoader->ReleaseAsyncReadBuffer( pScratchVTF ); }
bool CTextureManager::ThreadInAsyncLoadThread() const { return ThreadGetCurrentId() == m_nAsyncLoadThread; }
bool CTextureManager::ThreadInAsyncReadThread() const { return ThreadGetCurrentId() == m_nAsyncReadThread; }
bool CTextureManager::AddTextureCompositorTemplate( const char* pName, KeyValues* pTmplDesc ) { Assert( pName && pTmplDesc );
int ndx = m_TexCompTemplates.Find( pName ); if ( ndx != m_TexCompTemplates.InvalidIndex() ) { // Later definitions stomp earlier ones. This lets the GC win.
delete m_TexCompTemplates[ ndx ]; m_TexCompTemplates.RemoveAt( ndx ); }
CTextureCompositorTemplate* pNewTmpl = CTextureCompositorTemplate::Create( pName, pTmplDesc ); // If this is the case, the logging has already been done.
if ( pNewTmpl == NULL ) return false;
m_TexCompTemplates.Insert( pName, pNewTmpl ); return true; }
bool CTextureManager::VerifyTextureCompositorTemplates() { TM_ZONE_DEFAULT( TELEMETRY_LEVEL1 );
bool allSuccess = true;
FOR_EACH_DICT_FAST( m_TexCompTemplates, i ) { if ( m_TexCompTemplates[ i ]->ResolveDependencies() ) { if ( m_TexCompTemplates[ i ]->HasDependencyCycles() ) { allSuccess = false; } } else { allSuccess = false; } }
return allSuccess; }
CTextureCompositorTemplate* CTextureManager::FindTextureCompositorTemplate( const char* pName ) { unsigned short i = m_TexCompTemplates.Find( pName ); if ( m_TexCompTemplates.IsValidIndex( i ) ) return m_TexCompTemplates[ i ];
return NULL; }
bool CTextureManager::HasPendingTextureDestroys() const { return m_PossiblyUnreferencedTextures.Count() != 0; }
void CTextureManager::CoolTextureCache() { FOR_EACH_VEC( m_preloadedTextures, i ) { m_preloadedTextures[ i ]->Release(); }
m_preloadedTextures.RemoveAll(); }
void CTextureManager::RequestAllMipmaps( ITextureInternal* pTex ) { Assert( pTex );
// Don't mark these for load if suspended
if ( m_iSuspendTextureStreaming ) return;
unsigned int nTexFlags = pTex->GetFlags();
// If this isn't a streamable texture or if there are no mipmaps, there's nothing to do.
if ( !( nTexFlags & TEXTUREFLAGS_STREAMABLE ) || ( nTexFlags & TEXTUREFLAGS_NOMIP ) ) return;
m_asyncStreamingRequests.PushItem( pTex ); }
void CTextureManager::EvictAllTextures() { FOR_EACH_DICT_FAST( m_TextureList, i ) { ITextureInternal* pTex = m_TextureList[ i ]; if ( !pTex ) continue;
// If the fine mipmaps are present
if ( ( ( pTex->GetFlags() & TEXTUREFLAGS_STREAMABLE ) != 0 ) && pTex->GetTargetResidence() == RESIDENT_FULL ) pTex->MakeResident( RESIDENT_PARTIAL ); } }
CON_COMMAND( mat_evict_all, "Evict all fine mipmaps from the gpu" ) { TextureManager()->EvictAllTextures(); }
// ------------------------------------------------------------------------------------------------
// ------------------------------------------------------------------------------------------------
// ------------------------------------------------------------------------------------------------
static ImageFormat GetImageFormatRawReadback( ImageFormat fmt ) { switch ( fmt ) { case IMAGE_FORMAT_RGBA8888: return IMAGE_FORMAT_BGRA8888; case IMAGE_FORMAT_BGRA8888: return IMAGE_FORMAT_BGRA8888; default: Assert( !"Unsupported format in GetImageFormatRawReadback, this will likely result in color-swapped textures" ); };
return fmt; }
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