Team Fortress 2 Source Code as on 22/4/2020
You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
 
 
 
 
 
 

1056 lines
32 KiB

//========= 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.
//
// $Header: $
// $NoKeywords: $
//
// Material editor
//=============================================================================
#include <windows.h>
#include "appframework/tier2app.h"
#include "shaderapi/ishaderdevice.h"
#include "shaderapi/ishaderutil.h"
#include "shaderapi/ishaderapi.h"
#include "materialsystem/materialsystem_config.h"
#include "materialsystem/imaterialsystemhardwareconfig.h"
#include "vstdlib/random.h"
#include "filesystem.h"
#include "filesystem_init.h"
#include "tier0/icommandline.h"
#include "tier1/KeyValues.h"
#include "tier1/utlbuffer.h"
#include "tier1/lzmadecoder.h"
#include "materialsystem/imesh.h"
#include "materialsystem/shader_vcs_version.h"
#include "../utils/bzip2/bzlib.h"
class CShaderUtilTemp : public CBaseAppSystem< IShaderUtil >
{
public:
// Method to allow clients access to the MaterialSystem_Config
virtual MaterialSystem_Config_t& GetConfig()
{
static MaterialSystem_Config_t config;
return config;
}
// Allows us to convert image formats
virtual bool ConvertImageFormat( unsigned char *src, enum ImageFormat srcImageFormat,
unsigned char *dst, enum ImageFormat dstImageFormat,
int width, int height, int srcStride = 0, int dstStride = 0 )
{
return true;
}
// Figures out the amount of memory needed by a bitmap
virtual int GetMemRequired( int width, int height, int depth, ImageFormat format, bool mipmap )
{
return 0;
}
// Gets image format info
virtual const ImageFormatInfo_t& ImageFormatInfo( ImageFormat fmt ) const
{
static ImageFormatInfo_t info;
return info;
}
// Allows us to set the default shadow state
virtual void SetDefaultShadowState() { }
// Allows us to set the default shader state
virtual void SetDefaultState( ) { }
// Bind standard textures
virtual void BindStandardTexture( Sampler_t stage, StandardTextureId_t id ) { }
virtual void BindStandardVertexTexture( VertexTextureSampler_t stage, StandardTextureId_t id ) { }
virtual void GetStandardTextureDimensions( int *pWidth, int *pHeight, StandardTextureId_t id ) { *pWidth = *pHeight = 0; }
// What are the lightmap dimensions?
virtual void GetLightmapDimensions( int *w, int *h ) { *w = *h = 0; }
// These methods are called when the shader must eject + restore HW memory
virtual void ReleaseShaderObjects() {}
virtual void RestoreShaderObjects( CreateInterfaceFn shaderFactory, int nChangeFlags = 0 ) {}
// Used to prevent meshes from drawing.
virtual bool IsInStubMode() { return false; }
virtual bool InFlashlightMode() const { return false; }
// For the shader API to shove the current version of aniso level into the
// "definitive" place (g_config) when the shader API decides to change it.
// Eventually, we should have a better system of who owns the definitive
// versions of config vars.
virtual void NoteAnisotropicLevel( int currentLevel ) {}
// NOTE: Stuff after this is added after shipping HL2.
// Are we rendering through the editor?
virtual bool InEditorMode() const { return false; }
// Gets the bound morph's vertex format; returns 0 if no morph is bound
virtual MorphFormat_t GetBoundMorphFormat() { return 0; }
virtual ITexture *GetRenderTargetEx( int nRenderTargetID ) { return 0; }
// Tells the material system to draw a buffer clearing quad
virtual void DrawClearBufferQuad( unsigned char r, unsigned char g, unsigned char b, unsigned char a, bool bClearColor, bool bClearAlpha, bool bClearDepth ) OVERRIDE {}
#if defined( _X360 )
virtual void ReadBackBuffer( Rect_t *pSrcRect, Rect_t *pDstRect, unsigned char *pData, ImageFormat dstFormat, int nDstStride ) {}
#endif
// Calls from meshes to material system to handle queing/threading
virtual bool OnDrawMesh( IMesh *pMesh, int firstIndex, int numIndices ) { return false; }
virtual bool OnDrawMesh( IMesh *pMesh, CPrimList *pLists, int nLists ) { return false; }
virtual bool OnSetFlexMesh( IMesh *pStaticMesh, IMesh *pMesh, int nVertexOffsetInBytes ) { return false; }
virtual bool OnSetColorMesh( IMesh *pStaticMesh, IMesh *pMesh, int nVertexOffsetInBytes ) { return false; }
virtual bool OnSetPrimitiveType( IMesh *pMesh, MaterialPrimitiveType_t type ) { return false; }
virtual bool OnFlushBufferedPrimitives() { return false; }
virtual void SyncMatrices() {}
virtual void SyncMatrix( MaterialMatrixMode_t ) {}
virtual int MaxHWMorphBatchCount() const { return 0; }
virtual void GetCurrentColorCorrection( ShaderColorCorrectionInfo_t* pInfo )
{
pInfo->m_bIsEnabled = false;
pInfo->m_nLookupCount = 0;
pInfo->m_flDefaultWeight = 0.0f;
}
virtual void OnThreadEvent( uint32 threadEvent ) {}
ShaderAPITextureHandle_t GetShaderAPITextureBindHandle( ITexture *pTexture, int nFrame, int nTextureChannel ) { return 0; }
// Remove any materials from memory that aren't in use as determined
// by the IMaterial's reference count.
virtual void UncacheUnusedMaterials( bool bRecomputeStateSnapshots = false ) {}
virtual MaterialThreadMode_t GetThreadMode( ) { return MATERIAL_SINGLE_THREADED; }
virtual bool IsRenderThreadSafe( ) { return true; }
};
static CShaderUtilTemp g_pTemp;
static IShaderDeviceMgr *g_pShaderDeviceMgr;
EXPOSE_SINGLE_INTERFACE_GLOBALVAR( CShaderUtilTemp, IShaderUtil,
SHADER_UTIL_INTERFACE_VERSION, g_pTemp )
//-----------------------------------------------------------------------------
// Purpose: Warning/Msg call back through this API
// Input : type -
// *pMsg -
// Output : SpewRetval_t
//-----------------------------------------------------------------------------
SpewRetval_t SpewFunc( SpewType_t type, const char *pMsg )
{
if ( Plat_IsInDebugSession() )
{
OutputDebugString( pMsg );
if ( type == SPEW_ASSERT )
return SPEW_DEBUGGER;
}
return SPEW_CONTINUE;
}
//-----------------------------------------------------------------------------
// The application object
//-----------------------------------------------------------------------------
class CShaderAPITestApp : public CTier2SteamApp
{
typedef CTier2SteamApp BaseClass;
public:
// Methods of IApplication
virtual bool Create();
virtual bool PreInit( );
virtual int Main();
virtual void PostShutdown( );
virtual void Destroy();
virtual const char *GetAppName() { return "InputTest"; }
virtual bool AppUsesReadPixels() { return false; }
private:
// Window management
bool CreateAppWindow( const char *pTitle, bool bWindowed, int w, int h );
// Sets up the game path
bool SetupSearchPaths();
// Waits for a keypress
bool WaitForKeypress();
// Displays information about all adapters
void DisplayAdapterInfo();
// Sets the video mode
bool SetMode();
// Creates really simple vertex + index buffers
void CreateSimpleBuffers( ShaderBufferType_t nVBType, ShaderBufferType_t nIBType, bool bBuffered );
// Destroys the buffers
void DestroyBuffers();
// Creates shaders
void CreateShaders( const char *pVShader, int nVBufLen, const char *pGShader, int nGBufLen, const char *pPShader, int nPBufLen );
// Destroys the buffers
void DestroyShaders();
// DrawUsingShaders
void TestColoredQuad( ShaderBufferType_t nVBType, ShaderBufferType_t nIBType, bool bBuffered );
// Tests dynamic buffers
void TestDynamicBuffers();
bool CreateDynamicCombos_Ver5( uint8 *pComboBuffer, bool bVertexShader );
void LoadShaderFile( const char *pName, bool bVertexShader );
HWND m_HWnd;
IShaderAPI *m_pShaderAPI;
IShaderDevice *m_pShaderDevice;
IIndexBuffer *m_pIndexBuffer;
IVertexBuffer *m_pVertexBuffer;
VertexShaderHandle_t m_hVertexShader;
GeometryShaderHandle_t m_hGeometryShader;
PixelShaderHandle_t m_hPixelShader;
};
DEFINE_WINDOWED_STEAM_APPLICATION_OBJECT( CShaderAPITestApp );
//-----------------------------------------------------------------------------
// Create all singleton systems
//-----------------------------------------------------------------------------
bool CShaderAPITestApp::Create()
{
SpewOutputFunc( SpewFunc );
bool bIsVistaOrHigher = false;
OSVERSIONINFO info;
info.dwOSVersionInfoSize = sizeof(OSVERSIONINFO);
if ( GetVersionEx( &info ) )
{
bIsVistaOrHigher = info.dwMajorVersion >= 6;
}
const char *pShaderDLL = CommandLine()->ParmValue( "-shaderdll" );
if ( !pShaderDLL )
{
pShaderDLL = "shaderapidx10.dll";
}
if ( !bIsVistaOrHigher && !Q_stricmp( pShaderDLL, "shaderapidx10.dll" ) )
{
pShaderDLL = "shaderapidx9.dll";
}
AppModule_t module = LoadModule( pShaderDLL );
if ( module == APP_MODULE_INVALID )
{
if ( module == APP_MODULE_INVALID )
{
pShaderDLL = "shaderapidx9.dll";
module = LoadModule( pShaderDLL );
if ( module == APP_MODULE_INVALID )
{
pShaderDLL = "shaderapiempty.dll";
module = LoadModule( pShaderDLL );
if ( module == APP_MODULE_INVALID )
return false;
}
}
}
g_pShaderDeviceMgr = (IShaderDeviceMgr*)AddSystem( module, SHADER_DEVICE_MGR_INTERFACE_VERSION );
// So that shaderapi can get ahold of our bogus IShaderUtil
module = LoadModule( Sys_GetFactoryThis() );
AddSystem( module, SHADER_UTIL_INTERFACE_VERSION );
return ( g_pShaderDeviceMgr != NULL );
}
void CShaderAPITestApp::Destroy()
{
}
//-----------------------------------------------------------------------------
// Window callback
//-----------------------------------------------------------------------------
static LRESULT CALLBACK ShaderAPITestWndProc( HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam )
{
switch( message )
{
case WM_DESTROY:
PostQuitMessage( 0 );
break;
default:
return DefWindowProc( hWnd, message, wParam, lParam );
}
return 0;
}
//-----------------------------------------------------------------------------
// Window management
//-----------------------------------------------------------------------------
bool CShaderAPITestApp::CreateAppWindow( const char *pTitle, bool bWindowed, int w, int h )
{
WNDCLASSEX wc;
memset( &wc, 0, sizeof( wc ) );
wc.cbSize = sizeof( wc );
wc.style = CS_OWNDC | CS_DBLCLKS;
wc.lpfnWndProc = ShaderAPITestWndProc;
wc.hInstance = (HINSTANCE)GetAppInstance();
wc.lpszClassName = "Valve001";
wc.hIcon = NULL; //LoadIcon( s_HInstance, MAKEINTRESOURCE( IDI_LAUNCHER ) );
wc.hIconSm = wc.hIcon;
RegisterClassEx( &wc );
// Note, it's hidden
DWORD style = WS_POPUP | WS_CLIPSIBLINGS;
if ( bWindowed )
{
// Give it a frame
style |= WS_OVERLAPPEDWINDOW;
style &= ~WS_THICKFRAME;
}
// Never a max box
style &= ~WS_MAXIMIZEBOX;
RECT windowRect;
windowRect.top = 0;
windowRect.left = 0;
windowRect.right = w;
windowRect.bottom = h;
// Compute rect needed for that size client area based on window style
AdjustWindowRectEx(&windowRect, style, FALSE, 0);
// Create the window
m_HWnd = CreateWindow( wc.lpszClassName, pTitle, style, 0, 0,
windowRect.right - windowRect.left, windowRect.bottom - windowRect.top,
NULL, NULL, (HINSTANCE)GetAppInstance(), NULL );
if (!m_HWnd)
return false;
int CenterX, CenterY;
CenterX = (GetSystemMetrics(SM_CXSCREEN) - w) / 2;
CenterY = (GetSystemMetrics(SM_CYSCREEN) - h) / 2;
CenterX = (CenterX < 0) ? 0: CenterX;
CenterY = (CenterY < 0) ? 0: CenterY;
// In VCR modes, keep it in the upper left so mouse coordinates are always relative to the window.
SetWindowPos (m_HWnd, NULL, CenterX, CenterY, 0, 0,
SWP_NOSIZE | SWP_NOZORDER | SWP_SHOWWINDOW | SWP_DRAWFRAME);
return true;
}
//-----------------------------------------------------------------------------
// Sets up the game path
//-----------------------------------------------------------------------------
bool CShaderAPITestApp::SetupSearchPaths()
{
if ( !BaseClass::SetupSearchPaths( NULL, false, true ) )
return false;
g_pFullFileSystem->AddSearchPath( GetGameInfoPath(), "SKIN", PATH_ADD_TO_HEAD );
return true;
}
//-----------------------------------------------------------------------------
// PreInit, PostShutdown
//-----------------------------------------------------------------------------
bool CShaderAPITestApp::PreInit( )
{
if ( !BaseClass::PreInit() )
return false;
if (!g_pFullFileSystem || !g_pShaderDeviceMgr )
return false;
// Add paths...
if ( !SetupSearchPaths() )
return false;
const char *pArg;
int iWidth = 1024;
int iHeight = 768;
bool bWindowed = (CommandLine()->CheckParm( "-fullscreen" ) == NULL);
if (CommandLine()->CheckParm( "-width", &pArg ))
{
iWidth = atoi( pArg );
}
if (CommandLine()->CheckParm( "-height", &pArg ))
{
iHeight = atoi( pArg );
}
if (!CreateAppWindow( "Press a Key To Continue", bWindowed, iWidth, iHeight ))
return false;
return true;
}
void CShaderAPITestApp::PostShutdown( )
{
BaseClass::PostShutdown();
}
//-----------------------------------------------------------------------------
// Waits for a keypress
//-----------------------------------------------------------------------------
bool CShaderAPITestApp::WaitForKeypress()
{
MSG msg = {0};
while( WM_QUIT != msg.message )
{
if( PeekMessage( &msg, NULL, 0, 0, PM_REMOVE ) )
{
TranslateMessage( &msg );
DispatchMessage( &msg );
}
if ( msg.message == WM_KEYDOWN )
return true;
}
return false;
}
//-----------------------------------------------------------------------------
// Displays adapter information
//-----------------------------------------------------------------------------
void CShaderAPITestApp::DisplayAdapterInfo()
{
int nAdapterCount = g_pShaderDeviceMgr->GetAdapterCount();
for ( int i = 0; i < nAdapterCount; ++i )
{
MaterialAdapterInfo_t info;
g_pShaderDeviceMgr->GetAdapterInfo( i, info );
Msg( "Adapter %d\n", i );
Msg( "\tName: %s\n\tVendor: 0x%X\n\tDevice: 0x%X\n\tSubSystem: 0x%X\n\tRevision: 0x%X\n\tRecommended DX Level: %d\n\tMax DX Level: %d\n",
info.m_pDriverName, info.m_VendorID, info.m_DeviceID, info.m_SubSysID, info.m_Revision, info.m_nDXSupportLevel, info.m_nMaxDXSupportLevel );
CUtlBuffer buf( 0, 0, CUtlBuffer::TEXT_BUFFER );
KeyValues *pConfiguration = new KeyValues( "Config" );
g_pShaderDeviceMgr->GetRecommendedConfigurationInfo( i, info.m_nDXSupportLevel, pConfiguration );
pConfiguration->RecursiveSaveToFile( buf, 1 );
Msg( "\tConfiguration:\n%s", ( const char * )buf.Base() );
Msg( "\n" );
int nModeCount = g_pShaderDeviceMgr->GetModeCount( i );
Msg( "\tMode Count : %d\n", nModeCount );
for ( int j = 0; j < nModeCount; ++j )
{
ShaderDisplayMode_t mode;
g_pShaderDeviceMgr->GetModeInfo( &mode, i, j );
Msg( "\t\tH: %5d W: %5d Format: %3d Refresh %3d/%3d\n",
mode.m_nWidth, mode.m_nHeight, mode.m_Format, mode.m_nRefreshRateNumerator, mode.m_nRefreshRateDenominator );
}
}
}
//-----------------------------------------------------------------------------
// Sets the video mode
//-----------------------------------------------------------------------------
bool CShaderAPITestApp::SetMode()
{
int nAdapterCount = g_pShaderDeviceMgr->GetAdapterCount();
int nAdapter = CommandLine()->ParmValue( "-adapter", 0 );
if ( nAdapter >= nAdapterCount )
{
Warning( "Specified too high an adapter number on the command-line (%d/%d)!\n", nAdapter, nAdapterCount );
return false;
}
ShaderDeviceInfo_t mode;
mode.m_DisplayMode.m_nWidth = 1024;
mode.m_DisplayMode.m_nHeight = 768;
mode.m_DisplayMode.m_Format = IMAGE_FORMAT_BGRA8888;
mode.m_DisplayMode.m_nRefreshRateNumerator = 60;
mode.m_DisplayMode.m_nRefreshRateDenominator = 1;
mode.m_bWindowed = true;
mode.m_nBackBufferCount = 1;
CreateInterfaceFn shaderFactory = g_pShaderDeviceMgr->SetMode( m_HWnd, nAdapter, mode );
if ( !shaderFactory )
{
Warning( "Unable to set mode!\n" );
return false;
}
m_pShaderAPI = (IShaderAPI*)shaderFactory( SHADERAPI_INTERFACE_VERSION, NULL );
m_pShaderDevice = (IShaderDevice*)shaderFactory( SHADER_DEVICE_INTERFACE_VERSION, NULL );
if ( !m_pShaderAPI || !m_pShaderDevice )
{
Warning( "Unable to get IShaderAPI or IShaderDevice interface!\n" );
return false;
}
return true;
}
//-----------------------------------------------------------------------------
// Creates really simple vertex + index buffers
//-----------------------------------------------------------------------------
void CShaderAPITestApp::CreateSimpleBuffers( ShaderBufferType_t nVBType, ShaderBufferType_t nIBType, bool bBuffered )
{
VertexFormat_t fmt = VERTEX_POSITION | VERTEX_NORMAL | VERTEX_COLOR;
if ( IsDynamicBufferType( nVBType ) )
{
m_pVertexBuffer = m_pShaderDevice->CreateVertexBuffer(
nVBType, VERTEX_FORMAT_UNKNOWN, 1024, "test" );
}
else
{
m_pVertexBuffer = m_pShaderDevice->CreateVertexBuffer(
nVBType, fmt, 4, "test" );
}
static unsigned char s_pColors[4][4] =
{
{ 255, 0, 0, 255 },
{ 0, 255, 0, 255 },
{ 0, 0, 255, 255 },
{ 255, 255, 255, 255 },
};
static int nCount = 0;
CVertexBuilder vb( m_pVertexBuffer, fmt );
vb.Lock( 4 );
vb.Position3f( -1.0f, -1.0f, 0.5f );
vb.Normal3f( 0.0f, 0.0f, 1.0f );
vb.Color4ubv( s_pColors[nCount++ % 4] );
vb.AdvanceVertex();
vb.Position3f( 1.0f, -1.0f, 0.5f );
vb.Normal3f( 0.0f, 0.0f, 1.0f );
vb.Color4ubv( s_pColors[nCount++ % 4] );
vb.AdvanceVertex();
vb.Position3f( 1.0f, 1.0f, 0.5f );
vb.Normal3f( 0.0f, 0.0f, 1.0f );
vb.Color4ubv( s_pColors[nCount++ % 4] );
vb.AdvanceVertex();
vb.Position3f( -1.0f, 1.0f, 0.5f );
vb.Normal3f( 0.0f, 0.0f, 1.0f );
vb.Color4ubv( s_pColors[nCount++ % 4] );
vb.AdvanceVertex();
vb.SpewData( );
vb.Unlock( );
++nCount;
if ( IsDynamicBufferType( nIBType ) )
{
m_pIndexBuffer = m_pShaderDevice->CreateIndexBuffer( nIBType, MATERIAL_INDEX_FORMAT_UNKNOWN, 64, "test" );
}
else
{
m_pIndexBuffer = m_pShaderDevice->CreateIndexBuffer( nIBType, MATERIAL_INDEX_FORMAT_16BIT, 6, "test" );
}
CIndexBuilder ib( m_pIndexBuffer, MATERIAL_INDEX_FORMAT_16BIT );
ib.Lock( 6, 0 );
ib.FastIndex( 0 );
ib.FastIndex( 2 );
ib.FastIndex( 1 );
ib.FastIndex( 0 );
ib.FastIndex( 3 );
ib.FastIndex( 2 );
ib.SpewData();
ib.Unlock( );
m_pShaderAPI->BindVertexBuffer( 0, m_pVertexBuffer, vb.Offset(), 0, vb.TotalVertexCount(), fmt );
m_pShaderAPI->BindIndexBuffer( m_pIndexBuffer, ib.Offset() );
}
//-----------------------------------------------------------------------------
// Destroys the buffers
//-----------------------------------------------------------------------------
void CShaderAPITestApp::DestroyBuffers()
{
if ( m_pVertexBuffer )
{
m_pShaderDevice->DestroyVertexBuffer( m_pVertexBuffer );
m_pVertexBuffer = NULL;
}
if ( m_pIndexBuffer )
{
m_pShaderDevice->DestroyIndexBuffer( m_pIndexBuffer );
m_pIndexBuffer = NULL;
}
}
//-----------------------------------------------------------------------------
// shader programs
//-----------------------------------------------------------------------------
static const char s_pSimpleVertexShader[] =
"struct VS_INPUT "
"{ "
" float3 vPos : POSITION0; "
" float4 vColor : COLOR0; "
"}; "
" "
"struct VS_OUTPUT "
"{ "
" float4 projPos : POSITION0; "
" float4 vertexColor : COLOR0; "
"}; "
" "
"VS_OUTPUT main( const VS_INPUT v ) "
"{ "
" VS_OUTPUT o = ( VS_OUTPUT )0; "
" "
" o.projPos.xyz = v.vPos; "
" o.projPos.w = 1.0f; "
" o.vertexColor = v.vColor; "
" return o; "
"} "
"";
static const char s_pSimplePixelShader[] =
"struct PS_INPUT "
"{ "
" float4 projPos : POSITION0; "
" float4 vColor : COLOR0; "
"}; "
" "
"float4 main( const PS_INPUT i ) : COLOR "
"{ "
" return i.vColor; "
"} "
"";
//-----------------------------------------------------------------------------
// Create, destroy shaders
//-----------------------------------------------------------------------------
void CShaderAPITestApp::CreateShaders( const char *pVShader, int nVBufLen, const char *pGShader, int nGBufLen, const char *pPShader, int nPBufLen )
{
const char *pVertexShaderVersion = g_pMaterialSystemHardwareConfig->GetDXSupportLevel() == 100 ? "vs_4_0" : "vs_2_0";
const char *pPixelShaderVersion = g_pMaterialSystemHardwareConfig->GetDXSupportLevel() == 100 ? "ps_4_0" : "ps_2_0";
// Compile shaders
m_hVertexShader = m_pShaderDevice->CreateVertexShader( pVShader, nVBufLen, pVertexShaderVersion );
Assert( m_hVertexShader != VERTEX_SHADER_HANDLE_INVALID );
m_hGeometryShader = GEOMETRY_SHADER_HANDLE_INVALID;
if ( g_pMaterialSystemHardwareConfig->GetDXSupportLevel() >= 100 )
{
// m_hGeometryShader = m_pShaderDevice->CreateGeometryShader( pGShader, nGBufLen, "gs_4_0" );
// Assert( m_hGeometryShader != GEOMETRY_SHADER_HANDLE_INVALID );
}
m_hPixelShader = m_pShaderDevice->CreatePixelShader( pPShader, nPBufLen, pPixelShaderVersion );
Assert( m_hPixelShader != PIXEL_SHADER_HANDLE_INVALID );
m_pShaderAPI->BindVertexShader( m_hVertexShader );
m_pShaderAPI->BindGeometryShader( m_hGeometryShader );
m_pShaderAPI->BindPixelShader( m_hPixelShader );
}
void CShaderAPITestApp::DestroyShaders()
{
m_pShaderDevice->DestroyVertexShader( m_hVertexShader );
m_pShaderDevice->DestroyGeometryShader( m_hGeometryShader );
m_pShaderDevice->DestroyPixelShader( m_hPixelShader );
m_hVertexShader = VERTEX_SHADER_HANDLE_INVALID;
m_hGeometryShader = GEOMETRY_SHADER_HANDLE_INVALID;
m_hPixelShader = PIXEL_SHADER_HANDLE_INVALID;
}
//-----------------------------------------------------------------------------
// DrawQuad
//-----------------------------------------------------------------------------
void CShaderAPITestApp::TestColoredQuad( ShaderBufferType_t nVBType, ShaderBufferType_t nIBType, bool bBuffered )
{
// clear (so that we can make sure that we aren't getting results from the previous quad)
m_pShaderAPI->ClearColor3ub( RandomInt( 0, 100 ), RandomInt( 0, 100 ), RandomInt( 190, 255 ) );
m_pShaderAPI->ClearBuffers( true, false, false, -1, -1 );
CreateSimpleBuffers( nVBType, nIBType, bBuffered );
// Draw a quad!
CreateShaders( s_pSimpleVertexShader, sizeof(s_pSimpleVertexShader),
NULL, 0, s_pSimplePixelShader, sizeof(s_pSimplePixelShader) );
m_pShaderAPI->Draw( MATERIAL_TRIANGLES, 0, 6 );
m_pShaderDevice->Present();
DestroyShaders();
DestroyBuffers();
}
//-----------------------------------------------------------------------------
// Tests dynamic buffers
//-----------------------------------------------------------------------------
void CShaderAPITestApp::TestDynamicBuffers()
{
m_pVertexBuffer = m_pShaderDevice->CreateVertexBuffer(
SHADER_BUFFER_TYPE_DYNAMIC, VERTEX_FORMAT_UNKNOWN, 0x100, "test" );
m_pIndexBuffer = m_pShaderDevice->CreateIndexBuffer(
SHADER_BUFFER_TYPE_DYNAMIC, MATERIAL_INDEX_FORMAT_UNKNOWN, 30, "test" );
CreateShaders( s_pSimpleVertexShader, sizeof(s_pSimpleVertexShader),
NULL, 0, s_pSimplePixelShader, sizeof(s_pSimplePixelShader) );
// clear (so that we can make sure that we aren't getting results from the previous quad)
m_pShaderAPI->ClearColor3ub( RandomInt( 0, 100 ), RandomInt( 0, 100 ), RandomInt( 190, 255 ) );
m_pShaderAPI->ClearBuffers( true, false, false, -1, -1 );
static unsigned char s_pColors[4][4] =
{
{ 255, 0, 0, 255 },
{ 0, 255, 0, 255 },
{ 0, 0, 255, 255 },
{ 255, 255, 255, 255 },
};
static int nCount = 0;
VertexFormat_t fmt = VERTEX_POSITION | VERTEX_NORMAL | VERTEX_COLOR;
const int nLoopCount = 8;
float flWidth = 2.0f / nLoopCount;
for ( int i = 0; i < nLoopCount; ++i )
{
CVertexBuilder vb( m_pVertexBuffer, fmt );
vb.Lock( 4 );
vb.Position3f( -1.0f + i * flWidth, -1.0f, 0.5f );
vb.Normal3f( 0.0f, 0.0f, 1.0f );
vb.Color4ubv( s_pColors[nCount++ % 4] );
vb.AdvanceVertex();
vb.Position3f( -1.0f + i * flWidth + flWidth, -1.0f, 0.5f );
vb.Normal3f( 0.0f, 0.0f, 1.0f );
vb.Color4ubv( s_pColors[nCount++ % 4] );
vb.AdvanceVertex();
vb.Position3f( -1.0f + i * flWidth + flWidth, 1.0f, 0.5f );
vb.Normal3f( 0.0f, 0.0f, 1.0f );
vb.Color4ubv( s_pColors[nCount++ % 4] );
vb.AdvanceVertex();
vb.Position3f( -1.0f + i * flWidth, 1.0f, 0.5f );
vb.Normal3f( 0.0f, 0.0f, 1.0f );
vb.Color4ubv( s_pColors[nCount++ % 4] );
vb.AdvanceVertex();
vb.SpewData();
vb.Unlock( );
++nCount;
CIndexBuilder ib( m_pIndexBuffer, MATERIAL_INDEX_FORMAT_16BIT );
ib.Lock( 6, vb.GetFirstVertex() );
ib.FastIndex( 0 );
ib.FastIndex( 2 );
ib.FastIndex( 1 );
ib.FastIndex( 0 );
ib.FastIndex( 3 );
ib.FastIndex( 2 );
ib.SpewData();
ib.Unlock( );
m_pShaderAPI->BindVertexBuffer( 0, m_pVertexBuffer, vb.Offset(), vb.GetFirstVertex(), vb.TotalVertexCount(), fmt );
m_pShaderAPI->BindIndexBuffer( m_pIndexBuffer, ib.Offset() );
m_pShaderAPI->Draw( MATERIAL_TRIANGLES, ib.GetFirstIndex(), ib.TotalIndexCount() );
}
m_pShaderDevice->Present();
++nCount;
DestroyShaders();
DestroyBuffers();
}
//-----------------------------------------------------------------------------
// Create dynamic combos
//-----------------------------------------------------------------------------
static uint32 NextULONG( uint8 * &pData )
{
// handle unaligned read
uint32 nRet;
memcpy( &nRet, pData, sizeof( nRet ) );
pData += sizeof( nRet );
return nRet;
}
bool CShaderAPITestApp::CreateDynamicCombos_Ver5( uint8 *pComboBuffer, bool bVertexShader )
{
uint8 *pCompressedShaders = pComboBuffer;
uint8 *pUnpackBuffer = new uint8[MAX_SHADER_UNPACKED_BLOCK_SIZE];
// now, loop through all blocks
bool bOK = true;
while ( bOK )
{
uint32 nBlockSize = NextULONG( pCompressedShaders );
if ( nBlockSize == 0xffffffff )
{
// any more blocks?
break;
}
switch( nBlockSize & 0xc0000000 )
{
case 0: // bzip2
{
// uncompress
uint32 nOutsize = MAX_SHADER_UNPACKED_BLOCK_SIZE;
int nRslt = BZ2_bzBuffToBuffDecompress(
reinterpret_cast<char *>( pUnpackBuffer ),
&nOutsize,
reinterpret_cast<char *>( pCompressedShaders ),
nBlockSize, 1, 0 );
if ( nRslt < 0 )
{
// errors are negative for bzip
Assert( 0 );
Warning( "BZIP Error (%d) decompressing shader", nRslt );
bOK = false;
}
pCompressedShaders += nBlockSize;
nBlockSize = nOutsize; // how much data there is
}
break;
case 0x80000000: // uncompressed
{
// not compressed, as is
nBlockSize &= 0x3fffffff;
memcpy( pUnpackBuffer, pCompressedShaders, nBlockSize );
pCompressedShaders += nBlockSize;
}
break;
case 0x40000000: // lzma compressed
{
nBlockSize &= 0x3fffffff;
size_t nOutsize = CLZMA::Uncompress(
reinterpret_cast<uint8 *>( pCompressedShaders ),
pUnpackBuffer );
pCompressedShaders += nBlockSize;
nBlockSize = nOutsize; // how much data there is
}
break;
default:
{
Assert( 0 );
Error(" unrecognized shader compression type = file corrupt?");
bOK = false;
}
}
uint8 *pReadPtr = pUnpackBuffer;
while ( pReadPtr < pUnpackBuffer+nBlockSize )
{
uint32 nCombo_ID = NextULONG( pReadPtr );
(void)nCombo_ID; // Suppress local variable is initialized but not referenced warning
uint32 nShaderSize = NextULONG( pReadPtr );
CUtlBuffer buf( pReadPtr, nShaderSize );
if ( bVertexShader )
{
m_pShaderDevice->CreateVertexShader( buf, "vs_2_0" );
}
else
{
m_pShaderDevice->CreatePixelShader( buf, "ps_2_b" );
}
pReadPtr += nShaderSize;
}
}
delete[] pUnpackBuffer;
return bOK;
}
//-----------------------------------------------------------------------------
// Load shader
//-----------------------------------------------------------------------------
void CShaderAPITestApp::LoadShaderFile( const char *pName, bool bVertexShader )
{
// next, try the fxc dir
char pFileName[MAX_PATH];
Q_snprintf( pFileName, MAX_PATH, "..\\hl2\\shaders\\fxc\\%s.vcs", pName );
FileHandle_t hFile = g_pFullFileSystem->Open( pFileName, "rb", "EXECUTABLE_PATH" );
if ( hFile == FILESYSTEM_INVALID_HANDLE )
{
Warning( "Couldn't load %s shader %s\n", bVertexShader ? "vertex" : "pixel", pName );
return;
}
ShaderHeader_t header;
g_pFullFileSystem->Read( &header, sizeof( ShaderHeader_t ), hFile );
// cache the dictionary
int nComboSize = header.m_nNumStaticCombos * sizeof( StaticComboRecord_t );
StaticComboRecord_t *pRecords = (StaticComboRecord_t *)malloc( nComboSize );
g_pFullFileSystem->Read( pRecords, nComboSize, hFile );
for ( unsigned int i = 0; i < header.m_nNumStaticCombos - 1; ++i )
{
int nStartingOffset = pRecords[i].m_nFileOffset;
int nEndingOffset = pRecords[i+1].m_nFileOffset;
int nShaderSize = nEndingOffset - nStartingOffset;
uint8 *pBuf = (uint8*)malloc( nShaderSize );
g_pFullFileSystem->Seek( hFile, nStartingOffset, FILESYSTEM_SEEK_HEAD );
g_pFullFileSystem->Read( pBuf, nShaderSize, hFile );
CreateDynamicCombos_Ver5( pBuf, bVertexShader );
free( pBuf );
}
free( pRecords );
g_pFullFileSystem->Close( hFile );
}
//-----------------------------------------------------------------------------
// main application
//-----------------------------------------------------------------------------
int CShaderAPITestApp::Main()
{
DisplayAdapterInfo();
if ( !SetMode() )
return 0;
// Test buffer clearing
m_pShaderAPI->ClearColor3ub( RandomInt( 0, 100 ), RandomInt( 0, 100 ), RandomInt( 190, 255 ) );
m_pShaderAPI->ClearBuffers( true, false, false, -1, -1 );
m_pShaderDevice->Present();
SetWindowText( m_HWnd, "ClearBuffers test results . . hit a key" );
if ( !WaitForKeypress() )
return 1;
// Test viewport
int nMaxViewports = g_pMaterialSystemHardwareConfig->MaxViewports();
ShaderViewport_t* pViewports = ( ShaderViewport_t* )_alloca( nMaxViewports * sizeof(ShaderViewport_t) );
for ( int i = 0; i < nMaxViewports; ++i )
{
int x = RandomInt( 0, 100 );
int y = RandomInt( 0, 100 );
int w = RandomInt( 100, 200 );
int h = RandomInt( 100, 200 );
pViewports[i].Init( x, y, w, h );
m_pShaderAPI->SetViewports( i+1, pViewports );
}
SetWindowText( m_HWnd, "SetViewports test results . . hit a key" );
if ( !WaitForKeypress() )
return 1;
// Sets up a full-screen viewport
int w, h;
m_pShaderDevice->GetWindowSize( w, h );
ShaderViewport_t viewport;
viewport.Init( 0, 0, w, h );
m_pShaderAPI->SetViewports( 1, &viewport );
// Test drawing a full-screen quad with interpolated vertex colors for every combo of static/dynamic VB, static dynamic IB, buffered/non-buffered.
char buf[1024];
for ( int nVBType = 0; nVBType < SHADER_BUFFER_TYPE_COUNT; ++nVBType )
{
// FIXME: Remove
if ( nVBType > SHADER_BUFFER_TYPE_DYNAMIC )
continue;
for( int nIBType = 0; nIBType < SHADER_BUFFER_TYPE_COUNT; ++nIBType )
{
// FIXME: Remove
if ( nIBType > SHADER_BUFFER_TYPE_DYNAMIC )
continue;
// MESHFIXME: make buffered vertex buffers/index buffers work.
int nBuffered = 0;
// for( nBuffered = 0; nBuffered < 2; nBuffered++ )
{
TestColoredQuad( (ShaderBufferType_t)nVBType, (ShaderBufferType_t)nIBType, nBuffered != 0 );
sprintf( buf, "TestColoredQuad results VB: %d IB: %d Buffered: %d HIT A KEY!",
nVBType, nIBType, nBuffered != 0 );
SetWindowText( m_HWnd, buf );
if ( !WaitForKeypress() )
return 1;
}
}
}
SetWindowText( m_HWnd, "Dynamic Buffer Test: HIT A KEY!" );
TestDynamicBuffers();
if ( !WaitForKeypress() )
return 1;
g_pMaterialSystemHardwareConfig->OverrideStreamOffsetSupport( true, false );
SetWindowText( m_HWnd, "Dynamic Buffer Test (no stream offset): HIT A KEY!" );
TestDynamicBuffers();
if ( !WaitForKeypress() )
return 1;
g_pMaterialSystemHardwareConfig->OverrideStreamOffsetSupport( false, false );
return 1;
}