Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//=============================================================================//
#ifndef RECORDING_H
#define RECORDING_H
#pragma once
//-----------------------------------------------------------------------------
// Use this to put us into a 'recording' mode
//-----------------------------------------------------------------------------
//#define RECORDING
//-----------------------------------------------------------------------------
// Uncomment these to record special frames in the recording
// that reset the entire render state.
//-----------------------------------------------------------------------------
//#define RECORD_KEYFRAMES 1
#define KEYFRAME_INTERVAL 100 // number of actual frames between each keyframe
//-----------------------------------------------------------------------------
// Use this to allow us to record crashes (write every command immediately)
//-----------------------------------------------------------------------------
//#define CRASH_RECORDING
//-----------------------------------------------------------------------------
// Use this to record textures (checkboards are used for textures otherwise)
//-----------------------------------------------------------------------------
#define RECORD_TEXTURES
//-----------------------------------------------------------------------------
// Use this to record debug strings . .these are only useful if you are doing "playback -list"
//-----------------------------------------------------------------------------
#define RECORD_DEBUG_STRINGS
//-----------------------------------------------------------------------------
// Recording state, if you change this, change the table in playback/playback.cpp
//-----------------------------------------------------------------------------
enum RecordingCommands_t
{
DX8_CREATE_DEVICE = 0,
DX8_DESTROY_DEVICE,
DX8_RESET,
DX8_SHOW_CURSOR,
DX8_BEGIN_SCENE,
DX8_END_SCENE,
DX8_PRESENT,
DX8_CREATE_TEXTURE,
DX8_DESTROY_TEXTURE,
DX8_SET_TEXTURE,
DX8_SET_TRANSFORM,
DX8_CREATE_VERTEX_SHADER,
DX8_CREATE_PIXEL_SHADER,
DX8_DESTROY_VERTEX_SHADER,
DX8_DESTROY_PIXEL_SHADER,
DX8_SET_VERTEX_SHADER,
DX8_SET_PIXEL_SHADER,
DX8_SET_VERTEX_SHADER_CONSTANT,
DX8_SET_PIXEL_SHADER_CONSTANT,
DX8_SET_MATERIAL,
DX8_LIGHT_ENABLE,
DX8_SET_LIGHT,
DX8_SET_VIEWPORT,
DX8_CLEAR,
DX8_VALIDATE_DEVICE,
DX8_SET_RENDER_STATE,
DX8_SET_TEXTURE_STAGE_STATE,
DX8_CREATE_VERTEX_BUFFER,
DX8_DESTROY_VERTEX_BUFFER,
DX8_LOCK_VERTEX_BUFFER,
DX8_VERTEX_DATA,
DX8_UNLOCK_VERTEX_BUFFER,
DX8_CREATE_INDEX_BUFFER,
DX8_DESTROY_INDEX_BUFFER,
DX8_LOCK_INDEX_BUFFER,
DX8_INDEX_DATA,
DX8_UNLOCK_INDEX_BUFFER,
DX8_SET_STREAM_SOURCE,
DX8_SET_INDICES,
DX8_DRAW_PRIMITIVE,
DX8_DRAW_INDEXED_PRIMITIVE,
DX8_LOCK_TEXTURE,
DX8_UNLOCK_TEXTURE,
DX8_KEYFRAME, // isn't actually a dx8 command, used to help find particular frames
DX8_SET_TEXTURE_DATA,
DX8_BLIT_TEXTURE_BITS,
DX8_GET_DEVICE_CAPS,
DX8_GET_ADAPTER_IDENTIFIER,
DX8_HARDWARE_SYNC,
DX8_COPY_FRAMEBUFFER_TO_TEXTURE,
DX8_DEBUG_STRING,
DX8_CREATE_DEPTH_TEXTURE,
DX8_DESTROY_DEPTH_TEXTURE,
DX8_SET_RENDER_TARGET,
DX8_TEST_COOPERATIVE_LEVEL,
DX8_SET_VERTEX_BUFFER_FORMAT, // isn't actually a dx8 command. . let's playback know what format a buffer is for listing info
DX8_SET_SAMPLER_STATE,
DX8_SET_VERTEX_DECLARATION,
DX8_CREATE_VERTEX_DECLARATION,
DX8_SET_FVF,
DX8_SET_CLIP_PLANE,
DX8_SYNC_TOKEN,
DX8_LOCK_VERTEX_TEXTURE,
DX8_UNLOCK_VERTEX_TEXTURE,
DX8_SET_SCISSOR_RECT,
DX8_NUM_RECORDING_COMMANDS
};
#ifdef RECORDING
void RecordCommand( RecordingCommands_t cmd, int numargs );
void RecordArgument( void const* pMemory, int size );
void FinishRecording( void );
inline void RecordInt( int i )
{
RecordArgument( &i, sizeof(int) );
}
inline void RecordFloat( float f )
{
RecordArgument( &f, sizeof(float) );
}
# define RECORD_COMMAND( _cmd, _numargs ) RecordCommand( _cmd, _numargs )
# define RECORD_INT( _int ) RecordInt( _int )
# define RECORD_FLOAT( _float ) RecordFloat( _float )
# define RECORD_STRING( _string ) RecordArgument( _string, strlen(_string) + 1 )
# define RECORD_STRUCT( _struct, _size ) RecordArgument( _struct, _size )
# define RECORD_RENDER_STATE( _state, _val ) \
RECORD_COMMAND( DX8_SET_RENDER_STATE, 2 ); \
RECORD_INT( _state ); \
RECORD_INT( _val )
# define RECORD_TEXTURE_STAGE_STATE( _stage, _state, _val ) \
RECORD_COMMAND( DX8_SET_TEXTURE_STAGE_STATE, 3 ); \
RECORD_INT( _stage ); \
RECORD_INT( _state ); \
RECORD_INT( _val )
# define RECORD_SAMPLER_STATE( _stage, _state, _val ) \
RECORD_COMMAND( DX8_SET_SAMPLER_STATE, 3 ); \
RECORD_INT( _stage ); \
RECORD_INT( _state ); \
RECORD_INT( _val )
# ifdef RECORD_DEBUG_STRINGS
# define RECORD_DEBUG_STRING( _str ) \
RECORD_COMMAND( DX8_DEBUG_STRING, 1 ); \
RECORD_STRING( _str )
# else
# define RECORD_DEBUG_STRING( _str ) 0
# endif
#else // not RECORDING
# undef RECORD_TEXTURES
# define RECORD_COMMAND( _cmd, _numargs ) 0
# define RECORD_INT( _int ) 0
# define RECORD_FLOAT( _float ) 0
# define RECORD_STRING( _string ) 0
# define RECORD_STRUCT( _struct, _size ) 0
# define RECORD_RENDER_STATE( _state, _val ) 0
# define RECORD_TEXTURE_STAGE_STATE( _stage, _state, _val ) 0
# define RECORD_SAMPLER_STATE( _stage, _state, _val ) 0
# define RECORD_DEBUG_STRING( _str ) 0
#endif // RECORDING
#endif // RECORDING_H