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1056 lines
32 KiB
1056 lines
32 KiB
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// The copyright to the contents herein is the property of Valve, L.L.C.
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// The contents may be used and/or copied only with the written permission of
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// Valve, L.L.C., or in accordance with the terms and conditions stipulated in
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// the agreement/contract under which the contents have been supplied.
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//
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// $Header: $
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// $NoKeywords: $
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//
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// Material editor
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//=============================================================================
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#include <windows.h>
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#include "appframework/tier2app.h"
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#include "shaderapi/ishaderdevice.h"
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#include "shaderapi/ishaderutil.h"
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#include "shaderapi/ishaderapi.h"
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#include "materialsystem/materialsystem_config.h"
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#include "materialsystem/imaterialsystemhardwareconfig.h"
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#include "vstdlib/random.h"
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#include "filesystem.h"
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#include "filesystem_init.h"
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#include "tier0/icommandline.h"
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#include "tier1/KeyValues.h"
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#include "tier1/utlbuffer.h"
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#include "tier1/lzmadecoder.h"
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#include "materialsystem/imesh.h"
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#include "materialsystem/shader_vcs_version.h"
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#include "../utils/bzip2/bzlib.h"
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class CShaderUtilTemp : public CBaseAppSystem< IShaderUtil >
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{
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public:
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// Method to allow clients access to the MaterialSystem_Config
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virtual MaterialSystem_Config_t& GetConfig()
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{
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static MaterialSystem_Config_t config;
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return config;
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}
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// Allows us to convert image formats
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virtual bool ConvertImageFormat( unsigned char *src, enum ImageFormat srcImageFormat,
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unsigned char *dst, enum ImageFormat dstImageFormat,
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int width, int height, int srcStride = 0, int dstStride = 0 )
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{
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return true;
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}
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// Figures out the amount of memory needed by a bitmap
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virtual int GetMemRequired( int width, int height, int depth, ImageFormat format, bool mipmap )
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{
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return 0;
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}
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// Gets image format info
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virtual const ImageFormatInfo_t& ImageFormatInfo( ImageFormat fmt ) const
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{
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static ImageFormatInfo_t info;
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return info;
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}
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// Allows us to set the default shadow state
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virtual void SetDefaultShadowState() { }
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// Allows us to set the default shader state
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virtual void SetDefaultState( ) { }
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// Bind standard textures
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virtual void BindStandardTexture( Sampler_t stage, StandardTextureId_t id ) { }
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virtual void BindStandardVertexTexture( VertexTextureSampler_t stage, StandardTextureId_t id ) { }
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virtual void GetStandardTextureDimensions( int *pWidth, int *pHeight, StandardTextureId_t id ) { *pWidth = *pHeight = 0; }
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// What are the lightmap dimensions?
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virtual void GetLightmapDimensions( int *w, int *h ) { *w = *h = 0; }
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// These methods are called when the shader must eject + restore HW memory
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virtual void ReleaseShaderObjects() {}
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virtual void RestoreShaderObjects( CreateInterfaceFn shaderFactory, int nChangeFlags = 0 ) {}
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// Used to prevent meshes from drawing.
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virtual bool IsInStubMode() { return false; }
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virtual bool InFlashlightMode() const { return false; }
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// For the shader API to shove the current version of aniso level into the
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// "definitive" place (g_config) when the shader API decides to change it.
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// Eventually, we should have a better system of who owns the definitive
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// versions of config vars.
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virtual void NoteAnisotropicLevel( int currentLevel ) {}
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// NOTE: Stuff after this is added after shipping HL2.
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// Are we rendering through the editor?
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virtual bool InEditorMode() const { return false; }
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// Gets the bound morph's vertex format; returns 0 if no morph is bound
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virtual MorphFormat_t GetBoundMorphFormat() { return 0; }
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virtual ITexture *GetRenderTargetEx( int nRenderTargetID ) { return 0; }
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// Tells the material system to draw a buffer clearing quad
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virtual void DrawClearBufferQuad( unsigned char r, unsigned char g, unsigned char b, unsigned char a, bool bClearColor, bool bClearAlpha, bool bClearDepth ) OVERRIDE {}
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#if defined( _X360 )
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virtual void ReadBackBuffer( Rect_t *pSrcRect, Rect_t *pDstRect, unsigned char *pData, ImageFormat dstFormat, int nDstStride ) {}
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#endif
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// Calls from meshes to material system to handle queing/threading
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virtual bool OnDrawMesh( IMesh *pMesh, int firstIndex, int numIndices ) { return false; }
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virtual bool OnDrawMesh( IMesh *pMesh, CPrimList *pLists, int nLists ) { return false; }
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virtual bool OnSetFlexMesh( IMesh *pStaticMesh, IMesh *pMesh, int nVertexOffsetInBytes ) { return false; }
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virtual bool OnSetColorMesh( IMesh *pStaticMesh, IMesh *pMesh, int nVertexOffsetInBytes ) { return false; }
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virtual bool OnSetPrimitiveType( IMesh *pMesh, MaterialPrimitiveType_t type ) { return false; }
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virtual bool OnFlushBufferedPrimitives() { return false; }
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virtual void SyncMatrices() {}
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virtual void SyncMatrix( MaterialMatrixMode_t ) {}
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virtual int MaxHWMorphBatchCount() const { return 0; }
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virtual void GetCurrentColorCorrection( ShaderColorCorrectionInfo_t* pInfo )
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{
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pInfo->m_bIsEnabled = false;
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pInfo->m_nLookupCount = 0;
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pInfo->m_flDefaultWeight = 0.0f;
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}
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virtual void OnThreadEvent( uint32 threadEvent ) {}
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ShaderAPITextureHandle_t GetShaderAPITextureBindHandle( ITexture *pTexture, int nFrame, int nTextureChannel ) { return 0; }
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// Remove any materials from memory that aren't in use as determined
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// by the IMaterial's reference count.
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virtual void UncacheUnusedMaterials( bool bRecomputeStateSnapshots = false ) {}
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virtual MaterialThreadMode_t GetThreadMode( ) { return MATERIAL_SINGLE_THREADED; }
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virtual bool IsRenderThreadSafe( ) { return true; }
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};
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static CShaderUtilTemp g_pTemp;
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static IShaderDeviceMgr *g_pShaderDeviceMgr;
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EXPOSE_SINGLE_INTERFACE_GLOBALVAR( CShaderUtilTemp, IShaderUtil,
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SHADER_UTIL_INTERFACE_VERSION, g_pTemp )
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//-----------------------------------------------------------------------------
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// Purpose: Warning/Msg call back through this API
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// Input : type -
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// *pMsg -
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// Output : SpewRetval_t
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//-----------------------------------------------------------------------------
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SpewRetval_t SpewFunc( SpewType_t type, const char *pMsg )
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{
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if ( Plat_IsInDebugSession() )
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{
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OutputDebugString( pMsg );
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if ( type == SPEW_ASSERT )
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return SPEW_DEBUGGER;
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}
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return SPEW_CONTINUE;
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}
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//-----------------------------------------------------------------------------
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// The application object
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//-----------------------------------------------------------------------------
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class CShaderAPITestApp : public CTier2SteamApp
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{
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typedef CTier2SteamApp BaseClass;
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public:
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// Methods of IApplication
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virtual bool Create();
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virtual bool PreInit( );
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virtual int Main();
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virtual void PostShutdown( );
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virtual void Destroy();
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virtual const char *GetAppName() { return "InputTest"; }
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virtual bool AppUsesReadPixels() { return false; }
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private:
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// Window management
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bool CreateAppWindow( const char *pTitle, bool bWindowed, int w, int h );
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// Sets up the game path
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bool SetupSearchPaths();
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// Waits for a keypress
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bool WaitForKeypress();
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// Displays information about all adapters
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void DisplayAdapterInfo();
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// Sets the video mode
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bool SetMode();
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// Creates really simple vertex + index buffers
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void CreateSimpleBuffers( ShaderBufferType_t nVBType, ShaderBufferType_t nIBType, bool bBuffered );
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// Destroys the buffers
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void DestroyBuffers();
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// Creates shaders
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void CreateShaders( const char *pVShader, int nVBufLen, const char *pGShader, int nGBufLen, const char *pPShader, int nPBufLen );
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// Destroys the buffers
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void DestroyShaders();
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// DrawUsingShaders
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void TestColoredQuad( ShaderBufferType_t nVBType, ShaderBufferType_t nIBType, bool bBuffered );
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// Tests dynamic buffers
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void TestDynamicBuffers();
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bool CreateDynamicCombos_Ver5( uint8 *pComboBuffer, bool bVertexShader );
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void LoadShaderFile( const char *pName, bool bVertexShader );
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HWND m_HWnd;
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IShaderAPI *m_pShaderAPI;
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IShaderDevice *m_pShaderDevice;
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IIndexBuffer *m_pIndexBuffer;
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IVertexBuffer *m_pVertexBuffer;
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VertexShaderHandle_t m_hVertexShader;
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GeometryShaderHandle_t m_hGeometryShader;
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PixelShaderHandle_t m_hPixelShader;
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};
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DEFINE_WINDOWED_STEAM_APPLICATION_OBJECT( CShaderAPITestApp );
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//-----------------------------------------------------------------------------
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// Create all singleton systems
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//-----------------------------------------------------------------------------
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bool CShaderAPITestApp::Create()
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{
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SpewOutputFunc( SpewFunc );
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bool bIsVistaOrHigher = false;
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OSVERSIONINFO info;
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info.dwOSVersionInfoSize = sizeof(OSVERSIONINFO);
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if ( GetVersionEx( &info ) )
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{
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bIsVistaOrHigher = info.dwMajorVersion >= 6;
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}
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const char *pShaderDLL = CommandLine()->ParmValue( "-shaderdll" );
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if ( !pShaderDLL )
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{
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pShaderDLL = "shaderapidx10.dll";
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}
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if ( !bIsVistaOrHigher && !Q_stricmp( pShaderDLL, "shaderapidx10.dll" ) )
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{
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pShaderDLL = "shaderapidx9.dll";
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}
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AppModule_t module = LoadModule( pShaderDLL );
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if ( module == APP_MODULE_INVALID )
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{
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if ( module == APP_MODULE_INVALID )
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{
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pShaderDLL = "shaderapidx9.dll";
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module = LoadModule( pShaderDLL );
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if ( module == APP_MODULE_INVALID )
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{
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pShaderDLL = "shaderapiempty.dll";
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module = LoadModule( pShaderDLL );
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if ( module == APP_MODULE_INVALID )
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return false;
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}
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}
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}
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g_pShaderDeviceMgr = (IShaderDeviceMgr*)AddSystem( module, SHADER_DEVICE_MGR_INTERFACE_VERSION );
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// So that shaderapi can get ahold of our bogus IShaderUtil
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module = LoadModule( Sys_GetFactoryThis() );
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AddSystem( module, SHADER_UTIL_INTERFACE_VERSION );
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return ( g_pShaderDeviceMgr != NULL );
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}
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void CShaderAPITestApp::Destroy()
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{
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}
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//-----------------------------------------------------------------------------
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// Window callback
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//-----------------------------------------------------------------------------
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static LRESULT CALLBACK ShaderAPITestWndProc( HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam )
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{
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switch( message )
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{
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case WM_DESTROY:
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PostQuitMessage( 0 );
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break;
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default:
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return DefWindowProc( hWnd, message, wParam, lParam );
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}
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return 0;
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}
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//-----------------------------------------------------------------------------
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// Window management
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//-----------------------------------------------------------------------------
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bool CShaderAPITestApp::CreateAppWindow( const char *pTitle, bool bWindowed, int w, int h )
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{
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WNDCLASSEX wc;
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memset( &wc, 0, sizeof( wc ) );
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wc.cbSize = sizeof( wc );
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wc.style = CS_OWNDC | CS_DBLCLKS;
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wc.lpfnWndProc = ShaderAPITestWndProc;
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wc.hInstance = (HINSTANCE)GetAppInstance();
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wc.lpszClassName = "Valve001";
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wc.hIcon = NULL; //LoadIcon( s_HInstance, MAKEINTRESOURCE( IDI_LAUNCHER ) );
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wc.hIconSm = wc.hIcon;
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RegisterClassEx( &wc );
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// Note, it's hidden
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DWORD style = WS_POPUP | WS_CLIPSIBLINGS;
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if ( bWindowed )
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{
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// Give it a frame
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style |= WS_OVERLAPPEDWINDOW;
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style &= ~WS_THICKFRAME;
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}
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// Never a max box
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style &= ~WS_MAXIMIZEBOX;
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RECT windowRect;
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windowRect.top = 0;
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windowRect.left = 0;
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windowRect.right = w;
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windowRect.bottom = h;
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// Compute rect needed for that size client area based on window style
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AdjustWindowRectEx(&windowRect, style, FALSE, 0);
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// Create the window
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m_HWnd = CreateWindow( wc.lpszClassName, pTitle, style, 0, 0,
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windowRect.right - windowRect.left, windowRect.bottom - windowRect.top,
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NULL, NULL, (HINSTANCE)GetAppInstance(), NULL );
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if (!m_HWnd)
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return false;
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int CenterX, CenterY;
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CenterX = (GetSystemMetrics(SM_CXSCREEN) - w) / 2;
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CenterY = (GetSystemMetrics(SM_CYSCREEN) - h) / 2;
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CenterX = (CenterX < 0) ? 0: CenterX;
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CenterY = (CenterY < 0) ? 0: CenterY;
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// In VCR modes, keep it in the upper left so mouse coordinates are always relative to the window.
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SetWindowPos (m_HWnd, NULL, CenterX, CenterY, 0, 0,
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SWP_NOSIZE | SWP_NOZORDER | SWP_SHOWWINDOW | SWP_DRAWFRAME);
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return true;
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}
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//-----------------------------------------------------------------------------
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// Sets up the game path
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//-----------------------------------------------------------------------------
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bool CShaderAPITestApp::SetupSearchPaths()
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{
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if ( !BaseClass::SetupSearchPaths( NULL, false, true ) )
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return false;
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g_pFullFileSystem->AddSearchPath( GetGameInfoPath(), "SKIN", PATH_ADD_TO_HEAD );
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return true;
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}
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//-----------------------------------------------------------------------------
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// PreInit, PostShutdown
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//-----------------------------------------------------------------------------
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bool CShaderAPITestApp::PreInit( )
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{
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if ( !BaseClass::PreInit() )
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return false;
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if (!g_pFullFileSystem || !g_pShaderDeviceMgr )
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return false;
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// Add paths...
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if ( !SetupSearchPaths() )
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return false;
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const char *pArg;
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int iWidth = 1024;
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int iHeight = 768;
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bool bWindowed = (CommandLine()->CheckParm( "-fullscreen" ) == NULL);
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if (CommandLine()->CheckParm( "-width", &pArg ))
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{
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iWidth = atoi( pArg );
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}
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if (CommandLine()->CheckParm( "-height", &pArg ))
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{
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iHeight = atoi( pArg );
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}
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if (!CreateAppWindow( "Press a Key To Continue", bWindowed, iWidth, iHeight ))
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return false;
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return true;
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}
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void CShaderAPITestApp::PostShutdown( )
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{
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BaseClass::PostShutdown();
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}
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//-----------------------------------------------------------------------------
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// Waits for a keypress
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//-----------------------------------------------------------------------------
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bool CShaderAPITestApp::WaitForKeypress()
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{
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MSG msg = {0};
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while( WM_QUIT != msg.message )
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{
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if( PeekMessage( &msg, NULL, 0, 0, PM_REMOVE ) )
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{
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TranslateMessage( &msg );
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DispatchMessage( &msg );
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}
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if ( msg.message == WM_KEYDOWN )
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return true;
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}
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return false;
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}
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//-----------------------------------------------------------------------------
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// Displays adapter information
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//-----------------------------------------------------------------------------
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void CShaderAPITestApp::DisplayAdapterInfo()
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{
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int nAdapterCount = g_pShaderDeviceMgr->GetAdapterCount();
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for ( int i = 0; i < nAdapterCount; ++i )
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{
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MaterialAdapterInfo_t info;
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g_pShaderDeviceMgr->GetAdapterInfo( i, info );
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Msg( "Adapter %d\n", i );
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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",
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info.m_pDriverName, info.m_VendorID, info.m_DeviceID, info.m_SubSysID, info.m_Revision, info.m_nDXSupportLevel, info.m_nMaxDXSupportLevel );
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CUtlBuffer buf( 0, 0, CUtlBuffer::TEXT_BUFFER );
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KeyValues *pConfiguration = new KeyValues( "Config" );
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g_pShaderDeviceMgr->GetRecommendedConfigurationInfo( i, info.m_nDXSupportLevel, pConfiguration );
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pConfiguration->RecursiveSaveToFile( buf, 1 );
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Msg( "\tConfiguration:\n%s", ( const char * )buf.Base() );
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Msg( "\n" );
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int nModeCount = g_pShaderDeviceMgr->GetModeCount( i );
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Msg( "\tMode Count : %d\n", nModeCount );
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for ( int j = 0; j < nModeCount; ++j )
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{
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ShaderDisplayMode_t mode;
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g_pShaderDeviceMgr->GetModeInfo( &mode, i, j );
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Msg( "\t\tH: %5d W: %5d Format: %3d Refresh %3d/%3d\n",
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mode.m_nWidth, mode.m_nHeight, mode.m_Format, mode.m_nRefreshRateNumerator, mode.m_nRefreshRateDenominator );
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}
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}
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}
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//-----------------------------------------------------------------------------
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// Sets the video mode
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//-----------------------------------------------------------------------------
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bool CShaderAPITestApp::SetMode()
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{
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int nAdapterCount = g_pShaderDeviceMgr->GetAdapterCount();
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int nAdapter = CommandLine()->ParmValue( "-adapter", 0 );
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if ( nAdapter >= nAdapterCount )
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{
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Warning( "Specified too high an adapter number on the command-line (%d/%d)!\n", nAdapter, nAdapterCount );
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return false;
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}
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ShaderDeviceInfo_t mode;
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mode.m_DisplayMode.m_nWidth = 1024;
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mode.m_DisplayMode.m_nHeight = 768;
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mode.m_DisplayMode.m_Format = IMAGE_FORMAT_BGRA8888;
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mode.m_DisplayMode.m_nRefreshRateNumerator = 60;
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mode.m_DisplayMode.m_nRefreshRateDenominator = 1;
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mode.m_bWindowed = true;
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mode.m_nBackBufferCount = 1;
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CreateInterfaceFn shaderFactory = g_pShaderDeviceMgr->SetMode( m_HWnd, nAdapter, mode );
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if ( !shaderFactory )
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{
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Warning( "Unable to set mode!\n" );
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return false;
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}
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m_pShaderAPI = (IShaderAPI*)shaderFactory( SHADERAPI_INTERFACE_VERSION, NULL );
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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;
|
|
}
|