Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// The copyright to the contents herein is the property of Valve, L.L.C.
// The contents may be used and/or copied only with the written permission of
// Valve, L.L.C., or in accordance with the terms and conditions stipulated in
// the agreement/contract under which the contents have been supplied.
//
// model loading and caching
//
//===========================================================================//
#include <memory.h>
#include "tier0/vprof.h"
#include "tier0/icommandline.h"
#include "tier1/utllinkedlist.h"
#include "tier1/utlmap.h"
#include "datacache/imdlcache.h"
#include "istudiorender.h"
#include "filesystem.h"
#include "optimize.h"
#include "materialsystem/imaterialsystemhardwareconfig.h"
#include "materialsystem/imesh.h"
#include "datacache/idatacache.h"
#include "studio.h"
#include "vcollide.h"
#include "utldict.h"
#include "convar.h"
#include "datacache_common.h"
#include "mempool.h"
#include "vphysics_interface.h"
#include "phyfile.h"
#include "studiobyteswap.h"
#include "tier2/fileutils.h"
#include "filesystem/IQueuedLoader.h"
#include "tier1/lzmaDecoder.h"
#include "functors.h"
// XXX remove this later. (henryg)
#if 0 && defined(_DEBUG) && defined(_WIN32) && !defined(_X360)
typedef struct LARGE_INTEGER { unsigned long long QuadPart; } LARGE_INTEGER;
extern "C" void __stdcall OutputDebugStringA( const char *lpOutputString );
extern "C" long __stdcall QueryPerformanceCounter( LARGE_INTEGER *lpPerformanceCount );
extern "C" long __stdcall QueryPerformanceFrequency( LARGE_INTEGER *lpPerformanceCount );
namespace {
class CDebugMicroTimer
{
public:
CDebugMicroTimer(const char* n) : name(n) { QueryPerformanceCounter(&start); }
~CDebugMicroTimer() {
LARGE_INTEGER end;
char outbuf[128];
QueryPerformanceCounter(&end);
if (!freq) QueryPerformanceFrequency((LARGE_INTEGER*)&freq);
V_snprintf(outbuf, 128, "%s %6d us\n", name, (int)((end.QuadPart - start.QuadPart) * 1000000 / freq));
OutputDebugStringA(outbuf);
}
LARGE_INTEGER start;
const char* name;
static long long freq;
};
long long CDebugMicroTimer::freq = 0;
}
#define DEBUG_SCOPE_TIMER(name) CDebugMicroTimer dbgLocalTimer(#name)
#else
#define DEBUG_SCOPE_TIMER(name) (void)0
#endif
#ifdef _RETAIL
#define NO_LOG_MDLCACHE 1
#endif
#ifdef NO_LOG_MDLCACHE
#define LogMdlCache() 0
#else
#define LogMdlCache() mod_trace_load.GetBool()
#endif
#define MdlCacheMsg if ( !LogMdlCache() ) ; else Msg
#define MdlCacheWarning if ( !LogMdlCache() ) ; else Warning
#if defined( _X360 )
#define AsyncMdlCache() 0 // Explicitly OFF for 360 (incompatible)
#else
#define AsyncMdlCache() 0
#endif
#define ERROR_MODEL "models/error.mdl"
#define IDSTUDIOHEADER (('T'<<24)+('S'<<16)+('D'<<8)+'I')
#define MakeCacheID( handle, type ) ( ( (uint)(handle) << 16 ) | (uint)(type) )
#define HandleFromCacheID( id) ( (MDLHandle_t)((id) >> 16) )
#define TypeFromCacheID( id ) ( (MDLCacheDataType_t)((id) & 0xffff) )
enum
{
STUDIODATA_FLAGS_STUDIOMESH_LOADED = 0x0001,
STUDIODATA_FLAGS_VCOLLISION_LOADED = 0x0002,
STUDIODATA_ERROR_MODEL = 0x0004,
STUDIODATA_FLAGS_NO_STUDIOMESH = 0x0008,
STUDIODATA_FLAGS_NO_VERTEX_DATA = 0x0010,
STUDIODATA_FLAGS_VCOLLISION_SHARED = 0x0020,
STUDIODATA_FLAGS_LOCKED_MDL = 0x0040,
};
// only models with type "mod_studio" have this data
struct studiodata_t
{
// The .mdl file
DataCacheHandle_t m_MDLCache;
// the vphysics.dll collision model
vcollide_t m_VCollisionData;
studiohwdata_t m_HardwareData;
#if defined( USE_HARDWARE_CACHE )
DataCacheHandle_t m_HardwareDataCache;
#endif
unsigned short m_nFlags;
short m_nRefCount;
// pointer to the virtual version of the model
virtualmodel_t *m_pVirtualModel;
// array of cache handles to demand loaded virtual model data
int m_nAnimBlockCount;
DataCacheHandle_t *m_pAnimBlock;
unsigned long *m_iFakeAnimBlockStall;
// vertex data is usually compressed to save memory (model decal code only needs some data)
DataCacheHandle_t m_VertexCache;
bool m_VertexDataIsCompressed;
int m_nAutoplaySequenceCount;
unsigned short *m_pAutoplaySequenceList;
void *m_pUserData;
DECLARE_FIXEDSIZE_ALLOCATOR_MT( studiodata_t );
};
DEFINE_FIXEDSIZE_ALLOCATOR_MT( studiodata_t, 128, CUtlMemoryPool::GROW_SLOW );
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
class CTempAllocHelper
{
public:
CTempAllocHelper()
{
m_pData = NULL;
}
~CTempAllocHelper()
{
Free();
}
void *Get()
{
return m_pData;
}
void Alloc( int nSize )
{
m_pData = malloc( nSize );
}
void Free()
{
if ( m_pData )
{
free( m_pData );
m_pData = NULL;
}
}
private:
void *m_pData;
};
//-----------------------------------------------------------------------------
// ConVars
//-----------------------------------------------------------------------------
static ConVar r_rootlod( "r_rootlod", "0", FCVAR_ARCHIVE );
static ConVar mod_forcedata( "mod_forcedata", ( AsyncMdlCache() ) ? "0" : "1", 0, "Forces all model file data into cache on model load." );
static ConVar mod_test_not_available( "mod_test_not_available", "0", FCVAR_CHEAT );
static ConVar mod_test_mesh_not_available( "mod_test_mesh_not_available", "0", FCVAR_CHEAT );
static ConVar mod_test_verts_not_available( "mod_test_verts_not_available", "0", FCVAR_CHEAT );
static ConVar mod_load_mesh_async( "mod_load_mesh_async", ( AsyncMdlCache() ) ? "1" : "0" );
static ConVar mod_load_anims_async( "mod_load_anims_async", ( IsX360() || AsyncMdlCache() ) ? "1" : "0" );
static ConVar mod_load_vcollide_async( "mod_load_vcollide_async", ( AsyncMdlCache() ) ? "1" : "0" );
static ConVar mod_trace_load( "mod_trace_load", "0" );
static ConVar mod_lock_mdls_on_load( "mod_lock_mdls_on_load", ( IsX360() ) ? "1" : "0" );
static ConVar mod_load_fakestall( "mod_load_fakestall", "0", 0, "Forces all ANI file loading to stall for specified ms\n");
//-----------------------------------------------------------------------------
// Utility functions
//-----------------------------------------------------------------------------
#if defined( USE_HARDWARE_CACHE )
unsigned ComputeHardwareDataSize( studiohwdata_t *pData )
{
unsigned size = 0;
for ( int i = pData->m_RootLOD; i < pData->m_NumLODs; i++ )
{
studioloddata_t *pLOD = &pData->m_pLODs[i];
for ( int j = 0; j < pData->m_NumStudioMeshes; j++ )
{
studiomeshdata_t *pMeshData = &pLOD->m_pMeshData[j];
for ( int k = 0; k < pMeshData->m_NumGroup; k++ )
{
size += pMeshData->m_pMeshGroup[k].m_pMesh->ComputeMemoryUsed();
}
}
}
return size;
}
#endif
//-----------------------------------------------------------------------------
// Async support
//-----------------------------------------------------------------------------
#define MDLCACHE_NONE ((MDLCacheDataType_t)-1)
struct AsyncInfo_t
{
AsyncInfo_t() : hControl( NULL ), hModel( MDLHANDLE_INVALID ), type( MDLCACHE_NONE ), iAnimBlock( 0 ) {}
FSAsyncControl_t hControl;
MDLHandle_t hModel;
MDLCacheDataType_t type;
int iAnimBlock;
};
const int NO_ASYNC = CUtlLinkedList< AsyncInfo_t >::InvalidIndex();
//-------------------------------------
CUtlMap<int, int> g_AsyncInfoMap( DefLessFunc( int ) );
CThreadFastMutex g_AsyncInfoMapMutex;
inline int MakeAsyncInfoKey( MDLHandle_t hModel, MDLCacheDataType_t type, int iAnimBlock )
{
Assert( type <= 7 && iAnimBlock < 8*1024 );
return ( ( ( (int)hModel) << 16 ) | ( (int)type << 13 ) | iAnimBlock );
}
inline int GetAsyncInfoIndex( MDLHandle_t hModel, MDLCacheDataType_t type, int iAnimBlock = 0 )
{
AUTO_LOCK( g_AsyncInfoMapMutex );
int key = MakeAsyncInfoKey( hModel, type, iAnimBlock );
int i = g_AsyncInfoMap.Find( key );
if ( i == g_AsyncInfoMap.InvalidIndex() )
{
return NO_ASYNC;
}
return g_AsyncInfoMap[i];
}
inline int SetAsyncInfoIndex( MDLHandle_t hModel, MDLCacheDataType_t type, int iAnimBlock, int index )
{
AUTO_LOCK( g_AsyncInfoMapMutex );
Assert( index == NO_ASYNC || GetAsyncInfoIndex( hModel, type, iAnimBlock ) == NO_ASYNC );
int key = MakeAsyncInfoKey( hModel, type, iAnimBlock );
if ( index == NO_ASYNC )
{
g_AsyncInfoMap.Remove( key );
}
else
{
g_AsyncInfoMap.Insert( key, index );
}
return index;
}
inline int SetAsyncInfoIndex( MDLHandle_t hModel, MDLCacheDataType_t type, int index )
{
return SetAsyncInfoIndex( hModel, type, 0, index );
}
//-----------------------------------------------------------------------------
// QUEUED LOADING
// Populates the cache by pushing expected MDL's (and all of their data).
// The Model cache i/o behavior is unchanged during gameplay, ideally the cache
// should yield miss free behaviour.
//-----------------------------------------------------------------------------
struct ModelParts_t
{
enum BufferType_t
{
BUFFER_MDL = 0,
BUFFER_VTX = 1,
BUFFER_VVD = 2,
BUFFER_PHY = 3,
BUFFER_MAXPARTS,
};
ModelParts_t()
{
nLoadedParts = 0;
nExpectedParts = 0;
hMDL = MDLHANDLE_INVALID;
hFileCache = 0;
bHeaderLoaded = false;
bMaterialsPending = false;
bTexturesPending = false;
}
// thread safe, only one thread will get a positive result
bool DoFinalProcessing()
{
// indicates that all buffers have arrived
// when all parts are present, returns true ( guaranteed once ), and marked as completed
return nLoadedParts.AssignIf( nExpectedParts, nExpectedParts | 0x80000000 );
}
CUtlBuffer Buffers[BUFFER_MAXPARTS];
MDLHandle_t hMDL;
// async material loading on PC
FileCacheHandle_t hFileCache;
bool bHeaderLoaded;
bool bMaterialsPending;
bool bTexturesPending;
CUtlVector< IMaterial* > Materials;
// bit flags
CInterlockedInt nLoadedParts;
int nExpectedParts;
private:
ModelParts_t(const ModelParts_t&); // no impl
ModelParts_t& operator=(const ModelParts_t&); // no impl
};
struct CleanupModelParts_t
{
FileCacheHandle_t hFileCache;
CUtlVector< IMaterial* > Materials;
};
//-----------------------------------------------------------------------------
// Implementation of the simple studio data cache (no caching)
//-----------------------------------------------------------------------------
class CMDLCache : public CTier3AppSystem< IMDLCache >, public IStudioDataCache, public CDefaultDataCacheClient
{
typedef CTier3AppSystem< IMDLCache > BaseClass;
public:
CMDLCache();
// Inherited from IAppSystem
virtual bool Connect( CreateInterfaceFn factory );
virtual void Disconnect();
virtual void *QueryInterface( const char *pInterfaceName );
virtual InitReturnVal_t Init();
virtual void Shutdown();
// Inherited from IStudioDataCache
bool VerifyHeaders( studiohdr_t *pStudioHdr );
vertexFileHeader_t *CacheVertexData( studiohdr_t *pStudioHdr );
// Inherited from IMDLCache
virtual MDLHandle_t FindMDL( const char *pMDLRelativePath );
virtual int AddRef( MDLHandle_t handle );
virtual int Release( MDLHandle_t handle );
virtual int GetRef( MDLHandle_t handle );
virtual void MarkAsLoaded(MDLHandle_t handle);
virtual studiohdr_t *GetStudioHdr( MDLHandle_t handle );
virtual studiohwdata_t *GetHardwareData( MDLHandle_t handle );
virtual vcollide_t *GetVCollide( MDLHandle_t handle ) { return GetVCollideEx( handle, true); }
virtual vcollide_t *GetVCollideEx( MDLHandle_t handle, bool synchronousLoad = true );
virtual unsigned char *GetAnimBlock( MDLHandle_t handle, int nBlock );
virtual virtualmodel_t *GetVirtualModel( MDLHandle_t handle );
virtual virtualmodel_t *GetVirtualModelFast( const studiohdr_t *pStudioHdr, MDLHandle_t handle );
virtual int GetAutoplayList( MDLHandle_t handle, unsigned short **pOut );
virtual void TouchAllData( MDLHandle_t handle );
virtual void SetUserData( MDLHandle_t handle, void* pData );
virtual void *GetUserData( MDLHandle_t handle );
virtual bool IsErrorModel( MDLHandle_t handle );
virtual void SetCacheNotify( IMDLCacheNotify *pNotify );
virtual vertexFileHeader_t *GetVertexData( MDLHandle_t handle );
virtual void Flush( MDLCacheFlush_t nFlushFlags = MDLCACHE_FLUSH_ALL );
virtual void Flush( MDLHandle_t handle, int nFlushFlags = MDLCACHE_FLUSH_ALL );
virtual const char *GetModelName( MDLHandle_t handle );
IDataCacheSection *GetCacheSection( MDLCacheDataType_t type )
{
switch ( type )
{
case MDLCACHE_STUDIOHWDATA:
case MDLCACHE_VERTEXES:
// meshes and vertexes are isolated to their own section
return m_pMeshCacheSection;
case MDLCACHE_ANIMBLOCK:
// anim blocks have their own section
return m_pAnimBlockCacheSection;
default:
// everybody else
return m_pModelCacheSection;
}
}
void *AllocData( MDLCacheDataType_t type, int size );
void FreeData( MDLCacheDataType_t type, void *pData );
void CacheData( DataCacheHandle_t *c, void *pData, int size, const char *name, MDLCacheDataType_t type, DataCacheClientID_t id = (DataCacheClientID_t)-1 );
void *CheckData( DataCacheHandle_t c, MDLCacheDataType_t type );
void *CheckDataNoTouch( DataCacheHandle_t c, MDLCacheDataType_t type );
void UncacheData( DataCacheHandle_t c, MDLCacheDataType_t type, bool bLockedOk = false );
void DisableAsync() { mod_load_mesh_async.SetValue( 0 ); mod_load_anims_async.SetValue( 0 ); }
virtual void BeginLock();
virtual void EndLock();
virtual int *GetFrameUnlockCounterPtrOLD();
virtual int *GetFrameUnlockCounterPtr( MDLCacheDataType_t type );
virtual void FinishPendingLoads();
// Task switch
void ReleaseMaterialSystemObjects();
void RestoreMaterialSystemObjects( int nChangeFlags );
virtual bool GetVCollideSize( MDLHandle_t handle, int *pVCollideSize );
virtual void BeginMapLoad();
virtual void EndMapLoad();
virtual void InitPreloadData( bool rebuild );
virtual void ShutdownPreloadData();
virtual bool IsDataLoaded( MDLHandle_t handle, MDLCacheDataType_t type );
virtual studiohdr_t *LockStudioHdr( MDLHandle_t handle );
virtual void UnlockStudioHdr( MDLHandle_t handle );
virtual bool PreloadModel( MDLHandle_t handle );
virtual void ResetErrorModelStatus( MDLHandle_t handle );
virtual void MarkFrame();
// Queued loading
void ProcessQueuedData( ModelParts_t *pModelParts, bool bHeaderOnly = false );
static void QueuedLoaderCallback_MDL( void *pContext, void *pContext2, const void *pData, int nSize, LoaderError_t loaderError );
static void ProcessDynamicLoad( ModelParts_t *pModelParts );
static void CleanupDynamicLoad( CleanupModelParts_t *pCleanup );
private:
// Inits, shuts downs studiodata_t
void InitStudioData( MDLHandle_t handle );
void ShutdownStudioData( MDLHandle_t handle );
// Returns the *actual* name of the model (could be an error model if the requested model didn't load)
const char *GetActualModelName( MDLHandle_t handle );
// Constructs a filename based on a model handle
void MakeFilename( MDLHandle_t handle, const char *pszExtension, char *pszFileName, int nMaxLength );
// Inform filesystem that we unloaded a particular file
void NotifyFileUnloaded( MDLHandle_t handle, const char *pszExtension );
// Attempts to load a MDL file, validates that it's ok.
bool ReadMDLFile( MDLHandle_t handle, const char *pMDLFileName, CUtlBuffer &buf );
// Unserializes the VCollide file associated w/ models (the vphysics representation)
void UnserializeVCollide( MDLHandle_t handle, bool synchronousLoad );
// Destroys the VCollide associated w/ models
void DestroyVCollide( MDLHandle_t handle );
// Unserializes the MDL
studiohdr_t *UnserializeMDL( MDLHandle_t handle, void *pData, int nDataSize, bool bDataValid );
// Unserializes an animation block from disk
unsigned char *UnserializeAnimBlock( MDLHandle_t handle, int nBlock );
// Allocates/frees the anim blocks
void AllocateAnimBlocks( studiodata_t *pStudioData, int nCount );
void FreeAnimBlocks( MDLHandle_t handle );
// Allocates/frees the virtual model
void AllocateVirtualModel( MDLHandle_t handle );
void FreeVirtualModel( MDLHandle_t handle );
// Purpose: Pulls all submodels/.ani file models into the cache
void UnserializeAllVirtualModelsAndAnimBlocks( MDLHandle_t handle );
// Loads/unloads the static meshes
bool LoadHardwareData( MDLHandle_t handle ); // returns false if not ready
void UnloadHardwareData( MDLHandle_t handle, bool bCacheRemove = true, bool bLockedOk = false );
// Allocates/frees autoplay sequence list
void AllocateAutoplaySequences( studiodata_t *pStudioData, int nCount );
void FreeAutoplaySequences( studiodata_t *pStudioData );
FSAsyncStatus_t LoadData( const char *pszFilename, const char *pszPathID, bool bAsync, FSAsyncControl_t *pControl ) { return LoadData( pszFilename, pszPathID, NULL, 0, 0, bAsync, pControl ); }
FSAsyncStatus_t LoadData( const char *pszFilename, const char *pszPathID, void *pDest, int nBytes, int nOffset, bool bAsync, FSAsyncControl_t *pControl );
vertexFileHeader_t *LoadVertexData( studiohdr_t *pStudioHdr );
vertexFileHeader_t *BuildAndCacheVertexData( studiohdr_t *pStudioHdr, vertexFileHeader_t *pRawVvdHdr );
bool BuildHardwareData( MDLHandle_t handle, studiodata_t *pStudioData, studiohdr_t *pStudioHdr, OptimizedModel::FileHeader_t *pVtxHdr );
void ConvertFlexData( studiohdr_t *pStudioHdr );
int ProcessPendingAsync( int iAsync );
void ProcessPendingAsyncs( MDLCacheDataType_t type = MDLCACHE_NONE );
bool ClearAsync( MDLHandle_t handle, MDLCacheDataType_t type, int iAnimBlock, bool bAbort = false );
const char *GetVTXExtension();
virtual bool HandleCacheNotification( const DataCacheNotification_t &notification );
virtual bool GetItemName( DataCacheClientID_t clientId, const void *pItem, char *pDest, unsigned nMaxLen );
virtual bool GetAsyncLoad( MDLCacheDataType_t type );
virtual bool SetAsyncLoad( MDLCacheDataType_t type, bool bAsync );
// Creates the 360 file if it doesn't exist or is out of date
int UpdateOrCreate( studiohdr_t *pHdr, const char *pFilename, char *pX360Filename, int maxLen, const char *pPathID, bool bForce = false );
// Attempts to read the platform native file - on 360 it can read and swap Win32 file as a fallback
bool ReadFileNative( char *pFileName, const char *pPath, CUtlBuffer &buf, int nMaxBytes = 0 );
// Creates a thin cache entry (to be used for model decals) from fat vertex data
vertexFileHeader_t * CreateThinVertexes( vertexFileHeader_t * originalData, const studiohdr_t * pStudioHdr, int * cacheLength );
// Processes raw data (from an I/O source) into the cache. Sets the cache state as expected for bad data.
bool ProcessDataIntoCache( MDLHandle_t handle, MDLCacheDataType_t type, int iAnimBlock, void *pData, int nDataSize, bool bDataValid );
void BreakFrameLock( bool bModels = true, bool bMesh = true );
void RestoreFrameLock();
private:
IDataCacheSection *m_pModelCacheSection;
IDataCacheSection *m_pMeshCacheSection;
IDataCacheSection *m_pAnimBlockCacheSection;
int m_nModelCacheFrameLocks;
int m_nMeshCacheFrameLocks;
CUtlDict< studiodata_t*, MDLHandle_t > m_MDLDict;
IMDLCacheNotify *m_pCacheNotify;
CUtlFixedLinkedList< AsyncInfo_t > m_PendingAsyncs;
CThreadFastMutex m_QueuedLoadingMutex;
CThreadFastMutex m_AsyncMutex;
bool m_bLostVideoMemory : 1;
bool m_bConnected : 1;
bool m_bInitialized : 1;
};
//-----------------------------------------------------------------------------
// Singleton interface
//-----------------------------------------------------------------------------
static CMDLCache g_MDLCache;
EXPOSE_SINGLE_INTERFACE_GLOBALVAR( CMDLCache, IMDLCache, MDLCACHE_INTERFACE_VERSION, g_MDLCache );
EXPOSE_SINGLE_INTERFACE_GLOBALVAR( CMDLCache, IStudioDataCache, STUDIO_DATA_CACHE_INTERFACE_VERSION, g_MDLCache );
//-----------------------------------------------------------------------------
// Task switch
//-----------------------------------------------------------------------------
static void ReleaseMaterialSystemObjects( )
{
g_MDLCache.ReleaseMaterialSystemObjects();
}
static void RestoreMaterialSystemObjects( int nChangeFlags )
{
g_MDLCache.RestoreMaterialSystemObjects( nChangeFlags );
}
//-----------------------------------------------------------------------------
// Constructor
//-----------------------------------------------------------------------------
CMDLCache::CMDLCache() : BaseClass( false )
{
m_bLostVideoMemory = false;
m_bConnected = false;
m_bInitialized = false;
m_pCacheNotify = NULL;
m_pModelCacheSection = NULL;
m_pMeshCacheSection = NULL;
m_pAnimBlockCacheSection = NULL;
m_nModelCacheFrameLocks = 0;
m_nMeshCacheFrameLocks = 0;
}
//-----------------------------------------------------------------------------
// Connect, disconnect
//-----------------------------------------------------------------------------
bool CMDLCache::Connect( CreateInterfaceFn factory )
{
// Connect can be called twice, because this inherits from 2 appsystems.
if ( m_bConnected )
return true;
if ( !BaseClass::Connect( factory ) )
return false;
if ( !g_pMaterialSystemHardwareConfig || !g_pPhysicsCollision || !g_pStudioRender || !g_pMaterialSystem )
return false;
m_bConnected = true;
if( g_pMaterialSystem )
{
g_pMaterialSystem->AddReleaseFunc( ::ReleaseMaterialSystemObjects );
g_pMaterialSystem->AddRestoreFunc( ::RestoreMaterialSystemObjects );
}
return true;
}
void CMDLCache::Disconnect()
{
if ( g_pMaterialSystem && m_bConnected )
{
g_pMaterialSystem->RemoveReleaseFunc( ::ReleaseMaterialSystemObjects );
g_pMaterialSystem->RemoveRestoreFunc( ::RestoreMaterialSystemObjects );
m_bConnected = false;
}
BaseClass::Disconnect();
}
//-----------------------------------------------------------------------------
// Query Interface
//-----------------------------------------------------------------------------
void *CMDLCache::QueryInterface( const char *pInterfaceName )
{
if (!Q_strncmp( pInterfaceName, STUDIO_DATA_CACHE_INTERFACE_VERSION, Q_strlen(STUDIO_DATA_CACHE_INTERFACE_VERSION) + 1))
return (IStudioDataCache*)this;
if (!Q_strncmp( pInterfaceName, MDLCACHE_INTERFACE_VERSION, Q_strlen(MDLCACHE_INTERFACE_VERSION) + 1))
return (IMDLCache*)this;
return NULL;
}
//-----------------------------------------------------------------------------
// Init/Shutdown
//-----------------------------------------------------------------------------
#define MODEL_CACHE_MODEL_SECTION_NAME "ModelData"
#define MODEL_CACHE_MESH_SECTION_NAME "ModelMesh"
#define MODEL_CACHE_ANIMBLOCK_SECTION_NAME "AnimBlock"
// #define ENABLE_CACHE_WATCH 1
#if defined( ENABLE_CACHE_WATCH )
static ConVar cache_watch( "cache_watch", "", 0 );
static void CacheLog( const char *fileName, const char *accessType )
{
if ( Q_stristr( fileName, cache_watch.GetString() ) )
{
Msg( "%s access to %s\n", accessType, fileName );
}
}
#endif
InitReturnVal_t CMDLCache::Init()
{
// Can be called twice since it inherits from 2 appsystems
if ( m_bInitialized )
return INIT_OK;
InitReturnVal_t nRetVal = BaseClass::Init();
if ( nRetVal != INIT_OK )
return nRetVal;
if ( !m_pModelCacheSection )
{
m_pModelCacheSection = g_pDataCache->AddSection( this, MODEL_CACHE_MODEL_SECTION_NAME );
}
if ( !m_pMeshCacheSection )
{
unsigned int meshLimit = (unsigned)-1;
DataCacheLimits_t limits( meshLimit, (unsigned)-1, 0, 0 );
m_pMeshCacheSection = g_pDataCache->AddSection( this, MODEL_CACHE_MESH_SECTION_NAME, limits );
}
if ( !m_pAnimBlockCacheSection )
{
// 360 tuned to worst case, ep_outland_12a, less than 6 MB is not a viable working set
unsigned int animBlockLimit = IsX360() ? 6*1024*1024 : (unsigned)-1;
DataCacheLimits_t limits( animBlockLimit, (unsigned)-1, 0, 0 );
m_pAnimBlockCacheSection = g_pDataCache->AddSection( this, MODEL_CACHE_ANIMBLOCK_SECTION_NAME, limits );
}
if ( IsX360() )
{
// By default, source data is assumed to be non-native to the 360.
StudioByteSwap::ActivateByteSwapping( true );
StudioByteSwap::SetCollisionInterface( g_pPhysicsCollision );
}
m_bLostVideoMemory = false;
m_bInitialized = true;
#if defined( ENABLE_CACHE_WATCH )
g_pFullFileSystem->AddLoggingFunc( &CacheLog );
#endif
return INIT_OK;
}
void CMDLCache::Shutdown()
{
if ( !m_bInitialized )
return;
#if defined( ENABLE_CACHE_WATCH )
g_pFullFileSystem->RemoveLoggingFunc( CacheLog );
#endif
m_bInitialized = false;
if ( m_pModelCacheSection || m_pMeshCacheSection )
{
// Free all MDLs that haven't been cleaned up
MDLHandle_t i = m_MDLDict.First();
while ( i != m_MDLDict.InvalidIndex() )
{
ShutdownStudioData( i );
i = m_MDLDict.Next( i );
}
m_MDLDict.Purge();
if ( m_pModelCacheSection )
{
g_pDataCache->RemoveSection( MODEL_CACHE_MODEL_SECTION_NAME );
m_pModelCacheSection = NULL;
}
if ( m_pMeshCacheSection )
{
g_pDataCache->RemoveSection( MODEL_CACHE_MESH_SECTION_NAME );
m_pMeshCacheSection = NULL;
}
}
if ( m_pAnimBlockCacheSection )
{
g_pDataCache->RemoveSection( MODEL_CACHE_ANIMBLOCK_SECTION_NAME );
m_pAnimBlockCacheSection = NULL;
}
BaseClass::Shutdown();
}
//-----------------------------------------------------------------------------
// Flushes an MDLHandle_t
//-----------------------------------------------------------------------------
void CMDLCache::Flush( MDLHandle_t handle, int nFlushFlags )
{
studiodata_t *pStudioData = m_MDLDict[handle];
Assert( pStudioData != NULL );
bool bIgnoreLock = ( nFlushFlags & MDLCACHE_FLUSH_IGNORELOCK ) != 0;
// release the hardware portion
if ( nFlushFlags & MDLCACHE_FLUSH_STUDIOHWDATA )
{
if ( ClearAsync( handle, MDLCACHE_STUDIOHWDATA, 0, true ) )
{
m_pMeshCacheSection->Unlock( pStudioData->m_VertexCache );
}
UnloadHardwareData( handle, true, bIgnoreLock );
}
// free collision
if ( nFlushFlags & MDLCACHE_FLUSH_VCOLLIDE )
{
DestroyVCollide( handle );
}
// Free animations
if ( nFlushFlags & MDLCACHE_FLUSH_VIRTUALMODEL )
{
FreeVirtualModel( handle );
}
if ( nFlushFlags & MDLCACHE_FLUSH_ANIMBLOCK )
{
FreeAnimBlocks( handle );
}
if ( nFlushFlags & MDLCACHE_FLUSH_AUTOPLAY )
{
// Free autoplay sequences
FreeAutoplaySequences( pStudioData );
}
if ( nFlushFlags & MDLCACHE_FLUSH_STUDIOHDR )
{
MdlCacheMsg( "MDLCache: Free studiohdr %s\n", GetModelName( handle ) );
if ( pStudioData->m_nFlags & STUDIODATA_FLAGS_LOCKED_MDL )
{
GetCacheSection( MDLCACHE_STUDIOHDR )->Unlock( pStudioData->m_MDLCache );
pStudioData->m_nFlags &= ~STUDIODATA_FLAGS_LOCKED_MDL;
}
UncacheData( pStudioData->m_MDLCache, MDLCACHE_STUDIOHDR, bIgnoreLock );
pStudioData->m_MDLCache = NULL;
}
if ( nFlushFlags & MDLCACHE_FLUSH_VERTEXES )
{
MdlCacheMsg( "MDLCache: Free VVD %s\n", GetModelName( handle ) );
ClearAsync( handle, MDLCACHE_VERTEXES, 0, true );
UncacheData( pStudioData->m_VertexCache, MDLCACHE_VERTEXES, bIgnoreLock );
pStudioData->m_VertexCache = NULL;
}
// Now check whatever files are not loaded, make sure file system knows
// that we don't have them loaded.
if ( !IsDataLoaded( handle, MDLCACHE_STUDIOHDR ) )
NotifyFileUnloaded( handle, ".mdl" );
if ( !IsDataLoaded( handle, MDLCACHE_STUDIOHWDATA ) )
NotifyFileUnloaded( handle, GetVTXExtension() );
if ( !IsDataLoaded( handle, MDLCACHE_VERTEXES ) )
NotifyFileUnloaded( handle, ".vvd" );
if ( !IsDataLoaded( handle, MDLCACHE_VCOLLIDE ) )
NotifyFileUnloaded( handle, ".phy" );
}
//-----------------------------------------------------------------------------
// Inits, shuts downs studiodata_t
//-----------------------------------------------------------------------------
void CMDLCache::InitStudioData( MDLHandle_t handle )
{
Assert( m_MDLDict[handle] == NULL );
studiodata_t *pStudioData = new studiodata_t;
m_MDLDict[handle] = pStudioData;
memset( pStudioData, 0, sizeof( studiodata_t ) );
}
void CMDLCache::ShutdownStudioData( MDLHandle_t handle )
{
Flush( handle );
studiodata_t *pStudioData = m_MDLDict[handle];
Assert( pStudioData != NULL );
delete pStudioData;
m_MDLDict[handle] = NULL;
}
//-----------------------------------------------------------------------------
// Sets the cache notify
//-----------------------------------------------------------------------------
void CMDLCache::SetCacheNotify( IMDLCacheNotify *pNotify )
{
m_pCacheNotify = pNotify;
}
//-----------------------------------------------------------------------------
// Returns the name of the model
//-----------------------------------------------------------------------------
const char *CMDLCache::GetModelName( MDLHandle_t handle )
{
if ( handle == MDLHANDLE_INVALID )
return ERROR_MODEL;
return m_MDLDict.GetElementName( handle );
}
//-----------------------------------------------------------------------------
// Returns the *actual* name of the model (could be an error model)
//-----------------------------------------------------------------------------
const char *CMDLCache::GetActualModelName( MDLHandle_t handle )
{
if ( handle == MDLHANDLE_INVALID )
return ERROR_MODEL;
if ( m_MDLDict[handle]->m_nFlags & STUDIODATA_ERROR_MODEL )
return ERROR_MODEL;
return m_MDLDict.GetElementName( handle );
}
//-----------------------------------------------------------------------------
// Constructs a filename based on a model handle
//-----------------------------------------------------------------------------
void CMDLCache::MakeFilename( MDLHandle_t handle, const char *pszExtension, char *pszFileName, int nMaxLength )
{
Q_strncpy( pszFileName, GetActualModelName( handle ), nMaxLength );
Q_SetExtension( pszFileName, pszExtension, nMaxLength );
Q_FixSlashes( pszFileName );
#ifdef _LINUX
Q_strlower( pszFileName );
#endif
}
//-----------------------------------------------------------------------------
void CMDLCache::NotifyFileUnloaded( MDLHandle_t handle, const char *pszExtension )
{
if ( handle == MDLHANDLE_INVALID )
return;
if ( !m_MDLDict.IsValidIndex( handle ) )
return;
char szFilename[MAX_PATH];
V_strcpy_safe( szFilename, m_MDLDict.GetElementName( handle ) );
V_SetExtension( szFilename, pszExtension, sizeof(szFilename) );
V_FixSlashes( szFilename );
g_pFullFileSystem->NotifyFileUnloaded( szFilename, "game" );
}
//-----------------------------------------------------------------------------
// Finds an MDL
//-----------------------------------------------------------------------------
MDLHandle_t CMDLCache::FindMDL( const char *pMDLRelativePath )
{
// can't trust provided path
// ensure provided path correctly resolves (Dictionary is case-insensitive)
char szFixedName[MAX_PATH];
V_strncpy( szFixedName, pMDLRelativePath, sizeof( szFixedName ) );
V_RemoveDotSlashes( szFixedName, '/' );
MDLHandle_t handle = m_MDLDict.Find( szFixedName );
if ( handle == m_MDLDict.InvalidIndex() )
{
handle = m_MDLDict.Insert( szFixedName, NULL );
InitStudioData( handle );
}
AddRef( handle );
return handle;
}
//-----------------------------------------------------------------------------
// Reference counting
//-----------------------------------------------------------------------------
int CMDLCache::AddRef( MDLHandle_t handle )
{
return ++m_MDLDict[handle]->m_nRefCount;
}
int CMDLCache::Release( MDLHandle_t handle )
{
// Deal with shutdown order issues (i.e. datamodel shutting down after mdlcache)
if ( !m_bInitialized )
return 0;
// NOTE: It can be null during shutdown because multiple studiomdls
// could be referencing the same virtual model
if ( !m_MDLDict[handle] )
return 0;
Assert( m_MDLDict[handle]->m_nRefCount > 0 );
int nRefCount = --m_MDLDict[handle]->m_nRefCount;
if ( nRefCount <= 0 )
{
ShutdownStudioData( handle );
m_MDLDict.RemoveAt( handle );
}
return nRefCount;
}
int CMDLCache::GetRef( MDLHandle_t handle )
{
if ( !m_bInitialized )
return 0;
if ( !m_MDLDict[handle] )
return 0;
return m_MDLDict[handle]->m_nRefCount;
}
//-----------------------------------------------------------------------------
// Unserializes the PHY file associated w/ models (the vphysics representation)
//-----------------------------------------------------------------------------
void CMDLCache::UnserializeVCollide( MDLHandle_t handle, bool synchronousLoad )
{
VPROF( "CMDLCache::UnserializeVCollide" );
// FIXME: Should the vcollde be played into cacheable memory?
studiodata_t *pStudioData = m_MDLDict[handle];
int iAsync = GetAsyncInfoIndex( handle, MDLCACHE_VCOLLIDE );
if ( iAsync == NO_ASYNC )
{
// clear existing data
pStudioData->m_nFlags &= ~STUDIODATA_FLAGS_VCOLLISION_LOADED;
memset( &pStudioData->m_VCollisionData, 0, sizeof( pStudioData->m_VCollisionData ) );
#if 0
// FIXME: ywb
// If we don't ask for the virtual model to load, then we can get a hitch later on after startup
// Should we async load the sub .mdls during startup assuming they'll all be resident by the time the level can actually
// start drawing?
if ( pStudioData->m_pVirtualModel || synchronousLoad )
#endif
{
virtualmodel_t *pVirtualModel = GetVirtualModel( handle );
if ( pVirtualModel )
{
for ( int i = 1; i < pVirtualModel->m_group.Count(); i++ )
{
MDLHandle_t sharedHandle = (MDLHandle_t) (int)pVirtualModel->m_group[i].cache & 0xffff;
studiodata_t *pData = m_MDLDict[sharedHandle];
if ( !(pData->m_nFlags & STUDIODATA_FLAGS_VCOLLISION_LOADED) )
{
UnserializeVCollide( sharedHandle, synchronousLoad );
}
if ( pData->m_VCollisionData.solidCount > 0 )
{
pStudioData->m_VCollisionData = pData->m_VCollisionData;
pStudioData->m_nFlags |= STUDIODATA_FLAGS_VCOLLISION_SHARED;
return;
}
}
}
}
char pFileName[MAX_PATH];
MakeFilename( handle, ".phy", pFileName, sizeof(pFileName) );
if ( IsX360() )
{
char pX360Filename[MAX_PATH];
UpdateOrCreate( NULL, pFileName, pX360Filename, sizeof( pX360Filename ), "GAME" );
Q_strncpy( pFileName, pX360Filename, sizeof(pX360Filename) );
}
bool bAsyncLoad = mod_load_vcollide_async.GetBool() && !synchronousLoad;
MdlCacheMsg( "MDLCache: %s load vcollide %s\n", bAsyncLoad ? "Async" : "Sync", GetModelName( handle ) );
AsyncInfo_t info;
if ( IsDebug() )
{
memset( &info, 0xdd, sizeof( AsyncInfo_t ) );
}
info.hModel = handle;
info.type = MDLCACHE_VCOLLIDE;
info.iAnimBlock = 0;
info.hControl = NULL;
LoadData( pFileName, "GAME", bAsyncLoad, &info.hControl );
{
AUTO_LOCK( m_AsyncMutex );
iAsync = SetAsyncInfoIndex( handle, MDLCACHE_VCOLLIDE, m_PendingAsyncs.AddToTail( info ) );
}
}
else if ( synchronousLoad )
{
AsyncInfo_t *pInfo;
{
AUTO_LOCK( m_AsyncMutex );
pInfo = &m_PendingAsyncs[iAsync];
}
if ( pInfo->hControl )
{
g_pFullFileSystem->AsyncFinish( pInfo->hControl, true );
}
}
ProcessPendingAsync( iAsync );
}
//-----------------------------------------------------------------------------
// Free model's collision data
//-----------------------------------------------------------------------------
void CMDLCache::DestroyVCollide( MDLHandle_t handle )
{
studiodata_t *pStudioData = m_MDLDict[handle];
if ( pStudioData->m_nFlags & STUDIODATA_FLAGS_VCOLLISION_SHARED )
return;
if ( pStudioData->m_nFlags & STUDIODATA_FLAGS_VCOLLISION_LOADED )
{
pStudioData->m_nFlags &= ~STUDIODATA_FLAGS_VCOLLISION_LOADED;
if ( pStudioData->m_VCollisionData.solidCount )
{
if ( m_pCacheNotify )
{
m_pCacheNotify->OnDataUnloaded( MDLCACHE_VCOLLIDE, handle );
}
MdlCacheMsg("MDLCache: Unload vcollide %s\n", GetModelName( handle ) );
g_pPhysicsCollision->VCollideUnload( &pStudioData->m_VCollisionData );
}
}
}
//-----------------------------------------------------------------------------
// Unserializes the PHY file associated w/ models (the vphysics representation)
//-----------------------------------------------------------------------------
vcollide_t *CMDLCache::GetVCollideEx( MDLHandle_t handle, bool synchronousLoad /*= true*/ )
{
if ( mod_test_not_available.GetBool() )
return NULL;
if ( handle == MDLHANDLE_INVALID )
return NULL;
studiodata_t *pStudioData = m_MDLDict[handle];
if ( ( pStudioData->m_nFlags & STUDIODATA_FLAGS_VCOLLISION_LOADED ) == 0 )
{
UnserializeVCollide( handle, synchronousLoad );
}
// We've loaded an empty collision file or no file was found, so return NULL
if ( !pStudioData->m_VCollisionData.solidCount )
return NULL;
return &pStudioData->m_VCollisionData;
}
bool CMDLCache::GetVCollideSize( MDLHandle_t handle, int *pVCollideSize )
{
*pVCollideSize = 0;
studiodata_t *pStudioData = m_MDLDict[handle];
if ( ( pStudioData->m_nFlags & STUDIODATA_FLAGS_VCOLLISION_LOADED ) == 0 )
return false;
vcollide_t *pCollide = &pStudioData->m_VCollisionData;
for ( int j = 0; j < pCollide->solidCount; j++ )
{
*pVCollideSize += g_pPhysicsCollision->CollideSize( pCollide->solids[j] );
}
*pVCollideSize += pCollide->descSize;
return true;
}
//-----------------------------------------------------------------------------
// Allocates/frees the anim blocks
//-----------------------------------------------------------------------------
void CMDLCache::AllocateAnimBlocks( studiodata_t *pStudioData, int nCount )
{
Assert( pStudioData->m_pAnimBlock == NULL );
pStudioData->m_nAnimBlockCount = nCount;
pStudioData->m_pAnimBlock = new DataCacheHandle_t[pStudioData->m_nAnimBlockCount];
memset( pStudioData->m_pAnimBlock, 0, sizeof(DataCacheHandle_t) * pStudioData->m_nAnimBlockCount );
pStudioData->m_iFakeAnimBlockStall = new unsigned long [pStudioData->m_nAnimBlockCount];
memset( pStudioData->m_iFakeAnimBlockStall, 0, sizeof( unsigned long ) * pStudioData->m_nAnimBlockCount );
}
void CMDLCache::FreeAnimBlocks( MDLHandle_t handle )
{
studiodata_t *pStudioData = m_MDLDict[handle];
if ( pStudioData->m_pAnimBlock )
{
for (int i = 0; i < pStudioData->m_nAnimBlockCount; ++i )
{
MdlCacheMsg( "MDLCache: Free Anim block: %d\n", i );
ClearAsync( handle, MDLCACHE_ANIMBLOCK, i, true );
if ( pStudioData->m_pAnimBlock[i] )
{
UncacheData( pStudioData->m_pAnimBlock[i], MDLCACHE_ANIMBLOCK, true );
}
}
delete[] pStudioData->m_pAnimBlock;
pStudioData->m_pAnimBlock = NULL;
delete[] pStudioData->m_iFakeAnimBlockStall;
pStudioData->m_iFakeAnimBlockStall = NULL;
}
pStudioData->m_nAnimBlockCount = 0;
}
//-----------------------------------------------------------------------------
// Unserializes an animation block from disk
//-----------------------------------------------------------------------------
unsigned char *CMDLCache::UnserializeAnimBlock( MDLHandle_t handle, int nBlock )
{
VPROF( "CMDLCache::UnserializeAnimBlock" );
if ( IsX360() && g_pQueuedLoader->IsMapLoading() )
{
// anim block i/o is not allowed at this stage
return NULL;
}
// Block 0 is never used!!!
Assert( nBlock > 0 );
studiodata_t *pStudioData = m_MDLDict[handle];
int iAsync = GetAsyncInfoIndex( handle, MDLCACHE_ANIMBLOCK, nBlock );
if ( iAsync == NO_ASYNC )
{
studiohdr_t *pStudioHdr = GetStudioHdr( handle );
// FIXME: For consistency, the block name maybe shouldn't have 'model' in it.
char const *pModelName = pStudioHdr->pszAnimBlockName();
mstudioanimblock_t *pBlock = pStudioHdr->pAnimBlock( nBlock );
int nSize = pBlock->dataend - pBlock->datastart;
if ( nSize == 0 )
return NULL;
// allocate space in the cache
pStudioData->m_pAnimBlock[nBlock] = NULL;
char pFileName[MAX_PATH];
Q_strncpy( pFileName, pModelName, sizeof(pFileName) );
Q_FixSlashes( pFileName );
#ifdef _LINUX
Q_strlower( pFileName );
#endif
if ( IsX360() )
{
char pX360Filename[MAX_PATH];
UpdateOrCreate( pStudioHdr, pFileName, pX360Filename, sizeof( pX360Filename ), "GAME" );
Q_strncpy( pFileName, pX360Filename, sizeof(pX360Filename) );
}
MdlCacheMsg( "MDLCache: Begin load Anim Block %s (block %i)\n", GetModelName( handle ), nBlock );
AsyncInfo_t info;
if ( IsDebug() )
{
memset( &info, 0xdd, sizeof( AsyncInfo_t ) );
}
info.hModel = handle;
info.type = MDLCACHE_ANIMBLOCK;
info.iAnimBlock = nBlock;
info.hControl = NULL;
LoadData( pFileName, "GAME", NULL, nSize, pBlock->datastart, mod_load_anims_async.GetBool(), &info.hControl );
{
AUTO_LOCK( m_AsyncMutex );
iAsync = SetAsyncInfoIndex( handle, MDLCACHE_ANIMBLOCK, nBlock, m_PendingAsyncs.AddToTail( info ) );
}
}
ProcessPendingAsync( iAsync );
return ( unsigned char * )CheckData( pStudioData->m_pAnimBlock[nBlock], MDLCACHE_ANIMBLOCK );
}
//-----------------------------------------------------------------------------
// Gets at an animation block associated with an MDL
//-----------------------------------------------------------------------------
unsigned char *CMDLCache::GetAnimBlock( MDLHandle_t handle, int nBlock )
{
if ( mod_test_not_available.GetBool() )
return NULL;
if ( handle == MDLHANDLE_INVALID )
return NULL;
// Allocate animation blocks if we don't have them yet
studiodata_t *pStudioData = m_MDLDict[handle];
if ( pStudioData->m_pAnimBlock == NULL )
{
studiohdr_t *pStudioHdr = GetStudioHdr( handle );
AllocateAnimBlocks( pStudioData, pStudioHdr->numanimblocks );
}
// check for request being in range
if ( nBlock < 0 || nBlock >= pStudioData->m_nAnimBlockCount)
return NULL;
// Check the cache to see if the animation is in memory
unsigned char *pData = ( unsigned char * )CheckData( pStudioData->m_pAnimBlock[nBlock], MDLCACHE_ANIMBLOCK );
if ( !pData )
{
pStudioData->m_pAnimBlock[nBlock] = NULL;
// It's not in memory, read it off of disk
pData = UnserializeAnimBlock( handle, nBlock );
}
if (mod_load_fakestall.GetInt())
{
unsigned int t = Plat_MSTime();
if (pStudioData->m_iFakeAnimBlockStall[nBlock] == 0 || pStudioData->m_iFakeAnimBlockStall[nBlock] > t)
{
pStudioData->m_iFakeAnimBlockStall[nBlock] = t;
}
if ((int)(t - pStudioData->m_iFakeAnimBlockStall[nBlock]) < mod_load_fakestall.GetInt())
{
return NULL;
}
}
return pData;
}
//-----------------------------------------------------------------------------
// Allocates/frees autoplay sequence list
//-----------------------------------------------------------------------------
void CMDLCache::AllocateAutoplaySequences( studiodata_t *pStudioData, int nCount )
{
FreeAutoplaySequences( pStudioData );
pStudioData->m_nAutoplaySequenceCount = nCount;
pStudioData->m_pAutoplaySequenceList = new unsigned short[nCount];
}
void CMDLCache::FreeAutoplaySequences( studiodata_t *pStudioData )
{
if ( pStudioData->m_pAutoplaySequenceList )
{
delete[] pStudioData->m_pAutoplaySequenceList;
pStudioData->m_pAutoplaySequenceList = NULL;
}
pStudioData->m_nAutoplaySequenceCount = 0;
}
//-----------------------------------------------------------------------------
// Gets the autoplay list
//-----------------------------------------------------------------------------
int CMDLCache::GetAutoplayList( MDLHandle_t handle, unsigned short **pAutoplayList )
{
if ( pAutoplayList )
{
*pAutoplayList = NULL;
}
if ( handle == MDLHANDLE_INVALID )
return 0;
virtualmodel_t *pVirtualModel = GetVirtualModel( handle );
if ( pVirtualModel )
{
if ( pAutoplayList && pVirtualModel->m_autoplaySequences.Count() )
{
*pAutoplayList = pVirtualModel->m_autoplaySequences.Base();
}
return pVirtualModel->m_autoplaySequences.Count();
}
// FIXME: Should we cache autoplay info here on demand instead of in unserializeMDL?
studiodata_t *pStudioData = m_MDLDict[handle];
if ( pAutoplayList )
{
*pAutoplayList = pStudioData->m_pAutoplaySequenceList;
}
return pStudioData->m_nAutoplaySequenceCount;
}
//-----------------------------------------------------------------------------
// Allocates/frees the virtual model
//-----------------------------------------------------------------------------
void CMDLCache::AllocateVirtualModel( MDLHandle_t handle )
{
studiodata_t *pStudioData = m_MDLDict[handle];
Assert( pStudioData->m_pVirtualModel == NULL );
pStudioData->m_pVirtualModel = new virtualmodel_t;
// FIXME: The old code slammed these; could have leaked memory?
Assert( pStudioData->m_nAnimBlockCount == 0 );
Assert( pStudioData->m_pAnimBlock == NULL );
}
void CMDLCache::FreeVirtualModel( MDLHandle_t handle )
{
studiodata_t *pStudioData = m_MDLDict[handle];
if ( pStudioData && pStudioData->m_pVirtualModel )
{
int nGroupCount = pStudioData->m_pVirtualModel->m_group.Count();
Assert( (nGroupCount >= 1) && pStudioData->m_pVirtualModel->m_group[0].cache == (void*)(uintp)handle );
// NOTE: Start at *1* here because the 0th element contains a reference to *this* handle
for ( int i = 1; i < nGroupCount; ++i )
{
MDLHandle_t h = (MDLHandle_t)(int)pStudioData->m_pVirtualModel->m_group[i].cache&0xffff;
FreeVirtualModel( h );
Release( h );
}
delete pStudioData->m_pVirtualModel;
pStudioData->m_pVirtualModel = NULL;
}
}
//-----------------------------------------------------------------------------
// Returns the virtual model
//-----------------------------------------------------------------------------
virtualmodel_t *CMDLCache::GetVirtualModel( MDLHandle_t handle )
{
if ( mod_test_not_available.GetBool() )
return NULL;
if ( handle == MDLHANDLE_INVALID )
return NULL;
studiohdr_t *pStudioHdr = GetStudioHdr( handle );
if ( pStudioHdr == NULL )
return NULL;
return GetVirtualModelFast( pStudioHdr, handle );
}
virtualmodel_t *CMDLCache::GetVirtualModelFast( const studiohdr_t *pStudioHdr, MDLHandle_t handle )
{
if (pStudioHdr->numincludemodels == 0)
return NULL;
studiodata_t *pStudioData = m_MDLDict[handle];
if ( !pStudioData )
return NULL;
if ( !pStudioData->m_pVirtualModel )
{
DevMsg( 2, "Loading virtual model for %s\n", pStudioHdr->pszName() );
CMDLCacheCriticalSection criticalSection( this );
AllocateVirtualModel( handle );
// Group has to be zero to ensure refcounting is correct
int nGroup = pStudioData->m_pVirtualModel->m_group.AddToTail( );
Assert( nGroup == 0 );
pStudioData->m_pVirtualModel->m_group[nGroup].cache = (void *)(uintp)handle;
// Add all dependent data
pStudioData->m_pVirtualModel->AppendModels( 0, pStudioHdr );
}
return pStudioData->m_pVirtualModel;
}
//-----------------------------------------------------------------------------
// Purpose: Pulls all submodels/.ani file models into the cache
// to avoid runtime hitches and load animations at load time, set mod_forcedata to be 1
//-----------------------------------------------------------------------------
void CMDLCache::UnserializeAllVirtualModelsAndAnimBlocks( MDLHandle_t handle )
{
if ( handle == MDLHANDLE_INVALID )
return;
// might be re-loading, discard old virtualmodel to force rebuild
// unfortunately, the virtualmodel does build data into the cacheable studiohdr
FreeVirtualModel( handle );
if ( IsX360() && g_pQueuedLoader->IsMapLoading() )
{
// queued loading has to do it
return;
}
// don't load the submodel data
if ( !mod_forcedata.GetBool() )
return;
// if not present, will instance and load the submodels
GetVirtualModel( handle );
if ( IsX360() )
{
// 360 does not drive the anims into its small cache section
return;
}
// Note that the animblocks start at 1!!!
studiohdr_t *pStudioHdr = GetStudioHdr( handle );
for ( int i = 1 ; i < (int)pStudioHdr->numanimblocks; ++i )
{
GetAnimBlock( handle, i );
}
ProcessPendingAsyncs( MDLCACHE_ANIMBLOCK );
}
//-----------------------------------------------------------------------------
// Loads the static meshes
//-----------------------------------------------------------------------------
bool CMDLCache::LoadHardwareData( MDLHandle_t handle )
{
Assert( handle != MDLHANDLE_INVALID );
// Don't try to load VTX files if we don't have focus...
if ( m_bLostVideoMemory )
return false;
studiodata_t *pStudioData = m_MDLDict[handle];
CMDLCacheCriticalSection criticalSection( this );
// Load up the model
studiohdr_t *pStudioHdr = GetStudioHdr( handle );
if ( !pStudioHdr || !pStudioHdr->numbodyparts )
{
pStudioData->m_nFlags |= STUDIODATA_FLAGS_NO_STUDIOMESH;
return true;
}
if ( pStudioData->m_nFlags & STUDIODATA_FLAGS_NO_STUDIOMESH )
{
return false;
}
if ( LogMdlCache() &&
GetAsyncInfoIndex( handle, MDLCACHE_STUDIOHWDATA ) == NO_ASYNC &&
GetAsyncInfoIndex( handle, MDLCACHE_VERTEXES ) == NO_ASYNC )
{
MdlCacheMsg( "MDLCache: Begin load studiomdl %s\n", GetModelName( handle ) );
}
// Vertex data is required to call LoadModel(), so make sure that's ready
if ( !GetVertexData( handle ) )
{
if ( pStudioData->m_nFlags & STUDIODATA_FLAGS_NO_VERTEX_DATA )
{
pStudioData->m_nFlags |= STUDIODATA_FLAGS_NO_STUDIOMESH;
}
return false;
}
int iAsync = GetAsyncInfoIndex( handle, MDLCACHE_STUDIOHWDATA );
if ( iAsync == NO_ASYNC )
{
m_pMeshCacheSection->Lock( pStudioData->m_VertexCache );
// load and persist the vtx file
// use model name for correct path
char pFileName[MAX_PATH];
MakeFilename( handle, GetVTXExtension(), pFileName, sizeof(pFileName) );
if ( IsX360() )
{
char pX360Filename[MAX_PATH];
UpdateOrCreate( pStudioHdr, pFileName, pX360Filename, sizeof( pX360Filename ), "GAME" );
Q_strncpy( pFileName, pX360Filename, sizeof(pX360Filename) );
}
MdlCacheMsg("MDLCache: Begin load VTX %s\n", GetModelName( handle ) );
AsyncInfo_t info;
if ( IsDebug() )
{
memset( &info, 0xdd, sizeof( AsyncInfo_t ) );
}
info.hModel = handle;
info.type = MDLCACHE_STUDIOHWDATA;
info.iAnimBlock = 0;
info.hControl = NULL;
LoadData( pFileName, "GAME", mod_load_mesh_async.GetBool(), &info.hControl );
{
AUTO_LOCK( m_AsyncMutex );
iAsync = SetAsyncInfoIndex( handle, MDLCACHE_STUDIOHWDATA, m_PendingAsyncs.AddToTail( info ) );
}
}
if ( ProcessPendingAsync( iAsync ) > 0 )
{
if ( pStudioData->m_nFlags & STUDIODATA_FLAGS_NO_STUDIOMESH )
{
return false;
}
return ( pStudioData->m_HardwareData.m_NumStudioMeshes != 0 );
}
return false;
}
void CMDLCache::ConvertFlexData( studiohdr_t *pStudioHdr )
{
float flVertAnimFixedPointScale = pStudioHdr->VertAnimFixedPointScale();
for ( int i = 0; i < pStudioHdr->numbodyparts; i++ )
{
mstudiobodyparts_t *pBody = pStudioHdr->pBodypart( i );
for ( int j = 0; j < pBody->nummodels; j++ )
{
mstudiomodel_t *pModel = pBody->pModel( j );
for ( int k = 0; k < pModel->nummeshes; k++ )
{
mstudiomesh_t *pMesh = pModel->pMesh( k );
for ( int l = 0; l < pMesh->numflexes; l++ )
{
mstudioflex_t *pFlex = pMesh->pFlex( l );
bool bIsWrinkleAnim = ( pFlex->vertanimtype == STUDIO_VERT_ANIM_WRINKLE );
for ( int m = 0; m < pFlex->numverts; m++ )
{
mstudiovertanim_t *pVAnim = bIsWrinkleAnim ?
pFlex->pVertanimWrinkle( m ) : pFlex->pVertanim( m );
pVAnim->ConvertToFixed( flVertAnimFixedPointScale );
}
}
}
}
}
}
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
bool CMDLCache::BuildHardwareData( MDLHandle_t handle, studiodata_t *pStudioData, studiohdr_t *pStudioHdr, OptimizedModel::FileHeader_t *pVtxHdr )
{
if ( pVtxHdr )
{
MdlCacheMsg("MDLCache: Alloc VTX %s\n", pStudioHdr->pszName() );
// check header
if ( pVtxHdr->version != OPTIMIZED_MODEL_FILE_VERSION )
{
Warning( "Error Index File for '%s' version %d should be %d\n", pStudioHdr->pszName(), pVtxHdr->version, OPTIMIZED_MODEL_FILE_VERSION );
pVtxHdr = NULL;
}
else if ( pVtxHdr->checkSum != pStudioHdr->checksum )
{
Warning( "Error Index File for '%s' checksum %d should be %d\n", pStudioHdr->pszName(), pVtxHdr->checkSum, pStudioHdr->checksum );
pVtxHdr = NULL;
}
}
if ( !pVtxHdr )
{
pStudioData->m_nFlags |= STUDIODATA_FLAGS_NO_STUDIOMESH;
return false;
}
CTempAllocHelper pOriginalData;
if ( IsX360() )
{
unsigned char *pInputData = (unsigned char *)pVtxHdr + sizeof( OptimizedModel::FileHeader_t );
if ( CLZMA::IsCompressed( pInputData ) )
{
// vtx arrives compressed, decode and cache the results
unsigned int nOriginalSize = CLZMA::GetActualSize( pInputData );
pOriginalData.Alloc( sizeof( OptimizedModel::FileHeader_t ) + nOriginalSize );
V_memcpy( pOriginalData.Get(), pVtxHdr, sizeof( OptimizedModel::FileHeader_t ) );
unsigned int nOutputSize = CLZMA::Uncompress( pInputData, sizeof( OptimizedModel::FileHeader_t ) + (unsigned char *)pOriginalData.Get() );
if ( nOutputSize != nOriginalSize )
{
// decoder failure
return false;
}
pVtxHdr = (OptimizedModel::FileHeader_t *)pOriginalData.Get();
}
}
MdlCacheMsg( "MDLCache: Load studiomdl %s\n", pStudioHdr->pszName() );
Assert( GetVertexData( handle ) );
BeginLock();
bool bLoaded = g_pStudioRender->LoadModel( pStudioHdr, pVtxHdr, &pStudioData->m_HardwareData );
EndLock();
if ( bLoaded )
{
pStudioData->m_nFlags |= STUDIODATA_FLAGS_STUDIOMESH_LOADED;
}
else
{
pStudioData->m_nFlags |= STUDIODATA_FLAGS_NO_STUDIOMESH;
}
if ( m_pCacheNotify )
{
m_pCacheNotify->OnDataLoaded( MDLCACHE_STUDIOHWDATA, handle );
}
#if defined( USE_HARDWARE_CACHE )
GetCacheSection( MDLCACHE_STUDIOHWDATA )->Add( MakeCacheID( handle, MDLCACHE_STUDIOHWDATA ), &pStudioData->m_HardwareData, ComputeHardwareDataSize( &pStudioData->m_HardwareData ), &pStudioData->m_HardwareDataCache );
#endif
return true;
}
//-----------------------------------------------------------------------------
// Loads the static meshes
//-----------------------------------------------------------------------------
void CMDLCache::UnloadHardwareData( MDLHandle_t handle, bool bCacheRemove, bool bLockedOk )
{
if ( handle == MDLHANDLE_INVALID )
return;
// Don't load it if it's loaded
studiodata_t *pStudioData = m_MDLDict[handle];
if ( pStudioData->m_nFlags & STUDIODATA_FLAGS_STUDIOMESH_LOADED )
{
#if defined( USE_HARDWARE_CACHE )
if ( bCacheRemove )
{
if ( GetCacheSection( MDLCACHE_STUDIOHWDATA )->BreakLock( pStudioData->m_HardwareDataCache ) && !bLockedOk )
{
DevMsg( "Warning: freed a locked resource\n" );
Assert( 0 );
}
GetCacheSection( MDLCACHE_STUDIOHWDATA )->Remove( pStudioData->m_HardwareDataCache );
}
#endif
if ( m_pCacheNotify )
{
m_pCacheNotify->OnDataUnloaded( MDLCACHE_STUDIOHWDATA, handle );
}
MdlCacheMsg("MDLCache: Unload studiomdl %s\n", GetModelName( handle ) );
g_pStudioRender->UnloadModel( &pStudioData->m_HardwareData );
memset( &pStudioData->m_HardwareData, 0, sizeof( pStudioData->m_HardwareData ) );
pStudioData->m_nFlags &= ~STUDIODATA_FLAGS_STUDIOMESH_LOADED;
NotifyFileUnloaded( handle, ".mdl" );
}
}
//-----------------------------------------------------------------------------
// Returns the hardware data associated with an MDL
//-----------------------------------------------------------------------------
studiohwdata_t *CMDLCache::GetHardwareData( MDLHandle_t handle )
{
if ( mod_test_not_available.GetBool() )
return NULL;
if ( mod_test_mesh_not_available.GetBool() )
return NULL;
studiodata_t *pStudioData = m_MDLDict[handle];
m_pMeshCacheSection->LockMutex();
if ( ( pStudioData->m_nFlags & (STUDIODATA_FLAGS_STUDIOMESH_LOADED | STUDIODATA_FLAGS_NO_STUDIOMESH) ) == 0 )
{
m_pMeshCacheSection->UnlockMutex();
if ( !LoadHardwareData( handle ) )
{
return NULL;
}
}
else
{
#if defined( USE_HARDWARE_CACHE )
CheckData( pStudioData->m_HardwareDataCache, MDLCACHE_STUDIOHWDATA );
#endif
m_pMeshCacheSection->UnlockMutex();
}
// didn't load, don't return an empty pointer
if ( pStudioData->m_nFlags & STUDIODATA_FLAGS_NO_STUDIOMESH )
return NULL;
return &pStudioData->m_HardwareData;
}
//-----------------------------------------------------------------------------
// Task switch
//-----------------------------------------------------------------------------
void CMDLCache::ReleaseMaterialSystemObjects()
{
Assert( !m_bLostVideoMemory );
m_bLostVideoMemory = true;
BreakFrameLock( false );
// Free all hardware data
MDLHandle_t i = m_MDLDict.First();
while ( i != m_MDLDict.InvalidIndex() )
{
UnloadHardwareData( i );
i = m_MDLDict.Next( i );
}
RestoreFrameLock();
}
void CMDLCache::RestoreMaterialSystemObjects( int nChangeFlags )
{
Assert( m_bLostVideoMemory );
m_bLostVideoMemory = false;
BreakFrameLock( false );
// Restore all hardware data
MDLHandle_t i = m_MDLDict.First();
while ( i != m_MDLDict.InvalidIndex() )
{
studiodata_t *pStudioData = m_MDLDict[i];
bool bIsMDLInMemory = GetCacheSection( MDLCACHE_STUDIOHDR )->IsPresent( pStudioData->m_MDLCache );
// If the vertex format changed, we have to free the data because we may be using different .vtx files.
if ( nChangeFlags & MATERIAL_RESTORE_VERTEX_FORMAT_CHANGED )
{
MdlCacheMsg( "MDLCache: Free studiohdr\n" );
MdlCacheMsg( "MDLCache: Free VVD\n" );
MdlCacheMsg( "MDLCache: Free VTX\n" );
// FIXME: Do we have to free m_MDLCache + m_VertexCache?
// Certainly we have to free m_IndexCache, cause that's a dx-level specific vtx file.
ClearAsync( i, MDLCACHE_STUDIOHWDATA, 0, true );
Flush( i, MDLCACHE_FLUSH_VERTEXES );
}
// Only restore the hardware data of those studiohdrs which are currently in memory
if ( bIsMDLInMemory )
{
GetHardwareData( i );
}
i = m_MDLDict.Next( i );
}
RestoreFrameLock();
}
void CMDLCache::MarkAsLoaded(MDLHandle_t handle)
{
if ( mod_lock_mdls_on_load.GetBool() )
{
g_MDLCache.GetStudioHdr(handle);
if ( !( m_MDLDict[handle]->m_nFlags & STUDIODATA_FLAGS_LOCKED_MDL ) )
{
m_MDLDict[handle]->m_nFlags |= STUDIODATA_FLAGS_LOCKED_MDL;
GetCacheSection( MDLCACHE_STUDIOHDR )->Lock( m_MDLDict[handle]->m_MDLCache );
}
}
}
//-----------------------------------------------------------------------------
// Callback for UpdateOrCreate utility function - swaps any studiomdl file type.
//-----------------------------------------------------------------------------
static bool MdlcacheCreateCallback( const char *pSourceName, const char *pTargetName, const char *pPathID, void *pHdr )
{
// Missing studio files are permissible and not spewed as errors
bool retval = false;
CUtlBuffer sourceBuf;
bool bOk = g_pFullFileSystem->ReadFile( pSourceName, NULL, sourceBuf );
if ( bOk )
{
CUtlBuffer targetBuf;
targetBuf.EnsureCapacity( sourceBuf.TellPut() + BYTESWAP_ALIGNMENT_PADDING );
int bytes = StudioByteSwap::ByteswapStudioFile( pTargetName, targetBuf.Base(), sourceBuf.Base(), sourceBuf.TellPut(), (studiohdr_t*)pHdr );
if ( bytes )
{
// If the file was an .mdl, attempt to swap the .ani as well
if ( Q_stristr( pSourceName, ".mdl" ) )
{
char szANISourceName[ MAX_PATH ];
Q_StripExtension( pSourceName, szANISourceName, sizeof( szANISourceName ) );
Q_strncat( szANISourceName, ".ani", sizeof( szANISourceName ), COPY_ALL_CHARACTERS );
UpdateOrCreate( szANISourceName, NULL, 0, pPathID, MdlcacheCreateCallback, true, targetBuf.Base() );
}
targetBuf.SeekPut( CUtlBuffer::SEEK_HEAD, bytes );
g_pFullFileSystem->WriteFile( pTargetName, pPathID, targetBuf );
retval = true;
}
else
{
Warning( "Failed to create %s\n", pTargetName );
}
}
return retval;
}
//-----------------------------------------------------------------------------
// Calls utility function to create .360 version of a file.
//-----------------------------------------------------------------------------
int CMDLCache::UpdateOrCreate( studiohdr_t *pHdr, const char *pSourceName, char *pTargetName, int targetLen, const char *pPathID, bool bForce )
{
return ::UpdateOrCreate( pSourceName, pTargetName, targetLen, pPathID, MdlcacheCreateCallback, bForce, pHdr );
}
//-----------------------------------------------------------------------------
// Purpose: Attempts to read a file native to the current platform
//-----------------------------------------------------------------------------
bool CMDLCache::ReadFileNative( char *pFileName, const char *pPath, CUtlBuffer &buf, int nMaxBytes )
{
bool bOk = false;
if ( IsX360() )
{
// Read the 360 version
char pX360Filename[ MAX_PATH ];
UpdateOrCreate( NULL, pFileName, pX360Filename, sizeof( pX360Filename ), pPath );
bOk = g_pFullFileSystem->ReadFile( pX360Filename, pPath, buf, nMaxBytes );
}
else
{
// Read the PC version
bOk = g_pFullFileSystem->ReadFile( pFileName, pPath, buf, nMaxBytes );
}
return bOk;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
studiohdr_t *CMDLCache::UnserializeMDL( MDLHandle_t handle, void *pData, int nDataSize, bool bDataValid )
{
if ( !bDataValid || nDataSize <= 0 || pData == NULL)
{
return NULL;
}
CTempAllocHelper pOriginalData;
if ( IsX360() )
{
if ( CLZMA::IsCompressed( (unsigned char *)pData ) )
{
// mdl arrives compressed, decode and cache the results
unsigned int nOriginalSize = CLZMA::GetActualSize( (unsigned char *)pData );
pOriginalData.Alloc( nOriginalSize );
unsigned int nOutputSize = CLZMA::Uncompress( (unsigned char *)pData, (unsigned char *)pOriginalData.Get() );
if ( nOutputSize != nOriginalSize )
{
// decoder failure
return NULL;
}
pData = pOriginalData.Get();
nDataSize = nOriginalSize;
}
}
studiohdr_t *pStudioHdrIn = (studiohdr_t *)pData;
if ( r_rootlod.GetInt() > 0 )
{
// raw data is already setup for lod 0, override otherwise
Studio_SetRootLOD( pStudioHdrIn, r_rootlod.GetInt() );
}
// critical! store a back link to our data
// this is fetched when re-establishing dependent cached data (vtx/vvd)
pStudioHdrIn->virtualModel = (void *)(uintp)handle;
MdlCacheMsg( "MDLCache: Alloc studiohdr %s\n", GetModelName( handle ) );
// allocate cache space
MemAlloc_PushAllocDbgInfo( "Models:StudioHdr", 0);
studiohdr_t *pHdr = (studiohdr_t *)AllocData( MDLCACHE_STUDIOHDR, pStudioHdrIn->length );
MemAlloc_PopAllocDbgInfo();
if ( !pHdr )
return NULL;
CacheData( &m_MDLDict[handle]->m_MDLCache, pHdr, pStudioHdrIn->length, GetModelName( handle ), MDLCACHE_STUDIOHDR, MakeCacheID( handle, MDLCACHE_STUDIOHDR) );
if ( mod_lock_mdls_on_load.GetBool() )
{
GetCacheSection( MDLCACHE_STUDIOHDR )->Lock( m_MDLDict[handle]->m_MDLCache );
m_MDLDict[handle]->m_nFlags |= STUDIODATA_FLAGS_LOCKED_MDL;
}
// FIXME: Is there any way we can compute the size to load *before* loading in
// and read directly into cache memory? It would be nice to reduce cache overhead here.
// move the complete, relocatable model to the cache
memcpy( pHdr, pStudioHdrIn, pStudioHdrIn->length );
// On first load, convert the flex deltas from fp16 to 16-bit fixed-point
if ( (pHdr->flags & STUDIOHDR_FLAGS_FLEXES_CONVERTED) == 0 )
{
ConvertFlexData( pHdr );
// Mark as converted so it only happens once
pHdr->flags |= STUDIOHDR_FLAGS_FLEXES_CONVERTED;
}
if ( m_pCacheNotify )
{
m_pCacheNotify->OnDataLoaded( MDLCACHE_STUDIOHDR, handle );
}
return pHdr;
}
//-----------------------------------------------------------------------------
// Attempts to load a MDL file, validates that it's ok.
//-----------------------------------------------------------------------------
bool CMDLCache::ReadMDLFile( MDLHandle_t handle, const char *pMDLFileName, CUtlBuffer &buf )
{
VPROF( "CMDLCache::ReadMDLFile" );
char pFileName[ MAX_PATH ];
Q_strncpy( pFileName, pMDLFileName, sizeof( pFileName ) );
Q_FixSlashes( pFileName );
#ifdef _LINUX
Q_strlower( pFileName );
#endif
MdlCacheMsg( "MDLCache: Load studiohdr %s\n", pFileName );
MEM_ALLOC_CREDIT();
bool bOk = ReadFileNative( pFileName, "GAME", buf );
if ( !bOk )
{
DevWarning( "Failed to load %s!\n", pMDLFileName );
return false;
}
if ( IsX360() )
{
if ( CLZMA::IsCompressed( (unsigned char *)buf.PeekGet() ) )
{
// mdl arrives compressed, decode and cache the results
unsigned int nOriginalSize = CLZMA::GetActualSize( (unsigned char *)buf.PeekGet() );
void *pOriginalData = malloc( nOriginalSize );
unsigned int nOutputSize = CLZMA::Uncompress( (unsigned char *)buf.PeekGet(), (unsigned char *)pOriginalData );
if ( nOutputSize != nOriginalSize )
{
// decoder failure
free( pOriginalData );
return false;
}
// replace caller's buffer
buf.Purge();
buf.Put( pOriginalData, nOriginalSize );
free( pOriginalData );
}
}
studiohdr_t *pStudioHdr = (studiohdr_t*)buf.PeekGet();
if ( !pStudioHdr )
{
DevWarning( "Failed to read model %s from buffer!\n", pMDLFileName );
return false;
}
if ( pStudioHdr->id != IDSTUDIOHEADER )
{
DevWarning( "Model %s not a .MDL format file!\n", pMDLFileName );
return false;
}
// critical! store a back link to our data
// this is fetched when re-establishing dependent cached data (vtx/vvd)
pStudioHdr->virtualModel = (void*)(uintp)handle;
// Make sure all dependent files are valid
if ( !VerifyHeaders( pStudioHdr ) )
{
DevWarning( "Model %s has mismatched .vvd + .vtx files!\n", pMDLFileName );
return false;
}
return true;
}
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
studiohdr_t *CMDLCache::LockStudioHdr( MDLHandle_t handle )
{
if ( handle == MDLHANDLE_INVALID )
{
return NULL;
}
CMDLCacheCriticalSection cacheCriticalSection( this );
studiohdr_t *pStdioHdr = GetStudioHdr( handle );
// @TODO (toml 9/12/2006) need this?: AddRef( handle );
if ( !pStdioHdr )
{
return NULL;
}
GetCacheSection( MDLCACHE_STUDIOHDR )->Lock( m_MDLDict[handle]->m_MDLCache );
return pStdioHdr;
}
void CMDLCache::UnlockStudioHdr( MDLHandle_t handle )
{
if ( handle == MDLHANDLE_INVALID )
{
return;
}
CMDLCacheCriticalSection cacheCriticalSection( this );
studiohdr_t *pStdioHdr = GetStudioHdr( handle );
if ( pStdioHdr )
{
GetCacheSection( MDLCACHE_STUDIOHDR )->Unlock( m_MDLDict[handle]->m_MDLCache );
}
// @TODO (toml 9/12/2006) need this?: Release( handle );
}
//-----------------------------------------------------------------------------
// Loading the data in
//-----------------------------------------------------------------------------
studiohdr_t *CMDLCache::GetStudioHdr( MDLHandle_t handle )
{
if ( handle == MDLHANDLE_INVALID )
return NULL;
// Returning a pointer to data inside the cache when it's unlocked is just a bad idea.
// It's technically legal, but the pointer can get invalidated if anything else looks at the cache.
// Don't do that.
// Assert( m_pModelCacheSection->IsFrameLocking() );
// Assert( m_pMeshCacheSection->IsFrameLocking() );
#if _DEBUG
VPROF_INCREMENT_COUNTER( "GetStudioHdr", 1 );
#endif
studiohdr_t *pHdr = (studiohdr_t*)CheckData( m_MDLDict[handle]->m_MDLCache, MDLCACHE_STUDIOHDR );
if ( !pHdr )
{
m_MDLDict[handle]->m_MDLCache = NULL;
CMDLCacheCriticalSection cacheCriticalSection( this );
// load the file
const char *pModelName = GetActualModelName( handle );
if ( developer.GetInt() > 1 )
{
DevMsg( "Loading %s\n", pModelName );
}
// Load file to temporary space
CUtlBuffer buf;
if ( !ReadMDLFile( handle, pModelName, buf ) )
{
bool bOk = false;
if ( ( m_MDLDict[handle]->m_nFlags & STUDIODATA_ERROR_MODEL ) == 0 )
{
buf.Clear(); // clear buffer for next file read
m_MDLDict[handle]->m_nFlags |= STUDIODATA_ERROR_MODEL;
bOk = ReadMDLFile( handle, ERROR_MODEL, buf );
}
if ( !bOk )
{
if (IsOSX())
{
// rbarris wants this to go somewhere like the console.log prior to crashing, which is what the Error call will do next
printf("\n ##### Model %s not found and %s couldn't be loaded", pModelName, ERROR_MODEL );
fflush( stdout );
}
Error( "Model %s not found and %s couldn't be loaded", pModelName, ERROR_MODEL );
return NULL;
}
}
// put it in the cache
if ( ProcessDataIntoCache( handle, MDLCACHE_STUDIOHDR, 0, buf.Base(), buf.TellMaxPut(), true ) )
{
pHdr = (studiohdr_t*)CheckData( m_MDLDict[handle]->m_MDLCache, MDLCACHE_STUDIOHDR );
}
}
return pHdr;
}
//-----------------------------------------------------------------------------
// Gets/sets user data associated with the MDL
//-----------------------------------------------------------------------------
void CMDLCache::SetUserData( MDLHandle_t handle, void* pData )
{
if ( handle == MDLHANDLE_INVALID )
return;
m_MDLDict[handle]->m_pUserData = pData;
}
void *CMDLCache::GetUserData( MDLHandle_t handle )
{
if ( handle == MDLHANDLE_INVALID )
return NULL;
return m_MDLDict[handle]->m_pUserData;
}
//-----------------------------------------------------------------------------
// Polls information about a particular mdl
//-----------------------------------------------------------------------------
bool CMDLCache::IsErrorModel( MDLHandle_t handle )
{
if ( handle == MDLHANDLE_INVALID )
return false;
return (m_MDLDict[handle]->m_nFlags & STUDIODATA_ERROR_MODEL) != 0;
}
//-----------------------------------------------------------------------------
// Brings all data associated with an MDL into memory
//-----------------------------------------------------------------------------
void CMDLCache::TouchAllData( MDLHandle_t handle )
{
studiohdr_t *pStudioHdr = GetStudioHdr( handle );
virtualmodel_t *pVModel = GetVirtualModel( handle );
if ( pVModel )
{
// skip self, start at children
// ensure all sub models are cached
for ( int i=1; i<pVModel->m_group.Count(); ++i )
{
MDLHandle_t childHandle = (MDLHandle_t)(int)pVModel->m_group[i].cache&0xffff;
if ( childHandle != MDLHANDLE_INVALID )
{
// FIXME: Should this be calling TouchAllData on the child?
GetStudioHdr( childHandle );
}
}
}
if ( !IsX360() )
{
// cache the anims
// Note that the animblocks start at 1!!!
for ( int i=1; i< (int)pStudioHdr->numanimblocks; ++i )
{
pStudioHdr->GetAnimBlock( i );
}
}
// cache the vertexes
if ( pStudioHdr->numbodyparts )
{
CacheVertexData( pStudioHdr );
GetHardwareData( handle );
}
}
//-----------------------------------------------------------------------------
// Flushes all data
//-----------------------------------------------------------------------------
void CMDLCache::Flush( MDLCacheFlush_t nFlushFlags )
{
// Free all MDLs that haven't been cleaned up
MDLHandle_t i = m_MDLDict.First();
while ( i != m_MDLDict.InvalidIndex() )
{
Flush( i, nFlushFlags );
i = m_MDLDict.Next( i );
}
}
//-----------------------------------------------------------------------------
// Cache handlers
//-----------------------------------------------------------------------------
static const char *g_ppszTypes[] =
{
"studiohdr", // MDLCACHE_STUDIOHDR
"studiohwdata", // MDLCACHE_STUDIOHWDATA
"vcollide", // MDLCACHE_VCOLLIDE
"animblock", // MDLCACHE_ANIMBLOCK
"virtualmodel", // MDLCACHE_VIRTUALMODEL
"vertexes", // MDLCACHE_VERTEXES
};
bool CMDLCache::HandleCacheNotification( const DataCacheNotification_t &notification )
{
switch ( notification.type )
{
case DC_AGE_DISCARD:
case DC_FLUSH_DISCARD:
case DC_REMOVED:
{
MdlCacheMsg( "MDLCache: Data cache discard %s %s\n", g_ppszTypes[TypeFromCacheID( notification.clientId )], GetModelName( HandleFromCacheID( notification.clientId ) ) );
if ( (DataCacheClientID_t)notification.pItemData == notification.clientId ||
TypeFromCacheID(notification.clientId) != MDLCACHE_STUDIOHWDATA )
{
Assert( notification.pItemData );
FreeData( TypeFromCacheID(notification.clientId), (void *)notification.pItemData );
}
else
{
UnloadHardwareData( HandleFromCacheID( notification.clientId ), false );
}
return true;
}
}
return CDefaultDataCacheClient::HandleCacheNotification( notification );
}
bool CMDLCache::GetItemName( DataCacheClientID_t clientId, const void *pItem, char *pDest, unsigned nMaxLen )
{
if ( (DataCacheClientID_t)pItem == clientId )
{
return false;
}
MDLHandle_t handle = HandleFromCacheID( clientId );
MDLCacheDataType_t type = TypeFromCacheID( clientId );
Q_snprintf( pDest, nMaxLen, "%s - %s", g_ppszTypes[type], GetModelName( handle ) );
return false;
}
//-----------------------------------------------------------------------------
// Flushes all data
//-----------------------------------------------------------------------------
void CMDLCache::BeginLock()
{
m_pModelCacheSection->BeginFrameLocking();
m_pMeshCacheSection->BeginFrameLocking();
}
//-----------------------------------------------------------------------------
// Flushes all data
//-----------------------------------------------------------------------------
void CMDLCache::EndLock()
{
m_pModelCacheSection->EndFrameLocking();
m_pMeshCacheSection->EndFrameLocking();
}
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
void CMDLCache::BreakFrameLock( bool bModels, bool bMesh )
{
if ( bModels )
{
if ( m_pModelCacheSection->IsFrameLocking() )
{
Assert( !m_nModelCacheFrameLocks );
m_nModelCacheFrameLocks = 0;
do
{
m_nModelCacheFrameLocks++;
} while ( m_pModelCacheSection->EndFrameLocking() );
}
}
if ( bMesh )
{
if ( m_pMeshCacheSection->IsFrameLocking() )
{
Assert( !m_nMeshCacheFrameLocks );
m_nMeshCacheFrameLocks = 0;
do
{
m_nMeshCacheFrameLocks++;
} while ( m_pMeshCacheSection->EndFrameLocking() );
}
}
}
void CMDLCache::RestoreFrameLock()
{
while ( m_nModelCacheFrameLocks )
{
m_pModelCacheSection->BeginFrameLocking();
m_nModelCacheFrameLocks--;
}
while ( m_nMeshCacheFrameLocks )
{
m_pMeshCacheSection->BeginFrameLocking();
m_nMeshCacheFrameLocks--;
}
}
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
int *CMDLCache::GetFrameUnlockCounterPtrOLD()
{
return GetCacheSection( MDLCACHE_STUDIOHDR )->GetFrameUnlockCounterPtr();
}
int *CMDLCache::GetFrameUnlockCounterPtr( MDLCacheDataType_t type )
{
return GetCacheSection( type )->GetFrameUnlockCounterPtr();
}
//-----------------------------------------------------------------------------
// Completes all pending async operations
//-----------------------------------------------------------------------------
void CMDLCache::FinishPendingLoads()
{
if ( !ThreadInMainThread() )
{
return;
}
AUTO_LOCK( m_AsyncMutex );
// finish just our known jobs
int iAsync = m_PendingAsyncs.Head();
while ( iAsync != m_PendingAsyncs.InvalidIndex() )
{
AsyncInfo_t &info = m_PendingAsyncs[iAsync];
if ( info.hControl )
{
g_pFullFileSystem->AsyncFinish( info.hControl, true );
}
iAsync = m_PendingAsyncs.Next( iAsync );
}
ProcessPendingAsyncs();
}
//-----------------------------------------------------------------------------
// Notify map load has started
//-----------------------------------------------------------------------------
void CMDLCache::BeginMapLoad()
{
BreakFrameLock();
studiodata_t *pStudioData;
// Unlock prior map MDLs prior to load
MDLHandle_t i = m_MDLDict.First();
while ( i != m_MDLDict.InvalidIndex() )
{
pStudioData = m_MDLDict[i];
if ( pStudioData->m_nFlags & STUDIODATA_FLAGS_LOCKED_MDL )
{
GetCacheSection( MDLCACHE_STUDIOHDR )->Unlock( pStudioData->m_MDLCache );
pStudioData->m_nFlags &= ~STUDIODATA_FLAGS_LOCKED_MDL;
}
i = m_MDLDict.Next( i );
}
}
//-----------------------------------------------------------------------------
// Notify map load is complete
//-----------------------------------------------------------------------------
void CMDLCache::EndMapLoad()
{
FinishPendingLoads();
// Remove all stray MDLs not referenced during load
if ( mod_lock_mdls_on_load.GetBool() )
{
studiodata_t *pStudioData;
MDLHandle_t i = m_MDLDict.First();
while ( i != m_MDLDict.InvalidIndex() )
{
pStudioData = m_MDLDict[i];
if ( !(pStudioData->m_nFlags & STUDIODATA_FLAGS_LOCKED_MDL) )
{
Flush( i, MDLCACHE_FLUSH_STUDIOHDR );
}
i = m_MDLDict.Next( i );
}
}
RestoreFrameLock();
}
//-----------------------------------------------------------------------------
// Is a particular part of the model data loaded?
//-----------------------------------------------------------------------------
bool CMDLCache::IsDataLoaded( MDLHandle_t handle, MDLCacheDataType_t type )
{
if ( handle == MDLHANDLE_INVALID || !m_MDLDict.IsValidIndex( handle ) )
return false;
studiodata_t *pData = m_MDLDict[ handle ];
switch( type )
{
case MDLCACHE_STUDIOHDR:
return GetCacheSection( MDLCACHE_STUDIOHDR )->IsPresent( pData->m_MDLCache );
case MDLCACHE_STUDIOHWDATA:
return ( pData->m_nFlags & STUDIODATA_FLAGS_STUDIOMESH_LOADED ) != 0;
case MDLCACHE_VCOLLIDE:
return ( pData->m_nFlags & STUDIODATA_FLAGS_VCOLLISION_LOADED ) != 0;
case MDLCACHE_ANIMBLOCK:
{
if ( !pData->m_pAnimBlock )
return false;
for (int i = 0; i < pData->m_nAnimBlockCount; ++i )
{
if ( !pData->m_pAnimBlock[i] )
return false;
if ( !GetCacheSection( type )->IsPresent( pData->m_pAnimBlock[i] ) )
return false;
}
return true;
}
case MDLCACHE_VIRTUALMODEL:
return ( pData->m_pVirtualModel != 0 );
case MDLCACHE_VERTEXES:
return m_pMeshCacheSection->IsPresent( pData->m_VertexCache );
}
return false;
}
//-----------------------------------------------------------------------------
// Get the correct extension for our dx
//-----------------------------------------------------------------------------
const char *CMDLCache::GetVTXExtension()
{
if ( IsPC() )
{
if ( g_pMaterialSystemHardwareConfig->GetDXSupportLevel() >= 90 )
{
return ".dx90.vtx";
}
else if ( g_pMaterialSystemHardwareConfig->GetDXSupportLevel() >= 80 )
{
return ".dx80.vtx";
}
else
{
return ".sw.vtx";
}
}
return ".dx90.vtx";
}
//-----------------------------------------------------------------------------
// Minimal presence and header validation, no data loads
// Return true if successful, false otherwise.
//-----------------------------------------------------------------------------
bool CMDLCache::VerifyHeaders( studiohdr_t *pStudioHdr )
{
VPROF( "CMDLCache::VerifyHeaders" );
if ( developer.GetInt() < 2 )
{
return true;
}
// model has no vertex data
if ( !pStudioHdr->numbodyparts )
{
// valid
return true;
}
char pFileName[ MAX_PATH ];
MDLHandle_t handle = (MDLHandle_t)(int)pStudioHdr->virtualModel&0xffff;
MakeFilename( handle, ".vvd", pFileName, sizeof(pFileName) );
MdlCacheMsg("MDLCache: Load VVD (verify) %s\n", pFileName );
// vvd header only
CUtlBuffer vvdHeader( 0, sizeof(vertexFileHeader_t) );
if ( !ReadFileNative( pFileName, "GAME", vvdHeader, sizeof(vertexFileHeader_t) ) )
{
return false;
}
vertexFileHeader_t *pVertexHdr = (vertexFileHeader_t*)vvdHeader.PeekGet();
// check
if (( pVertexHdr->id != MODEL_VERTEX_FILE_ID ) ||
( pVertexHdr->version != MODEL_VERTEX_FILE_VERSION ) ||
( pVertexHdr->checksum != pStudioHdr->checksum ))
{
return false;
}
// load the VTX file
// use model name for correct path
MakeFilename( handle, GetVTXExtension(), pFileName, sizeof(pFileName) );
MdlCacheMsg("MDLCache: Load VTX (verify) %s\n", pFileName );
// vtx header only
CUtlBuffer vtxHeader( 0, sizeof(OptimizedModel::FileHeader_t) );
if ( !ReadFileNative( pFileName, "GAME", vtxHeader, sizeof(OptimizedModel::FileHeader_t) ) )
{
return false;
}
// check
OptimizedModel::FileHeader_t *pVtxHdr = (OptimizedModel::FileHeader_t*)vtxHeader.PeekGet();
if (( pVtxHdr->version != OPTIMIZED_MODEL_FILE_VERSION ) ||
( pVtxHdr->checkSum != pStudioHdr->checksum ))
{
return false;
}
// valid
return true;
}
//-----------------------------------------------------------------------------
// Cache model's specified dynamic data
//-----------------------------------------------------------------------------
vertexFileHeader_t *CMDLCache::CacheVertexData( studiohdr_t *pStudioHdr )
{
VPROF( "CMDLCache::CacheVertexData" );
vertexFileHeader_t *pVvdHdr;
MDLHandle_t handle;
Assert( pStudioHdr );
handle = (MDLHandle_t)(int)pStudioHdr->virtualModel&0xffff;
Assert( handle != MDLHANDLE_INVALID );
pVvdHdr = (vertexFileHeader_t *)CheckData( m_MDLDict[handle]->m_VertexCache, MDLCACHE_VERTEXES );
if ( pVvdHdr )
{
return pVvdHdr;
}
m_MDLDict[handle]->m_VertexCache = NULL;
return LoadVertexData( pStudioHdr );
}
//-----------------------------------------------------------------------------
// Start an async transfer
//-----------------------------------------------------------------------------
FSAsyncStatus_t CMDLCache::LoadData( const char *pszFilename, const char *pszPathID, void *pDest, int nBytes, int nOffset, bool bAsync, FSAsyncControl_t *pControl )
{
if ( !*pControl )
{
if ( IsX360() && g_pQueuedLoader->IsMapLoading() )
{
DevWarning( "CMDLCache: Non-Optimal loading path for %s\n", pszFilename );
}
FileAsyncRequest_t asyncRequest;
asyncRequest.pszFilename = pszFilename;
asyncRequest.pszPathID = pszPathID;
asyncRequest.pData = pDest;
asyncRequest.nBytes = nBytes;
asyncRequest.nOffset = nOffset;
if ( !pDest )
{
asyncRequest.flags = FSASYNC_FLAGS_ALLOCNOFREE;
}
if ( !bAsync )
{
asyncRequest.flags |= FSASYNC_FLAGS_SYNC;
}
MEM_ALLOC_CREDIT();
return g_pFullFileSystem->AsyncRead( asyncRequest, pControl );
}
return FSASYNC_ERR_FAILURE;
}
//-----------------------------------------------------------------------------
// Determine the maximum number of 'real' bone influences used by any vertex in a model
// (100% binding to bone zero doesn't count)
//-----------------------------------------------------------------------------
int ComputeMaxRealBoneInfluences( vertexFileHeader_t * vertexFile, int lod )
{
const mstudiovertex_t * verts = vertexFile->GetVertexData();
int numVerts = vertexFile->numLODVertexes[ lod ];
Assert(verts);
int maxWeights = 0;
for (int i = 0;i < numVerts;i++)
{
if ( verts[i].m_BoneWeights.numbones > 0 )
{
int numWeights = 0;
for (int j = 0;j < MAX_NUM_BONES_PER_VERT;j++)
{
if ( verts[i].m_BoneWeights.weight[j] > 0 )
numWeights = j + 1;
}
if ( ( numWeights == 1 ) && ( verts[i].m_BoneWeights.bone[0] == 0 ) )
{
// 100% binding to first bone - not really skinned (the first bone is just the model transform)
numWeights = 0;
}
maxWeights = max( numWeights, maxWeights );
}
}
return maxWeights;
}
//-----------------------------------------------------------------------------
// Generate thin vertices (containing just the data needed to do model decals)
//-----------------------------------------------------------------------------
vertexFileHeader_t * CMDLCache::CreateThinVertexes( vertexFileHeader_t * originalData, const studiohdr_t * pStudioHdr, int * cacheLength )
{
int rootLod = min( (int)pStudioHdr->rootLOD, ( originalData->numLODs - 1 ) );
int numVerts = originalData->numLODVertexes[ rootLod ] + 1; // Add 1 vert to support prefetch during array access
int numBoneInfluences = ComputeMaxRealBoneInfluences( originalData, rootLod );
// Only store (N-1) weights (all N weights sum to 1, so we can re-compute the Nth weight later)
int numStoredWeights = max( 0, ( numBoneInfluences - 1 ) );
int vertexSize = 2*sizeof( Vector ) + numBoneInfluences*sizeof( unsigned char ) + numStoredWeights*sizeof( float );
*cacheLength = sizeof( vertexFileHeader_t ) + sizeof( thinModelVertices_t ) + numVerts*vertexSize;
// Allocate cache space for the thin data
MemAlloc_PushAllocDbgInfo( "Models:Vertex data", 0);
vertexFileHeader_t * pNewVvdHdr = (vertexFileHeader_t *)AllocData( MDLCACHE_VERTEXES, *cacheLength );
MemAlloc_PopAllocDbgInfo();
Assert( pNewVvdHdr );
if ( pNewVvdHdr )
{
// Copy the header and set it up to hold thin vertex data
memcpy( (void *)pNewVvdHdr, (void *)originalData, sizeof( vertexFileHeader_t ) );
pNewVvdHdr->id = MODEL_VERTEX_FILE_THIN_ID;
pNewVvdHdr->numFixups = 0;
pNewVvdHdr->fixupTableStart = 0;
pNewVvdHdr->tangentDataStart = 0;
pNewVvdHdr->vertexDataStart = sizeof( vertexFileHeader_t );
// Set up the thin vertex structure
thinModelVertices_t * pNewThinVerts = (thinModelVertices_t *)( pNewVvdHdr + 1 );
Vector * pPositions = (Vector *)( pNewThinVerts + 1 );
float * pBoneWeights = (float *)( pPositions + numVerts );
// Alloc the (short) normals here to avoid mis-aligning the float data
unsigned short * pNormals = (unsigned short *)( pBoneWeights + numVerts*numStoredWeights );
// Alloc the (char) indices here to avoid mis-aligning the float/short data
char * pBoneIndices = (char *)( pNormals + numVerts );
if ( numStoredWeights == 0 )
pBoneWeights = NULL;
if ( numBoneInfluences == 0 )
pBoneIndices = NULL;
pNewThinVerts->Init( numBoneInfluences, pPositions, pNormals, pBoneWeights, pBoneIndices );
// Copy over the original data
const mstudiovertex_t * srcVertexData = originalData->GetVertexData();
for ( int i = 0; i < numVerts; i++ )
{
pNewThinVerts->SetPosition( i, srcVertexData[ i ].m_vecPosition );
pNewThinVerts->SetNormal( i, srcVertexData[ i ].m_vecNormal );
if ( numBoneInfluences > 0 )
{
mstudioboneweight_t boneWeights;
boneWeights.numbones = numBoneInfluences;
for ( int j = 0; j < numStoredWeights; j++ )
{
boneWeights.weight[ j ] = srcVertexData[ i ].m_BoneWeights.weight[ j ];
}
for ( int j = 0; j < numBoneInfluences; j++ )
{
boneWeights.bone[ j ] = srcVertexData[ i ].m_BoneWeights.bone[ j ];
}
pNewThinVerts->SetBoneWeights( i, boneWeights );
}
}
}
return pNewVvdHdr;
}
//-----------------------------------------------------------------------------
// Process the provided raw data into the cache. Distributes to low level
// unserialization or build methods.
//-----------------------------------------------------------------------------
bool CMDLCache::ProcessDataIntoCache( MDLHandle_t handle, MDLCacheDataType_t type, int iAnimBlock, void *pData, int nDataSize, bool bDataValid )
{
studiohdr_t *pStudioHdrCurrent = NULL;
if ( type != MDLCACHE_STUDIOHDR )
{
// can only get the studiohdr once the header has been processed successfully into the cache
// causes a ProcessDataIntoCache() with the studiohdr data
pStudioHdrCurrent = GetStudioHdr( handle );
if ( !pStudioHdrCurrent )
{
return false;
}
}
studiodata_t *pStudioDataCurrent = m_MDLDict[handle];
if ( !pStudioDataCurrent )
{
return false;
}
switch ( type )
{
case MDLCACHE_STUDIOHDR:
{
pStudioHdrCurrent = UnserializeMDL( handle, pData, nDataSize, bDataValid );
if ( !pStudioHdrCurrent )
{
return false;
}
if (!Studio_ConvertStudioHdrToNewVersion( pStudioHdrCurrent ))
{
Warning( "MDLCache: %s needs to be recompiled\n", pStudioHdrCurrent->pszName() );
}
if ( pStudioHdrCurrent->numincludemodels == 0 )
{
// perf optimization, calculate once and cache off the autoplay sequences
int nCount = pStudioHdrCurrent->CountAutoplaySequences();
if ( nCount )
{
AllocateAutoplaySequences( m_MDLDict[handle], nCount );
pStudioHdrCurrent->CopyAutoplaySequences( m_MDLDict[handle]->m_pAutoplaySequenceList, nCount );
}
}
// Load animations
UnserializeAllVirtualModelsAndAnimBlocks( handle );
break;
}
case MDLCACHE_VERTEXES:
{
if ( bDataValid )
{
BuildAndCacheVertexData( pStudioHdrCurrent, (vertexFileHeader_t *)pData );
}
else
{
pStudioDataCurrent->m_nFlags |= STUDIODATA_FLAGS_NO_VERTEX_DATA;
if ( pStudioHdrCurrent->numbodyparts )
{
// expected data not valid
Warning( "MDLCache: Failed load of .VVD data for %s\n", pStudioHdrCurrent->pszName() );
return false;
}
}
break;
}
case MDLCACHE_STUDIOHWDATA:
{
if ( bDataValid )
{
BuildHardwareData( handle, pStudioDataCurrent, pStudioHdrCurrent, (OptimizedModel::FileHeader_t *)pData );
}
else
{
pStudioDataCurrent->m_nFlags |= STUDIODATA_FLAGS_NO_STUDIOMESH;
if ( pStudioHdrCurrent->numbodyparts )
{
// expected data not valid
Warning( "MDLCache: Failed load of .VTX data for %s\n", pStudioHdrCurrent->pszName() );
return false;
}
}
m_pMeshCacheSection->Unlock( pStudioDataCurrent->m_VertexCache );
m_pMeshCacheSection->Age( pStudioDataCurrent->m_VertexCache );
// FIXME: thin VVD data on PC too (have to address alt-tab, various DX8/DX7/debug software paths in studiorender, tools, etc)
static bool bCompressedVVDs = CommandLine()->CheckParm( "-no_compressed_vvds" ) == NULL;
if ( IsX360() && !( pStudioDataCurrent->m_nFlags & STUDIODATA_FLAGS_NO_STUDIOMESH ) && bCompressedVVDs )
{
// Replace the cached vertex data with a thin version (used for model decals).
// Flexed meshes require the fat data to remain, for CPU mesh anim.
if ( pStudioHdrCurrent->numflexdesc == 0 )
{
vertexFileHeader_t *originalVertexData = GetVertexData( handle );
Assert( originalVertexData );
if ( originalVertexData )
{
int thinVertexDataSize = 0;
vertexFileHeader_t *thinVertexData = CreateThinVertexes( originalVertexData, pStudioHdrCurrent, &thinVertexDataSize );
Assert( thinVertexData && ( thinVertexDataSize > 0 ) );
if ( thinVertexData && ( thinVertexDataSize > 0 ) )
{
// Remove the original cache entry (and free it)
Flush( handle, MDLCACHE_FLUSH_VERTEXES | MDLCACHE_FLUSH_IGNORELOCK );
// Add the new one
CacheData( &pStudioDataCurrent->m_VertexCache, thinVertexData, thinVertexDataSize, pStudioHdrCurrent->pszName(), MDLCACHE_VERTEXES, MakeCacheID( handle, MDLCACHE_VERTEXES) );
}
}
}
}
break;
}
case MDLCACHE_ANIMBLOCK:
{
MEM_ALLOC_CREDIT_( __FILE__ ": Anim Blocks" );
if ( bDataValid )
{
MdlCacheMsg( "MDLCache: Finish load anim block %s (block %i)\n", pStudioHdrCurrent->pszName(), iAnimBlock );
char pCacheName[MAX_PATH];
Q_snprintf( pCacheName, MAX_PATH, "%s (block %i)", pStudioHdrCurrent->pszName(), iAnimBlock );
if ( IsX360() )
{
if ( CLZMA::IsCompressed( (unsigned char *)pData ) )
{
// anim block arrives compressed, decode and cache the results
unsigned int nOriginalSize = CLZMA::GetActualSize( (unsigned char *)pData );
// get a "fake" (not really aligned) optimal read buffer, as expected by the free logic
void *pOriginalData = g_pFullFileSystem->AllocOptimalReadBuffer( FILESYSTEM_INVALID_HANDLE, nOriginalSize, 0 );
unsigned int nOutputSize = CLZMA::Uncompress( (unsigned char *)pData, (unsigned char *)pOriginalData );
if ( nOutputSize != nOriginalSize )
{
// decoder failure
g_pFullFileSystem->FreeOptimalReadBuffer( pOriginalData );
return false;
}
// input i/o buffer is now unused
g_pFullFileSystem->FreeOptimalReadBuffer( pData );
// datacache will now own the data
pData = pOriginalData;
nDataSize = nOriginalSize;
}
}
CacheData( &pStudioDataCurrent->m_pAnimBlock[iAnimBlock], pData, nDataSize, pCacheName, MDLCACHE_ANIMBLOCK, MakeCacheID( handle, MDLCACHE_ANIMBLOCK) );
}
else
{
MdlCacheMsg( "MDLCache: Failed load anim block %s (block %i)\n", pStudioHdrCurrent->pszName(), iAnimBlock );
if ( pStudioDataCurrent->m_pAnimBlock )
{
pStudioDataCurrent->m_pAnimBlock[iAnimBlock] = NULL;
}
return false;
}
break;
}
case MDLCACHE_VCOLLIDE:
{
// always marked as loaded, vcollides are not present for every model
pStudioDataCurrent->m_nFlags |= STUDIODATA_FLAGS_VCOLLISION_LOADED;
if ( bDataValid )
{
MdlCacheMsg( "MDLCache: Finish load vcollide for %s\n", pStudioHdrCurrent->pszName() );
CTempAllocHelper pOriginalData;
if ( IsX360() )
{
if ( CLZMA::IsCompressed( (unsigned char *)pData ) )
{
// phy arrives compressed, decode and cache the results
unsigned int nOriginalSize = CLZMA::GetActualSize( (unsigned char *)pData );
pOriginalData.Alloc( nOriginalSize );
unsigned int nOutputSize = CLZMA::Uncompress( (unsigned char *)pData, (unsigned char *)pOriginalData.Get() );
if ( nOutputSize != nOriginalSize )
{
// decoder failure
return NULL;
}
pData = pOriginalData.Get();
nDataSize = nOriginalSize;
}
}
CUtlBuffer buf( pData, nDataSize, CUtlBuffer::READ_ONLY );
buf.SeekPut( CUtlBuffer::SEEK_HEAD, nDataSize );
phyheader_t header;
buf.Get( &header, sizeof( phyheader_t ) );
if ( ( header.size == sizeof( header ) ) && header.solidCount > 0 )
{
int nBufSize = buf.TellMaxPut() - buf.TellGet();
vcollide_t *pCollide = &pStudioDataCurrent->m_VCollisionData;
g_pPhysicsCollision->VCollideLoad( pCollide, header.solidCount, (const char*)buf.PeekGet(), nBufSize );
if ( m_pCacheNotify )
{
m_pCacheNotify->OnDataLoaded( MDLCACHE_VCOLLIDE, handle );
}
}
}
else
{
MdlCacheWarning( "MDLCache: Failed load of .PHY data for %s\n", pStudioHdrCurrent->pszName() );
return false;
}
break;
}
default:
Assert( 0 );
}
// success
return true;
}
//-----------------------------------------------------------------------------
// Returns:
// <0: indeterminate at this time
// =0: pending
// >0: completed
//-----------------------------------------------------------------------------
int CMDLCache::ProcessPendingAsync( int iAsync )
{
if ( !ThreadInMainThread() )
{
return -1;
}
ASSERT_NO_REENTRY();
void *pData = NULL;
int nBytesRead = 0;
AsyncInfo_t *pInfo;
{
AUTO_LOCK( m_AsyncMutex );
pInfo = &m_PendingAsyncs[iAsync];
}
Assert( pInfo->hControl );
FSAsyncStatus_t status = g_pFullFileSystem->AsyncGetResult( pInfo->hControl, &pData, &nBytesRead );
if ( status == FSASYNC_STATUS_PENDING )
{
return 0;
}
AsyncInfo_t info = *pInfo;
pInfo = &info;
ClearAsync( pInfo->hModel, pInfo->type, pInfo->iAnimBlock );
switch ( pInfo->type )
{
case MDLCACHE_VERTEXES:
case MDLCACHE_STUDIOHWDATA:
case MDLCACHE_VCOLLIDE:
{
ProcessDataIntoCache( pInfo->hModel, pInfo->type, 0, pData, nBytesRead, status == FSASYNC_OK );
g_pFullFileSystem->FreeOptimalReadBuffer( pData );
break;
}
case MDLCACHE_ANIMBLOCK:
{
// cache assumes ownership of valid async'd data
if ( !ProcessDataIntoCache( pInfo->hModel, MDLCACHE_ANIMBLOCK, pInfo->iAnimBlock, pData, nBytesRead, status == FSASYNC_OK ) )
{
g_pFullFileSystem->FreeOptimalReadBuffer( pData );
}
break;
}
default:
Assert( 0 );
}
return 1;
}
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
void CMDLCache::ProcessPendingAsyncs( MDLCacheDataType_t type )
{
if ( !ThreadInMainThread() )
{
return;
}
if ( !m_PendingAsyncs.Count() )
{
return;
}
static bool bReentering;
if ( bReentering )
{
return;
}
bReentering = true;
AUTO_LOCK( m_AsyncMutex );
// Process all of the completed loads that were requested before a new one. This ensures two
// things -- the LRU is in correct order, and it catches precached items lurking
// in the async queue that have only been requested once (thus aren't being cached
// and might lurk forever, e.g., wood gibs in the citadel)
int current = m_PendingAsyncs.Head();
while ( current != m_PendingAsyncs.InvalidIndex() )
{
int next = m_PendingAsyncs.Next( current );
if ( type == MDLCACHE_NONE || m_PendingAsyncs[current].type == type )
{
// process, also removes from list
if ( ProcessPendingAsync( current ) <= 0 )
{
// indeterminate or pending
break;
}
}
current = next;
}
bReentering = false;
}
//-----------------------------------------------------------------------------
// Cache model's specified dynamic data
//-----------------------------------------------------------------------------
bool CMDLCache::ClearAsync( MDLHandle_t handle, MDLCacheDataType_t type, int iAnimBlock, bool bAbort )
{
int iAsyncInfo = GetAsyncInfoIndex( handle, type, iAnimBlock );
if ( iAsyncInfo != NO_ASYNC )
{
AsyncInfo_t *pInfo;
{
AUTO_LOCK( m_AsyncMutex );
pInfo = &m_PendingAsyncs[iAsyncInfo];
}
if ( pInfo->hControl )
{
if ( bAbort )
{
g_pFullFileSystem->AsyncAbort( pInfo->hControl );
void *pData;
int ignored;
if ( g_pFullFileSystem->AsyncGetResult( pInfo->hControl, &pData, &ignored ) == FSASYNC_OK )
{
g_pFullFileSystem->FreeOptimalReadBuffer( pData );
}
}
g_pFullFileSystem->AsyncRelease( pInfo->hControl );
pInfo->hControl = NULL;
}
SetAsyncInfoIndex( handle, type, iAnimBlock, NO_ASYNC );
{
AUTO_LOCK( m_AsyncMutex );
m_PendingAsyncs.Remove( iAsyncInfo );
}
return true;
}
return false;
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
bool CMDLCache::GetAsyncLoad( MDLCacheDataType_t type )
{
switch ( type )
{
case MDLCACHE_STUDIOHDR:
return false;
case MDLCACHE_STUDIOHWDATA:
return mod_load_mesh_async.GetBool();
case MDLCACHE_VCOLLIDE:
return mod_load_vcollide_async.GetBool();
case MDLCACHE_ANIMBLOCK:
return mod_load_anims_async.GetBool();
case MDLCACHE_VIRTUALMODEL:
return false;
case MDLCACHE_VERTEXES:
return mod_load_mesh_async.GetBool();
}
return false;
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
bool CMDLCache::SetAsyncLoad( MDLCacheDataType_t type, bool bAsync )
{
bool bRetVal = false;
switch ( type )
{
case MDLCACHE_STUDIOHDR:
break;
case MDLCACHE_STUDIOHWDATA:
bRetVal = mod_load_mesh_async.GetBool();
mod_load_mesh_async.SetValue( bAsync );
break;
case MDLCACHE_VCOLLIDE:
bRetVal = mod_load_vcollide_async.GetBool();
mod_load_vcollide_async.SetValue( bAsync );
break;
case MDLCACHE_ANIMBLOCK:
bRetVal = mod_load_anims_async.GetBool();
mod_load_anims_async.SetValue( bAsync );
break;
case MDLCACHE_VIRTUALMODEL:
return false;
break;
case MDLCACHE_VERTEXES:
bRetVal = mod_load_mesh_async.GetBool();
mod_load_mesh_async.SetValue( bAsync );
break;
}
return bRetVal;
}
//-----------------------------------------------------------------------------
// Cache model's specified dynamic data
//-----------------------------------------------------------------------------
vertexFileHeader_t *CMDLCache::BuildAndCacheVertexData( studiohdr_t *pStudioHdr, vertexFileHeader_t *pRawVvdHdr )
{
MDLHandle_t handle = (MDLHandle_t)(int)pStudioHdr->virtualModel&0xffff;
vertexFileHeader_t *pVvdHdr;
MdlCacheMsg( "MDLCache: Load VVD for %s\n", pStudioHdr->pszName() );
Assert( pRawVvdHdr );
// check header
if ( pRawVvdHdr->id != MODEL_VERTEX_FILE_ID )
{
Warning( "Error Vertex File for '%s' id %d should be %d\n", pStudioHdr->pszName(), pRawVvdHdr->id, MODEL_VERTEX_FILE_ID );
return NULL;
}
if ( pRawVvdHdr->version != MODEL_VERTEX_FILE_VERSION )
{
Warning( "Error Vertex File for '%s' version %d should be %d\n", pStudioHdr->pszName(), pRawVvdHdr->version, MODEL_VERTEX_FILE_VERSION );
return NULL;
}
if ( pRawVvdHdr->checksum != pStudioHdr->checksum )
{
Warning( "Error Vertex File for '%s' checksum %d should be %d\n", pStudioHdr->pszName(), pRawVvdHdr->checksum, pStudioHdr->checksum );
return NULL;
}
Assert( pRawVvdHdr->numLODs );
if ( !pRawVvdHdr->numLODs )
{
return NULL;
}
CTempAllocHelper pOriginalData;
if ( IsX360() )
{
unsigned char *pInput = (unsigned char *)pRawVvdHdr + sizeof( vertexFileHeader_t );
if ( CLZMA::IsCompressed( pInput ) )
{
// vvd arrives compressed, decode and cache the results
unsigned int nOriginalSize = CLZMA::GetActualSize( pInput );
pOriginalData.Alloc( sizeof( vertexFileHeader_t ) + nOriginalSize );
V_memcpy( pOriginalData.Get(), pRawVvdHdr, sizeof( vertexFileHeader_t ) );
unsigned int nOutputSize = CLZMA::Uncompress( pInput, sizeof( vertexFileHeader_t ) + (unsigned char *)pOriginalData.Get() );
if ( nOutputSize != nOriginalSize )
{
// decoder failure
return NULL;
}
pRawVvdHdr = (vertexFileHeader_t *)pOriginalData.Get();
}
}
bool bNeedsTangentS = IsX360() || (g_pMaterialSystemHardwareConfig->GetDXSupportLevel() >= 80);
int rootLOD = min( (int)pStudioHdr->rootLOD, pRawVvdHdr->numLODs - 1 );
// determine final cache footprint, possibly truncated due to lod
int cacheLength = Studio_VertexDataSize( pRawVvdHdr, rootLOD, bNeedsTangentS );
MdlCacheMsg("MDLCache: Alloc VVD %s\n", GetModelName( handle ) );
// allocate cache space
MemAlloc_PushAllocDbgInfo( "Models:Vertex data", 0);
pVvdHdr = (vertexFileHeader_t *)AllocData( MDLCACHE_VERTEXES, cacheLength );
MemAlloc_PopAllocDbgInfo();
GetCacheSection( MDLCACHE_VERTEXES )->BeginFrameLocking();
CacheData( &m_MDLDict[handle]->m_VertexCache, pVvdHdr, cacheLength, pStudioHdr->pszName(), MDLCACHE_VERTEXES, MakeCacheID( handle, MDLCACHE_VERTEXES) );
// expected 32 byte alignment
Assert( ((int64)pVvdHdr & 0x1F) == 0 );
// load minimum vertexes and fixup
Studio_LoadVertexes( pRawVvdHdr, pVvdHdr, rootLOD, bNeedsTangentS );
GetCacheSection( MDLCACHE_VERTEXES )->EndFrameLocking();
return pVvdHdr;
}
//-----------------------------------------------------------------------------
// Load and cache model's specified dynamic data
//-----------------------------------------------------------------------------
vertexFileHeader_t *CMDLCache::LoadVertexData( studiohdr_t *pStudioHdr )
{
char pFileName[MAX_PATH];
MDLHandle_t handle;
Assert( pStudioHdr );
handle = (MDLHandle_t)(int)pStudioHdr->virtualModel&0xffff;
Assert( !m_MDLDict[handle]->m_VertexCache );
studiodata_t *pStudioData = m_MDLDict[handle];
if ( pStudioData->m_nFlags & STUDIODATA_FLAGS_NO_VERTEX_DATA )
{
return NULL;
}
int iAsync = GetAsyncInfoIndex( handle, MDLCACHE_VERTEXES );
if ( iAsync == NO_ASYNC )
{
// load the VVD file
// use model name for correct path
MakeFilename( handle, ".vvd", pFileName, sizeof(pFileName) );
if ( IsX360() )
{
char pX360Filename[MAX_PATH];
UpdateOrCreate( pStudioHdr, pFileName, pX360Filename, sizeof( pX360Filename ), "GAME" );
Q_strncpy( pFileName, pX360Filename, sizeof(pX360Filename) );
}
MdlCacheMsg( "MDLCache: Begin load VVD %s\n", pFileName );
AsyncInfo_t info;
if ( IsDebug() )
{
memset( &info, 0xdd, sizeof( AsyncInfo_t ) );
}
info.hModel = handle;
info.type = MDLCACHE_VERTEXES;
info.iAnimBlock = 0;
info.hControl = NULL;
LoadData( pFileName, "GAME", mod_load_mesh_async.GetBool(), &info.hControl );
{
AUTO_LOCK( m_AsyncMutex );
iAsync = SetAsyncInfoIndex( handle, MDLCACHE_VERTEXES, m_PendingAsyncs.AddToTail( info ) );
}
}
ProcessPendingAsync( iAsync );
return (vertexFileHeader_t *)CheckData( m_MDLDict[handle]->m_VertexCache, MDLCACHE_VERTEXES );
}
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
vertexFileHeader_t *CMDLCache::GetVertexData( MDLHandle_t handle )
{
if ( mod_test_not_available.GetBool() )
return NULL;
if ( mod_test_verts_not_available.GetBool() )
return NULL;
return CacheVertexData( GetStudioHdr( handle ) );
}
//-----------------------------------------------------------------------------
// Allocates a cacheable item
//-----------------------------------------------------------------------------
void *CMDLCache::AllocData( MDLCacheDataType_t type, int size )
{
void *pData = _aligned_malloc( size, 32 );
if ( !pData )
{
Error( "CMDLCache:: Out of memory" );
return NULL;
}
return pData;
}
//-----------------------------------------------------------------------------
// Caches an item
//-----------------------------------------------------------------------------
void CMDLCache::CacheData( DataCacheHandle_t *c, void *pData, int size, const char *name, MDLCacheDataType_t type, DataCacheClientID_t id )
{
if ( !pData )
{
return;
}
if ( id == (DataCacheClientID_t)-1 )
id = (DataCacheClientID_t)pData;
GetCacheSection( type )->Add(id, pData, size, c );
}
//-----------------------------------------------------------------------------
// returns the cached data, and moves to the head of the LRU list
// if present, otherwise returns NULL
//-----------------------------------------------------------------------------
void *CMDLCache::CheckData( DataCacheHandle_t c, MDLCacheDataType_t type )
{
return GetCacheSection( type )->Get( c, true );
}
//-----------------------------------------------------------------------------
// returns the cached data, if present, otherwise returns NULL
//-----------------------------------------------------------------------------
void *CMDLCache::CheckDataNoTouch( DataCacheHandle_t c, MDLCacheDataType_t type )
{
return GetCacheSection( type )->GetNoTouch( c, true );
}
//-----------------------------------------------------------------------------
// Frees a cache item
//-----------------------------------------------------------------------------
void CMDLCache::UncacheData( DataCacheHandle_t c, MDLCacheDataType_t type, bool bLockedOk )
{
if ( c == DC_INVALID_HANDLE )
return;
if ( !GetCacheSection( type )->IsPresent( c ) )
return;
if ( GetCacheSection( type )->BreakLock( c ) && !bLockedOk )
{
DevMsg( "Warning: freed a locked resource\n" );
Assert( 0 );
}
const void *pItemData;
GetCacheSection( type )->Remove( c, &pItemData );
FreeData( type, (void *)pItemData );
}
//-----------------------------------------------------------------------------
// Frees memory for an item
//-----------------------------------------------------------------------------
void CMDLCache::FreeData( MDLCacheDataType_t type, void *pData )
{
if ( type != MDLCACHE_ANIMBLOCK )
{
_aligned_free( (void *)pData );
}
else
{
g_pFullFileSystem->FreeOptimalReadBuffer( pData );
}
}
void CMDLCache::InitPreloadData( bool rebuild )
{
}
void CMDLCache::ShutdownPreloadData()
{
}
//-----------------------------------------------------------------------------
// Work function for processing a model delivered by the queued loader.
// ProcessDataIntoCache() is invoked for each MDL datum.
//-----------------------------------------------------------------------------
void CMDLCache::ProcessQueuedData( ModelParts_t *pModelParts, bool bHeaderOnly )
{
void *pData;
int nSize;
// the studiohdr is critical, ensure it's setup as expected
MDLHandle_t handle = pModelParts->hMDL;
studiohdr_t *pStudioHdr = NULL;
if ( !pModelParts->bHeaderLoaded && ( pModelParts->nLoadedParts & ( 1 << ModelParts_t::BUFFER_MDL ) ) )
{
DEBUG_SCOPE_TIMER(mdl);
pData = pModelParts->Buffers[ModelParts_t::BUFFER_MDL].Base();
nSize = pModelParts->Buffers[ModelParts_t::BUFFER_MDL].TellMaxPut();
ProcessDataIntoCache( handle, MDLCACHE_STUDIOHDR, 0, pData, nSize, nSize != 0 );
LockStudioHdr( handle );
g_pFullFileSystem->FreeOptimalReadBuffer( pData );
pModelParts->bHeaderLoaded = true;
}
if ( bHeaderOnly )
{
return;
}
bool bAbort = false;
pStudioHdr = (studiohdr_t *)CheckDataNoTouch( m_MDLDict[handle]->m_MDLCache, MDLCACHE_STUDIOHDR );
if ( !pStudioHdr )
{
// The header is expected to be loaded and locked, everything depends on it!
// but if the async read fails, we might not have it
//Assert( 0 );
DevWarning( "CMDLCache:: Error MDLCACHE_STUDIOHDR not present for '%s'\n", GetModelName( handle ) );
// cannot unravel any of this model's dependant data, abort any further processing
bAbort = true;
}
if ( pModelParts->nLoadedParts & ( 1 << ModelParts_t::BUFFER_PHY ) )
{
DEBUG_SCOPE_TIMER(phy);
// regardless of error, call job callback so caller can do cleanup of their context
pData = pModelParts->Buffers[ModelParts_t::BUFFER_PHY].Base();
nSize = bAbort ? 0 : pModelParts->Buffers[ModelParts_t::BUFFER_PHY].TellMaxPut();
ProcessDataIntoCache( handle, MDLCACHE_VCOLLIDE, 0, pData, nSize, nSize != 0 );
g_pFullFileSystem->FreeOptimalReadBuffer( pData );
}
// vvd vertexes before vtx
if ( pModelParts->nLoadedParts & ( 1 << ModelParts_t::BUFFER_VVD ) )
{
DEBUG_SCOPE_TIMER(vvd);
pData = pModelParts->Buffers[ModelParts_t::BUFFER_VVD].Base();
nSize = bAbort ? 0 : pModelParts->Buffers[ModelParts_t::BUFFER_VVD].TellMaxPut();
ProcessDataIntoCache( handle, MDLCACHE_VERTEXES, 0, pData, nSize, nSize != 0 );
g_pFullFileSystem->FreeOptimalReadBuffer( pData );
}
// can construct meshes after vvd and vtx vertexes arrive
if ( pModelParts->nLoadedParts & ( 1 << ModelParts_t::BUFFER_VTX ) )
{
DEBUG_SCOPE_TIMER(vtx);
pData = pModelParts->Buffers[ModelParts_t::BUFFER_VTX].Base();
nSize = bAbort ? 0 : pModelParts->Buffers[ModelParts_t::BUFFER_VTX].TellMaxPut();
// ProcessDataIntoCache() will do an unlock, so lock
studiodata_t *pStudioData = m_MDLDict[handle];
GetCacheSection( MDLCACHE_STUDIOHWDATA )->Lock( pStudioData->m_VertexCache );
{
// constructing the static meshes isn't thread safe
AUTO_LOCK( m_QueuedLoadingMutex );
ProcessDataIntoCache( handle, MDLCACHE_STUDIOHWDATA, 0, pData, nSize, nSize != 0 );
}
g_pFullFileSystem->FreeOptimalReadBuffer( pData );
}
UnlockStudioHdr( handle );
delete pModelParts;
}
//-----------------------------------------------------------------------------
// Journals each of the incoming MDL components until all arrive (or error).
// Not all components exist, but that information is not known at job submission.
//-----------------------------------------------------------------------------
void CMDLCache::QueuedLoaderCallback_MDL( void *pContext, void *pContext2, const void *pData, int nSize, LoaderError_t loaderError )
{
// validity is denoted by a nonzero buffer
nSize = ( loaderError == LOADERERROR_NONE ) ? nSize : 0;
// journal each incoming buffer
ModelParts_t *pModelParts = (ModelParts_t *)pContext;
ModelParts_t::BufferType_t bufferType = static_cast< ModelParts_t::BufferType_t >((int)pContext2);
pModelParts->Buffers[bufferType].SetExternalBuffer( (void *)pData, nSize, nSize, CUtlBuffer::READ_ONLY );
pModelParts->nLoadedParts += (1 << bufferType);
// wait for all components
if ( pModelParts->DoFinalProcessing() )
{
if ( !IsPC() )
{
// now have all components, process the raw data into the cache
g_MDLCache.ProcessQueuedData( pModelParts );
}
else
{
// PC background load path. pull in material dependencies on the fly.
Assert( ThreadInMainThread() );
g_MDLCache.ProcessQueuedData( pModelParts, true );
// preload all possible paths to VMTs
{
DEBUG_SCOPE_TIMER(findvmt);
MaterialLock_t hMatLock = materials->Lock();
if ( studiohdr_t * pHdr = g_MDLCache.GetStudioHdr( pModelParts->hMDL ) )
{
if ( !(pHdr->flags & STUDIOHDR_FLAGS_OBSOLETE) )
{
char buf[MAX_PATH];
V_strcpy( buf, "materials/" );
int prefixLen = V_strlen( buf );
for ( int t = 0; t < pHdr->numtextures; ++t )
{
// XXX this does not take remaps from vtxdata into account;
// right now i am not caring about that. we will hitch if any
// LODs remap to materials that are not in the header. (henryg)
const char *pTexture = pHdr->pTexture(t)->pszName();
pTexture += ( pTexture[0] == CORRECT_PATH_SEPARATOR || pTexture[0] == INCORRECT_PATH_SEPARATOR );
for ( int cd = 0; cd < pHdr->numcdtextures; ++cd )
{
const char *pCdTexture = pHdr->pCdtexture( cd );
pCdTexture += ( pCdTexture[0] == CORRECT_PATH_SEPARATOR || pCdTexture[0] == INCORRECT_PATH_SEPARATOR );
V_ComposeFileName( pCdTexture, pTexture, buf + prefixLen, MAX_PATH - prefixLen );
V_strncat( buf, ".vmt", MAX_PATH, COPY_ALL_CHARACTERS );
pModelParts->bMaterialsPending = true;
const char *pbuf = buf;
g_pFullFileSystem->AddFilesToFileCache( pModelParts->hFileCache, &pbuf, 1, "GAME" );
if ( materials->IsMaterialLoaded( buf + prefixLen ) )
{
// found a loaded one. still cache it in case it unloads,
// but we can stop adding more potential paths to the cache
// since this one is known to be valid.
break;
}
}
}
}
}
materials->Unlock(hMatLock);
}
// queue functor which will start polling every frame by re-queuing itself
g_pQueuedLoader->QueueDynamicLoadFunctor( CreateFunctor( ProcessDynamicLoad, pModelParts ) );
}
}
}
void CMDLCache::ProcessDynamicLoad( ModelParts_t *pModelParts )
{
Assert( IsPC() && ThreadInMainThread() );
if ( !g_pFullFileSystem->IsFileCacheLoaded( pModelParts->hFileCache ) )
{
// poll again next frame...
g_pQueuedLoader->QueueDynamicLoadFunctor( CreateFunctor( ProcessDynamicLoad, pModelParts ) );
return;
}
if ( pModelParts->bMaterialsPending )
{
DEBUG_SCOPE_TIMER(processvmt);
pModelParts->bMaterialsPending = false;
pModelParts->bTexturesPending = true;
MaterialLock_t hMatLock = materials->Lock();
materials->SetAsyncTextureLoadCache( pModelParts->hFileCache );
// Load all the materials
studiohdr_t * pHdr = g_MDLCache.GetStudioHdr( pModelParts->hMDL );
if ( pHdr && !(pHdr->flags & STUDIOHDR_FLAGS_OBSOLETE) )
{
// build strings inside a buffer that already contains a materials/ prefix
char buf[MAX_PATH];
V_strcpy( buf, "materials/" );
int prefixLen = V_strlen( buf );
// XXX this does not take remaps from vtxdata into account;
// right now i am not caring about that. we will hitch if any
// LODs remap to materials that are not in the header. (henryg)
for ( int t = 0; t < pHdr->numtextures; ++t )
{
const char *pTexture = pHdr->pTexture(t)->pszName();
pTexture += ( pTexture[0] == CORRECT_PATH_SEPARATOR || pTexture[0] == INCORRECT_PATH_SEPARATOR );
for ( int cd = 0; cd < pHdr->numcdtextures; ++cd )
{
const char *pCdTexture = pHdr->pCdtexture( cd );
pCdTexture += ( pCdTexture[0] == CORRECT_PATH_SEPARATOR || pCdTexture[0] == INCORRECT_PATH_SEPARATOR );
V_ComposeFileName( pCdTexture, pTexture, buf + prefixLen, MAX_PATH - prefixLen );
IMaterial* pMaterial = materials->FindMaterial( buf + prefixLen, TEXTURE_GROUP_MODEL, false );
if ( !IsErrorMaterial( pMaterial ) && !pMaterial->IsPrecached() )
{
pModelParts->Materials.AddToTail( pMaterial );
pMaterial->IncrementReferenceCount();
// Force texture loads while material system is set to capture
// them and redirect to an error texture... this will populate
// the file cache with all the requested textures
pMaterial->RefreshPreservingMaterialVars();
break;
}
}
}
}
materials->SetAsyncTextureLoadCache( NULL );
materials->Unlock( hMatLock );
// poll again next frame... dont want to do too much work right now
g_pQueuedLoader->QueueDynamicLoadFunctor( CreateFunctor( ProcessDynamicLoad, pModelParts ) );
return;
}
if ( pModelParts->bTexturesPending )
{
DEBUG_SCOPE_TIMER(matrefresh);
pModelParts->bTexturesPending = false;
// Perform the real material loads now while raw texture files are cached.
FOR_EACH_VEC( pModelParts->Materials, i )
{
IMaterial* pMaterial = pModelParts->Materials[i];
if ( !IsErrorMaterial( pMaterial ) && pMaterial->IsPrecached() )
{
// Do a full reload to get the correct textures and computed flags
pMaterial->Refresh();
}
}
// poll again next frame... dont want to do too much work right now
g_pQueuedLoader->QueueDynamicLoadFunctor( CreateFunctor( ProcessDynamicLoad, pModelParts ) );
return;
}
// done. finish and clean up.
Assert( !pModelParts->bTexturesPending && !pModelParts->bMaterialsPending );
// pull out cached items we want to overlap with final processing
CleanupModelParts_t *pCleanup = new CleanupModelParts_t;
pCleanup->hFileCache = pModelParts->hFileCache;
pCleanup->Materials.Swap( pModelParts->Materials );
g_pQueuedLoader->QueueCleanupDynamicLoadFunctor( CreateFunctor( CleanupDynamicLoad, pCleanup ) );
{
DEBUG_SCOPE_TIMER(processall);
g_MDLCache.ProcessQueuedData( pModelParts ); // pModelParts is deleted here
}
}
void CMDLCache::CleanupDynamicLoad( CleanupModelParts_t *pCleanup )
{
Assert( IsPC() && ThreadInMainThread() );
// remove extra material refs, unload cached files
FOR_EACH_VEC( pCleanup->Materials, i )
{
pCleanup->Materials[i]->DecrementReferenceCount();
}
g_pFullFileSystem->DestroyFileCache( pCleanup->hFileCache );
delete pCleanup;
}
//-----------------------------------------------------------------------------
// Build a queued loader job to get the MDL ant all of its components into the cache.
//-----------------------------------------------------------------------------
bool CMDLCache::PreloadModel( MDLHandle_t handle )
{
if ( g_pQueuedLoader->IsDynamic() == false )
{
if ( !IsX360() )
{
return false;
}
if ( !g_pQueuedLoader->IsMapLoading() || handle == MDLHANDLE_INVALID )
{
return false;
}
}
if ( !g_pQueuedLoader->IsBatching() )
{
// batching must be active, following code depends on its behavior
DevWarning( "CMDLCache:: Late preload of model '%s'\n", GetModelName( handle ) );
return false;
}
// determine existing presence
// actual necessity is not established here, allowable absent files need their i/o error to occur
bool bNeedsMDL = !IsDataLoaded( handle, MDLCACHE_STUDIOHDR );
bool bNeedsVTX = !IsDataLoaded( handle, MDLCACHE_STUDIOHWDATA );
bool bNeedsVVD = !IsDataLoaded( handle, MDLCACHE_VERTEXES );
bool bNeedsPHY = !IsDataLoaded( handle, MDLCACHE_VCOLLIDE );
if ( !bNeedsMDL && !bNeedsVTX && !bNeedsVVD && !bNeedsPHY )
{
// nothing to do
return true;
}
char szFilename[MAX_PATH];
char szNameOnDisk[MAX_PATH];
V_strncpy( szFilename, GetActualModelName( handle ), sizeof( szFilename ) );
V_StripExtension( szFilename, szFilename, sizeof( szFilename ) );
// need to gather all model parts (mdl, vtx, vvd, phy, ani)
ModelParts_t *pModelParts = new ModelParts_t;
pModelParts->hMDL = handle;
pModelParts->hFileCache = g_pFullFileSystem->CreateFileCache();
// create multiple loader jobs to perform gathering i/o operations
LoaderJob_t loaderJob;
loaderJob.m_pPathID = "GAME";
loaderJob.m_pCallback = QueuedLoaderCallback_MDL;
loaderJob.m_pContext = (void *)pModelParts;
loaderJob.m_Priority = LOADERPRIORITY_DURINGPRELOAD;
loaderJob.m_bPersistTargetData = true;
if ( bNeedsMDL )
{
V_snprintf( szNameOnDisk, sizeof( szNameOnDisk ), "%s%s.mdl", szFilename, GetPlatformExt() );
loaderJob.m_pFilename = szNameOnDisk;
loaderJob.m_pContext2 = (void *)ModelParts_t::BUFFER_MDL;
g_pQueuedLoader->AddJob( &loaderJob );
pModelParts->nExpectedParts |= 1 << ModelParts_t::BUFFER_MDL;
}
if ( bNeedsVTX )
{
// vtx extensions are .xxx.vtx, need to re-form as, ???.xxx.yyy.vtx
char szTempName[MAX_PATH];
V_snprintf( szNameOnDisk, sizeof( szNameOnDisk ), "%s%s", szFilename, GetVTXExtension() );
V_StripExtension( szNameOnDisk, szTempName, sizeof( szTempName ) );
V_snprintf( szNameOnDisk, sizeof( szNameOnDisk ), "%s%s.vtx", szTempName, GetPlatformExt() );
loaderJob.m_pFilename = szNameOnDisk;
loaderJob.m_pContext2 = (void *)ModelParts_t::BUFFER_VTX;
g_pQueuedLoader->AddJob( &loaderJob );
pModelParts->nExpectedParts |= 1 << ModelParts_t::BUFFER_VTX;
}
if ( bNeedsVVD )
{
V_snprintf( szNameOnDisk, sizeof( szNameOnDisk ), "%s%s.vvd", szFilename, GetPlatformExt() );
loaderJob.m_pFilename = szNameOnDisk;
loaderJob.m_pContext2 = (void *)ModelParts_t::BUFFER_VVD;
g_pQueuedLoader->AddJob( &loaderJob );
pModelParts->nExpectedParts |= 1 << ModelParts_t::BUFFER_VVD;
}
if ( bNeedsPHY )
{
V_snprintf( szNameOnDisk, sizeof( szNameOnDisk ), "%s%s.phy", szFilename, GetPlatformExt() );
loaderJob.m_pFilename = szNameOnDisk;
loaderJob.m_pContext2 = (void *)ModelParts_t::BUFFER_PHY;
g_pQueuedLoader->AddJob( &loaderJob );
pModelParts->nExpectedParts |= 1 << ModelParts_t::BUFFER_PHY;
}
if ( !pModelParts->nExpectedParts )
{
g_pFullFileSystem->DestroyFileCache( pModelParts->hFileCache );
delete pModelParts;
}
return true;
}
//-----------------------------------------------------------------------------
// Purpose: Clear the STUDIODATA_ERROR_MODEL flag.
//-----------------------------------------------------------------------------
void CMDLCache::ResetErrorModelStatus( MDLHandle_t handle )
{
if ( handle == MDLHANDLE_INVALID )
return;
m_MDLDict[handle]->m_nFlags &= ~STUDIODATA_ERROR_MODEL;
}
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
void CMDLCache::MarkFrame()
{
ProcessPendingAsyncs();
}
//-----------------------------------------------------------------------------
// Purpose: bind studiohdr_t support functions to the mdlcacher
//-----------------------------------------------------------------------------
const studiohdr_t *studiohdr_t::FindModel( void **cache, char const *pModelName ) const
{
MDLHandle_t handle = g_MDLCache.FindMDL( pModelName );
*cache = (void*)(uintp)handle;
return g_MDLCache.GetStudioHdr( handle );
}
virtualmodel_t *studiohdr_t::GetVirtualModel( void ) const
{
if (numincludemodels == 0)
return NULL;
return g_MDLCache.GetVirtualModelFast( this, (MDLHandle_t)(int)virtualModel&0xffff );
}
byte *studiohdr_t::GetAnimBlock( int i ) const
{
return g_MDLCache.GetAnimBlock( (MDLHandle_t)(int)virtualModel&0xffff, i );
}
int studiohdr_t::GetAutoplayList( unsigned short **pOut ) const
{
return g_MDLCache.GetAutoplayList( (MDLHandle_t)(int)virtualModel&0xffff, pOut );
}
const studiohdr_t *virtualgroup_t::GetStudioHdr( void ) const
{
return g_MDLCache.GetStudioHdr( (MDLHandle_t)(int)cache&0xffff );
}