Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
// Utility class for building command buffers into memory
//===========================================================================//
#ifndef COMMANDBUILDER_H
#define COMMANDBUILDER_H
#ifndef COMMANDBUFFER_H
#include "shaderapi/commandbuffer.h"
#endif
#include "BaseVSShader.h"
#include "shaderapi/ishaderapi.h"
#ifdef _WIN32
#pragma once
#endif
extern ConVar my_mat_fullbright;
template<int N> class CFixedCommandStorageBuffer
{
public:
uint8 m_Data[N];
uint8 *m_pDataOut;
#ifdef DBGFLAG_ASSERT
size_t m_nNumBytesRemaining;
#endif
FORCEINLINE CFixedCommandStorageBuffer( void )
{
m_pDataOut = m_Data;
#ifdef DBGFLAG_ASSERT
m_nNumBytesRemaining = N;
#endif
}
FORCEINLINE void EnsureCapacity( size_t sz )
{
Assert( m_nNumBytesRemaining >= sz );
}
template<class T> FORCEINLINE void Put( T const &nValue )
{
EnsureCapacity( sizeof( T ) );
*( reinterpret_cast<T *>( m_pDataOut ) ) = nValue;
m_pDataOut += sizeof( nValue );
#ifdef DBGFLAG_ASSERT
m_nNumBytesRemaining -= sizeof( nValue );
#endif
}
FORCEINLINE void PutInt( int nValue )
{
Put( nValue );
}
FORCEINLINE void PutFloat( float nValue )
{
Put( nValue );
}
FORCEINLINE void PutPtr( void * pPtr )
{
Put( pPtr );
}
FORCEINLINE void PutMemory( const void *pMemory, size_t nBytes )
{
EnsureCapacity( nBytes );
memcpy( m_pDataOut, pMemory, nBytes );
m_pDataOut += nBytes;
}
FORCEINLINE uint8 *Base( void )
{
return m_Data;
}
FORCEINLINE void Reset( void )
{
m_pDataOut = m_Data;
#ifdef DBGFLAG_ASSERT
m_nNumBytesRemaining = N;
#endif
}
FORCEINLINE size_t Size( void ) const
{
return m_pDataOut - m_Data;
}
};
template<class S> class CCommandBufferBuilder
{
public:
S m_Storage;
FORCEINLINE void End( void )
{
m_Storage.PutInt( CBCMD_END );
}
FORCEINLINE IMaterialVar *Param( int nVar ) const
{
return CBaseShader::s_ppParams[nVar];
}
FORCEINLINE void SetPixelShaderConstants( int nFirstConstant, int nConstants )
{
m_Storage.PutInt( CBCMD_SET_PIXEL_SHADER_FLOAT_CONST );
m_Storage.PutInt( nFirstConstant );
m_Storage.PutInt( nConstants );
}
FORCEINLINE void OutputConstantData( float const *pSrcData )
{
m_Storage.PutFloat( pSrcData[0] );
m_Storage.PutFloat( pSrcData[1] );
m_Storage.PutFloat( pSrcData[2] );
m_Storage.PutFloat( pSrcData[3] );
}
FORCEINLINE void OutputConstantData4( float flVal0, float flVal1, float flVal2, float flVal3 )
{
m_Storage.PutFloat( flVal0 );
m_Storage.PutFloat( flVal1 );
m_Storage.PutFloat( flVal2 );
m_Storage.PutFloat( flVal3 );
}
FORCEINLINE void SetPixelShaderConstant( int nFirstConstant, float const *pSrcData, int nNumConstantsToSet )
{
SetPixelShaderConstants( nFirstConstant, nNumConstantsToSet );
m_Storage.PutMemory( pSrcData, 4 * sizeof( float ) * nNumConstantsToSet );
}
FORCEINLINE void SetPixelShaderConstant( int nFirstConstant, int nVar )
{
SetPixelShaderConstant( nFirstConstant, Param( nVar )->GetVecValue() );
}
void SetPixelShaderConstantGammaToLinear( int pixelReg, int constantVar )
{
float val[4];
Param(constantVar)->GetVecValue( val, 3 );
val[0] = val[0] > 1.0f ? val[0] : GammaToLinear( val[0] );
val[1] = val[1] > 1.0f ? val[1] : GammaToLinear( val[1] );
val[2] = val[2] > 1.0f ? val[2] : GammaToLinear( val[2] );
val[3] = 1.0;
SetPixelShaderConstant( pixelReg, val );
}
FORCEINLINE void SetPixelShaderConstant( int nFirstConstant, float const *pSrcData )
{
SetPixelShaderConstants( nFirstConstant, 1 );
OutputConstantData( pSrcData );
}
FORCEINLINE void SetPixelShaderConstant4( int nFirstConstant, float flVal0, float flVal1, float flVal2, float flVal3 )
{
SetPixelShaderConstants( nFirstConstant, 1 );
OutputConstantData4( flVal0, flVal1, flVal2, flVal3 );
}
FORCEINLINE void SetPixelShaderConstant_W( int pixelReg, int constantVar, float fWValue )
{
if ( constantVar != -1 )
{
float val[3];
Param(constantVar)->GetVecValue( val, 3);
SetPixelShaderConstant4( pixelReg, val[0], val[1], val[2], fWValue );
}
}
FORCEINLINE void SetVertexShaderConstant( int nFirstConstant, float const *pSrcData )
{
m_Storage.PutInt( CBCMD_SET_VERTEX_SHADER_FLOAT_CONST );
m_Storage.PutInt( nFirstConstant );
m_Storage.PutInt( 1 );
OutputConstantData( pSrcData );
}
FORCEINLINE void SetVertexShaderConstant( int nFirstConstant, float const *pSrcData, int nConsts )
{
m_Storage.PutInt( CBCMD_SET_VERTEX_SHADER_FLOAT_CONST );
m_Storage.PutInt( nFirstConstant );
m_Storage.PutInt( nConsts );
m_Storage.PutMemory( pSrcData, 4 * nConsts * sizeof( float ) );
}
FORCEINLINE void SetVertexShaderConstant4( int nFirstConstant, float flVal0, float flVal1, float flVal2, float flVal3 )
{
m_Storage.PutInt( CBCMD_SET_VERTEX_SHADER_FLOAT_CONST );
m_Storage.PutInt( nFirstConstant );
m_Storage.PutInt( 1 );
m_Storage.PutFloat( flVal0 );
m_Storage.PutFloat( flVal1 );
m_Storage.PutFloat( flVal2 );
m_Storage.PutFloat( flVal3 );
}
void SetVertexShaderTextureTransform( int vertexReg, int transformVar )
{
Vector4D transformation[2];
IMaterialVar* pTransformationVar = Param( transformVar );
if (pTransformationVar && (pTransformationVar->GetType() == MATERIAL_VAR_TYPE_MATRIX))
{
const VMatrix &mat = pTransformationVar->GetMatrixValue();
transformation[0].Init( mat[0][0], mat[0][1], mat[0][2], mat[0][3] );
transformation[1].Init( mat[1][0], mat[1][1], mat[1][2], mat[1][3] );
}
else
{
transformation[0].Init( 1.0f, 0.0f, 0.0f, 0.0f );
transformation[1].Init( 0.0f, 1.0f, 0.0f, 0.0f );
}
SetVertexShaderConstant( vertexReg, transformation[0].Base(), 2 );
}
void SetVertexShaderTextureScaledTransform( int vertexReg, int transformVar, int scaleVar )
{
Vector4D transformation[2];
IMaterialVar* pTransformationVar = Param( transformVar );
if (pTransformationVar && (pTransformationVar->GetType() == MATERIAL_VAR_TYPE_MATRIX))
{
const VMatrix &mat = pTransformationVar->GetMatrixValue();
transformation[0].Init( mat[0][0], mat[0][1], mat[0][2], mat[0][3] );
transformation[1].Init( mat[1][0], mat[1][1], mat[1][2], mat[1][3] );
}
else
{
transformation[0].Init( 1.0f, 0.0f, 0.0f, 0.0f );
transformation[1].Init( 0.0f, 1.0f, 0.0f, 0.0f );
}
Vector2D scale( 1, 1 );
IMaterialVar* pScaleVar = Param( scaleVar );
if (pScaleVar)
{
if (pScaleVar->GetType() == MATERIAL_VAR_TYPE_VECTOR)
pScaleVar->GetVecValue( scale.Base(), 2 );
else if (pScaleVar->IsDefined())
scale[0] = scale[1] = pScaleVar->GetFloatValue();
}
// Apply the scaling
transformation[0][0] *= scale[0];
transformation[0][1] *= scale[1];
transformation[1][0] *= scale[0];
transformation[1][1] *= scale[1];
transformation[0][3] *= scale[0];
transformation[1][3] *= scale[1];
SetVertexShaderConstant( vertexReg, transformation[0].Base(), 2 );
}
FORCEINLINE void SetEnvMapTintPixelShaderDynamicState( int pixelReg, int tintVar )
{
if( g_pConfig->bShowSpecular && my_mat_fullbright.GetInt() != 2 )
{
SetPixelShaderConstant( pixelReg, Param( tintVar)->GetVecValue() );
}
else
{
SetPixelShaderConstant4( pixelReg, 0.0, 0.0, 0.0, 0.0 );
}
}
FORCEINLINE void SetEnvMapTintPixelShaderDynamicStateGammaToLinear( int pixelReg, int tintVar, float flAlphaValue = 1.0 )
{
if( ( tintVar != -1 ) && g_pConfig->bShowSpecular && my_mat_fullbright.GetInt() != 2 )
{
float color[4];
color[3] = flAlphaValue;
Param( tintVar)->GetLinearVecValue( color, 3 );
SetPixelShaderConstant( pixelReg, color );
}
else
{
SetPixelShaderConstant4( pixelReg, 0.0, 0.0, 0.0, flAlphaValue );
}
}
FORCEINLINE void StoreEyePosInPixelShaderConstant( int nConst )
{
m_Storage.PutInt( CBCMD_STORE_EYE_POS_IN_PSCONST );
m_Storage.PutInt( nConst );
}
FORCEINLINE void CommitPixelShaderLighting( int nConst )
{
m_Storage.PutInt( CBCMD_COMMITPIXELSHADERLIGHTING );
m_Storage.PutInt( nConst );
}
FORCEINLINE void SetPixelShaderStateAmbientLightCube( int nConst )
{
m_Storage.PutInt( CBCMD_SETPIXELSHADERSTATEAMBIENTLIGHTCUBE );
m_Storage.PutInt( nConst );
}
FORCEINLINE void SetAmbientCubeDynamicStateVertexShader( void )
{
m_Storage.PutInt( CBCMD_SETAMBIENTCUBEDYNAMICSTATEVERTEXSHADER );
}
FORCEINLINE void SetPixelShaderFogParams( int nReg )
{
m_Storage.PutInt( CBCMD_SETPIXELSHADERFOGPARAMS );
m_Storage.PutInt( nReg );
}
FORCEINLINE void BindStandardTexture( Sampler_t nSampler, StandardTextureId_t nTextureId )
{
m_Storage.PutInt( CBCMD_BIND_STANDARD_TEXTURE );
m_Storage.PutInt( nSampler );
m_Storage.PutInt( nTextureId );
}
FORCEINLINE void BindTexture( Sampler_t nSampler, ShaderAPITextureHandle_t hTexture )
{
Assert( hTexture != INVALID_SHADERAPI_TEXTURE_HANDLE );
if ( hTexture != INVALID_SHADERAPI_TEXTURE_HANDLE )
{
m_Storage.PutInt( CBCMD_BIND_SHADERAPI_TEXTURE_HANDLE );
m_Storage.PutInt( nSampler );
m_Storage.PutInt( hTexture );
}
}
FORCEINLINE void BindTexture( CBaseVSShader *pShader, Sampler_t nSampler, int nTextureVar, int nFrameVar )
{
ShaderAPITextureHandle_t hTexture = pShader->GetShaderAPITextureBindHandle( nTextureVar, nFrameVar );
BindTexture( nSampler, hTexture );
}
FORCEINLINE void BindMultiTexture( CBaseVSShader *pShader, Sampler_t nSampler1, Sampler_t nSampler2, int nTextureVar, int nFrameVar )
{
ShaderAPITextureHandle_t hTexture = pShader->GetShaderAPITextureBindHandle( nTextureVar, nFrameVar, 0 );
BindTexture( nSampler1, hTexture );
hTexture = pShader->GetShaderAPITextureBindHandle( nTextureVar, nFrameVar, 1 );
BindTexture( nSampler2, hTexture );
}
FORCEINLINE void SetPixelShaderIndex( int nIndex )
{
m_Storage.PutInt( CBCMD_SET_PSHINDEX );
m_Storage.PutInt( nIndex );
}
FORCEINLINE void SetVertexShaderIndex( int nIndex )
{
m_Storage.PutInt( CBCMD_SET_VSHINDEX );
m_Storage.PutInt( nIndex );
}
FORCEINLINE void SetDepthFeatheringPixelShaderConstant( int iConstant, float fDepthBlendScale )
{
m_Storage.PutInt( CBCMD_SET_DEPTH_FEATHERING_CONST );
m_Storage.PutInt( iConstant );
m_Storage.PutFloat( fDepthBlendScale );
}
FORCEINLINE void Goto( uint8 *pCmdBuf )
{
m_Storage.PutInt( CBCMD_JUMP );
m_Storage.PutPtr( pCmdBuf );
}
FORCEINLINE void Call( uint8 *pCmdBuf )
{
m_Storage.PutInt( CBCMD_JSR );
m_Storage.PutPtr( pCmdBuf );
}
FORCEINLINE void Reset( void )
{
m_Storage.Reset();
}
FORCEINLINE size_t Size( void ) const
{
return m_Storage.Size();
}
FORCEINLINE uint8 *Base( void )
{
return m_Storage.Base();
}
};
#endif // commandbuilder_h