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4959 lines
154 KiB
4959 lines
154 KiB
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//=====================================================================================//
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#ifdef PROTECTED_THINGS_ENABLE
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#undef PROTECTED_THINGS_ENABLE
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#endif
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#include "platform.h"
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// HACK: Need ShellExecute for PSD updates
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#ifdef IS_WINDOWS_PC
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#include <windows.h>
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#include <shellapi.h>
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#pragma comment ( lib, "shell32" )
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#endif
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#include "materialsystem_global.h"
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#include "shaderapi/ishaderapi.h"
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#include "itextureinternal.h"
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#include "utlsymbol.h"
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#include "time.h"
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#include <sys/types.h>
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#include <sys/stat.h>
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#include "bitmap/imageformat.h"
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#include "bitmap/tgaloader.h"
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#include "bitmap/tgawriter.h"
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#ifdef _WIN32
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#include "direct.h"
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#endif
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#include "colorspace.h"
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#include "string.h"
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#include <malloc.h>
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#include <stdlib.h>
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#include "utlmemory.h"
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#include "IHardwareConfigInternal.h"
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#include "filesystem.h"
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#include "tier1/strtools.h"
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#include "vtf/vtf.h"
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#include "materialsystem/materialsystem_config.h"
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#include "mempool.h"
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#include "texturemanager.h"
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#include "utlbuffer.h"
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#include "pixelwriter.h"
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#include "tier1/callqueue.h"
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#include "tier1/UtlStringMap.h"
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#include "filesystem/IQueuedLoader.h"
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#include "tier2/fileutils.h"
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#include "filesystem.h"
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#include "tier2/p4helpers.h"
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#include "tier2/tier2.h"
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#include "p4lib/ip4.h"
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#include "ctype.h"
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#include "ifilelist.h"
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#include "tier0/icommandline.h"
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#include "tier0/vprof.h"
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// NOTE: This must be the last file included!!!
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#include "tier0/memdbgon.h"
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// this allows the command line to force the "all mips" flag to on for all textures
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bool g_bForceTextureAllMips = false;
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#if defined(IS_WINDOWS_PC)
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static void ConVarChanged_mat_managedtextures( IConVar *var, const char *pOldValue, float flOldValue );
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static ConVar mat_managedtextures( "mat_managedtextures", "1", FCVAR_ARCHIVE, "If set, allows Direct3D to manage texture uploading at the cost of extra system memory", &ConVarChanged_mat_managedtextures );
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static void ConVarChanged_mat_managedtextures( IConVar *var, const char *pOldValue, float flOldValue )
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{
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if ( mat_managedtextures.GetBool() != (flOldValue != 0) )
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{
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materials->ReleaseResources();
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materials->ReacquireResources();
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}
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}
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#endif
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static ConVar mat_spew_on_texture_size( "mat_spew_on_texture_size", "0", 0, "Print warnings about vtf content that isn't of the expected size" );
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static ConVar mat_lodin_time( "mat_lodin_time", "5.0", FCVAR_DEVELOPMENTONLY );
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static ConVar mat_lodin_hidden_pop( "mat_lodin_hidden_pop", "1", FCVAR_DEVELOPMENTONLY );
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#define TEXTURE_FNAME_EXTENSION ".vtf"
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#define TEXTURE_FNAME_EXTENSION_LEN 4
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#define TEXTURE_FNAME_EXTENSION_NORMAL "_normal.vtf"
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#ifdef STAGING_ONLY
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ConVar mat_spewalloc( "mat_spewalloc", "0" );
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#else
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ConVar mat_spewalloc( "mat_spewalloc", "0", FCVAR_ARCHIVE | FCVAR_DEVELOPMENTONLY );
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#endif
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struct TexDimensions_t
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{
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uint16 m_nWidth;
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uint16 m_nHeight;
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uint16 m_nMipCount;
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uint16 m_nDepth;
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TexDimensions_t( uint16 nWidth = 0, uint nHeight = 0, uint nMipCount = 0, uint16 nDepth = 1 )
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: m_nWidth( nWidth )
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, m_nHeight( nHeight )
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, m_nMipCount( nMipCount )
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, m_nDepth( nDepth )
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{ }
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};
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#ifdef STAGING_ONLY
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struct TexInfo_t
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{
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CUtlString m_Name;
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unsigned short m_nWidth;
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unsigned short m_nHeight;
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unsigned short m_nDepth;
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unsigned short m_nMipCount;
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unsigned short m_nFrameCount;
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unsigned short m_nCopies;
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ImageFormat m_Format;
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uint64 ComputeTexSize() const
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{
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uint64 total = 0;
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unsigned short width = m_nWidth;
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unsigned short height = m_nHeight;
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unsigned short depth = m_nDepth;
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for ( int mip = 0; mip < m_nMipCount; ++mip )
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{
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// Make sure that mip count lines up with the count
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Assert( width > 1 || height > 1 || depth > 1 || ( mip == ( m_nMipCount - 1 ) ) );
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total += ImageLoader::GetMemRequired( width, height, depth, m_Format, false );
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width = Max( 1, width >> 1 );
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height = Max( 1, height >> 1 );
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depth = Max( 1, depth >> 1 );
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}
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return total * Min( (unsigned short) 1, m_nFrameCount ) * Min( (unsigned short) 1, m_nCopies );
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}
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TexInfo_t( const char* name = "", unsigned short w = 0, unsigned short h = 0, unsigned short d = 0, unsigned short mips = 0, unsigned short frames = 0, unsigned short copies = 0, ImageFormat fmt = IMAGE_FORMAT_UNKNOWN )
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: m_nWidth( w )
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, m_nHeight( h )
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, m_nDepth( d )
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, m_nMipCount( mips )
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, m_nFrameCount( frames )
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, m_nCopies( copies )
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, m_Format( fmt )
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{
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if ( name && name[0] )
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m_Name = name;
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else
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m_Name = "<unnamed>";
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}
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};
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CUtlMap< ITexture*, TexInfo_t > g_currentTextures( DefLessFunc( ITexture* ) );
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#endif
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//-----------------------------------------------------------------------------
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// Internal texture flags
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//-----------------------------------------------------------------------------
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enum InternalTextureFlags
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{
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TEXTUREFLAGSINTERNAL_ERROR = 0x00000001,
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TEXTUREFLAGSINTERNAL_ALLOCATED = 0x00000002,
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TEXTUREFLAGSINTERNAL_PRELOADED = 0x00000004, // 360: textures that went through the preload process
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TEXTUREFLAGSINTERNAL_QUEUEDLOAD = 0x00000008, // 360: load using the queued loader
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TEXTUREFLAGSINTERNAL_EXCLUDED = 0x00000020, // actual exclusion state
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TEXTUREFLAGSINTERNAL_SHOULDEXCLUDE = 0x00000040, // desired exclusion state
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TEXTUREFLAGSINTERNAL_TEMPRENDERTARGET = 0x00000080, // 360: should only allocate texture bits upon first resolve, destroy at level end
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};
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static int GetThreadId();
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static bool SLoadTextureBitsFromFile( IVTFTexture **ppOutVtfTexture, FileHandle_t hFile, unsigned int nFlags, TextureLODControlSettings_t* pInOutCachedFileLodSettings, int nDesiredDimensionLimit, unsigned short* pOutStreamedMips, const char* pName, const char* pCacheFileName, TexDimensions_t* pOptOutMappingDims = NULL, TexDimensions_t* pOptOutActualDims = NULL, TexDimensions_t* pOptOutAllocatedDims = NULL, unsigned int* pOptOutStripFlags = NULL );
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static int ComputeActualMipCount( const TexDimensions_t& actualDims, unsigned int nFlags );
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static int ComputeMipSkipCount( const char* pName, const TexDimensions_t& mappingDims, bool bIgnorePicmip, IVTFTexture *pOptVTFTexture, unsigned int nFlags, int nDesiredDimensionLimit, unsigned short* pOutStreamedMips, TextureLODControlSettings_t* pInOutCachedFileLodSettings, TexDimensions_t* pOptOutActualDims, TexDimensions_t* pOptOutAllocatedDims, unsigned int* pOptOutStripFlags );
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static int GetOptimalReadBuffer( CUtlBuffer *pOutOptimalBuffer, FileHandle_t hFile, int nFileSize );
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static void FreeOptimalReadBuffer( int nMaxSize );
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//-----------------------------------------------------------------------------
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// Use Warning to show texture flags.
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//-----------------------------------------------------------------------------
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static void PrintFlags( unsigned int flags )
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{
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if ( flags & TEXTUREFLAGS_NOMIP )
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{
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Warning( "TEXTUREFLAGS_NOMIP|" );
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}
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if ( flags & TEXTUREFLAGS_NOLOD )
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{
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Warning( "TEXTUREFLAGS_NOLOD|" );
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}
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if ( flags & TEXTUREFLAGS_SRGB )
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{
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Warning( "TEXTUREFLAGS_SRGB|" );
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}
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if ( flags & TEXTUREFLAGS_POINTSAMPLE )
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{
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Warning( "TEXTUREFLAGS_POINTSAMPLE|" );
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}
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if ( flags & TEXTUREFLAGS_TRILINEAR )
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{
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Warning( "TEXTUREFLAGS_TRILINEAR|" );
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}
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if ( flags & TEXTUREFLAGS_CLAMPS )
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{
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Warning( "TEXTUREFLAGS_CLAMPS|" );
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}
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if ( flags & TEXTUREFLAGS_CLAMPT )
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{
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Warning( "TEXTUREFLAGS_CLAMPT|" );
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}
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if ( flags & TEXTUREFLAGS_HINT_DXT5 )
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{
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Warning( "TEXTUREFLAGS_HINT_DXT5|" );
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}
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if ( flags & TEXTUREFLAGS_ANISOTROPIC )
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{
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Warning( "TEXTUREFLAGS_ANISOTROPIC|" );
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}
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if ( flags & TEXTUREFLAGS_PROCEDURAL )
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{
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Warning( "TEXTUREFLAGS_PROCEDURAL|" );
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}
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if ( flags & TEXTUREFLAGS_ALL_MIPS )
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{
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Warning( "TEXTUREFLAGS_ALL_MIPS|" );
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}
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if ( flags & TEXTUREFLAGS_SINGLECOPY )
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{
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Warning( "TEXTUREFLAGS_SINGLECOPY|" );
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}
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if ( flags & TEXTUREFLAGS_STAGING_MEMORY )
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{
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Warning( "TEXTUREFLAGS_STAGING_MEMORY|" );
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}
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if ( flags & TEXTUREFLAGS_IGNORE_PICMIP )
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{
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Warning( "TEXTUREFLAGS_IGNORE_PICMIP|" );
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}
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if ( flags & TEXTUREFLAGS_IMMEDIATE_CLEANUP )
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{
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Warning( "TEXTUREFLAGS_IMMEDIATE_CLEANUP|" );
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}
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}
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namespace TextureLodOverride
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{
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struct OverrideInfo
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{
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OverrideInfo() : x( 0 ), y( 0 ) {}
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OverrideInfo( int8 x_, int8 y_ ) : x( x_ ), y( y_ ) {}
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int8 x, y;
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};
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// Override map
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typedef CUtlStringMap< OverrideInfo > OverrideMap_t;
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OverrideMap_t s_OverrideMap;
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// Retrieves the override info adjustments
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OverrideInfo Get( char const *szName )
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{
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UtlSymId_t idx = s_OverrideMap.Find( szName );
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if ( idx != s_OverrideMap.InvalidIndex() )
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return s_OverrideMap[ idx ];
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else
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return OverrideInfo();
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}
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// Combines the existing override info adjustments with the given one
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void Add( char const *szName, OverrideInfo oi )
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{
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OverrideInfo oiex = Get( szName );
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oiex.x += oi.x;
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oiex.y += oi.y;
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s_OverrideMap[ szName ] = oiex;
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}
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}; // end namespace TextureLodOverride
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class CTextureStreamingJob;
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//-----------------------------------------------------------------------------
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// Base texture class
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//-----------------------------------------------------------------------------
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class CTexture : public ITextureInternal
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{
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public:
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CTexture();
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virtual ~CTexture();
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virtual const char *GetName( void ) const;
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const char *GetTextureGroupName( void ) const;
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// Stats about the texture itself
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virtual ImageFormat GetImageFormat() const;
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NormalDecodeMode_t GetNormalDecodeMode() const { return NORMAL_DECODE_NONE; }
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virtual int GetMappingWidth() const;
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virtual int GetMappingHeight() const;
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virtual int GetActualWidth() const;
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virtual int GetActualHeight() const;
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virtual int GetNumAnimationFrames() const;
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virtual bool IsTranslucent() const;
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virtual void GetReflectivity( Vector& reflectivity );
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// Reference counting
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virtual void IncrementReferenceCount( );
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virtual void DecrementReferenceCount( );
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virtual int GetReferenceCount( );
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// Used to modify the texture bits (procedural textures only)
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virtual void SetTextureRegenerator( ITextureRegenerator *pTextureRegen );
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// Little helper polling methods
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virtual bool IsNormalMap( ) const;
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virtual bool IsCubeMap( void ) const;
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virtual bool IsRenderTarget( ) const;
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virtual bool IsTempRenderTarget( void ) const;
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virtual bool IsProcedural() const;
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virtual bool IsMipmapped() const;
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virtual bool IsError() const;
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// For volume textures
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virtual bool IsVolumeTexture() const;
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virtual int GetMappingDepth() const;
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virtual int GetActualDepth() const;
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// Various ways of initializing the texture
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void InitFileTexture( const char *pTextureFile, const char *pTextureGroupName );
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void InitProceduralTexture( const char *pTextureName, const char *pTextureGroupName, int w, int h, int d, ImageFormat fmt, int nFlags, ITextureRegenerator* generator = NULL );
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// Releases the texture's hw memory
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void ReleaseMemory();
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virtual void OnRestore();
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// Sets the filtering modes on the texture we're modifying
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void SetFilteringAndClampingMode( bool bOnlyLodValues = false );
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void Download( Rect_t *pRect = NULL, int nAdditionalCreationFlags = 0 );
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// Loads up information about the texture
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virtual void Precache();
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// FIXME: Bogus methods... can we please delete these?
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virtual void GetLowResColorSample( float s, float t, float *color ) const;
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// Gets texture resource data of the specified type.
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// Params:
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// eDataType type of resource to retrieve.
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// pnumBytes on return is the number of bytes available in the read-only data buffer or is undefined
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// Returns:
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// pointer to the resource data, or NULL. Note that the data from this pointer can disappear when
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// the texture goes away - you want to copy this data!
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virtual void *GetResourceData( uint32 eDataType, size_t *pNumBytes ) const;
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virtual int GetApproximateVidMemBytes( void ) const;
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// Stretch blit the framebuffer into this texture.
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virtual void CopyFrameBufferToMe( int nRenderTargetID = 0, Rect_t *pSrcRect = NULL, Rect_t *pDstRect = NULL );
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virtual void CopyMeToFrameBuffer( int nRenderTargetID = 0, Rect_t *pSrcRect = NULL, Rect_t *pDstRect = NULL );
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virtual ITexture *GetEmbeddedTexture( int nIndex );
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// Get the shaderapi texture handle associated w/ a particular frame
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virtual ShaderAPITextureHandle_t GetTextureHandle( int nFrame, int nChannel = 0 );
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// Sets the texture as the render target
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virtual void Bind( Sampler_t sampler );
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virtual void Bind( Sampler_t sampler1, int nFrame, Sampler_t sampler2 = (Sampler_t) -1 );
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virtual void BindVertexTexture( VertexTextureSampler_t stage, int nFrame );
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// Set this texture as a render target
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bool SetRenderTarget( int nRenderTargetID );
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// Set this texture as a render target (optionally set depth texture as depth buffer as well)
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bool SetRenderTarget( int nRenderTargetID, ITexture *pDepthTexture);
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virtual void MarkAsPreloaded( bool bSet );
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virtual bool IsPreloaded() const;
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virtual void MarkAsExcluded( bool bSet, int nDimensionsLimit );
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virtual bool UpdateExcludedState( void );
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// Retrieve the vtf flags mask
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virtual unsigned int GetFlags( void ) const;
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virtual void ForceLODOverride( int iNumLodsOverrideUpOrDown );
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void GetFilename( char *pOut, int maxLen ) const;
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virtual void ReloadFilesInList( IFileList *pFilesToReload );
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// Save texture to a file.
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virtual bool SaveToFile( const char *fileName );
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// Load the texture from a file.
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bool AsyncReadTextureFromFile( IVTFTexture* pVTFTexture, unsigned int nAdditionalCreationFlags );
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void AsyncCancelReadTexture( );
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virtual void Map( void** pOutBits, int* pOutPitch );
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virtual void Unmap();
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virtual ResidencyType_t GetCurrentResidence() const { return m_residenceCurrent; }
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virtual ResidencyType_t GetTargetResidence() const { return m_residenceTarget; }
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virtual bool MakeResident( ResidencyType_t newResidence );
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virtual void UpdateLodBias();
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protected:
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bool IsDepthTextureFormat( ImageFormat fmt );
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void ReconstructTexture( bool bCopyFromCurrent );
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void GetCacheFilename( char* pOutBuffer, int bufferSize ) const;
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bool GetFileHandle( FileHandle_t *pOutFileHandle, char *pCacheFilename, char **ppResolvedFilename ) const;
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void ReconstructPartialTexture( const Rect_t *pRect );
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bool HasBeenAllocated() const;
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void WriteDataToShaderAPITexture( int nFrameCount, int nFaceCount, int nFirstFace, int nMipCount, IVTFTexture *pVTFTexture, ImageFormat fmt );
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// Initializes/shuts down the texture
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void Init( int w, int h, int d, ImageFormat fmt, int iFlags, int iFrameCount );
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void Shutdown();
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// Sets the texture name
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void SetName( const char* pName );
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// Assigns/releases texture IDs for our animation frames
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void AllocateTextureHandles( );
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void ReleaseTextureHandles( );
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// Calculates info about whether we can make the texture smaller and by how much
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// Returns the number of skipped mip levels
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int ComputeActualSize( bool bIgnorePicmip = false, IVTFTexture *pVTFTexture = NULL, bool bTextureMigration = false );
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// Computes the actual format of the texture given a desired src format
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ImageFormat ComputeActualFormat( ImageFormat srcFormat );
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// Creates/releases the shader api texture
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bool AllocateShaderAPITextures();
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void FreeShaderAPITextures();
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void MigrateShaderAPITextures();
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void NotifyUnloadedFile();
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// Download bits
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void DownloadTexture( Rect_t *pRect, bool bCopyFromCurrent = false );
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void ReconstructTextureBits(Rect_t *pRect);
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// Gets us modifying a particular frame of our texture
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void Modify( int iFrame );
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// Sets the texture clamping state on the currently modified frame
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void SetWrapState( );
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// Sets the texture filtering state on the currently modified frame
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void SetFilterState();
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// Sets the lod state on the currently modified frame
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void SetLodState();
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// Loads the texture bits from a file. Optionally provides absolute path
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IVTFTexture *LoadTextureBitsFromFile( char *pCacheFileName, char **pResolvedFilename );
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IVTFTexture *HandleFileLoadFailedTexture( IVTFTexture *pVTFTexture );
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// Generates the procedural bits
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IVTFTexture *ReconstructProceduralBits( );
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IVTFTexture *ReconstructPartialProceduralBits( const Rect_t *pRect, Rect_t *pActualRect );
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// Sets up debugging texture bits, if appropriate
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bool SetupDebuggingTextures( IVTFTexture *pTexture );
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// Generate a texture that shows the various mip levels
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void GenerateShowMipLevelsTextures( IVTFTexture *pTexture );
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void Cleanup( void );
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// Converts a source image read from disk into its actual format
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bool ConvertToActualFormat( IVTFTexture *pTexture );
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// Builds the low-res image from the texture
|
|
void LoadLowResTexture( IVTFTexture *pTexture );
|
|
void CopyLowResImageToTexture( IVTFTexture *pTexture );
|
|
|
|
void GetDownloadFaceCount( int &nFirstFace, int &nFaceCount );
|
|
void ComputeMipLevelSubRect( const Rect_t* pSrcRect, int nMipLevel, Rect_t *pSubRect );
|
|
|
|
IVTFTexture *GetScratchVTFTexture( );
|
|
void ReleaseScratchVTFTexture( IVTFTexture* tex );
|
|
|
|
void ApplyRenderTargetSizeMode( int &width, int &height, ImageFormat fmt );
|
|
|
|
virtual void CopyToStagingTexture( ITexture* pDstTex );
|
|
|
|
virtual void SetErrorTexture( bool _isErrorTexture );
|
|
|
|
// Texture streaming
|
|
void MakeNonResident();
|
|
void MakePartiallyResident();
|
|
bool MakeFullyResident();
|
|
|
|
void CancelStreamingJob( bool bJobMustExist = true );
|
|
void OnStreamingJobComplete( ResidencyType_t newResidenceCurrent );
|
|
|
|
protected:
|
|
#ifdef _DEBUG
|
|
char *m_pDebugName;
|
|
#endif
|
|
|
|
// Reflectivity vector
|
|
Vector m_vecReflectivity;
|
|
|
|
CUtlSymbol m_Name;
|
|
|
|
// What texture group this texture is in (winds up setting counters based on the group name,
|
|
// then the budget panel views the counters).
|
|
CUtlSymbol m_TextureGroupName;
|
|
|
|
unsigned int m_nFlags;
|
|
unsigned int m_nInternalFlags;
|
|
|
|
CInterlockedInt m_nRefCount;
|
|
|
|
// This is the *desired* image format, which may or may not represent reality
|
|
ImageFormat m_ImageFormat;
|
|
|
|
// mapping dimensions and actual dimensions can/will vary due to user settings, hardware support, etc.
|
|
// Allocated is what is physically allocated on the hardware at this instant, and considers texture streaming.
|
|
TexDimensions_t m_dimsMapping;
|
|
TexDimensions_t m_dimsActual;
|
|
TexDimensions_t m_dimsAllocated;
|
|
|
|
// This is the iWidth/iHeight for whatever is downloaded to the card, ignoring current streaming settings
|
|
// Some callers want to know how big the texture is if all data was present, and that's this.
|
|
// TODO: Rename this before check in.
|
|
unsigned short m_nFrameCount;
|
|
|
|
// These are the values for what is truly allocated on the card, including streaming settings.
|
|
unsigned short m_nStreamingMips;
|
|
|
|
unsigned short m_nOriginalRTWidth; // The values they initially specified. We generated a different width
|
|
unsigned short m_nOriginalRTHeight; // and height based on screen size and the flags they specify.
|
|
|
|
unsigned char m_LowResImageWidth;
|
|
unsigned char m_LowResImageHeight;
|
|
|
|
unsigned short m_nDesiredDimensionLimit; // part of texture exclusion
|
|
unsigned short m_nActualDimensionLimit; // value not necessarily accurate, but mismatch denotes dirty state
|
|
|
|
// m_pStreamingJob is refcounted, but it is not safe to call SafeRelease directly on it--you must call
|
|
// CancelStreamingJob to ensure that releasing it doesn't cause a crash.
|
|
CTextureStreamingJob* m_pStreamingJob;
|
|
IVTFTexture* m_pStreamingVTF;
|
|
ResidencyType_t m_residenceTarget;
|
|
ResidencyType_t m_residenceCurrent;
|
|
int m_lodClamp;
|
|
int m_lastLodBiasAdjustFrame;
|
|
float m_lodBiasInitial;
|
|
float m_lodBiasCurrent;
|
|
double m_lodBiasStartTime;
|
|
|
|
// If the read failed, this will be true. We can't just return from the function because the call may
|
|
// happen in the async thread.
|
|
bool m_bStreamingFileReadFailed;
|
|
|
|
|
|
// The set of texture ids for each animation frame
|
|
ShaderAPITextureHandle_t *m_pTextureHandles;
|
|
|
|
TextureLODControlSettings_t m_cachedFileLodSettings;
|
|
|
|
// lowresimage info - used for getting color data from a texture
|
|
// without having a huge system mem overhead.
|
|
// FIXME: We should keep this in compressed form. .is currently decompressed at load time.
|
|
unsigned char *m_pLowResImage;
|
|
|
|
ITextureRegenerator *m_pTextureRegenerator;
|
|
|
|
// Used to help decide whether or not to recreate the render target if AA changes.
|
|
RenderTargetType_t m_nOriginalRenderTargetType;
|
|
RenderTargetSizeMode_t m_RenderTargetSizeMode;
|
|
|
|
// Fixed-size allocator
|
|
// DECLARE_FIXEDSIZE_ALLOCATOR( CTexture );
|
|
public:
|
|
void InitRenderTarget( const char *pRTName, int w, int h, RenderTargetSizeMode_t sizeMode,
|
|
ImageFormat fmt, RenderTargetType_t type, unsigned int textureFlags,
|
|
unsigned int renderTargetFlags );
|
|
|
|
virtual void DeleteIfUnreferenced();
|
|
|
|
void FixupTexture( const void *pData, int nSize, LoaderError_t loaderError );
|
|
|
|
void SwapContents( ITexture *pOther );
|
|
|
|
protected:
|
|
// private data, generally from VTF resource extensions
|
|
struct DataChunk
|
|
{
|
|
void Allocate( unsigned int numBytes )
|
|
{
|
|
m_pvData = new unsigned char[ numBytes ];
|
|
m_numBytes = numBytes;
|
|
}
|
|
void Deallocate() const { delete [] m_pvData; }
|
|
|
|
unsigned int m_eType;
|
|
unsigned int m_numBytes;
|
|
unsigned char *m_pvData;
|
|
};
|
|
CUtlVector< DataChunk > m_arrDataChunks;
|
|
|
|
struct ScratchVTF
|
|
{
|
|
ScratchVTF( CTexture* _tex ) : m_pParent( _tex ), m_pScratchVTF( _tex->GetScratchVTFTexture( ) ) { }
|
|
~ScratchVTF( )
|
|
{
|
|
if ( m_pScratchVTF )
|
|
m_pParent->ReleaseScratchVTFTexture( m_pScratchVTF );
|
|
m_pScratchVTF = NULL;
|
|
}
|
|
|
|
IVTFTexture* Get() const { return m_pScratchVTF; }
|
|
void TakeOwnership() { m_pScratchVTF = NULL; }
|
|
|
|
CTexture* m_pParent;
|
|
IVTFTexture* m_pScratchVTF;
|
|
};
|
|
|
|
friend class CTextureStreamingJob;
|
|
};
|
|
|
|
class CTextureStreamingJob : public IAsyncTextureOperationReceiver
|
|
{
|
|
public:
|
|
CTextureStreamingJob( CTexture* pTex ) : m_referenceCount( 0 ), m_pOwner( pTex ) { Assert( m_pOwner != NULL ); m_pOwner->AddRef(); }
|
|
virtual ~CTextureStreamingJob() { SafeRelease( &m_pOwner ); }
|
|
|
|
virtual int AddRef() OVERRIDE { return ++m_referenceCount; }
|
|
virtual int Release() OVERRIDE { int retVal = --m_referenceCount; Assert( retVal >= 0 ); if ( retVal == 0 ) { delete this; } return retVal; }
|
|
virtual int GetRefCount() const OVERRIDE { return m_referenceCount; }
|
|
|
|
virtual void OnAsyncCreateComplete( ITexture* pTex, void* pExtraArgs ) OVERRIDE { Assert( !"unimpl" ); }
|
|
virtual void OnAsyncFindComplete( ITexture* pTex, void* pExtraArgs ) OVERRIDE;
|
|
virtual void OnAsyncMapComplete( ITexture* pTex, void* pExtraArgs, void* pMemory, int nPitch ) { Assert( !"unimpl" ); }
|
|
virtual void OnAsyncReadbackBegin( ITexture* pDst, ITexture* pSrc, void* pExtraArgs ) OVERRIDE { Assert( !"unimpl" ); }
|
|
|
|
void ForgetOwner( ITextureInternal* pTex ) { Assert( pTex == m_pOwner ); SafeRelease( &m_pOwner ); }
|
|
|
|
private:
|
|
CInterlockedInt m_referenceCount;
|
|
CTexture* m_pOwner;
|
|
};
|
|
|
|
//////////////////////////////////////////////////////////////////////////
|
|
//
|
|
// CReferenceToHandleTexture is a special implementation of ITexture
|
|
// to be used solely for binding the texture handle when rendering.
|
|
// It is used when a D3D texture handle is available, but should be used
|
|
// at a higher level of abstraction requiring an ITexture or ITextureInternal.
|
|
//
|
|
//////////////////////////////////////////////////////////////////////////
|
|
class CReferenceToHandleTexture : public ITextureInternal
|
|
{
|
|
public:
|
|
CReferenceToHandleTexture();
|
|
virtual ~CReferenceToHandleTexture();
|
|
|
|
virtual const char *GetName( void ) const { return m_Name.String(); }
|
|
const char *GetTextureGroupName( void ) const { return m_TextureGroupName.String(); }
|
|
|
|
// Stats about the texture itself
|
|
virtual ImageFormat GetImageFormat() const { return IMAGE_FORMAT_UNKNOWN; }
|
|
virtual NormalDecodeMode_t GetNormalDecodeMode() const { return NORMAL_DECODE_NONE; }
|
|
virtual int GetMappingWidth() const { return 1; }
|
|
virtual int GetMappingHeight() const { return 1; }
|
|
virtual int GetActualWidth() const { return 1; }
|
|
virtual int GetActualHeight() const { return 1; }
|
|
virtual int GetNumAnimationFrames() const { return 1; }
|
|
virtual bool IsTranslucent() const { return false; }
|
|
virtual void GetReflectivity( Vector& reflectivity ) { reflectivity.Zero(); }
|
|
|
|
// Reference counting
|
|
virtual void IncrementReferenceCount( ) { ++ m_nRefCount; }
|
|
virtual void DecrementReferenceCount( ) { -- m_nRefCount; }
|
|
virtual int GetReferenceCount( ) { return m_nRefCount; }
|
|
|
|
// Used to modify the texture bits (procedural textures only)
|
|
virtual void SetTextureRegenerator( ITextureRegenerator *pTextureRegen ) { NULL; }
|
|
|
|
// Little helper polling methods
|
|
virtual bool IsNormalMap( ) const { return false; }
|
|
virtual bool IsCubeMap( void ) const { return false; }
|
|
virtual bool IsRenderTarget( ) const { return false; }
|
|
virtual bool IsTempRenderTarget( void ) const { return false; }
|
|
virtual bool IsProcedural() const { return true; }
|
|
virtual bool IsMipmapped() const { return false; }
|
|
virtual bool IsError() const { return false; }
|
|
|
|
// For volume textures
|
|
virtual bool IsVolumeTexture() const { return false; }
|
|
virtual int GetMappingDepth() const { return 1; }
|
|
virtual int GetActualDepth() const { return 1; }
|
|
|
|
// Releases the texture's hw memory
|
|
void ReleaseMemory() { NULL; }
|
|
|
|
virtual void OnRestore() { NULL; }
|
|
|
|
// Sets the filtering modes on the texture we're modifying
|
|
void SetFilteringAndClampingMode( bool bOnlyLodValues = false ) { NULL; }
|
|
void Download( Rect_t *pRect = NULL, int nAdditionalCreationFlags = 0 ) { NULL; }
|
|
|
|
// Loads up information about the texture
|
|
virtual void Precache() { NULL; }
|
|
|
|
// FIXME: Bogus methods... can we please delete these?
|
|
virtual void GetLowResColorSample( float s, float t, float *color ) const { NULL; }
|
|
|
|
// Gets texture resource data of the specified type.
|
|
// Params:
|
|
// eDataType type of resource to retrieve.
|
|
// pnumBytes on return is the number of bytes available in the read-only data buffer or is undefined
|
|
// Returns:
|
|
// pointer to the resource data, or NULL. Note that the data from this pointer can disappear when
|
|
// the texture goes away - you want to copy this data!
|
|
virtual void *GetResourceData( uint32 eDataType, size_t *pNumBytes ) const { return NULL; }
|
|
|
|
virtual int GetApproximateVidMemBytes( void ) const { return 32; }
|
|
|
|
// Stretch blit the framebuffer into this texture.
|
|
virtual void CopyFrameBufferToMe( int nRenderTargetID = 0, Rect_t *pSrcRect = NULL, Rect_t *pDstRect = NULL ) { NULL; }
|
|
virtual void CopyMeToFrameBuffer( int nRenderTargetID = 0, Rect_t *pSrcRect = NULL, Rect_t *pDstRect = NULL ) { NULL; }
|
|
|
|
virtual ITexture *GetEmbeddedTexture( int nIndex ) { return ( nIndex == 0 ) ? this : NULL; }
|
|
|
|
// Get the shaderapi texture handle associated w/ a particular frame
|
|
virtual ShaderAPITextureHandle_t GetTextureHandle( int nFrame, int nTextureChannel = 0 ) { return m_hTexture; }
|
|
|
|
// Bind the texture
|
|
virtual void Bind( Sampler_t sampler );
|
|
virtual void Bind( Sampler_t sampler1, int nFrame, Sampler_t sampler2 = (Sampler_t) -1 );
|
|
virtual void BindVertexTexture( VertexTextureSampler_t stage, int nFrame );
|
|
|
|
// Set this texture as a render target
|
|
bool SetRenderTarget( int nRenderTargetID ) { return SetRenderTarget( nRenderTargetID, NULL ); }
|
|
|
|
// Set this texture as a render target (optionally set depth texture as depth buffer as well)
|
|
bool SetRenderTarget( int nRenderTargetID, ITexture *pDepthTexture) { return false; }
|
|
|
|
virtual void MarkAsPreloaded( bool bSet ) { NULL; }
|
|
virtual bool IsPreloaded() const { return true; }
|
|
|
|
virtual void MarkAsExcluded( bool bSet, int nDimensionsLimit ) { NULL; }
|
|
virtual bool UpdateExcludedState( void ) { return true; }
|
|
|
|
// Retrieve the vtf flags mask
|
|
virtual unsigned int GetFlags( void ) const { return 0; }
|
|
|
|
virtual void ForceLODOverride( int iNumLodsOverrideUpOrDown ) { NULL; }
|
|
|
|
virtual void ReloadFilesInList( IFileList *pFilesToReload ) {}
|
|
|
|
// Save texture to a file.
|
|
virtual bool SaveToFile( const char *fileName ) { return false; }
|
|
|
|
virtual bool AsyncReadTextureFromFile( IVTFTexture* pVTFTexture, unsigned int nAdditionalCreationFlags ) { Assert( !"Should never get here." ); return false; }
|
|
virtual void AsyncCancelReadTexture() { Assert( !"Should never get here." ); }
|
|
|
|
virtual void CopyToStagingTexture( ITexture* pDstTex ) { Assert( !"Should never get here." ); };
|
|
|
|
// Map and unmap. These can fail. And can cause a very significant perf penalty. Be very careful with them.
|
|
virtual void Map( void** pOutBits, int* pOutPitch ) { }
|
|
virtual void Unmap() { }
|
|
|
|
virtual ResidencyType_t GetCurrentResidence() const { return RESIDENT_FULL; }
|
|
virtual ResidencyType_t GetTargetResidence() const { return RESIDENT_FULL; }
|
|
virtual bool MakeResident( ResidencyType_t newResidence ) { Assert( !"Unimpl" ); return true; }
|
|
virtual void UpdateLodBias() {}
|
|
|
|
virtual void SetErrorTexture( bool isErrorTexture ) { }
|
|
|
|
protected:
|
|
#ifdef _DEBUG
|
|
char *m_pDebugName;
|
|
#endif
|
|
|
|
CUtlSymbol m_Name;
|
|
|
|
// What texture group this texture is in (winds up setting counters based on the group name,
|
|
// then the budget panel views the counters).
|
|
CUtlSymbol m_TextureGroupName;
|
|
|
|
// The set of texture ids for each animation frame
|
|
ShaderAPITextureHandle_t m_hTexture;
|
|
|
|
// Refcount
|
|
int m_nRefCount;
|
|
|
|
public:
|
|
virtual void DeleteIfUnreferenced();
|
|
|
|
void FixupTexture( const void *pData, int nSize, LoaderError_t loaderError ) { NULL; }
|
|
|
|
void SwapContents( ITexture *pOther ) { NULL; }
|
|
|
|
public:
|
|
void SetName( char const *szName );
|
|
void InitFromHandle(
|
|
const char *pTextureName,
|
|
const char *pTextureGroupName,
|
|
ShaderAPITextureHandle_t hTexture );
|
|
};
|
|
|
|
CReferenceToHandleTexture::CReferenceToHandleTexture() :
|
|
m_hTexture( INVALID_SHADERAPI_TEXTURE_HANDLE ),
|
|
#ifdef _DEBUG
|
|
m_pDebugName( NULL ),
|
|
#endif
|
|
m_nRefCount( 0 )
|
|
{
|
|
NULL;
|
|
}
|
|
|
|
CReferenceToHandleTexture::~CReferenceToHandleTexture()
|
|
{
|
|
#ifdef _DEBUG
|
|
if ( m_nRefCount != 0 )
|
|
{
|
|
Warning( "Reference Count(%d) != 0 in ~CReferenceToHandleTexture for texture \"%s\"\n", m_nRefCount, m_Name.String() );
|
|
}
|
|
if ( m_pDebugName )
|
|
{
|
|
delete [] m_pDebugName;
|
|
}
|
|
#endif
|
|
}
|
|
|
|
void CReferenceToHandleTexture::SetName( char const *szName )
|
|
{
|
|
// normalize and convert to a symbol
|
|
char szCleanName[MAX_PATH];
|
|
m_Name = NormalizeTextureName( szName, szCleanName, sizeof( szCleanName ) );
|
|
|
|
#ifdef _DEBUG
|
|
if ( m_pDebugName )
|
|
{
|
|
delete [] m_pDebugName;
|
|
}
|
|
int nLen = V_strlen( szCleanName ) + 1;
|
|
m_pDebugName = new char[nLen];
|
|
V_memcpy( m_pDebugName, szCleanName, nLen );
|
|
#endif
|
|
}
|
|
|
|
void CReferenceToHandleTexture::InitFromHandle( const char *pTextureName, const char *pTextureGroupName, ShaderAPITextureHandle_t hTexture )
|
|
{
|
|
SetName( pTextureName );
|
|
m_TextureGroupName = pTextureGroupName;
|
|
m_hTexture = hTexture;
|
|
}
|
|
|
|
void CReferenceToHandleTexture::Bind( Sampler_t sampler )
|
|
{
|
|
if ( g_pShaderDevice->IsUsingGraphics() )
|
|
{
|
|
g_pShaderAPI->BindTexture( sampler, m_hTexture );
|
|
}
|
|
}
|
|
|
|
|
|
// TODO: make paired textures work with mat_texture_list
|
|
void CReferenceToHandleTexture::Bind( Sampler_t sampler1, int nFrame, Sampler_t sampler2 /* = -1 */ )
|
|
{
|
|
if ( g_pShaderDevice->IsUsingGraphics() )
|
|
{
|
|
g_pShaderAPI->BindTexture( sampler1, m_hTexture );
|
|
}
|
|
}
|
|
|
|
|
|
void CReferenceToHandleTexture::BindVertexTexture( VertexTextureSampler_t sampler, int nFrame )
|
|
{
|
|
if ( g_pShaderDevice->IsUsingGraphics() )
|
|
{
|
|
g_pShaderAPI->BindVertexTexture( sampler, m_hTexture );
|
|
}
|
|
}
|
|
|
|
void CReferenceToHandleTexture::DeleteIfUnreferenced()
|
|
{
|
|
if ( m_nRefCount > 0 )
|
|
return;
|
|
|
|
TextureManager()->RemoveTexture( this );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Fixed-size allocator
|
|
//-----------------------------------------------------------------------------
|
|
//DEFINE_FIXEDSIZE_ALLOCATOR( CTexture, 1024, true );
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Static instance of VTF texture
|
|
//-----------------------------------------------------------------------------
|
|
#define MAX_RENDER_THREADS 4
|
|
|
|
// For safety's sake, we allow any of the threads that intersect with rendering
|
|
// to have their own state vars. In practice, we expect only the matqueue thread
|
|
// and the main thread to ever hit s_pVTFTexture.
|
|
static IVTFTexture *s_pVTFTexture[ MAX_RENDER_THREADS ] = { NULL };
|
|
|
|
// We only expect that the main thread or the matqueue thread to actually touch
|
|
// these, but we still need a NULL and size of 0 for the other threads.
|
|
static void *s_pOptimalReadBuffer[ MAX_RENDER_THREADS ] = { NULL };
|
|
static int s_nOptimalReadBufferSize[ MAX_RENDER_THREADS ] = { 0 };
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Class factory methods
|
|
//-----------------------------------------------------------------------------
|
|
ITextureInternal *ITextureInternal::CreateFileTexture( const char *pFileName, const char *pTextureGroupName )
|
|
{
|
|
CTexture *pTex = new CTexture;
|
|
pTex->InitFileTexture( pFileName, pTextureGroupName );
|
|
return pTex;
|
|
}
|
|
|
|
ITextureInternal *ITextureInternal::CreateReferenceTextureFromHandle(
|
|
const char *pTextureName,
|
|
const char *pTextureGroupName,
|
|
ShaderAPITextureHandle_t hTexture )
|
|
{
|
|
CReferenceToHandleTexture *pTex = new CReferenceToHandleTexture;
|
|
pTex->InitFromHandle( pTextureName, pTextureGroupName, hTexture );
|
|
return pTex;
|
|
}
|
|
|
|
ITextureInternal *ITextureInternal::CreateProceduralTexture(
|
|
const char *pTextureName,
|
|
const char *pTextureGroupName,
|
|
int w,
|
|
int h,
|
|
int d,
|
|
ImageFormat fmt,
|
|
int nFlags,
|
|
ITextureRegenerator *generator)
|
|
{
|
|
CTexture *pTex = new CTexture;
|
|
pTex->InitProceduralTexture( pTextureName, pTextureGroupName, w, h, d, fmt, nFlags, generator );
|
|
pTex->IncrementReferenceCount();
|
|
return pTex;
|
|
}
|
|
|
|
// GR - named RT
|
|
ITextureInternal *ITextureInternal::CreateRenderTarget(
|
|
const char *pRTName,
|
|
int w,
|
|
int h,
|
|
RenderTargetSizeMode_t sizeMode,
|
|
ImageFormat fmt,
|
|
RenderTargetType_t type,
|
|
unsigned int textureFlags,
|
|
unsigned int renderTargetFlags )
|
|
{
|
|
CTexture *pTex = new CTexture;
|
|
pTex->InitRenderTarget( pRTName, w, h, sizeMode, fmt, type, textureFlags, renderTargetFlags );
|
|
|
|
return pTex;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Rebuild and exisiting render target in place.
|
|
//-----------------------------------------------------------------------------
|
|
void ITextureInternal::ChangeRenderTarget(
|
|
ITextureInternal *pTex,
|
|
int w,
|
|
int h,
|
|
RenderTargetSizeMode_t sizeMode,
|
|
ImageFormat fmt,
|
|
RenderTargetType_t type,
|
|
unsigned int textureFlags,
|
|
unsigned int renderTargetFlags )
|
|
{
|
|
pTex->ReleaseMemory();
|
|
dynamic_cast< CTexture * >(pTex)->InitRenderTarget( pTex->GetName(), w, h, sizeMode, fmt, type, textureFlags, renderTargetFlags );
|
|
}
|
|
|
|
void ITextureInternal::Destroy( ITextureInternal *pTex, bool bSkipTexMgrCheck )
|
|
{
|
|
#ifdef STAGING_ONLY
|
|
if ( !bSkipTexMgrCheck && TextureManager()->HasPendingTextureDestroys() )
|
|
{
|
|
// Multithreading badness. This will cause a crash later! Grab JohnS or McJohn know!
|
|
DebuggerBreakIfDebugging_StagingOnly();
|
|
}
|
|
#endif
|
|
|
|
int iIndex = g_pTextureRefList->Find( static_cast<ITexture*>( pTex ) );
|
|
if ( iIndex != g_pTextureRefList->InvalidIndex () )
|
|
{
|
|
if ( g_pTextureRefList->Element(iIndex) != 0 )
|
|
{
|
|
int currentCount = g_pTextureRefList->Element( iIndex );
|
|
Warning( "Destroying a texture that is in the queue: %s (%p): %d!\n", pTex->GetName(), pTex, currentCount );
|
|
}
|
|
}
|
|
|
|
delete pTex;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Constructor, destructor
|
|
//-----------------------------------------------------------------------------
|
|
CTexture::CTexture() : m_ImageFormat( IMAGE_FORMAT_UNKNOWN )
|
|
{
|
|
m_dimsActual.m_nMipCount = 0;
|
|
m_dimsMapping.m_nWidth = 0;
|
|
m_dimsMapping.m_nHeight = 0;
|
|
m_dimsMapping.m_nDepth = 1;
|
|
m_dimsActual.m_nWidth = 0;
|
|
m_dimsActual.m_nHeight = 0;
|
|
m_dimsActual.m_nDepth = 1;
|
|
m_dimsAllocated.m_nWidth = 0;
|
|
m_dimsAllocated.m_nHeight = 0;
|
|
m_dimsAllocated.m_nDepth = 0;
|
|
m_dimsAllocated.m_nMipCount = 0;
|
|
m_nStreamingMips = 0;
|
|
m_nRefCount = 0;
|
|
m_nFlags = 0;
|
|
m_nInternalFlags = 0;
|
|
m_pTextureHandles = NULL;
|
|
m_nFrameCount = 0;
|
|
VectorClear( m_vecReflectivity );
|
|
m_pTextureRegenerator = NULL;
|
|
m_nOriginalRenderTargetType = NO_RENDER_TARGET;
|
|
m_RenderTargetSizeMode = RT_SIZE_NO_CHANGE;
|
|
m_nOriginalRTWidth = m_nOriginalRTHeight = 1;
|
|
|
|
m_LowResImageWidth = 0;
|
|
m_LowResImageHeight = 0;
|
|
m_pLowResImage = NULL;
|
|
|
|
m_pStreamingJob = NULL;
|
|
m_residenceTarget = RESIDENT_NONE;
|
|
m_residenceCurrent = RESIDENT_NONE;
|
|
m_lodClamp = 0;
|
|
m_lodBiasInitial = 0;
|
|
m_lodBiasCurrent = 0;
|
|
|
|
m_nDesiredDimensionLimit = 0;
|
|
m_nActualDimensionLimit = 0;
|
|
|
|
memset( &m_cachedFileLodSettings, 0, sizeof( m_cachedFileLodSettings ) );
|
|
|
|
#ifdef _DEBUG
|
|
m_pDebugName = NULL;
|
|
#endif
|
|
|
|
m_pStreamingVTF = NULL;
|
|
m_bStreamingFileReadFailed = false;
|
|
}
|
|
|
|
CTexture::~CTexture()
|
|
{
|
|
#ifdef _DEBUG
|
|
if ( m_nRefCount != 0 )
|
|
{
|
|
Warning( "Reference Count(%d) != 0 in ~CTexture for texture \"%s\"\n", (int)m_nRefCount, m_Name.String() );
|
|
}
|
|
#endif
|
|
|
|
Shutdown();
|
|
|
|
#ifdef _DEBUG
|
|
if ( m_pDebugName )
|
|
{
|
|
// delete[] m_pDebugName;
|
|
}
|
|
#endif
|
|
|
|
// Deliberately stomp our VTable so that we can detect cases where code tries to access freed materials.
|
|
int *p = (int *)this;
|
|
*p = 0xdeadbeef;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Initializes the texture
|
|
//-----------------------------------------------------------------------------
|
|
void CTexture::Init( int w, int h, int d, ImageFormat fmt, int iFlags, int iFrameCount )
|
|
{
|
|
Assert( iFrameCount > 0 );
|
|
|
|
// This is necessary to prevent blowing away the allocated state,
|
|
// which is necessary for the ReleaseTextureHandles call below to work.
|
|
SetErrorTexture( false );
|
|
|
|
// free and release previous data
|
|
// cannot change to new intialization parameters yet
|
|
FreeShaderAPITextures();
|
|
ReleaseTextureHandles();
|
|
|
|
// update to new initialization parameters
|
|
// these are the *desired* new values
|
|
m_dimsMapping.m_nWidth = w;
|
|
m_dimsMapping.m_nHeight = h;
|
|
m_dimsMapping.m_nDepth = d;
|
|
m_ImageFormat = fmt;
|
|
m_nFrameCount = iFrameCount;
|
|
// We don't know the actual width and height until we get it ready to render
|
|
m_dimsActual.m_nWidth = m_dimsActual.m_nHeight = 0;
|
|
m_dimsActual.m_nDepth = 1;
|
|
m_dimsActual.m_nMipCount = 0;
|
|
|
|
m_dimsAllocated.m_nWidth = 0;
|
|
m_dimsAllocated.m_nHeight = 0;
|
|
m_dimsAllocated.m_nDepth = 0;
|
|
m_dimsAllocated.m_nMipCount = 0;
|
|
m_nStreamingMips = 0;
|
|
|
|
// Clear the m_nFlags bit. If we don't, then m_nFrameCount may end up being 1, and
|
|
// TEXTUREFLAGS_DEPTHRENDERTARGET could be set.
|
|
m_nFlags &= ~TEXTUREFLAGS_DEPTHRENDERTARGET;
|
|
m_nFlags |= iFlags;
|
|
|
|
CancelStreamingJob( false );
|
|
m_residenceTarget = RESIDENT_NONE;
|
|
m_residenceCurrent = RESIDENT_NONE;
|
|
m_lodClamp = 0;
|
|
m_lodBiasInitial = 0;
|
|
m_lodBiasCurrent = 0;
|
|
|
|
AllocateTextureHandles();
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Shuts down the texture
|
|
//-----------------------------------------------------------------------------
|
|
void CTexture::Shutdown()
|
|
{
|
|
Assert( m_pStreamingVTF == NULL );
|
|
|
|
// Clean up the low-res texture
|
|
delete[] m_pLowResImage;
|
|
m_pLowResImage = 0;
|
|
|
|
// Clean up the resources data
|
|
for ( DataChunk const *pDataChunk = m_arrDataChunks.Base(),
|
|
*pDataChunkEnd = pDataChunk + m_arrDataChunks.Count();
|
|
pDataChunk < pDataChunkEnd; ++pDataChunk )
|
|
{
|
|
pDataChunk->Deallocate();
|
|
}
|
|
m_arrDataChunks.RemoveAll();
|
|
|
|
// Frees the texture regen class
|
|
if ( m_pTextureRegenerator )
|
|
{
|
|
m_pTextureRegenerator->Release();
|
|
m_pTextureRegenerator = NULL;
|
|
}
|
|
|
|
CancelStreamingJob( false );
|
|
|
|
m_residenceTarget = RESIDENT_NONE;
|
|
m_residenceCurrent = RESIDENT_NONE;
|
|
m_lodClamp = 0;
|
|
m_lodBiasInitial = 0;
|
|
m_lodBiasCurrent = 0;
|
|
|
|
// This deletes the textures
|
|
FreeShaderAPITextures();
|
|
ReleaseTextureHandles();
|
|
NotifyUnloadedFile();
|
|
}
|
|
|
|
void CTexture::ReleaseMemory()
|
|
{
|
|
FreeShaderAPITextures();
|
|
NotifyUnloadedFile();
|
|
}
|
|
|
|
IVTFTexture *CTexture::GetScratchVTFTexture( )
|
|
{
|
|
const bool cbThreadInMatQueue = ( MaterialSystem()->GetRenderThreadId() == ThreadGetCurrentId() ); cbThreadInMatQueue;
|
|
Assert( cbThreadInMatQueue || ThreadInMainThread() );
|
|
|
|
const int ti = GetThreadId();
|
|
|
|
if ( !s_pVTFTexture[ ti ] )
|
|
s_pVTFTexture[ ti ] = CreateVTFTexture();
|
|
return s_pVTFTexture[ ti ];
|
|
}
|
|
|
|
void CTexture::ReleaseScratchVTFTexture( IVTFTexture* tex )
|
|
{
|
|
tmZone( TELEMETRY_LEVEL0, TMZF_NONE, "%s", __FUNCTION__ );
|
|
|
|
const bool cbThreadInMatQueue = ( MaterialSystem()->GetRenderThreadId() == ThreadGetCurrentId() ); cbThreadInMatQueue;
|
|
Assert( cbThreadInMatQueue || ThreadInMainThread() );
|
|
Assert( m_pStreamingVTF == NULL || ThreadInMainThread() ); // Can only manipulate m_pStreamingVTF to release safely in main thread.
|
|
|
|
if ( m_pStreamingVTF )
|
|
{
|
|
Assert( tex == m_pStreamingVTF );
|
|
TextureManager()->ReleaseAsyncScratchVTF( m_pStreamingVTF );
|
|
m_pStreamingVTF = NULL;
|
|
return;
|
|
}
|
|
|
|
// Normal scratch main-thread vtf doesn't need to do anything.
|
|
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//
|
|
// Various initialization methods
|
|
//
|
|
//-----------------------------------------------------------------------------
|
|
void CTexture::ApplyRenderTargetSizeMode( int &width, int &height, ImageFormat fmt )
|
|
{
|
|
width = m_nOriginalRTWidth;
|
|
height = m_nOriginalRTHeight;
|
|
|
|
switch ( m_RenderTargetSizeMode )
|
|
{
|
|
case RT_SIZE_FULL_FRAME_BUFFER:
|
|
{
|
|
MaterialSystem()->GetRenderTargetFrameBufferDimensions( width, height );
|
|
if( !HardwareConfig()->SupportsNonPow2Textures() )
|
|
{
|
|
width = FloorPow2( width + 1 );
|
|
height = FloorPow2( height + 1 );
|
|
}
|
|
}
|
|
break;
|
|
|
|
case RT_SIZE_FULL_FRAME_BUFFER_ROUNDED_UP:
|
|
{
|
|
MaterialSystem()->GetRenderTargetFrameBufferDimensions( width, height );
|
|
if( !HardwareConfig()->SupportsNonPow2Textures() )
|
|
{
|
|
width = CeilPow2( width );
|
|
height = CeilPow2( height );
|
|
}
|
|
}
|
|
break;
|
|
|
|
case RT_SIZE_PICMIP:
|
|
{
|
|
int fbWidth, fbHeight;
|
|
MaterialSystem()->GetRenderTargetFrameBufferDimensions( fbWidth, fbHeight );
|
|
int picmip = g_config.skipMipLevels;
|
|
while( picmip > 0 )
|
|
{
|
|
width >>= 1;
|
|
height >>= 1;
|
|
picmip--;
|
|
}
|
|
|
|
while( width > fbWidth )
|
|
{
|
|
width >>= 1;
|
|
}
|
|
while( height > fbHeight )
|
|
{
|
|
height >>= 1;
|
|
}
|
|
}
|
|
break;
|
|
|
|
case RT_SIZE_DEFAULT:
|
|
{
|
|
// Assume that the input is pow2.
|
|
Assert( ( width & ( width - 1 ) ) == 0 );
|
|
Assert( ( height & ( height - 1 ) ) == 0 );
|
|
int fbWidth, fbHeight;
|
|
MaterialSystem()->GetRenderTargetFrameBufferDimensions( fbWidth, fbHeight );
|
|
while( width > fbWidth )
|
|
{
|
|
width >>= 1;
|
|
}
|
|
while( height > fbHeight )
|
|
{
|
|
height >>= 1;
|
|
}
|
|
}
|
|
break;
|
|
|
|
case RT_SIZE_HDR:
|
|
{
|
|
MaterialSystem()->GetRenderTargetFrameBufferDimensions( width, height );
|
|
width = width / 4;
|
|
height = height / 4;
|
|
}
|
|
break;
|
|
|
|
case RT_SIZE_OFFSCREEN:
|
|
{
|
|
int fbWidth, fbHeight;
|
|
MaterialSystem()->GetRenderTargetFrameBufferDimensions( fbWidth, fbHeight );
|
|
|
|
// Shrink the buffer if it's bigger than back buffer. Otherwise, don't mess with it.
|
|
while( (width > fbWidth) || (height > fbHeight) )
|
|
{
|
|
width >>= 1;
|
|
height >>= 1;
|
|
}
|
|
}
|
|
break;
|
|
|
|
case RT_SIZE_LITERAL:
|
|
{
|
|
// Literal means literally don't mess with the dimensions. Unlike what OFFSCREEN does,
|
|
// which is totally to mess with the dimensions.
|
|
}
|
|
break;
|
|
|
|
case RT_SIZE_LITERAL_PICMIP:
|
|
{
|
|
// Don't do anything here, like literal. Later, we will pay attention to picmip settings s.t.
|
|
// these render targets look like other textures wrt Mapping Dimensions vs Actual Dimensions.
|
|
}
|
|
break;
|
|
|
|
case RT_SIZE_REPLAY_SCREENSHOT:
|
|
{
|
|
// Compute all possible resolutions if first time we're running this function
|
|
static bool bReplayInit = false;
|
|
static int m_aScreenshotWidths[ 3 ][ 2 ];
|
|
static ConVarRef replay_screenshotresolution( "replay_screenshotresolution" );
|
|
|
|
if ( !bReplayInit )
|
|
{
|
|
bReplayInit = true;
|
|
for ( int iAspect = 0; iAspect < 3; ++iAspect )
|
|
{
|
|
for ( int iRes = 0; iRes < 2; ++iRes )
|
|
{
|
|
int nWidth = (int)FastPow2( 9 + iRes );
|
|
m_aScreenshotWidths[ iAspect ][ iRes ] = nWidth;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Get dimensions for unpadded image
|
|
int nUnpaddedWidth, nUnpaddedHeight;
|
|
|
|
// Figure out the proper screenshot size to use based on the aspect ratio
|
|
int nScreenWidth, nScreenHeight;
|
|
MaterialSystem()->GetRenderTargetFrameBufferDimensions( nScreenWidth, nScreenHeight );
|
|
float flAspectRatio = (float)nScreenWidth / nScreenHeight;
|
|
|
|
// Get the screenshot res
|
|
int iRes = clamp( replay_screenshotresolution.GetInt(), 0, 1 );
|
|
|
|
int iAspect;
|
|
if ( flAspectRatio == 16.0f/9 )
|
|
{
|
|
iAspect = 0;
|
|
}
|
|
else if ( flAspectRatio == 16.0f/10 )
|
|
{
|
|
iAspect = 1;
|
|
}
|
|
else
|
|
{
|
|
iAspect = 2; // 4:3
|
|
}
|
|
|
|
static float s_flInvAspectRatios[3] = { 9.0f/16.0f, 10.0f/16, 3.0f/4 };
|
|
nUnpaddedWidth = min( nScreenWidth, m_aScreenshotWidths[ iAspect ][ iRes ] );
|
|
nUnpaddedHeight = m_aScreenshotWidths[ iAspect ][ iRes ] * s_flInvAspectRatios[ iAspect ];
|
|
|
|
// Get dimensions for padded image based on unpadded size - must be power of 2 for a material/texture
|
|
width = SmallestPowerOfTwoGreaterOrEqual( nUnpaddedWidth );
|
|
height = SmallestPowerOfTwoGreaterOrEqual( nUnpaddedHeight );
|
|
}
|
|
break;
|
|
|
|
default:
|
|
{
|
|
if ( !HushAsserts() )
|
|
{
|
|
Assert( m_RenderTargetSizeMode == RT_SIZE_NO_CHANGE );
|
|
Assert( m_nOriginalRenderTargetType == RENDER_TARGET_NO_DEPTH ); // Only can use NO_CHANGE if we don't have a depth buffer.
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
|
|
void CTexture::CopyToStagingTexture( ITexture* pDstTex )
|
|
{
|
|
Assert( pDstTex );
|
|
|
|
tmZone( TELEMETRY_LEVEL0, TMZF_NONE, "%s", __FUNCTION__ );
|
|
|
|
// Need to flush any commands in flight on our side of things
|
|
materials->Flush( false );
|
|
|
|
CTexture* pDstTexActual = assert_cast< CTexture* >( pDstTex );
|
|
|
|
// Then do the copy if everything is on the up and up.
|
|
if ( ( m_pTextureHandles == NULL || m_nFrameCount == 0 ) || ( pDstTexActual->m_pTextureHandles == NULL || pDstTexActual->m_nFrameCount == 0 ) )
|
|
{
|
|
Assert( !"Can't copy to a non-existent texture, may need to generate or something." );
|
|
return;
|
|
}
|
|
|
|
// Make sure we've actually got the right surface types.
|
|
Assert( m_nFlags & TEXTUREFLAGS_RENDERTARGET );
|
|
Assert( pDstTex->GetFlags() & TEXTUREFLAGS_STAGING_MEMORY );
|
|
|
|
g_pShaderAPI->CopyRenderTargetToScratchTexture( m_pTextureHandles[0], pDstTexActual->m_pTextureHandles[0] );
|
|
}
|
|
|
|
void CTexture::Map( void** pOutBits, int* pOutPitch )
|
|
{
|
|
tmZone( TELEMETRY_LEVEL0, TMZF_NONE, "%s", __FUNCTION__ );
|
|
|
|
// Must be a staging texture to avoid catastrophic perf fail.
|
|
Assert( m_nFlags & TEXTUREFLAGS_STAGING_MEMORY );
|
|
|
|
if ( m_pTextureHandles == NULL || m_nFrameCount == 0 )
|
|
{
|
|
Assert( !"Can't map a non-existent texture, may need to generate or something." );
|
|
return;
|
|
}
|
|
|
|
g_pShaderAPI->LockRect( pOutBits, pOutPitch, m_pTextureHandles[ 0 ], 0, 0, 0, GetActualWidth(), GetActualHeight(), false, true );
|
|
}
|
|
|
|
void CTexture::Unmap()
|
|
{
|
|
if ( m_pTextureHandles == NULL || m_nFrameCount == 0 )
|
|
{
|
|
Assert( !"Can't unmap a non-existent texture, may need to generate or something." );
|
|
return;
|
|
}
|
|
|
|
g_pShaderAPI->UnlockRect( m_pTextureHandles[ 0 ], 0 );
|
|
}
|
|
|
|
bool CTexture::MakeResident( ResidencyType_t newResidence )
|
|
{
|
|
Assert( ( GetFlags() & TEXTUREFLAGS_STREAMABLE ) != 0 );
|
|
|
|
// If we already think we're supposed to go here, nothing to do and we should report success.
|
|
if ( m_residenceTarget == newResidence )
|
|
return true;
|
|
|
|
TM_ZONE_DEFAULT( TELEMETRY_LEVEL0 );
|
|
|
|
// What are we moving towards?
|
|
switch ( newResidence )
|
|
{
|
|
case RESIDENT_NONE:
|
|
MakeNonResident();
|
|
return true;
|
|
|
|
case RESIDENT_PARTIAL:
|
|
MakePartiallyResident();
|
|
return true;
|
|
|
|
case RESIDENT_FULL:
|
|
return MakeFullyResident();
|
|
|
|
default:
|
|
Assert( !"Missing switch statement" );
|
|
};
|
|
|
|
return false;
|
|
}
|
|
|
|
void CTexture::UpdateLodBias()
|
|
{
|
|
if ( m_lodBiasInitial == 0.0f )
|
|
return;
|
|
|
|
// Only perform adjustment once per frame.
|
|
if ( m_lastLodBiasAdjustFrame == g_FrameNum )
|
|
return;
|
|
|
|
bool bPopIn = mat_lodin_time.GetFloat() == 0;
|
|
|
|
if ( bPopIn && m_lodBiasInitial == 0.0f )
|
|
return;
|
|
|
|
if ( !bPopIn )
|
|
m_lodBiasCurrent = m_lodBiasInitial - ( Plat_FloatTime() - m_lodBiasStartTime ) / mat_lodin_time.GetFloat() * m_lodBiasInitial;
|
|
else
|
|
m_lodBiasCurrent = m_lodBiasInitial = 0.0f;
|
|
|
|
// If we're supposed to pop in when the object isn't visible and we have the opportunity...
|
|
if ( mat_lodin_hidden_pop.GetBool() && m_lastLodBiasAdjustFrame != g_FrameNum - 1 )
|
|
m_lodBiasCurrent = m_lodBiasInitial = 0.0f;
|
|
|
|
if ( m_lodBiasCurrent <= 0.0f )
|
|
{
|
|
m_lodBiasCurrent = m_lodBiasInitial = 0.0f;
|
|
m_lodBiasStartTime = 0;
|
|
}
|
|
|
|
m_lastLodBiasAdjustFrame = g_FrameNum;
|
|
SetFilteringAndClampingMode( true );
|
|
}
|
|
|
|
void CTexture::MakeNonResident()
|
|
{
|
|
if ( m_residenceCurrent != RESIDENT_NONE )
|
|
Shutdown();
|
|
|
|
m_residenceCurrent = m_residenceTarget = RESIDENT_NONE;
|
|
|
|
// Clear our the streamable fine flag to ensure we reload properly.
|
|
m_nFlags &= ~TEXTUREFLAGS_STREAMABLE_FINE;
|
|
}
|
|
|
|
void CTexture::MakePartiallyResident()
|
|
{
|
|
TM_ZONE_DEFAULT( TELEMETRY_LEVEL0 );
|
|
|
|
ResidencyType_t oldCurrentResidence = m_residenceCurrent;
|
|
ResidencyType_t oldTargetResidence = m_residenceTarget;
|
|
|
|
m_residenceCurrent = m_residenceTarget = RESIDENT_PARTIAL;
|
|
|
|
if ( oldCurrentResidence == RESIDENT_PARTIAL )
|
|
{
|
|
Assert( oldTargetResidence == RESIDENT_FULL ); oldTargetResidence;
|
|
// If we are already partially resident, then just cancel our job to stream in,
|
|
// cause we don't need that data anymore.
|
|
CancelStreamingJob();
|
|
|
|
return;
|
|
}
|
|
|
|
Assert( oldCurrentResidence == RESIDENT_FULL );
|
|
|
|
// Clear the fine bit.
|
|
m_nFlags &= ~TEXTUREFLAGS_STREAMABLE_FINE;
|
|
|
|
if ( HardwareConfig()->CanStretchRectFromTextures() )
|
|
{
|
|
m_lodClamp = 0;
|
|
m_lodBiasInitial = m_lodBiasCurrent = 0;
|
|
m_lastLodBiasAdjustFrame = g_FrameNum;
|
|
DownloadTexture( NULL, true );
|
|
}
|
|
else
|
|
{
|
|
// Oops. We were overzealous above--restore the residency to what it was.
|
|
m_residenceCurrent = oldCurrentResidence;
|
|
|
|
// Immediately display it as lower res (for consistency) but if we can't (efficiently)
|
|
// copy we just have to re-read everything from disk. Lame!
|
|
m_lodClamp = 3;
|
|
m_lodBiasInitial = m_lodBiasCurrent = 0;
|
|
m_lastLodBiasAdjustFrame = g_FrameNum;
|
|
SetFilteringAndClampingMode( true );
|
|
|
|
SafeAssign( &m_pStreamingJob, new CTextureStreamingJob( this ) );
|
|
MaterialSystem()->AsyncFindTexture( GetName(), GetTextureGroupName(), m_pStreamingJob, (void*) RESIDENT_PARTIAL, false, TEXTUREFLAGS_STREAMABLE_COARSE );
|
|
}
|
|
}
|
|
|
|
bool CTexture::MakeFullyResident()
|
|
{
|
|
TM_ZONE_DEFAULT( TELEMETRY_LEVEL0 );
|
|
|
|
ResidencyType_t oldCurrentResidence = m_residenceCurrent;
|
|
ResidencyType_t oldTargetResidence = m_residenceTarget;
|
|
|
|
if ( oldCurrentResidence == RESIDENT_FULL )
|
|
{
|
|
// This isn't a requirement, but right now it would be a mistake
|
|
Assert( !HardwareConfig()->CanStretchRectFromTextures() );
|
|
Assert( oldTargetResidence == RESIDENT_PARTIAL ); oldTargetResidence;
|
|
|
|
m_residenceCurrent = m_residenceTarget = RESIDENT_FULL;
|
|
m_lodClamp = 0;
|
|
m_lodBiasInitial = m_lodBiasCurrent = 0;
|
|
m_lastLodBiasAdjustFrame = g_FrameNum;
|
|
SetFilteringAndClampingMode( true );
|
|
|
|
CancelStreamingJob();
|
|
return true;
|
|
}
|
|
|
|
Assert( m_residenceTarget == RESIDENT_PARTIAL && m_residenceCurrent == RESIDENT_PARTIAL );
|
|
Assert( m_pStreamingJob == NULL );
|
|
|
|
SafeAssign( &m_pStreamingJob, new CTextureStreamingJob( this ) );
|
|
MaterialSystem()->AsyncFindTexture( GetName(), GetTextureGroupName(), m_pStreamingJob, (void*) RESIDENT_FULL, false, TEXTUREFLAGS_STREAMABLE_FINE );
|
|
|
|
m_residenceTarget = RESIDENT_FULL;
|
|
|
|
return true;
|
|
}
|
|
|
|
void CTexture::CancelStreamingJob( bool bJobMustExist )
|
|
{
|
|
bJobMustExist; // Only used by asserts ensuring correctness, so reference it for release builds.
|
|
|
|
// Most callers should be aware of whether the job exists, but for cleanup we don't know and we
|
|
// should be safe in that case.
|
|
Assert( !bJobMustExist || m_pStreamingJob );
|
|
if ( !m_pStreamingJob )
|
|
return;
|
|
|
|
// The streaming job and this (this texture) have a circular reference count--each one holds one for the other.
|
|
// As a result, this means that having the streaming job forget about the texture may cause the texture to go
|
|
// away completely! So we need to ensure that after we call "ForgetOwner" that we don't touch any instance
|
|
// variables.
|
|
CTextureStreamingJob* pJob = m_pStreamingJob;
|
|
m_pStreamingJob = NULL;
|
|
|
|
pJob->ForgetOwner( this );
|
|
SafeRelease( &pJob );
|
|
}
|
|
|
|
void CTexture::OnStreamingJobComplete( ResidencyType_t newResidenceCurrent )
|
|
{
|
|
Assert( m_pStreamingJob );
|
|
|
|
// It's probable that if this assert fires, we should just do nothing in here and return--but I'd
|
|
// like to see that happen to be sure.
|
|
Assert( newResidenceCurrent == m_residenceTarget );
|
|
|
|
m_residenceCurrent = newResidenceCurrent;
|
|
|
|
// Only do lod biasing for stream in. For stream out, just dump to lowest quality right away.
|
|
if ( m_residenceCurrent == RESIDENT_FULL )
|
|
{
|
|
if ( mat_lodin_time.GetFloat() > 0 )
|
|
{
|
|
m_lodBiasCurrent = m_lodBiasInitial = 1.0 * m_nStreamingMips;
|
|
m_lodBiasStartTime = Plat_FloatTime();
|
|
}
|
|
else
|
|
m_lodBiasCurrent = m_lodBiasInitial = 0.0f;
|
|
|
|
m_lastLodBiasAdjustFrame = g_FrameNum;
|
|
}
|
|
|
|
m_lodClamp = 0;
|
|
m_nStreamingMips = 0;
|
|
|
|
SetFilteringAndClampingMode( true );
|
|
|
|
// The job is complete, Cancel handles cleanup correctly.
|
|
CancelStreamingJob();
|
|
}
|
|
|
|
void CTexture::SetErrorTexture( bool bIsErrorTexture )
|
|
{
|
|
if ( bIsErrorTexture )
|
|
m_nInternalFlags |= TEXTUREFLAGSINTERNAL_ERROR;
|
|
else
|
|
m_nInternalFlags &= ( ~TEXTUREFLAGSINTERNAL_ERROR );
|
|
}
|
|
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Creates named render target texture
|
|
//-----------------------------------------------------------------------------
|
|
void CTexture::InitRenderTarget(
|
|
const char *pRTName,
|
|
int w,
|
|
int h,
|
|
RenderTargetSizeMode_t sizeMode,
|
|
ImageFormat fmt,
|
|
RenderTargetType_t type,
|
|
unsigned int textureFlags,
|
|
unsigned int renderTargetFlags )
|
|
{
|
|
if ( pRTName )
|
|
{
|
|
SetName( pRTName );
|
|
}
|
|
else
|
|
{
|
|
static int id = 0;
|
|
char pName[128];
|
|
Q_snprintf( pName, sizeof( pName ), "__render_target_%d", id );
|
|
++id;
|
|
SetName( pName );
|
|
}
|
|
|
|
if ( renderTargetFlags & CREATERENDERTARGETFLAGS_HDR )
|
|
{
|
|
if ( HardwareConfig()->GetHDRType() == HDR_TYPE_FLOAT )
|
|
{
|
|
// slam the format
|
|
fmt = IMAGE_FORMAT_RGBA16161616F;
|
|
}
|
|
}
|
|
|
|
int nFrameCount = 1;
|
|
|
|
int nFlags = TEXTUREFLAGS_NOMIP | TEXTUREFLAGS_RENDERTARGET;
|
|
nFlags |= textureFlags;
|
|
|
|
if ( type == RENDER_TARGET_NO_DEPTH )
|
|
{
|
|
nFlags |= TEXTUREFLAGS_NODEPTHBUFFER;
|
|
}
|
|
else if ( type == RENDER_TARGET_WITH_DEPTH || type == RENDER_TARGET_ONLY_DEPTH || g_pShaderAPI->DoRenderTargetsNeedSeparateDepthBuffer() )
|
|
{
|
|
nFlags |= TEXTUREFLAGS_DEPTHRENDERTARGET;
|
|
++nFrameCount;
|
|
}
|
|
|
|
if ( renderTargetFlags & CREATERENDERTARGETFLAGS_TEMP )
|
|
{
|
|
m_nInternalFlags |= TEXTUREFLAGSINTERNAL_TEMPRENDERTARGET;
|
|
}
|
|
|
|
m_nOriginalRenderTargetType = type;
|
|
m_RenderTargetSizeMode = sizeMode;
|
|
m_nOriginalRTWidth = w;
|
|
m_nOriginalRTHeight = h;
|
|
|
|
if ( ImageLoader::ImageFormatInfo(fmt).m_NumAlphaBits > 1 )
|
|
{
|
|
nFlags |= TEXTUREFLAGS_EIGHTBITALPHA;
|
|
}
|
|
else if ( ImageLoader::ImageFormatInfo(fmt).m_NumAlphaBits == 1 )
|
|
{
|
|
nFlags |= TEXTUREFLAGS_ONEBITALPHA;
|
|
}
|
|
|
|
ApplyRenderTargetSizeMode( w, h, fmt );
|
|
|
|
Init( w, h, 1, fmt, nFlags, nFrameCount );
|
|
m_TextureGroupName = TEXTURE_GROUP_RENDER_TARGET;
|
|
}
|
|
|
|
|
|
void CTexture::OnRestore()
|
|
{
|
|
// May have to change whether or not we have a depth buffer.
|
|
// Are we a render target?
|
|
if ( m_nFlags & TEXTUREFLAGS_RENDERTARGET )
|
|
{
|
|
// Did they not ask for a depth buffer?
|
|
if ( m_nOriginalRenderTargetType == RENDER_TARGET )
|
|
{
|
|
// But, did we force them to have one, or should we force them to have one this time around?
|
|
bool bShouldForce = g_pShaderAPI->DoRenderTargetsNeedSeparateDepthBuffer();
|
|
bool bDidForce = ((m_nFlags & TEXTUREFLAGS_DEPTHRENDERTARGET) != 0);
|
|
if ( bShouldForce != bDidForce )
|
|
{
|
|
int nFlags = m_nFlags;
|
|
int iFrameCount = m_nFrameCount;
|
|
if ( bShouldForce )
|
|
{
|
|
Assert( !( nFlags & TEXTUREFLAGS_DEPTHRENDERTARGET ) );
|
|
iFrameCount = 2;
|
|
nFlags |= TEXTUREFLAGS_DEPTHRENDERTARGET;
|
|
}
|
|
else
|
|
{
|
|
Assert( ( nFlags & TEXTUREFLAGS_DEPTHRENDERTARGET ) );
|
|
iFrameCount = 1;
|
|
nFlags &= ~TEXTUREFLAGS_DEPTHRENDERTARGET;
|
|
}
|
|
|
|
Shutdown();
|
|
|
|
int newWidth, newHeight;
|
|
ApplyRenderTargetSizeMode( newWidth, newHeight, m_ImageFormat );
|
|
|
|
Init( newWidth, newHeight, 1, m_ImageFormat, nFlags, iFrameCount );
|
|
return;
|
|
}
|
|
}
|
|
|
|
// If we didn't recreate it up above, then we may need to resize it anyway if the framebuffer
|
|
// got smaller than we are.
|
|
int newWidth, newHeight;
|
|
ApplyRenderTargetSizeMode( newWidth, newHeight, m_ImageFormat );
|
|
if ( newWidth != m_dimsMapping.m_nWidth || newHeight != m_dimsMapping.m_nHeight )
|
|
{
|
|
Shutdown();
|
|
Init( newWidth, newHeight, 1, m_ImageFormat, m_nFlags, m_nFrameCount );
|
|
return;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if ( m_nFlags & TEXTUREFLAGS_STREAMABLE_FINE )
|
|
{
|
|
MakeResident( RESIDENT_NONE );
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Creates a procedural texture
|
|
//-----------------------------------------------------------------------------
|
|
void CTexture::InitProceduralTexture( const char *pTextureName, const char *pTextureGroupName, int w, int h, int d, ImageFormat fmt, int nFlags, ITextureRegenerator* generator )
|
|
{
|
|
// We shouldn't be asking for render targets here
|
|
Assert( (nFlags & (TEXTUREFLAGS_RENDERTARGET | TEXTUREFLAGS_DEPTHRENDERTARGET)) == 0 );
|
|
|
|
SetName( pTextureName );
|
|
|
|
// Eliminate flags that are inappropriate...
|
|
nFlags &= ~TEXTUREFLAGS_HINT_DXT5 | TEXTUREFLAGS_ONEBITALPHA | TEXTUREFLAGS_EIGHTBITALPHA |
|
|
TEXTUREFLAGS_RENDERTARGET | TEXTUREFLAGS_DEPTHRENDERTARGET;
|
|
|
|
// Insert required flags
|
|
nFlags |= TEXTUREFLAGS_PROCEDURAL;
|
|
int nAlphaBits = ImageLoader::ImageFormatInfo(fmt).m_NumAlphaBits;
|
|
if (nAlphaBits > 1)
|
|
{
|
|
nFlags |= TEXTUREFLAGS_EIGHTBITALPHA;
|
|
}
|
|
else if (nAlphaBits == 1)
|
|
{
|
|
nFlags |= TEXTUREFLAGS_ONEBITALPHA;
|
|
}
|
|
|
|
// Procedural textures are always one frame only
|
|
Init( w, h, d, fmt, nFlags, 1 );
|
|
|
|
SetTextureRegenerator(generator);
|
|
|
|
m_TextureGroupName = pTextureGroupName;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Creates a file texture
|
|
//-----------------------------------------------------------------------------
|
|
void CTexture::InitFileTexture( const char *pTextureFile, const char *pTextureGroupName )
|
|
{
|
|
// For files, we only really know about the file name
|
|
// At any time, the file contents could change, and we could have
|
|
// a different size, number of frames, etc.
|
|
SetName( pTextureFile );
|
|
m_TextureGroupName = pTextureGroupName;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Assigns/releases texture IDs for our animation frames
|
|
//-----------------------------------------------------------------------------
|
|
void CTexture::AllocateTextureHandles()
|
|
{
|
|
Assert( !m_pTextureHandles );
|
|
Assert( m_nFrameCount > 0 );
|
|
#ifdef DBGFLAG_ASSERT
|
|
if( m_nFlags & TEXTUREFLAGS_DEPTHRENDERTARGET )
|
|
{
|
|
Assert( m_nFrameCount >= 2 );
|
|
}
|
|
#endif
|
|
|
|
m_pTextureHandles = new ShaderAPITextureHandle_t[m_nFrameCount];
|
|
for( int i = 0; i != m_nFrameCount; ++i )
|
|
m_pTextureHandles[i] = INVALID_SHADERAPI_TEXTURE_HANDLE;
|
|
}
|
|
|
|
void CTexture::ReleaseTextureHandles()
|
|
{
|
|
if ( m_pTextureHandles )
|
|
{
|
|
delete[] m_pTextureHandles;
|
|
m_pTextureHandles = NULL;
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Creates the texture
|
|
//-----------------------------------------------------------------------------
|
|
bool CTexture::AllocateShaderAPITextures()
|
|
{
|
|
Assert( !HasBeenAllocated() );
|
|
|
|
TM_ZONE_DEFAULT( TELEMETRY_LEVEL0 );
|
|
|
|
int nCount = m_nFrameCount;
|
|
|
|
int nCreateFlags = 0;
|
|
if ( ( m_nFlags & TEXTUREFLAGS_ENVMAP ) && HardwareConfig()->SupportsCubeMaps() )
|
|
{
|
|
nCreateFlags |= TEXTURE_CREATE_CUBEMAP;
|
|
}
|
|
|
|
bool bIsFloat = ( m_ImageFormat == IMAGE_FORMAT_RGBA16161616F ) || ( m_ImageFormat == IMAGE_FORMAT_R32F ) ||
|
|
( m_ImageFormat == IMAGE_FORMAT_RGB323232F ) || ( m_ImageFormat == IMAGE_FORMAT_RGBA32323232F );
|
|
|
|
// Don't do sRGB on floating point textures
|
|
if ( ( m_nFlags & TEXTUREFLAGS_SRGB ) && !bIsFloat )
|
|
{
|
|
nCreateFlags |= TEXTURE_CREATE_SRGB; // for Posix/GL only
|
|
}
|
|
|
|
if ( m_nFlags & TEXTUREFLAGS_RENDERTARGET )
|
|
{
|
|
nCreateFlags |= TEXTURE_CREATE_RENDERTARGET;
|
|
|
|
// This here is simply so we can use a different call to
|
|
// create the depth texture below
|
|
if ( ( m_nFlags & TEXTUREFLAGS_DEPTHRENDERTARGET ) && ( nCount == 2 ) ) //nCount must be 2 on pc
|
|
{
|
|
--nCount;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// If it's not a render target, use the texture manager in dx
|
|
if ( m_nFlags & TEXTUREFLAGS_STAGING_MEMORY )
|
|
nCreateFlags |= TEXTURE_CREATE_SYSMEM;
|
|
else
|
|
{
|
|
#if defined(IS_WINDOWS_PC)
|
|
static ConVarRef mat_dxlevel("mat_dxlevel");
|
|
if ( mat_dxlevel.GetInt() < 90 || mat_managedtextures.GetBool() )
|
|
#endif
|
|
{
|
|
nCreateFlags |= TEXTURE_CREATE_MANAGED;
|
|
}
|
|
}
|
|
}
|
|
|
|
if ( m_nFlags & TEXTUREFLAGS_POINTSAMPLE )
|
|
{
|
|
nCreateFlags |= TEXTURE_CREATE_UNFILTERABLE_OK;
|
|
}
|
|
|
|
if ( m_nFlags & TEXTUREFLAGS_VERTEXTEXTURE )
|
|
{
|
|
nCreateFlags |= TEXTURE_CREATE_VERTEXTEXTURE;
|
|
}
|
|
|
|
int nCopies = 1;
|
|
if ( IsProcedural() )
|
|
{
|
|
// This is sort of hacky... should we store the # of copies in the VTF?
|
|
if ( !( m_nFlags & TEXTUREFLAGS_SINGLECOPY ) )
|
|
{
|
|
// FIXME: That 6 there is heuristically what I came up with what I
|
|
// need to get eyes not to stall on map alyx3. We need a better way
|
|
// of determining how many copies of the texture we should store.
|
|
nCopies = 6;
|
|
}
|
|
}
|
|
|
|
// For depth only render target: adjust texture width/height
|
|
// Currently we just leave it the same size, will update with further testing
|
|
int nShaderApiCreateTextureDepth = ( ( m_nFlags & TEXTUREFLAGS_DEPTHRENDERTARGET ) && ( m_nOriginalRenderTargetType == RENDER_TARGET_ONLY_DEPTH ) ) ? 1 : m_dimsAllocated.m_nDepth;
|
|
|
|
// Create all animated texture frames in a single call
|
|
g_pShaderAPI->CreateTextures(
|
|
m_pTextureHandles, nCount,
|
|
m_dimsAllocated.m_nWidth, m_dimsAllocated.m_nHeight, nShaderApiCreateTextureDepth, m_ImageFormat, m_dimsAllocated.m_nMipCount,
|
|
nCopies, nCreateFlags, GetName(), GetTextureGroupName() );
|
|
|
|
int accountingCount = nCount;
|
|
|
|
// Create the depth render target buffer
|
|
if ( m_nFlags & TEXTUREFLAGS_DEPTHRENDERTARGET )
|
|
{
|
|
MEM_ALLOC_CREDIT();
|
|
Assert( nCount == 1 );
|
|
|
|
char debugName[128];
|
|
Q_snprintf( debugName, ARRAYSIZE( debugName ), "%s_ZBuffer", GetName() );
|
|
Assert( m_nFrameCount >= 2 );
|
|
m_pTextureHandles[1] = g_pShaderAPI->CreateDepthTexture(
|
|
m_ImageFormat,
|
|
m_dimsAllocated.m_nWidth,
|
|
m_dimsAllocated.m_nHeight,
|
|
debugName,
|
|
( m_nOriginalRenderTargetType == RENDER_TARGET_ONLY_DEPTH ) );
|
|
accountingCount += 1;
|
|
}
|
|
|
|
STAGING_ONLY_EXEC( g_currentTextures.InsertOrReplace( this, TexInfo_t( GetName(), m_dimsAllocated.m_nWidth, m_dimsAllocated.m_nHeight, m_dimsAllocated.m_nDepth, m_dimsAllocated.m_nMipCount, accountingCount, nCopies, m_ImageFormat ) ) );
|
|
|
|
m_nInternalFlags |= TEXTUREFLAGSINTERNAL_ALLOCATED;
|
|
|
|
return true;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Releases the texture's hardware memory
|
|
//-----------------------------------------------------------------------------
|
|
void CTexture::FreeShaderAPITextures()
|
|
{
|
|
if ( m_pTextureHandles && HasBeenAllocated() )
|
|
{
|
|
#ifdef STAGING_ONLY
|
|
// If this hits, there's a leak because we're not deallocating enough textures. Yikes!
|
|
Assert( g_currentTextures[ g_currentTextures.Find( this ) ].m_nFrameCount == m_nFrameCount );
|
|
// Remove ourselves from the list.
|
|
g_currentTextures.Remove( this );
|
|
#endif
|
|
|
|
// Release the frames
|
|
for ( int i = m_nFrameCount; --i >= 0; )
|
|
{
|
|
if ( g_pShaderAPI->IsTexture( m_pTextureHandles[i] ) )
|
|
{
|
|
#ifdef WIN32
|
|
Assert( _heapchk() == _HEAPOK );
|
|
#endif
|
|
|
|
g_pShaderAPI->DeleteTexture( m_pTextureHandles[i] );
|
|
m_pTextureHandles[i] = INVALID_SHADERAPI_TEXTURE_HANDLE;
|
|
}
|
|
}
|
|
}
|
|
m_nInternalFlags &= ~TEXTUREFLAGSINTERNAL_ALLOCATED;
|
|
|
|
// Clear texture streaming stuff, too.
|
|
if ( ( m_nFlags & TEXTUREFLAGS_STREAMABLE ) != 0 )
|
|
{
|
|
m_nFlags &= ~TEXTUREFLAGS_STREAMABLE_FINE;
|
|
m_residenceCurrent = m_residenceTarget = RESIDENT_NONE;
|
|
m_lodClamp = 0;
|
|
m_lodBiasCurrent = m_lodBiasInitial = 0;
|
|
m_lodBiasStartTime = 0;
|
|
}
|
|
}
|
|
|
|
void CTexture::MigrateShaderAPITextures()
|
|
{
|
|
TM_ZONE_DEFAULT( TELEMETRY_LEVEL0 );
|
|
|
|
const int cBytes = m_nFrameCount * sizeof ( ShaderAPITextureHandle_t );
|
|
|
|
ShaderAPITextureHandle_t *pTextureHandles = ( ShaderAPITextureHandle_t * ) stackalloc( cBytes );
|
|
|
|
Assert( pTextureHandles );
|
|
if ( !pTextureHandles )
|
|
return;
|
|
|
|
V_memcpy( pTextureHandles, m_pTextureHandles, cBytes );
|
|
|
|
// Pretend we haven't been allocated yet.
|
|
m_nInternalFlags &= ~TEXTUREFLAGSINTERNAL_ALLOCATED;
|
|
|
|
AllocateShaderAPITextures();
|
|
|
|
for ( int i = 0; i < m_nFrameCount; ++i )
|
|
{
|
|
Assert( g_pShaderAPI->IsTexture( pTextureHandles[ i ] ) == g_pShaderAPI->IsTexture( m_pTextureHandles[ i ] ) );
|
|
if ( !g_pShaderAPI->IsTexture( pTextureHandles[ i ] ) )
|
|
continue;
|
|
|
|
g_pShaderAPI->CopyTextureToTexture( pTextureHandles[ i ], m_pTextureHandles[ i ] );
|
|
}
|
|
|
|
for ( int i = 0; i < m_nFrameCount; ++i )
|
|
{
|
|
if ( !g_pShaderAPI->IsTexture( pTextureHandles[ i ] ) )
|
|
continue;
|
|
|
|
g_pShaderAPI->DeleteTexture( pTextureHandles[ i ] );
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Computes the actual format of the texture
|
|
//-----------------------------------------------------------------------------
|
|
ImageFormat CTexture::ComputeActualFormat( ImageFormat srcFormat )
|
|
{
|
|
ImageFormat dstFormat;
|
|
bool bIsCompressed = ImageLoader::IsCompressed( srcFormat );
|
|
if ( g_config.bCompressedTextures && HardwareConfig()->SupportsCompressedTextures() && bIsCompressed )
|
|
{
|
|
// for the runtime compressed formats the srcFormat won't equal the dstFormat, and we need to return srcFormat here
|
|
if ( ImageLoader::IsRuntimeCompressed( srcFormat ) )
|
|
{
|
|
return srcFormat;
|
|
}
|
|
|
|
// don't do anything since we are already in a compressed format.
|
|
dstFormat = g_pShaderAPI->GetNearestSupportedFormat( srcFormat );
|
|
Assert( dstFormat == srcFormat );
|
|
return dstFormat;
|
|
}
|
|
|
|
// NOTE: Below this piece of code is only called when compressed textures are
|
|
// turned off, or if the source texture is not compressed.
|
|
|
|
#ifdef DX_TO_GL_ABSTRACTION
|
|
if ( ( srcFormat == IMAGE_FORMAT_UVWQ8888 ) || ( srcFormat == IMAGE_FORMAT_UV88 ) || ( srcFormat == IMAGE_FORMAT_UVLX8888 ) )
|
|
{
|
|
// Danger, this is going to blow up on the Mac. You better know what you're
|
|
// doing with these exotic formats...which were introduced in 1999
|
|
Assert( 0 );
|
|
}
|
|
#endif
|
|
|
|
// We use the TEXTUREFLAGS_EIGHTBITALPHA and TEXTUREFLAGS_ONEBITALPHA flags
|
|
// to decide how many bits of alpha we need; vtex checks the alpha channel
|
|
// for all white, etc.
|
|
if( ( srcFormat == IMAGE_FORMAT_UVWQ8888 ) || ( srcFormat == IMAGE_FORMAT_UV88 ) ||
|
|
( srcFormat == IMAGE_FORMAT_UVLX8888 ) || ( srcFormat == IMAGE_FORMAT_RGBA16161616 ) ||
|
|
( srcFormat == IMAGE_FORMAT_RGBA16161616F ) )
|
|
{
|
|
#ifdef DX_TO_GL_ABSTRACTION
|
|
dstFormat = g_pShaderAPI->GetNearestSupportedFormat( srcFormat, false ); // Stupid HACK!
|
|
#else
|
|
dstFormat = g_pShaderAPI->GetNearestSupportedFormat( srcFormat, true ); // Stupid HACK!
|
|
#endif
|
|
}
|
|
else if ( m_nFlags & ( TEXTUREFLAGS_EIGHTBITALPHA | TEXTUREFLAGS_ONEBITALPHA ) )
|
|
{
|
|
dstFormat = g_pShaderAPI->GetNearestSupportedFormat( IMAGE_FORMAT_BGRA8888 );
|
|
}
|
|
else if ( srcFormat == IMAGE_FORMAT_I8 )
|
|
{
|
|
dstFormat = g_pShaderAPI->GetNearestSupportedFormat( IMAGE_FORMAT_I8 );
|
|
}
|
|
else
|
|
{
|
|
dstFormat = g_pShaderAPI->GetNearestSupportedFormat( IMAGE_FORMAT_BGR888 );
|
|
}
|
|
return dstFormat;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Calculates info about whether we can make the texture smaller and by how much
|
|
//-----------------------------------------------------------------------------
|
|
int CTexture::ComputeActualSize( bool bIgnorePicmip, IVTFTexture *pVTFTexture, bool bTextureMigration )
|
|
{
|
|
unsigned int stripFlags = 0;
|
|
return ComputeMipSkipCount( GetName(), m_dimsMapping, bIgnorePicmip, pVTFTexture, m_nFlags, m_nDesiredDimensionLimit, &m_nStreamingMips, &m_cachedFileLodSettings, &m_dimsActual, &m_dimsAllocated, &stripFlags );
|
|
Assert( stripFlags == 0 ); // Not necessarily illegal, just needs investigating.
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Used to modify the texture bits (procedural textures only)
|
|
//-----------------------------------------------------------------------------
|
|
void CTexture::SetTextureRegenerator( ITextureRegenerator *pTextureRegen )
|
|
{
|
|
// NOTE: These can only be used by procedural textures
|
|
Assert( IsProcedural() );
|
|
|
|
if (m_pTextureRegenerator)
|
|
{
|
|
m_pTextureRegenerator->Release();
|
|
}
|
|
m_pTextureRegenerator = pTextureRegen;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Gets us modifying a particular frame of our texture
|
|
//-----------------------------------------------------------------------------
|
|
void CTexture::Modify( int iFrame )
|
|
{
|
|
Assert( iFrame >= 0 && iFrame < m_nFrameCount );
|
|
Assert( HasBeenAllocated() );
|
|
g_pShaderAPI->ModifyTexture( m_pTextureHandles[iFrame] );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Sets the texture clamping state on the currently modified frame
|
|
//-----------------------------------------------------------------------------
|
|
void CTexture::SetWrapState( )
|
|
{
|
|
// Border clamp applies to all texture coordinates
|
|
if ( m_nFlags & TEXTUREFLAGS_BORDER )
|
|
{
|
|
g_pShaderAPI->TexWrap( SHADER_TEXCOORD_S, SHADER_TEXWRAPMODE_BORDER );
|
|
g_pShaderAPI->TexWrap( SHADER_TEXCOORD_T, SHADER_TEXWRAPMODE_BORDER );
|
|
g_pShaderAPI->TexWrap( SHADER_TEXCOORD_U, SHADER_TEXWRAPMODE_BORDER );
|
|
return;
|
|
}
|
|
|
|
// Clamp mode in S
|
|
if ( m_nFlags & TEXTUREFLAGS_CLAMPS )
|
|
{
|
|
g_pShaderAPI->TexWrap( SHADER_TEXCOORD_S, SHADER_TEXWRAPMODE_CLAMP );
|
|
}
|
|
else
|
|
{
|
|
g_pShaderAPI->TexWrap( SHADER_TEXCOORD_S, SHADER_TEXWRAPMODE_REPEAT );
|
|
}
|
|
|
|
// Clamp mode in T
|
|
if ( m_nFlags & TEXTUREFLAGS_CLAMPT )
|
|
{
|
|
g_pShaderAPI->TexWrap( SHADER_TEXCOORD_T, SHADER_TEXWRAPMODE_CLAMP );
|
|
}
|
|
else
|
|
{
|
|
g_pShaderAPI->TexWrap( SHADER_TEXCOORD_T, SHADER_TEXWRAPMODE_REPEAT );
|
|
}
|
|
|
|
// Clamp mode in U
|
|
if ( m_nFlags & TEXTUREFLAGS_CLAMPU )
|
|
{
|
|
g_pShaderAPI->TexWrap( SHADER_TEXCOORD_U, SHADER_TEXWRAPMODE_CLAMP );
|
|
}
|
|
else
|
|
{
|
|
g_pShaderAPI->TexWrap( SHADER_TEXCOORD_U, SHADER_TEXWRAPMODE_REPEAT );
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Sets the texture filtering state on the currently modified frame
|
|
//-----------------------------------------------------------------------------
|
|
void CTexture::SetFilterState()
|
|
{
|
|
// Turns off filtering when we're point sampling
|
|
if( m_nFlags & TEXTUREFLAGS_POINTSAMPLE )
|
|
{
|
|
g_pShaderAPI->TexMinFilter( SHADER_TEXFILTERMODE_NEAREST );
|
|
g_pShaderAPI->TexMagFilter( SHADER_TEXFILTERMODE_NEAREST );
|
|
return;
|
|
}
|
|
|
|
// NOTE: config.bMipMapTextures and config.bFilterTextures is handled in ShaderAPIDX8
|
|
bool bEnableMipmapping = ( m_nFlags & TEXTUREFLAGS_NOMIP ) ? false : true;
|
|
if( !bEnableMipmapping )
|
|
{
|
|
g_pShaderAPI->TexMinFilter( SHADER_TEXFILTERMODE_LINEAR );
|
|
g_pShaderAPI->TexMagFilter( SHADER_TEXFILTERMODE_LINEAR );
|
|
return;
|
|
}
|
|
|
|
// Determing the filtering mode
|
|
bool bIsAnisotropic = false, bIsTrilinear = false;
|
|
if ( HardwareConfig()->GetDXSupportLevel() >= 80 && (g_config.m_nForceAnisotropicLevel > 1) &&
|
|
(HardwareConfig()->MaximumAnisotropicLevel() > 1) )
|
|
{
|
|
bIsAnisotropic = true;
|
|
}
|
|
else if ( g_config.ForceTrilinear() )
|
|
{
|
|
bIsAnisotropic = (( m_nFlags & TEXTUREFLAGS_ANISOTROPIC ) != 0) && (HardwareConfig()->MaximumAnisotropicLevel() > 1);
|
|
bIsTrilinear = true;
|
|
}
|
|
else
|
|
{
|
|
bIsAnisotropic = (( m_nFlags & TEXTUREFLAGS_ANISOTROPIC ) != 0) && (HardwareConfig()->MaximumAnisotropicLevel() > 1);
|
|
bIsTrilinear = ( m_nFlags & TEXTUREFLAGS_TRILINEAR ) != 0;
|
|
}
|
|
|
|
if ( bIsAnisotropic )
|
|
{
|
|
g_pShaderAPI->TexMinFilter( SHADER_TEXFILTERMODE_ANISOTROPIC );
|
|
g_pShaderAPI->TexMagFilter( SHADER_TEXFILTERMODE_ANISOTROPIC );
|
|
}
|
|
else
|
|
{
|
|
// force trilinear if we are on a dx8 card or above
|
|
if ( bIsTrilinear )
|
|
{
|
|
g_pShaderAPI->TexMinFilter( SHADER_TEXFILTERMODE_LINEAR_MIPMAP_LINEAR );
|
|
g_pShaderAPI->TexMagFilter( SHADER_TEXFILTERMODE_LINEAR );
|
|
}
|
|
else
|
|
{
|
|
g_pShaderAPI->TexMinFilter( SHADER_TEXFILTERMODE_LINEAR_MIPMAP_NEAREST );
|
|
g_pShaderAPI->TexMagFilter( SHADER_TEXFILTERMODE_LINEAR );
|
|
}
|
|
}
|
|
|
|
SetLodState();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Sets the lod state on the currently modified frame
|
|
//-----------------------------------------------------------------------------
|
|
void CTexture::SetLodState()
|
|
{
|
|
// Set the lod clamping value to ensure we don't see anything we're not supposed to.
|
|
g_pShaderAPI->TexLodClamp( m_lodClamp );
|
|
g_pShaderAPI->TexLodBias( m_lodBiasCurrent );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Download bits main entry point!!
|
|
//-----------------------------------------------------------------------------
|
|
void CTexture::DownloadTexture( Rect_t *pRect, bool bCopyFromCurrent )
|
|
{
|
|
// No downloading necessary if there's no graphics
|
|
if ( !g_pShaderDevice->IsUsingGraphics() )
|
|
return;
|
|
|
|
// We don't know the actual size of the texture at this stage...
|
|
if ( !pRect )
|
|
{
|
|
ReconstructTexture( bCopyFromCurrent );
|
|
}
|
|
else
|
|
{
|
|
// Not implemented yet.
|
|
Assert( bCopyFromCurrent == false );
|
|
ReconstructPartialTexture( pRect );
|
|
}
|
|
|
|
// Iterate over all the frames and set the appropriate wrapping + filtering state
|
|
SetFilteringAndClampingMode();
|
|
|
|
// texture bits have been updated, update the exclusion state
|
|
if ( m_nInternalFlags & TEXTUREFLAGSINTERNAL_SHOULDEXCLUDE )
|
|
{
|
|
m_nInternalFlags |= TEXTUREFLAGSINTERNAL_EXCLUDED;
|
|
}
|
|
else
|
|
{
|
|
m_nInternalFlags &= ~TEXTUREFLAGSINTERNAL_EXCLUDED;
|
|
}
|
|
|
|
// texture bits have been picmipped, update the picmip state
|
|
m_nActualDimensionLimit = m_nDesiredDimensionLimit;
|
|
}
|
|
|
|
void CTexture::Download( Rect_t *pRect, int nAdditionalCreationFlags /* = 0 */ )
|
|
{
|
|
tmZone( TELEMETRY_LEVEL0, TMZF_NONE, "%s", __FUNCTION__ );
|
|
|
|
// Only download the bits if we can...
|
|
if ( g_pShaderAPI->CanDownloadTextures() )
|
|
{
|
|
MaterialLock_t hLock = MaterialSystem()->Lock();
|
|
m_nFlags |= nAdditionalCreationFlags; // Path to let stdshaders drive settings like sRGB-ness at creation time
|
|
DownloadTexture( pRect );
|
|
MaterialSystem()->Unlock( hLock );
|
|
}
|
|
}
|
|
|
|
// Save texture to a file.
|
|
bool CTexture::SaveToFile( const char *fileName )
|
|
{
|
|
bool bRet = false;
|
|
ITexture *pTexture = materials->FindTexture( "_rt_FullFrameFB1", TEXTURE_GROUP_RENDER_TARGET );
|
|
|
|
if ( !pTexture )
|
|
return bRet;
|
|
|
|
const int width = GetActualWidth();
|
|
const int height = GetActualHeight();
|
|
|
|
if ( pTexture->GetImageFormat() == IMAGE_FORMAT_RGBA8888 ||
|
|
pTexture->GetImageFormat() == IMAGE_FORMAT_ABGR8888 ||
|
|
pTexture->GetImageFormat() == IMAGE_FORMAT_ARGB8888 ||
|
|
pTexture->GetImageFormat() == IMAGE_FORMAT_BGRA8888 ||
|
|
pTexture->GetImageFormat() == IMAGE_FORMAT_BGRX8888 )
|
|
{
|
|
bool bCleanupTexture = false;
|
|
|
|
// Need to allocate a temporarily renderable surface. Sadness.
|
|
if ( width > pTexture->GetActualWidth() || height > pTexture->GetActualHeight() )
|
|
{
|
|
materials->OverrideRenderTargetAllocation( true );
|
|
// This one bumps the ref automatically for us.
|
|
pTexture = materials->CreateNamedRenderTargetTextureEx( "_rt_savetofile", width, height, RT_SIZE_LITERAL, IMAGE_FORMAT_BGRA8888, MATERIAL_RT_DEPTH_NONE, TEXTUREFLAGS_IMMEDIATE_CLEANUP );
|
|
materials->OverrideRenderTargetAllocation( false );
|
|
|
|
if ( !pTexture || pTexture->IsError() )
|
|
{
|
|
SafeRelease( &pTexture );
|
|
Msg( "SaveToFile: texture '_rt_FullFrameFB1' failed. Ptr:%p Format:%d\n", pTexture, ( pTexture ? pTexture->GetImageFormat() : 0 ) );
|
|
return false;
|
|
}
|
|
|
|
bCleanupTexture = true;
|
|
}
|
|
|
|
Rect_t SrcRect = { 0, 0, width, height };
|
|
Rect_t DstRect = SrcRect;
|
|
|
|
if ( ( width > 0 ) && ( height > 0 ) )
|
|
{
|
|
void *pixelValue = malloc( width * height * 2 * sizeof( BGRA8888_t ) );
|
|
|
|
if( pixelValue )
|
|
{
|
|
CMatRenderContextPtr pRenderContext( MaterialSystem() );
|
|
|
|
// Set the clear color to opaque black
|
|
pRenderContext->ClearColor4ub( 0, 0, 0, 0xFF );
|
|
pRenderContext->ClearBuffers( true, true, true );
|
|
pRenderContext->PushRenderTargetAndViewport( pTexture, 0, 0, width, height );
|
|
pRenderContext->CopyTextureToRenderTargetEx( 0, this, &SrcRect, &DstRect );
|
|
|
|
pRenderContext->ReadPixels( 0, 0, width, height, ( unsigned char * )pixelValue, pTexture->GetImageFormat() );
|
|
|
|
// Slap the alpha channel at the bottom of the tga file so we don't have to deal with crappy tools that can't
|
|
// handle rgb + alpha well. This means we can just do a "mat_texture_save_fonts" concommand, and then use
|
|
// something like Beyond Compare to look at the fonts differences between various platforms, etc.
|
|
CPixelWriter pixelWriterSrc;
|
|
CPixelWriter pixelWriterDst;
|
|
pixelWriterSrc.SetPixelMemory( pTexture->GetImageFormat(), pixelValue, width * sizeof( BGRA8888_t ) );
|
|
pixelWriterDst.SetPixelMemory( pTexture->GetImageFormat(), pixelValue, width * sizeof( BGRA8888_t ) );
|
|
|
|
for (int y = 0; y < height; ++y)
|
|
{
|
|
pixelWriterSrc.Seek( 0, y );
|
|
pixelWriterDst.Seek( 0, y + height );
|
|
|
|
for (int x = 0; x < width; ++x)
|
|
{
|
|
int r, g, b, a;
|
|
|
|
pixelWriterSrc.ReadPixelNoAdvance( r, g, b, a );
|
|
pixelWriterSrc.WritePixel( a, a, a, 255 );
|
|
pixelWriterDst.WritePixel( r, g, b, 255 );
|
|
}
|
|
}
|
|
|
|
if ( TGAWriter::WriteTGAFile( fileName, width, height * 2, pTexture->GetImageFormat(), ( uint8 * )pixelValue, width * sizeof( BGRA8888_t ) ) )
|
|
{
|
|
bRet = true;
|
|
}
|
|
|
|
// restore our previous state
|
|
pRenderContext->PopRenderTargetAndViewport();
|
|
|
|
free( pixelValue );
|
|
}
|
|
}
|
|
|
|
if ( bCleanupTexture )
|
|
SafeRelease( &pTexture );
|
|
}
|
|
else
|
|
{
|
|
Msg( "SaveToFile: texture '_rt_FullFrameFB1' failed. Ptr:%p Format:%d\n", pTexture, ( pTexture ? pTexture->GetImageFormat() : 0 ) );
|
|
}
|
|
|
|
return bRet;
|
|
}
|
|
|
|
bool CTexture::AsyncReadTextureFromFile( IVTFTexture* pVTFTexture, unsigned int nAdditionalCreationFlags )
|
|
{
|
|
tmZone( TELEMETRY_LEVEL0, TMZF_NONE, "%s", __FUNCTION__ );
|
|
|
|
m_bStreamingFileReadFailed = false; // Optimism!
|
|
|
|
char pCacheFileName[ MATERIAL_MAX_PATH ];
|
|
FileHandle_t fileHandle = FILESYSTEM_INVALID_HANDLE;
|
|
|
|
GetCacheFilename( pCacheFileName, MATERIAL_MAX_PATH );
|
|
if ( !GetFileHandle( &fileHandle, pCacheFileName, NULL ) )
|
|
{
|
|
m_bStreamingFileReadFailed = true;
|
|
return false;
|
|
}
|
|
|
|
if ( V_strstr( GetName(), "c_sniperrifle_scope" ) )
|
|
{
|
|
int i = 0;
|
|
i = 3;
|
|
}
|
|
|
|
|
|
tmZone( TELEMETRY_LEVEL0, TMZF_NONE, "%s - %s", __FUNCTION__, tmDynamicString( TELEMETRY_LEVEL0, pCacheFileName ) );
|
|
|
|
// OSX hackery
|
|
int nPreserveFlags = nAdditionalCreationFlags;
|
|
if ( m_nFlags & TEXTUREFLAGS_SRGB )
|
|
nPreserveFlags |= TEXTUREFLAGS_SRGB;
|
|
|
|
uint16 dontCareStreamedMips = m_nStreamingMips;
|
|
TextureLODControlSettings_t settings = m_cachedFileLodSettings;
|
|
|
|
if ( !SLoadTextureBitsFromFile( &pVTFTexture, fileHandle, m_nFlags | nPreserveFlags, &settings, m_nDesiredDimensionLimit, &dontCareStreamedMips, GetName(), pCacheFileName, &m_dimsMapping ) )
|
|
{
|
|
g_pFullFileSystem->Close( fileHandle );
|
|
m_bStreamingFileReadFailed = true;
|
|
return false;
|
|
}
|
|
|
|
g_pFullFileSystem->Close( fileHandle );
|
|
|
|
m_pStreamingVTF = pVTFTexture;
|
|
|
|
return true;
|
|
}
|
|
|
|
void CTexture::AsyncCancelReadTexture( )
|
|
{
|
|
Assert( m_bStreamingFileReadFailed || m_pStreamingVTF != NULL );
|
|
if ( m_pStreamingVTF )
|
|
{
|
|
TextureManager()->ReleaseAsyncScratchVTF( m_pStreamingVTF );
|
|
m_pStreamingVTF = NULL;
|
|
}
|
|
}
|
|
|
|
void CTexture::Bind( Sampler_t sampler )
|
|
{
|
|
Bind( sampler, 0 );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Binds a particular texture (possibly paired)
|
|
//-----------------------------------------------------------------------------
|
|
void CTexture::Bind( Sampler_t sampler1, int nFrame, Sampler_t sampler2 /* = -1 */ )
|
|
{
|
|
if ( g_pShaderDevice->IsUsingGraphics() )
|
|
{
|
|
TextureManager()->RequestAllMipmaps( this );
|
|
|
|
if ( nFrame < 0 || nFrame >= m_nFrameCount )
|
|
{
|
|
// FIXME: Use the well-known 'error' id instead of frame 0
|
|
nFrame = 0;
|
|
// Assert(0);
|
|
}
|
|
|
|
// Make sure we've actually allocated the texture handle
|
|
if ( HasBeenAllocated() )
|
|
{
|
|
g_pShaderAPI->BindTexture( sampler1, m_pTextureHandles[nFrame] );
|
|
}
|
|
else
|
|
{
|
|
ExecuteNTimes( 20, Warning( "Trying to bind texture %s, but texture handles are not valid. Binding a white texture!\n", GetName() ) );
|
|
g_pShaderAPI->BindStandardTexture( sampler1, TEXTURE_WHITE );
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
|
|
void CTexture::BindVertexTexture( VertexTextureSampler_t sampler, int nFrame )
|
|
{
|
|
if ( g_pShaderDevice->IsUsingGraphics() )
|
|
{
|
|
if ( nFrame < 0 || nFrame >= m_nFrameCount )
|
|
{
|
|
// FIXME: Use the well-known 'error' id instead of frame 0
|
|
nFrame = 0;
|
|
// Assert(0);
|
|
}
|
|
|
|
// Make sure we've actually allocated the texture
|
|
Assert( HasBeenAllocated() );
|
|
|
|
g_pShaderAPI->BindVertexTexture( sampler, m_pTextureHandles[nFrame] );
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Set this texture as a render target
|
|
//-----------------------------------------------------------------------------
|
|
bool CTexture::SetRenderTarget( int nRenderTargetID )
|
|
{
|
|
return SetRenderTarget( nRenderTargetID, NULL );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Set this texture as a render target
|
|
// Optionally bind pDepthTexture as depth buffer
|
|
//-----------------------------------------------------------------------------
|
|
bool CTexture::SetRenderTarget( int nRenderTargetID, ITexture *pDepthTexture )
|
|
{
|
|
if ( ( m_nFlags & TEXTUREFLAGS_RENDERTARGET ) == 0 )
|
|
return false;
|
|
|
|
// Make sure we've actually allocated the texture handles
|
|
Assert( HasBeenAllocated() );
|
|
|
|
ShaderAPITextureHandle_t textureHandle = m_pTextureHandles[0];
|
|
|
|
ShaderAPITextureHandle_t depthTextureHandle = (unsigned int)SHADER_RENDERTARGET_DEPTHBUFFER;
|
|
|
|
if ( m_nFlags & TEXTUREFLAGS_DEPTHRENDERTARGET )
|
|
{
|
|
Assert( m_nFrameCount >= 2 );
|
|
depthTextureHandle = m_pTextureHandles[1];
|
|
}
|
|
else if ( m_nFlags & TEXTUREFLAGS_NODEPTHBUFFER )
|
|
{
|
|
// GR - render target without depth buffer
|
|
depthTextureHandle = (unsigned int)SHADER_RENDERTARGET_NONE;
|
|
}
|
|
|
|
if ( pDepthTexture)
|
|
{
|
|
depthTextureHandle = static_cast<ITextureInternal *>(pDepthTexture)->GetTextureHandle(0);
|
|
}
|
|
|
|
g_pShaderAPI->SetRenderTargetEx( nRenderTargetID, textureHandle, depthTextureHandle );
|
|
return true;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Reference counting
|
|
//-----------------------------------------------------------------------------
|
|
void CTexture::IncrementReferenceCount( void )
|
|
{
|
|
++m_nRefCount;
|
|
}
|
|
|
|
void CTexture::DecrementReferenceCount( void )
|
|
{
|
|
if ( ( --m_nRefCount <= 0 ) && ( m_nFlags & TEXTUREFLAGS_IMMEDIATE_CLEANUP ) != 0 )
|
|
{
|
|
Assert( m_nRefCount == 0 );
|
|
// Just inform the texture manager, it will decide to free us at a later date.
|
|
TextureManager()->MarkUnreferencedTextureForCleanup( this );
|
|
}
|
|
}
|
|
|
|
int CTexture::GetReferenceCount( )
|
|
{
|
|
return m_nRefCount;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Various accessor methods
|
|
//-----------------------------------------------------------------------------
|
|
const char* CTexture::GetName( ) const
|
|
{
|
|
return m_Name.String();
|
|
}
|
|
|
|
const char* CTexture::GetTextureGroupName( ) const
|
|
{
|
|
return m_TextureGroupName.String();
|
|
}
|
|
|
|
void CTexture::SetName( const char* pName )
|
|
{
|
|
// normalize and convert to a symbol
|
|
char szCleanName[MAX_PATH];
|
|
m_Name = NormalizeTextureName( pName, szCleanName, sizeof( szCleanName ) );
|
|
|
|
#ifdef _DEBUG
|
|
if ( m_pDebugName )
|
|
{
|
|
delete [] m_pDebugName;
|
|
}
|
|
int nLen = V_strlen( szCleanName ) + 1;
|
|
m_pDebugName = new char[nLen];
|
|
V_memcpy( m_pDebugName, szCleanName, nLen );
|
|
#endif
|
|
}
|
|
|
|
ImageFormat CTexture::GetImageFormat() const
|
|
{
|
|
return m_ImageFormat;
|
|
}
|
|
|
|
int CTexture::GetMappingWidth() const
|
|
{
|
|
return m_dimsMapping.m_nWidth;
|
|
}
|
|
|
|
int CTexture::GetMappingHeight() const
|
|
{
|
|
return m_dimsMapping.m_nHeight;
|
|
}
|
|
|
|
int CTexture::GetMappingDepth() const
|
|
{
|
|
return m_dimsMapping.m_nDepth;
|
|
}
|
|
|
|
int CTexture::GetActualWidth() const
|
|
{
|
|
return m_dimsActual.m_nWidth;
|
|
}
|
|
|
|
int CTexture::GetActualHeight() const
|
|
{
|
|
return m_dimsActual.m_nHeight;
|
|
}
|
|
|
|
int CTexture::GetActualDepth() const
|
|
{
|
|
return m_dimsActual.m_nDepth;
|
|
}
|
|
|
|
int CTexture::GetNumAnimationFrames() const
|
|
{
|
|
return m_nFrameCount;
|
|
}
|
|
|
|
void CTexture::GetReflectivity( Vector& reflectivity )
|
|
{
|
|
Precache();
|
|
VectorCopy( m_vecReflectivity, reflectivity );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Little helper polling methods
|
|
//-----------------------------------------------------------------------------
|
|
bool CTexture::IsTranslucent() const
|
|
{
|
|
return ( m_nFlags & (TEXTUREFLAGS_ONEBITALPHA | TEXTUREFLAGS_EIGHTBITALPHA) ) != 0;
|
|
}
|
|
|
|
bool CTexture::IsNormalMap( void ) const
|
|
{
|
|
return ( ( m_nFlags & TEXTUREFLAGS_NORMAL ) != 0 );
|
|
}
|
|
|
|
bool CTexture::IsCubeMap( void ) const
|
|
{
|
|
return ( ( m_nFlags & TEXTUREFLAGS_ENVMAP ) != 0 );
|
|
}
|
|
|
|
bool CTexture::IsRenderTarget( void ) const
|
|
{
|
|
return ( ( m_nFlags & TEXTUREFLAGS_RENDERTARGET ) != 0 );
|
|
}
|
|
|
|
bool CTexture::IsTempRenderTarget( void ) const
|
|
{
|
|
return ( ( m_nInternalFlags & TEXTUREFLAGSINTERNAL_TEMPRENDERTARGET ) != 0 );
|
|
}
|
|
|
|
bool CTexture::IsProcedural() const
|
|
{
|
|
return ( (m_nFlags & TEXTUREFLAGS_PROCEDURAL) != 0 );
|
|
}
|
|
|
|
bool CTexture::IsMipmapped() const
|
|
{
|
|
return ( (m_nFlags & TEXTUREFLAGS_NOMIP) == 0 );
|
|
}
|
|
|
|
unsigned int CTexture::GetFlags() const
|
|
{
|
|
return m_nFlags;
|
|
}
|
|
|
|
void CTexture::ForceLODOverride( int iNumLodsOverrideUpOrDown )
|
|
{
|
|
TextureLodOverride::OverrideInfo oi( iNumLodsOverrideUpOrDown, iNumLodsOverrideUpOrDown );
|
|
TextureLodOverride::Add( GetName(), oi );
|
|
Download( NULL );
|
|
}
|
|
|
|
|
|
bool CTexture::IsError() const
|
|
{
|
|
return ( (m_nInternalFlags & TEXTUREFLAGSINTERNAL_ERROR) != 0 );
|
|
}
|
|
|
|
bool CTexture::HasBeenAllocated() const
|
|
{
|
|
return ( (m_nInternalFlags & TEXTUREFLAGSINTERNAL_ALLOCATED) != 0 );
|
|
}
|
|
|
|
bool CTexture::IsVolumeTexture() const
|
|
{
|
|
return (m_dimsMapping.m_nDepth > 1);
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Sets the filtering + clamping modes on the texture
|
|
//-----------------------------------------------------------------------------
|
|
void CTexture::SetFilteringAndClampingMode( bool bOnlyLodValues )
|
|
{
|
|
tmZone( TELEMETRY_LEVEL0, TMZF_NONE, "%s", __FUNCTION__ );
|
|
|
|
if( !HasBeenAllocated() )
|
|
return;
|
|
|
|
for ( int iFrame = 0; iFrame < m_nFrameCount; ++iFrame )
|
|
{
|
|
Modify( iFrame ); // Indicate we're changing state with respect to a particular frame
|
|
if ( !bOnlyLodValues )
|
|
{
|
|
SetWrapState(); // Send the appropriate wrap/clamping modes to the shaderapi.
|
|
SetFilterState(); // Set the filtering mode for the texture after downloading it.
|
|
// NOTE: Apparently, the filter state cannot be set until after download
|
|
}
|
|
else
|
|
SetLodState();
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Loads up the non-fallback information about the texture
|
|
//-----------------------------------------------------------------------------
|
|
void CTexture::Precache()
|
|
{
|
|
// We only have to do something in the case of a file texture
|
|
if ( IsRenderTarget() || IsProcedural() )
|
|
return;
|
|
|
|
if ( HasBeenAllocated() )
|
|
return;
|
|
|
|
// Blow off env_cubemap too...
|
|
if ( !Q_strnicmp( m_Name.String(), "env_cubemap", 12 ))
|
|
return;
|
|
|
|
int nAdditionalFlags = 0;
|
|
if ( ( m_nFlags & TEXTUREFLAGS_STREAMABLE ) != 0 )
|
|
{
|
|
// If we were previously streamed in, make sure we still do this time around.
|
|
nAdditionalFlags = TEXTUREFLAGS_STREAMABLE_COARSE;
|
|
Assert( ( m_nFlags & TEXTUREFLAGS_STREAMABLE_FINE ) == 0 );
|
|
Assert( m_residenceCurrent == RESIDENT_NONE && m_residenceTarget == RESIDENT_NONE );
|
|
Assert( m_lodClamp == 0 );
|
|
Assert( m_lodBiasCurrent == 0 && m_lodBiasInitial == 0 );
|
|
Assert( m_lodBiasStartTime == 0 );
|
|
}
|
|
|
|
ScratchVTF scratch( this );
|
|
IVTFTexture *pVTFTexture = scratch.Get();
|
|
|
|
// The texture name doubles as the relative file name
|
|
// It's assumed to have already been set by this point
|
|
// Compute the cache name
|
|
char pCacheFileName[MATERIAL_MAX_PATH];
|
|
Q_snprintf( pCacheFileName, sizeof( pCacheFileName ), "materials/%s" TEXTURE_FNAME_EXTENSION, m_Name.String() );
|
|
|
|
int nHeaderSize = VTFFileHeaderSize( VTF_MAJOR_VERSION );
|
|
unsigned char *pMem = (unsigned char *)stackalloc( nHeaderSize );
|
|
CUtlBuffer buf( pMem, nHeaderSize );
|
|
if ( !g_pFullFileSystem->ReadFile( pCacheFileName, NULL, buf, nHeaderSize ) )
|
|
{
|
|
goto precacheFailed;
|
|
}
|
|
|
|
if ( !pVTFTexture->Unserialize( buf, true ) )
|
|
{
|
|
Warning( "Error reading material \"%s\"\n", pCacheFileName );
|
|
goto precacheFailed;
|
|
}
|
|
|
|
// NOTE: Don't set the image format in case graphics are active
|
|
VectorCopy( pVTFTexture->Reflectivity(), m_vecReflectivity );
|
|
m_dimsMapping.m_nWidth = pVTFTexture->Width();
|
|
m_dimsMapping.m_nHeight = pVTFTexture->Height();
|
|
m_dimsMapping.m_nDepth = pVTFTexture->Depth();
|
|
m_nFlags = pVTFTexture->Flags() | nAdditionalFlags;
|
|
m_nFrameCount = pVTFTexture->FrameCount();
|
|
if ( !m_pTextureHandles )
|
|
{
|
|
// NOTE: m_nFrameCount and m_pTextureHandles are strongly associated
|
|
// whenever one is modified the other must also be modified
|
|
AllocateTextureHandles();
|
|
}
|
|
|
|
return;
|
|
|
|
precacheFailed:
|
|
m_vecReflectivity.Init( 0, 0, 0 );
|
|
m_dimsMapping.m_nWidth = 32;
|
|
m_dimsMapping.m_nHeight = 32;
|
|
m_dimsMapping.m_nDepth = 1;
|
|
m_nFlags = TEXTUREFLAGS_NOMIP;
|
|
SetErrorTexture( true );
|
|
m_nFrameCount = 1;
|
|
if ( !m_pTextureHandles )
|
|
{
|
|
// NOTE: m_nFrameCount and m_pTextureHandles are strongly associated
|
|
// whenever one is modified the other must also be modified
|
|
AllocateTextureHandles();
|
|
}
|
|
}
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Loads the low-res image from the texture
|
|
//-----------------------------------------------------------------------------
|
|
void CTexture::LoadLowResTexture( IVTFTexture *pTexture )
|
|
{
|
|
tmZone( TELEMETRY_LEVEL0, TMZF_NONE, "%s", __FUNCTION__ );
|
|
|
|
delete [] m_pLowResImage;
|
|
m_pLowResImage = NULL;
|
|
|
|
if ( pTexture->LowResWidth() == 0 || pTexture->LowResHeight() == 0 )
|
|
{
|
|
m_LowResImageWidth = m_LowResImageHeight = 0;
|
|
return;
|
|
}
|
|
|
|
m_LowResImageWidth = pTexture->LowResWidth();
|
|
m_LowResImageHeight = pTexture->LowResHeight();
|
|
|
|
m_pLowResImage = new unsigned char[m_LowResImageWidth * m_LowResImageHeight * 3];
|
|
#ifdef DBGFLAG_ASSERT
|
|
bool retVal =
|
|
#endif
|
|
ImageLoader::ConvertImageFormat( pTexture->LowResImageData(), pTexture->LowResFormat(),
|
|
m_pLowResImage, IMAGE_FORMAT_RGB888, m_LowResImageWidth, m_LowResImageHeight );
|
|
Assert( retVal );
|
|
}
|
|
|
|
void *CTexture::GetResourceData( uint32 eDataType, size_t *pnumBytes ) const
|
|
{
|
|
for ( DataChunk const *pDataChunk = m_arrDataChunks.Base(),
|
|
*pDataChunkEnd = pDataChunk + m_arrDataChunks.Count();
|
|
pDataChunk < pDataChunkEnd; ++pDataChunk )
|
|
{
|
|
if ( ( pDataChunk->m_eType & ~RSRCF_MASK ) == eDataType )
|
|
{
|
|
if ( ( pDataChunk->m_eType & RSRCF_HAS_NO_DATA_CHUNK ) == 0 )
|
|
{
|
|
if ( pnumBytes)
|
|
*pnumBytes = pDataChunk->m_numBytes;
|
|
return pDataChunk->m_pvData;
|
|
}
|
|
else
|
|
{
|
|
if ( pnumBytes )
|
|
*pnumBytes = sizeof( pDataChunk->m_numBytes );
|
|
|
|
return ( void *)( &pDataChunk->m_numBytes );
|
|
}
|
|
}
|
|
}
|
|
if ( pnumBytes )
|
|
pnumBytes = 0;
|
|
return NULL;
|
|
}
|
|
|
|
#pragma pack(1)
|
|
|
|
struct DXTColBlock
|
|
{
|
|
unsigned short col0;
|
|
unsigned short col1;
|
|
|
|
// no bit fields - use bytes
|
|
unsigned char row[4];
|
|
};
|
|
|
|
struct DXTAlphaBlock3BitLinear
|
|
{
|
|
unsigned char alpha0;
|
|
unsigned char alpha1;
|
|
|
|
unsigned char stuff[6];
|
|
};
|
|
|
|
#pragma pack()
|
|
|
|
static void FillCompressedTextureWithSingleColor( int red, int green, int blue, int alpha, unsigned char *pImageData,
|
|
int width, int height, int depth, ImageFormat imageFormat )
|
|
{
|
|
Assert( ( width < 4 ) || !( width % 4 ) );
|
|
Assert( ( height < 4 ) || !( height % 4 ) );
|
|
Assert( ( depth < 4 ) || !( depth % 4 ) );
|
|
|
|
if ( width < 4 && width > 0 )
|
|
{
|
|
width = 4;
|
|
}
|
|
if ( height < 4 && height > 0 )
|
|
{
|
|
height = 4;
|
|
}
|
|
if ( depth < 4 && depth > 1 )
|
|
{
|
|
depth = 4;
|
|
}
|
|
int numBlocks = ( width * height ) >> 4;
|
|
numBlocks *= depth;
|
|
|
|
DXTColBlock colorBlock;
|
|
memset( &colorBlock, 0, sizeof( colorBlock ) );
|
|
( ( BGR565_t * )&( colorBlock.col0 ) )->Set( red, green, blue );
|
|
( ( BGR565_t * )&( colorBlock.col1 ) )->Set( red, green, blue );
|
|
|
|
switch( imageFormat )
|
|
{
|
|
case IMAGE_FORMAT_DXT1:
|
|
case IMAGE_FORMAT_ATI1N: // Invalid block data, but correct memory footprint
|
|
{
|
|
int i;
|
|
for( i = 0; i < numBlocks; i++ )
|
|
{
|
|
memcpy( pImageData + i * 8, &colorBlock, sizeof( colorBlock ) );
|
|
}
|
|
}
|
|
break;
|
|
case IMAGE_FORMAT_DXT5:
|
|
case IMAGE_FORMAT_ATI2N:
|
|
{
|
|
int i;
|
|
for( i = 0; i < numBlocks; i++ )
|
|
{
|
|
// memset( pImageData + i * 16, 0, 16 );
|
|
memcpy( pImageData + i * 16 + 8, &colorBlock, sizeof( colorBlock ) );
|
|
// memset( pImageData + i * 16 + 8, 0xffff, 8 ); // alpha block
|
|
}
|
|
}
|
|
break;
|
|
default:
|
|
Assert( 0 );
|
|
break;
|
|
}
|
|
}
|
|
|
|
// This table starts out like the programmatic logic that used to be here,
|
|
// but then has some other colors, so that we don't see repeats.
|
|
// Also, there is no black, which seems to be an error condition on OpenGL.
|
|
// There also aren't any zeros in this table, since these colors may get
|
|
// multiplied with, say, vertex colors which are tinted, resulting in black pixels.
|
|
int sg_nMipLevelColors[14][3] = { { 64, 255, 64 }, // Green
|
|
{ 255, 64, 64 }, // Red
|
|
{ 255, 255, 64 }, // Yellow
|
|
{ 64, 64, 255 }, // Blue
|
|
{ 64, 255, 255 }, // Cyan
|
|
{ 255, 64, 255 }, // Magenta
|
|
{ 255, 255, 255 }, // White
|
|
{ 255, 150, 150 }, // Light Red
|
|
{ 255, 255, 150 }, // Light Yellow
|
|
{ 150, 150, 255 }, // Light Blue
|
|
{ 150, 255, 255 }, // Light Cyan
|
|
{ 255, 150, 255 }, // Light Magenta
|
|
{ 150, 150, 128 }, // Light Gray
|
|
{ 138, 131, 64 } };// Brown
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Generate a texture that shows the various mip levels
|
|
//-----------------------------------------------------------------------------
|
|
void CTexture::GenerateShowMipLevelsTextures( IVTFTexture *pTexture )
|
|
{
|
|
if( pTexture->FaceCount() > 1 )
|
|
return;
|
|
|
|
switch( pTexture->Format() )
|
|
{
|
|
// These are formats that we don't bother with for generating mip level textures.
|
|
case IMAGE_FORMAT_RGBA16161616F:
|
|
case IMAGE_FORMAT_R32F:
|
|
case IMAGE_FORMAT_RGB323232F:
|
|
case IMAGE_FORMAT_RGBA32323232F:
|
|
case IMAGE_FORMAT_UV88:
|
|
break;
|
|
default:
|
|
for (int iFrame = 0; iFrame < pTexture->FrameCount(); ++iFrame )
|
|
{
|
|
for (int iFace = 0; iFace < pTexture->FaceCount(); ++iFace )
|
|
{
|
|
for (int iMip = 0; iMip < pTexture->MipCount(); ++iMip )
|
|
{
|
|
int red = sg_nMipLevelColors[iMip][0];//( ( iMip + 1 ) & 2 ) ? 255 : 0;
|
|
int green = sg_nMipLevelColors[iMip][1];//( ( iMip + 1 ) & 1 ) ? 255 : 0;
|
|
int blue = sg_nMipLevelColors[iMip][2];//( ( iMip + 1 ) & 4 ) ? 255 : 0;
|
|
|
|
int nWidth, nHeight, nDepth;
|
|
pTexture->ComputeMipLevelDimensions( iMip, &nWidth, &nHeight, &nDepth );
|
|
if( pTexture->Format() == IMAGE_FORMAT_DXT1 || pTexture->Format() == IMAGE_FORMAT_DXT5 ||
|
|
pTexture->Format() == IMAGE_FORMAT_ATI1N || pTexture->Format() == IMAGE_FORMAT_ATI2N )
|
|
{
|
|
unsigned char *pImageData = pTexture->ImageData( iFrame, iFace, iMip, 0, 0, 0 );
|
|
int alpha = 255;
|
|
FillCompressedTextureWithSingleColor( red, green, blue, alpha, pImageData, nWidth, nHeight, nDepth, pTexture->Format() );
|
|
}
|
|
else
|
|
{
|
|
for ( int z = 0; z < nDepth; ++z )
|
|
{
|
|
CPixelWriter pixelWriter;
|
|
pixelWriter.SetPixelMemory( pTexture->Format(),
|
|
pTexture->ImageData( iFrame, iFace, iMip, 0, 0, z ), pTexture->RowSizeInBytes( iMip ) );
|
|
|
|
for (int y = 0; y < nHeight; ++y)
|
|
{
|
|
pixelWriter.Seek( 0, y );
|
|
for (int x = 0; x < nWidth; ++x)
|
|
{
|
|
pixelWriter.WritePixel( red, green, blue, 255 );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Generate a texture that shows the various mip levels
|
|
//-----------------------------------------------------------------------------
|
|
void CTexture::CopyLowResImageToTexture( IVTFTexture *pTexture )
|
|
{
|
|
int nFlags = pTexture->Flags();
|
|
nFlags |= TEXTUREFLAGS_NOMIP | TEXTUREFLAGS_POINTSAMPLE;
|
|
nFlags &= ~(TEXTUREFLAGS_TRILINEAR | TEXTUREFLAGS_ANISOTROPIC | TEXTUREFLAGS_HINT_DXT5);
|
|
nFlags &= ~(TEXTUREFLAGS_NORMAL | TEXTUREFLAGS_ENVMAP);
|
|
nFlags &= ~(TEXTUREFLAGS_ONEBITALPHA | TEXTUREFLAGS_EIGHTBITALPHA);
|
|
|
|
Assert( pTexture->FrameCount() == 1 );
|
|
|
|
Init( pTexture->Width(), pTexture->Height(), 1, IMAGE_FORMAT_BGR888, nFlags, 1 );
|
|
pTexture->Init( m_LowResImageWidth, m_LowResImageHeight, 1, IMAGE_FORMAT_BGR888, nFlags, 1 );
|
|
|
|
// Don't bother computing the actual size; it's actually equal to the low-res size
|
|
// With only one mip level
|
|
m_dimsActual.m_nWidth = m_LowResImageWidth;
|
|
m_dimsActual.m_nHeight = m_LowResImageHeight;
|
|
m_dimsActual.m_nDepth = 1;
|
|
m_dimsActual.m_nMipCount = 1;
|
|
|
|
// Copy the row-res image into the VTF Texture
|
|
CPixelWriter pixelWriter;
|
|
pixelWriter.SetPixelMemory( pTexture->Format(),
|
|
pTexture->ImageData( 0, 0, 0 ), pTexture->RowSizeInBytes( 0 ) );
|
|
|
|
for ( int y = 0; y < m_LowResImageHeight; ++y )
|
|
{
|
|
pixelWriter.Seek( 0, y );
|
|
for ( int x = 0; x < m_LowResImageWidth; ++x )
|
|
{
|
|
int red = m_pLowResImage[0];
|
|
int green = m_pLowResImage[1];
|
|
int blue = m_pLowResImage[2];
|
|
m_pLowResImage += 3;
|
|
|
|
pixelWriter.WritePixel( red, green, blue, 255 );
|
|
}
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Sets up debugging texture bits, if appropriate
|
|
//-----------------------------------------------------------------------------
|
|
bool CTexture::SetupDebuggingTextures( IVTFTexture *pVTFTexture )
|
|
{
|
|
tmZone( TELEMETRY_LEVEL0, TMZF_NONE, "%s", __FUNCTION__ );
|
|
|
|
if ( pVTFTexture->Flags() & TEXTUREFLAGS_NODEBUGOVERRIDE )
|
|
return false;
|
|
|
|
// The all mips flag is typically used on detail textures, which can
|
|
// really mess up visualization if we apply the debug-colorized
|
|
// versions of them to debug-colorized base textures, so skip 'em
|
|
if ( g_config.nShowMipLevels && !(pVTFTexture->Flags() & TEXTUREFLAGS_ALL_MIPS) )
|
|
{
|
|
// mat_showmiplevels 1 means don't do normal maps
|
|
if ( ( g_config.nShowMipLevels == 1 ) && ( pVTFTexture->Flags() & ( TEXTUREFLAGS_NORMAL | TEXTUREFLAGS_SSBUMP ) ) )
|
|
return false;
|
|
|
|
// mat_showmiplevels 2 means don't do base textures
|
|
if ( ( g_config.nShowMipLevels == 2 ) && !( pVTFTexture->Flags() & ( TEXTUREFLAGS_NORMAL | TEXTUREFLAGS_SSBUMP ) ) )
|
|
return false;
|
|
|
|
// This mode shows the mip levels as different colors
|
|
GenerateShowMipLevelsTextures( pVTFTexture );
|
|
return true;
|
|
}
|
|
else if ( g_config.bShowLowResImage && pVTFTexture->FrameCount() == 1 &&
|
|
pVTFTexture->FaceCount() == 1 && ((pVTFTexture->Flags() & TEXTUREFLAGS_NORMAL) == 0) &&
|
|
m_LowResImageWidth != 0 && m_LowResImageHeight != 0 )
|
|
{
|
|
// This mode just uses the low res texture
|
|
CopyLowResImageToTexture( pVTFTexture );
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Converts the texture to the actual format
|
|
// Returns true if conversion applied, false otherwise
|
|
//-----------------------------------------------------------------------------
|
|
bool CTexture::ConvertToActualFormat( IVTFTexture *pVTFTexture )
|
|
{
|
|
tmZone( TELEMETRY_LEVEL0, TMZF_NONE, "%s", __FUNCTION__ );
|
|
|
|
if ( !g_pShaderDevice->IsUsingGraphics() )
|
|
return false;
|
|
|
|
bool bConverted = false;
|
|
|
|
ImageFormat fmt = m_ImageFormat;
|
|
|
|
ImageFormat dstFormat = ComputeActualFormat( pVTFTexture->Format() );
|
|
if ( fmt != dstFormat )
|
|
{
|
|
tmZone( TELEMETRY_LEVEL0, TMZF_NONE, "%s - conversion from (%d to %d)", __FUNCTION__, fmt, dstFormat );
|
|
|
|
pVTFTexture->ConvertImageFormat( dstFormat, false );
|
|
|
|
m_ImageFormat = dstFormat;
|
|
bConverted = true;
|
|
}
|
|
else if ( HardwareConfig()->GetHDRType() == HDR_TYPE_INTEGER &&
|
|
fmt == dstFormat && dstFormat == IMAGE_FORMAT_RGBA16161616F )
|
|
{
|
|
// This is to force at most the precision of int16 for fp16 texture when running the integer path.
|
|
pVTFTexture->ConvertImageFormat( IMAGE_FORMAT_RGBA16161616, false );
|
|
pVTFTexture->ConvertImageFormat( IMAGE_FORMAT_RGBA16161616F, false );
|
|
bConverted = true;
|
|
}
|
|
|
|
return bConverted;
|
|
}
|
|
|
|
void CTexture::GetFilename( char *pOut, int maxLen ) const
|
|
{
|
|
const char *pName = m_Name.String();
|
|
bool bIsUNCName = ( pName[0] == '/' && pName[1] == '/' && pName[2] != '/' );
|
|
|
|
if ( !bIsUNCName )
|
|
{
|
|
Q_snprintf( pOut, maxLen,
|
|
"materials/%s" TEXTURE_FNAME_EXTENSION, pName );
|
|
}
|
|
else
|
|
{
|
|
Q_snprintf( pOut, maxLen, "%s" TEXTURE_FNAME_EXTENSION, pName );
|
|
}
|
|
}
|
|
|
|
|
|
void CTexture::ReloadFilesInList( IFileList *pFilesToReload )
|
|
{
|
|
if ( IsProcedural() || IsRenderTarget() )
|
|
return;
|
|
|
|
char filename[MAX_PATH];
|
|
GetFilename( filename, sizeof( filename ) );
|
|
if ( pFilesToReload->IsFileInList( filename ) )
|
|
{
|
|
Download();
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Loads the texture bits from a file.
|
|
//-----------------------------------------------------------------------------
|
|
IVTFTexture *CTexture::LoadTextureBitsFromFile( char *pCacheFileName, char **ppResolvedFilename )
|
|
{
|
|
tmZone( TELEMETRY_LEVEL0, TMZF_NONE, "%s %s", __FUNCTION__, tmDynamicString( TELEMETRY_LEVEL0, pCacheFileName ) );
|
|
|
|
if ( m_bStreamingFileReadFailed )
|
|
{
|
|
Assert( m_pStreamingVTF == NULL );
|
|
return HandleFileLoadFailedTexture( GetScratchVTFTexture() );
|
|
}
|
|
|
|
// OSX hackery
|
|
int nPreserveFlags = 0;
|
|
if ( m_nFlags & TEXTUREFLAGS_SRGB )
|
|
nPreserveFlags |= TEXTUREFLAGS_SRGB;
|
|
|
|
unsigned int stripFlags = 0;
|
|
|
|
IVTFTexture *pVTFTexture = m_pStreamingVTF;
|
|
if ( !pVTFTexture )
|
|
{
|
|
pVTFTexture = GetScratchVTFTexture();
|
|
|
|
FileHandle_t fileHandle = FILESYSTEM_INVALID_HANDLE;
|
|
|
|
if ( !GetFileHandle( &fileHandle, pCacheFileName, ppResolvedFilename ) )
|
|
return HandleFileLoadFailedTexture( pVTFTexture );
|
|
|
|
TextureLODControlSettings_t settings = m_cachedFileLodSettings;
|
|
if ( !SLoadTextureBitsFromFile( &pVTFTexture, fileHandle, m_nFlags | nPreserveFlags, &settings, m_nDesiredDimensionLimit, &m_nStreamingMips, GetName(), pCacheFileName, &m_dimsMapping, &m_dimsActual, &m_dimsAllocated, &stripFlags ) )
|
|
{
|
|
g_pFullFileSystem->Close( fileHandle );
|
|
return HandleFileLoadFailedTexture( pVTFTexture );
|
|
}
|
|
|
|
g_pFullFileSystem->Close( fileHandle );
|
|
}
|
|
|
|
|
|
// Don't reinitialize here if we're streaming in the fine levels, we already have been initialized with coarse.
|
|
if ( ( m_nFlags & TEXTUREFLAGS_STREAMABLE_FINE ) == 0 )
|
|
{
|
|
// Initing resets these, but we're happy with the values now--so store and restore them around the Init call.
|
|
TexDimensions_t actual = m_dimsActual,
|
|
allocated = m_dimsAllocated;
|
|
|
|
// Initialize the texture class with vtf header data before operations
|
|
Init( m_dimsMapping.m_nWidth,
|
|
m_dimsMapping.m_nHeight,
|
|
m_dimsMapping.m_nDepth,
|
|
pVTFTexture->Format(),
|
|
pVTFTexture->Flags() | nPreserveFlags,
|
|
pVTFTexture->FrameCount()
|
|
);
|
|
|
|
m_dimsActual = actual;
|
|
m_dimsAllocated = allocated;
|
|
|
|
m_nFlags &= ~stripFlags;
|
|
}
|
|
else
|
|
{
|
|
// Not illegal, just needs investigation.
|
|
Assert( stripFlags == 0 );
|
|
}
|
|
|
|
if ( m_pStreamingVTF )
|
|
ComputeActualSize( false, pVTFTexture, ( m_nFlags & TEXTUREFLAGS_STREAMABLE ) != 0 );
|
|
|
|
VectorCopy( pVTFTexture->Reflectivity(), m_vecReflectivity );
|
|
|
|
// If we've only streamed in coarse but haven't started on fine yet, go ahead and mark us as
|
|
// partially resident and set up our clamping values.
|
|
if ( ( m_nFlags & TEXTUREFLAGS_STREAMABLE ) == TEXTUREFLAGS_STREAMABLE_COARSE )
|
|
{
|
|
pVTFTexture->GetMipmapRange( &m_lodClamp, NULL );
|
|
m_residenceTarget = RESIDENT_PARTIAL;
|
|
m_residenceCurrent = RESIDENT_PARTIAL;
|
|
}
|
|
|
|
// Build the low-res texture
|
|
LoadLowResTexture( pVTFTexture );
|
|
|
|
// Load the resources
|
|
if ( unsigned int uiRsrcCount = pVTFTexture->GetResourceTypes( NULL, 0 ) )
|
|
{
|
|
uint32 *arrRsrcTypes = ( uint32 * )_alloca( uiRsrcCount * sizeof( unsigned int ) );
|
|
pVTFTexture->GetResourceTypes( arrRsrcTypes, uiRsrcCount );
|
|
|
|
m_arrDataChunks.EnsureCapacity( uiRsrcCount );
|
|
for ( uint32 *arrRsrcTypesEnd = arrRsrcTypes + uiRsrcCount;
|
|
arrRsrcTypes < arrRsrcTypesEnd; ++arrRsrcTypes )
|
|
{
|
|
switch ( *arrRsrcTypes )
|
|
{
|
|
case VTF_LEGACY_RSRC_LOW_RES_IMAGE:
|
|
case VTF_LEGACY_RSRC_IMAGE:
|
|
// These stock types use specific load routines
|
|
continue;
|
|
|
|
default:
|
|
{
|
|
DataChunk dc;
|
|
dc.m_eType = *arrRsrcTypes;
|
|
dc.m_eType &= ~RSRCF_MASK;
|
|
|
|
size_t numBytes;
|
|
if ( void *pvData = pVTFTexture->GetResourceData( dc.m_eType, &numBytes ) )
|
|
{
|
|
Assert( numBytes >= sizeof( uint32 ) );
|
|
if ( numBytes == sizeof( dc.m_numBytes ) )
|
|
{
|
|
dc.m_eType |= RSRCF_HAS_NO_DATA_CHUNK;
|
|
dc.m_pvData = NULL;
|
|
memcpy( &dc.m_numBytes, pvData, numBytes );
|
|
}
|
|
else
|
|
{
|
|
dc.Allocate( numBytes );
|
|
memcpy( dc.m_pvData, pvData, numBytes );
|
|
}
|
|
|
|
m_arrDataChunks.AddToTail( dc );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Try to set up debugging textures, if we're in a debugging mode
|
|
if ( !IsProcedural() )
|
|
SetupDebuggingTextures( pVTFTexture );
|
|
|
|
if ( ConvertToActualFormat( pVTFTexture ) )
|
|
pVTFTexture; // STAGING_ONLY_EXEC ( Warning( "\"%s\" not in final format, this is causing stutters or load time bloat!\n", pCacheFileName ) );
|
|
|
|
return pVTFTexture;
|
|
}
|
|
|
|
|
|
IVTFTexture *CTexture::HandleFileLoadFailedTexture( IVTFTexture *pVTFTexture )
|
|
{
|
|
// create the error texture
|
|
|
|
// This will make a checkerboard texture to indicate failure
|
|
pVTFTexture->Init( 32, 32, 1, IMAGE_FORMAT_BGRA8888, m_nFlags, 1 );
|
|
Init( pVTFTexture->Width(), pVTFTexture->Height(), pVTFTexture->Depth(), pVTFTexture->Format(),
|
|
pVTFTexture->Flags(), pVTFTexture->FrameCount() );
|
|
m_vecReflectivity.Init( 0.5f, 0.5f, 0.5f );
|
|
|
|
// NOTE: For mat_picmip to work, we must use the same size (32x32)
|
|
// Which should work since every card can handle textures of that size
|
|
m_dimsAllocated.m_nWidth = m_dimsActual.m_nWidth = pVTFTexture->Width();
|
|
m_dimsAllocated.m_nHeight = m_dimsActual.m_nHeight = pVTFTexture->Height();
|
|
m_dimsAllocated.m_nDepth = 1;
|
|
m_dimsAllocated.m_nMipCount = m_dimsActual.m_nMipCount = 1;
|
|
m_nStreamingMips = 0;
|
|
|
|
|
|
|
|
// generate the checkerboard
|
|
TextureManager()->GenerateErrorTexture( this, pVTFTexture );
|
|
ConvertToActualFormat( pVTFTexture );
|
|
|
|
// Deactivate procedural texture...
|
|
m_nFlags &= ~TEXTUREFLAGS_PROCEDURAL;
|
|
SetErrorTexture( true );
|
|
|
|
return pVTFTexture;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Computes subrect for a particular miplevel
|
|
//-----------------------------------------------------------------------------
|
|
void CTexture::ComputeMipLevelSubRect( const Rect_t* pSrcRect, int nMipLevel, Rect_t *pSubRect )
|
|
{
|
|
if (nMipLevel == 0)
|
|
{
|
|
*pSubRect = *pSrcRect;
|
|
return;
|
|
}
|
|
|
|
float flInvShrink = 1.0f / (float)(1 << nMipLevel);
|
|
pSubRect->x = pSrcRect->x * flInvShrink;
|
|
pSubRect->y = pSrcRect->y * flInvShrink;
|
|
pSubRect->width = (int)ceil( (pSrcRect->x + pSrcRect->width) * flInvShrink ) - pSubRect->x;
|
|
pSubRect->height = (int)ceil( (pSrcRect->y + pSrcRect->height) * flInvShrink ) - pSubRect->y;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Computes the face count + first face
|
|
//-----------------------------------------------------------------------------
|
|
void CTexture::GetDownloadFaceCount( int &nFirstFace, int &nFaceCount )
|
|
{
|
|
nFaceCount = 1;
|
|
nFirstFace = 0;
|
|
if ( IsCubeMap() )
|
|
{
|
|
if ( HardwareConfig()->SupportsCubeMaps() )
|
|
{
|
|
nFaceCount = CUBEMAP_FACE_COUNT-1;
|
|
}
|
|
else
|
|
{
|
|
// This will cause us to use the spheremap instead of the cube faces
|
|
// in the case where we don't support cubemaps
|
|
nFirstFace = CUBEMAP_FACE_SPHEREMAP;
|
|
}
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Fixup a queue loaded texture with the delayed hi-res data
|
|
//-----------------------------------------------------------------------------
|
|
void CTexture::FixupTexture( const void *pData, int nSize, LoaderError_t loaderError )
|
|
{
|
|
if ( loaderError != LOADERERROR_NONE )
|
|
{
|
|
// mark as invalid
|
|
nSize = 0;
|
|
}
|
|
|
|
m_nInternalFlags &= ~TEXTUREFLAGSINTERNAL_QUEUEDLOAD;
|
|
|
|
// Make sure we've actually allocated the texture handles
|
|
Assert( HasBeenAllocated() );
|
|
}
|
|
|
|
static void QueuedLoaderCallback( void *pContext, void *pContext2, const void *pData, int nSize, LoaderError_t loaderError )
|
|
{
|
|
reinterpret_cast< CTexture * >( pContext )->FixupTexture( pData, nSize, loaderError );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Generates the procedural bits
|
|
//-----------------------------------------------------------------------------
|
|
IVTFTexture *CTexture::ReconstructPartialProceduralBits( const Rect_t *pRect, Rect_t *pActualRect )
|
|
{
|
|
// Figure out the actual size for this texture based on the current mode
|
|
bool bIgnorePicmip = ( m_nFlags & ( TEXTUREFLAGS_STAGING_MEMORY | TEXTUREFLAGS_IGNORE_PICMIP ) ) != 0;
|
|
ComputeActualSize( bIgnorePicmip );
|
|
|
|
// Figure out how many mip levels we're skipping...
|
|
int nSizeFactor = 1;
|
|
int nWidth = GetActualWidth();
|
|
if ( nWidth != 0 )
|
|
{
|
|
nSizeFactor = GetMappingWidth() / nWidth;
|
|
}
|
|
int nMipSkipCount = 0;
|
|
while (nSizeFactor > 1)
|
|
{
|
|
nSizeFactor >>= 1;
|
|
++nMipSkipCount;
|
|
}
|
|
|
|
// Determine a rectangle appropriate for the actual size...
|
|
// It must bound all partially-covered pixels..
|
|
ComputeMipLevelSubRect( pRect, nMipSkipCount, pActualRect );
|
|
|
|
// Create the texture
|
|
IVTFTexture *pVTFTexture = GetScratchVTFTexture();
|
|
|
|
// Initialize the texture
|
|
pVTFTexture->Init( m_dimsActual.m_nWidth, m_dimsActual.m_nHeight, m_dimsActual.m_nDepth,
|
|
ComputeActualFormat( m_ImageFormat ), m_nFlags, m_nFrameCount );
|
|
|
|
// Generate the bits from the installed procedural regenerator
|
|
if ( m_pTextureRegenerator )
|
|
{
|
|
m_pTextureRegenerator->RegenerateTextureBits( this, pVTFTexture, pActualRect );
|
|
}
|
|
else
|
|
{
|
|
// In this case, we don't have one, so just use a checkerboard...
|
|
TextureManager()->GenerateErrorTexture( this, pVTFTexture );
|
|
}
|
|
|
|
return pVTFTexture;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Regenerates the bits of a texture within a particular rectangle
|
|
//-----------------------------------------------------------------------------
|
|
void CTexture::ReconstructPartialTexture( const Rect_t *pRect )
|
|
{
|
|
// FIXME: for now, only procedural textures can handle sub-rect specification.
|
|
Assert( IsProcedural() );
|
|
|
|
// Also, we need procedural textures that have only a single copy!!
|
|
// Otherwise this partial upload will not occur on all copies
|
|
Assert( m_nFlags & TEXTUREFLAGS_SINGLECOPY );
|
|
|
|
Rect_t vtfRect;
|
|
IVTFTexture *pVTFTexture = ReconstructPartialProceduralBits( pRect, &vtfRect );
|
|
|
|
// FIXME: for now, depth textures do not work with this.
|
|
Assert( pVTFTexture->Depth() == 1 );
|
|
|
|
// Make sure we've allocated the API textures
|
|
if ( !HasBeenAllocated() )
|
|
{
|
|
if ( !AllocateShaderAPITextures() )
|
|
return;
|
|
}
|
|
|
|
int nFaceCount, nFirstFace;
|
|
GetDownloadFaceCount( nFirstFace, nFaceCount );
|
|
|
|
// Blit down portions of the various VTF frames into the board memory
|
|
int nStride;
|
|
Rect_t mipRect;
|
|
for ( int iFrame = 0; iFrame < m_nFrameCount; ++iFrame )
|
|
{
|
|
Modify( iFrame );
|
|
|
|
for ( int iFace = 0; iFace < nFaceCount; ++iFace )
|
|
{
|
|
for ( int iMip = 0; iMip < m_dimsActual.m_nMipCount; ++iMip )
|
|
{
|
|
pVTFTexture->ComputeMipLevelSubRect( &vtfRect, iMip, &mipRect );
|
|
nStride = pVTFTexture->RowSizeInBytes( iMip );
|
|
unsigned char *pBits = pVTFTexture->ImageData( iFrame, iFace + nFirstFace, iMip, mipRect.x, mipRect.y, 0 );
|
|
g_pShaderAPI->TexSubImage2D(
|
|
iMip,
|
|
iFace,
|
|
mipRect.x,
|
|
mipRect.y,
|
|
0,
|
|
mipRect.width,
|
|
mipRect.height,
|
|
pVTFTexture->Format(),
|
|
nStride,
|
|
false,
|
|
pBits );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Generates the procedural bits
|
|
//-----------------------------------------------------------------------------
|
|
IVTFTexture *CTexture::ReconstructProceduralBits()
|
|
{
|
|
tmZone( TELEMETRY_LEVEL0, TMZF_NONE, "%s", __FUNCTION__ );
|
|
|
|
// Figure out the actual size for this texture based on the current mode
|
|
bool bIgnorePicmip = ( m_nFlags & ( TEXTUREFLAGS_STAGING_MEMORY | TEXTUREFLAGS_IGNORE_PICMIP ) ) != 0;
|
|
ComputeActualSize( bIgnorePicmip );
|
|
|
|
// Create the texture
|
|
IVTFTexture *pVTFTexture = NULL;
|
|
|
|
{
|
|
tmZone( TELEMETRY_LEVEL0, TMZF_NONE, "%s - GetScratchVTFTexture", __FUNCTION__ );
|
|
pVTFTexture = GetScratchVTFTexture();
|
|
}
|
|
|
|
{
|
|
tmZone( TELEMETRY_LEVEL0, TMZF_NONE, "%s - Init", __FUNCTION__ );
|
|
// Initialize the texture
|
|
pVTFTexture->Init( m_dimsActual.m_nWidth, m_dimsActual.m_nHeight, m_dimsActual.m_nDepth,
|
|
ComputeActualFormat( m_ImageFormat ), m_nFlags, m_nFrameCount );
|
|
}
|
|
|
|
// Generate the bits from the installed procedural regenerator
|
|
if ( m_pTextureRegenerator )
|
|
{
|
|
tmZone( TELEMETRY_LEVEL0, TMZF_NONE, "%s - RegenerateTextureBits", __FUNCTION__ );
|
|
|
|
Rect_t rect;
|
|
rect.x = 0; rect.y = 0;
|
|
rect.width = m_dimsActual.m_nWidth;
|
|
rect.height = m_dimsActual.m_nHeight;
|
|
m_pTextureRegenerator->RegenerateTextureBits( this, pVTFTexture, &rect );
|
|
}
|
|
else
|
|
{
|
|
tmZone( TELEMETRY_LEVEL0, TMZF_NONE, "%s - GenerateErrorTexture", __FUNCTION__ );
|
|
|
|
// In this case, we don't have one, so just use a checkerboard...
|
|
TextureManager()->GenerateErrorTexture( this, pVTFTexture );
|
|
}
|
|
|
|
return pVTFTexture;
|
|
}
|
|
|
|
void CTexture::WriteDataToShaderAPITexture( int nFrameCount, int nFaceCount, int nFirstFace, int nMipCount, IVTFTexture *pVTFTexture, ImageFormat fmt )
|
|
{
|
|
tmZone( TELEMETRY_LEVEL0, TMZF_NONE, "%s", __FUNCTION__ );
|
|
|
|
// If we're a staging texture, there's nothing to do.
|
|
if ( ( m_nFlags & TEXTUREFLAGS_STAGING_MEMORY ) != 0 )
|
|
return;
|
|
|
|
for ( int iFrame = 0; iFrame < m_nFrameCount; ++iFrame )
|
|
{
|
|
Modify( iFrame );
|
|
g_pShaderAPI->TexImageFromVTF( pVTFTexture, iFrame );
|
|
}
|
|
}
|
|
|
|
bool CTexture::IsDepthTextureFormat( ImageFormat fmt )
|
|
{
|
|
return ( ( m_ImageFormat == IMAGE_FORMAT_NV_DST16 ) ||
|
|
( m_ImageFormat == IMAGE_FORMAT_NV_DST24 ) ||
|
|
( m_ImageFormat == IMAGE_FORMAT_NV_INTZ ) ||
|
|
( m_ImageFormat == IMAGE_FORMAT_NV_RAWZ ) ||
|
|
( m_ImageFormat == IMAGE_FORMAT_ATI_DST16 ) ||
|
|
( m_ImageFormat == IMAGE_FORMAT_ATI_DST24 ) );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
void CTexture::NotifyUnloadedFile()
|
|
{
|
|
// Make sure we have a regular texture that was loaded from a file
|
|
if ( IsProcedural() || IsRenderTarget() || !m_Name.IsValid() )
|
|
return;
|
|
const char *pName = m_Name.String();
|
|
if ( *pName == '\0' )
|
|
return;
|
|
bool bIsUNCName = ( pName[0] == '/' && pName[1] == '/' && pName[2] != '/' );
|
|
if ( bIsUNCName )
|
|
return;
|
|
|
|
// Generate the filename
|
|
char pCacheFileName[MATERIAL_MAX_PATH];
|
|
Q_snprintf( pCacheFileName, sizeof( pCacheFileName ), "materials/%s" TEXTURE_FNAME_EXTENSION, pName );
|
|
|
|
// Let filesystem know that the file is uncached, so it knows
|
|
// what to do with tracking info
|
|
g_pFullFileSystem->NotifyFileUnloaded( pCacheFileName, "GAME" );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Sets or updates the texture bits
|
|
//-----------------------------------------------------------------------------
|
|
void CTexture::ReconstructTexture( bool bCopyFromCurrent )
|
|
{
|
|
tmZone( TELEMETRY_LEVEL0, TMZF_NONE, "%s", __FUNCTION__ );
|
|
|
|
Assert( !bCopyFromCurrent || HardwareConfig()->CanStretchRectFromTextures() );
|
|
|
|
int oldWidth = m_dimsAllocated.m_nWidth;
|
|
int oldHeight = m_dimsAllocated.m_nHeight;
|
|
int oldDepth = m_dimsAllocated.m_nDepth;
|
|
int oldMipCount = m_dimsAllocated.m_nMipCount;
|
|
int oldFrameCount = m_nFrameCount;
|
|
|
|
// FIXME: Should RenderTargets be a special case of Procedural?
|
|
char *pResolvedFilename = NULL;
|
|
IVTFTexture *pVTFTexture = NULL;
|
|
|
|
{
|
|
tmZone( TELEMETRY_LEVEL0, TMZF_NONE, "%s - Begin", __FUNCTION__ );
|
|
if ( IsProcedural() )
|
|
{
|
|
// This will call the installed texture bit regeneration interface
|
|
pVTFTexture = ReconstructProceduralBits();
|
|
}
|
|
else if ( IsRenderTarget() )
|
|
{
|
|
// Compute the actual size + format based on the current mode
|
|
bool bIgnorePicmip = m_RenderTargetSizeMode != RT_SIZE_LITERAL_PICMIP;
|
|
ComputeActualSize( bIgnorePicmip );
|
|
}
|
|
else if ( bCopyFromCurrent )
|
|
{
|
|
ComputeActualSize( false, NULL, true );
|
|
}
|
|
else
|
|
{
|
|
NotifyUnloadedFile();
|
|
|
|
char pCacheFileName[ MATERIAL_MAX_PATH ] = { 0 };
|
|
GetCacheFilename( pCacheFileName, ARRAYSIZE( pCacheFileName ) );
|
|
|
|
// Get the data from disk...
|
|
// NOTE: Reloading the texture bits can cause the texture size, frames, format, pretty much *anything* can change.
|
|
pVTFTexture = LoadTextureBitsFromFile( pCacheFileName, &pResolvedFilename );
|
|
}
|
|
}
|
|
|
|
if ( !HasBeenAllocated() ||
|
|
m_dimsAllocated.m_nWidth != oldWidth ||
|
|
m_dimsAllocated.m_nHeight != oldHeight ||
|
|
m_dimsAllocated.m_nDepth != oldDepth ||
|
|
m_dimsAllocated.m_nMipCount != oldMipCount ||
|
|
m_nFrameCount != oldFrameCount )
|
|
{
|
|
tmZone( TELEMETRY_LEVEL0, TMZF_NONE, "%s - Allocation", __FUNCTION__ );
|
|
|
|
const bool cbCanStretchRectTextures = HardwareConfig()->CanStretchRectFromTextures();
|
|
const bool cbShouldMigrateTextures = ( ( m_nFlags & TEXTUREFLAGS_STREAMABLE_FINE ) != 0 ) && m_nFrameCount == oldFrameCount;
|
|
|
|
// If we're just streaming in more data--or demoting ourselves, do a migration instead.
|
|
if ( bCopyFromCurrent || ( cbCanStretchRectTextures && cbShouldMigrateTextures ) )
|
|
{
|
|
tmZone( TELEMETRY_LEVEL0, TMZF_NONE, "%s - Migration", __FUNCTION__ );
|
|
|
|
MigrateShaderAPITextures();
|
|
|
|
// Ahh--I feel terrible about this, but we genuinely don't need anything else if we're streaming.
|
|
if ( bCopyFromCurrent )
|
|
return;
|
|
}
|
|
else
|
|
{
|
|
tmZone( TELEMETRY_LEVEL0, TMZF_NONE, "%s - Deallocate / Allocate", __FUNCTION__ );
|
|
|
|
// If we're doing a wholesale copy, we need to restore these values that will be cleared by FreeShaderAPITextures.
|
|
// Record them here, restore them below.
|
|
unsigned int restoreStreamingFlag = ( m_nFlags & TEXTUREFLAGS_STREAMABLE );
|
|
ResidencyType_t restoreResidenceCurrent = m_residenceCurrent;
|
|
ResidencyType_t restoreResidenceTarget = m_residenceTarget;
|
|
|
|
if ( HasBeenAllocated() )
|
|
{
|
|
tmZone( TELEMETRY_LEVEL0, TMZF_NONE, "%s - Deallocate", __FUNCTION__ );
|
|
|
|
// This is necessary for the reload case, we may discover there
|
|
// are more frames of a texture animation, for example, which means
|
|
// we can't rely on having the same number of texture frames.
|
|
FreeShaderAPITextures();
|
|
}
|
|
|
|
tmZone( TELEMETRY_LEVEL0, TMZF_NONE, "%s - Allocate", __FUNCTION__ );
|
|
|
|
// Create the shader api textures
|
|
if ( !AllocateShaderAPITextures() )
|
|
return;
|
|
|
|
// Restored once we successfully allocate the shader api textures, but only if we're
|
|
//
|
|
if ( !cbCanStretchRectTextures && cbShouldMigrateTextures )
|
|
{
|
|
m_nFlags |= restoreStreamingFlag;
|
|
m_residenceCurrent = restoreResidenceCurrent;
|
|
m_residenceTarget = restoreResidenceTarget;
|
|
}
|
|
}
|
|
}
|
|
else if ( bCopyFromCurrent )
|
|
{
|
|
Assert( !"We're about to crash, last chance to examine this texture." );
|
|
}
|
|
|
|
|
|
// Render Targets just need to be cleared, they have no upload
|
|
if ( IsRenderTarget() )
|
|
{
|
|
tmZone( TELEMETRY_LEVEL0, TMZF_NONE, "%s - RT Stuff", __FUNCTION__ );
|
|
|
|
// Clear the render target to opaque black
|
|
|
|
// Only clear if we're not a depth-stencil texture
|
|
if ( !IsDepthTextureFormat( m_ImageFormat ) )
|
|
{
|
|
tmZone( TELEMETRY_LEVEL0, TMZF_NONE, "%s - Clearing", __FUNCTION__ );
|
|
|
|
CMatRenderContextPtr pRenderContext( MaterialSystem() );
|
|
ITexture *pThisTexture = GetEmbeddedTexture( 0 );
|
|
pRenderContext->PushRenderTargetAndViewport( pThisTexture ); // Push this texture on the stack
|
|
g_pShaderAPI->ClearColor4ub( 0, 0, 0, 0xFF ); // Set the clear color to opaque black
|
|
g_pShaderAPI->ClearBuffers( true, false, false, m_dimsActual.m_nWidth, m_dimsActual.m_nHeight ); // Clear the target
|
|
pRenderContext->PopRenderTargetAndViewport(); // Pop back to previous target
|
|
}
|
|
// no upload
|
|
return;
|
|
}
|
|
|
|
// Blit down the texture faces, frames, and mips into the board memory
|
|
int nFirstFace, nFaceCount;
|
|
GetDownloadFaceCount( nFirstFace, nFaceCount );
|
|
|
|
WriteDataToShaderAPITexture( m_nFrameCount, nFaceCount, nFirstFace, m_dimsActual.m_nMipCount, pVTFTexture, m_ImageFormat );
|
|
|
|
ReleaseScratchVTFTexture( pVTFTexture );
|
|
pVTFTexture = NULL;
|
|
|
|
tmZone( TELEMETRY_LEVEL0, TMZF_NONE, "%s - Final Cleanup", __FUNCTION__ );
|
|
|
|
// allocated by strdup
|
|
free( pResolvedFilename );
|
|
|
|
// the pc can afford to persist a large buffer
|
|
FreeOptimalReadBuffer( 6*1024*1024 );
|
|
}
|
|
|
|
void CTexture::GetCacheFilename( char* pOutBuffer, int nBufferSize ) const
|
|
{
|
|
Assert( pOutBuffer );
|
|
|
|
if ( IsProcedural() || IsRenderTarget() )
|
|
{
|
|
pOutBuffer[0] = 0;
|
|
return;
|
|
}
|
|
else
|
|
{
|
|
const char *pName;
|
|
if ( m_nInternalFlags & TEXTUREFLAGSINTERNAL_SHOULDEXCLUDE )
|
|
{
|
|
pName = "dev/dev_exclude_error";
|
|
}
|
|
else
|
|
{
|
|
pName = m_Name.String();
|
|
}
|
|
|
|
bool bIsUNCName = ( pName[ 0 ] == '/' && pName[ 1 ] == '/' && pName[ 2 ] != '/' );
|
|
if ( !bIsUNCName )
|
|
{
|
|
Q_snprintf( pOutBuffer, nBufferSize, "materials/%s" TEXTURE_FNAME_EXTENSION, pName );
|
|
}
|
|
else
|
|
{
|
|
Q_snprintf( pOutBuffer, nBufferSize, "%s" TEXTURE_FNAME_EXTENSION, pName );
|
|
}
|
|
}
|
|
}
|
|
|
|
bool CTexture::GetFileHandle( FileHandle_t *pOutFileHandle, char *pCacheFileName, char **ppResolvedFilename ) const
|
|
{
|
|
Assert( pOutFileHandle );
|
|
FileHandle_t& fileHandle = *pOutFileHandle;
|
|
fileHandle = FILESYSTEM_INVALID_HANDLE;
|
|
|
|
while ( fileHandle == FILESYSTEM_INVALID_HANDLE ) // run until found a file or out of rules
|
|
{
|
|
fileHandle = g_pFullFileSystem->OpenEx( pCacheFileName, "rb", 0, MaterialSystem()->GetForcedTextureLoadPathID(), ppResolvedFilename );
|
|
if ( fileHandle == FILESYSTEM_INVALID_HANDLE )
|
|
{
|
|
// try any fallbacks.
|
|
char *pHdrExt = Q_stristr( pCacheFileName, ".hdr" TEXTURE_FNAME_EXTENSION );
|
|
if ( pHdrExt )
|
|
{
|
|
DevWarning( "A custom HDR cubemap \"%s\": cannot be found on disk.\n"
|
|
"This really should have a HDR version, trying a fall back to a non-HDR version.\n", pCacheFileName );
|
|
strcpy( pHdrExt, TEXTURE_FNAME_EXTENSION );
|
|
}
|
|
else
|
|
{
|
|
// no more fallbacks
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
if ( fileHandle == FILESYSTEM_INVALID_HANDLE )
|
|
{
|
|
if ( Q_strnicmp( m_Name.String(), "env_cubemap", 12 ) )
|
|
{
|
|
if ( IsPosix() )
|
|
{
|
|
Msg( "\n ##### CTexture::LoadTextureBitsFromFile couldn't find %s\n", pCacheFileName );
|
|
}
|
|
DevWarning( "\"%s\": can't be found on disk\n", pCacheFileName );
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
|
|
// Get the shaderapi texture handle associated w/ a particular frame
|
|
ShaderAPITextureHandle_t CTexture::GetTextureHandle( int nFrame, int nTextureChannel )
|
|
{
|
|
if ( nFrame < 0 )
|
|
{
|
|
nFrame = 0;
|
|
Warning( "CTexture::GetTextureHandle(): nFrame is < 0!\n" );
|
|
}
|
|
if ( nFrame >= m_nFrameCount )
|
|
{
|
|
// NOTE: This can happen during alt-tab. If you alt-tab while loading a level then the first local cubemap bind will do this, for example.
|
|
Assert( nFrame < m_nFrameCount );
|
|
return INVALID_SHADERAPI_TEXTURE_HANDLE;
|
|
}
|
|
Assert( nTextureChannel < 2 );
|
|
|
|
// Make sure we've actually allocated the texture handles
|
|
Assert( m_pTextureHandles );
|
|
Assert( HasBeenAllocated() );
|
|
if ( m_pTextureHandles == NULL || !HasBeenAllocated() )
|
|
{
|
|
return INVALID_SHADERAPI_TEXTURE_HANDLE;
|
|
}
|
|
|
|
// Don't get paired handle here...callers of this function don't know about paired textures
|
|
return m_pTextureHandles[nFrame];
|
|
}
|
|
|
|
void CTexture::GetLowResColorSample( float s, float t, float *color ) const
|
|
{
|
|
if ( m_LowResImageWidth <= 0 || m_LowResImageHeight <= 0 )
|
|
{
|
|
// Warning( "Programming error: GetLowResColorSample \"%s\": %dx%d\n", m_pName, ( int )m_LowResImageWidth, ( int )m_LowResImageHeight );
|
|
return;
|
|
}
|
|
|
|
// force s and t into [0,1)
|
|
if ( s < 0.0f )
|
|
{
|
|
s = ( 1.0f - ( float )( int )s ) + s;
|
|
}
|
|
if ( t < 0.0f )
|
|
{
|
|
t = ( 1.0f - ( float )( int )t ) + t;
|
|
}
|
|
s = s - ( float )( int )s;
|
|
t = t - ( float )( int )t;
|
|
|
|
s *= m_LowResImageWidth;
|
|
t *= m_LowResImageHeight;
|
|
|
|
int wholeS, wholeT;
|
|
wholeS = ( int )s;
|
|
wholeT = ( int )t;
|
|
float fracS, fracT;
|
|
fracS = s - ( float )( int )s;
|
|
fracT = t - ( float )( int )t;
|
|
|
|
// filter twice in the s dimension.
|
|
float sColor[2][3];
|
|
int wholeSPlusOne = ( wholeS + 1 ) % m_LowResImageWidth;
|
|
int wholeTPlusOne = ( wholeT + 1 ) % m_LowResImageHeight;
|
|
sColor[0][0] = ( 1.0f - fracS ) * ( m_pLowResImage[( wholeS + wholeT * m_LowResImageWidth ) * 3 + 0] * ( 1.0f / 255.0f ) );
|
|
sColor[0][1] = ( 1.0f - fracS ) * ( m_pLowResImage[( wholeS + wholeT * m_LowResImageWidth ) * 3 + 1] * ( 1.0f / 255.0f ) );
|
|
sColor[0][2] = ( 1.0f - fracS ) * ( m_pLowResImage[( wholeS + wholeT * m_LowResImageWidth ) * 3 + 2] * ( 1.0f / 255.0f ) );
|
|
sColor[0][0] += fracS * ( m_pLowResImage[( wholeSPlusOne + wholeT * m_LowResImageWidth ) * 3 + 0] * ( 1.0f / 255.0f ) );
|
|
sColor[0][1] += fracS * ( m_pLowResImage[( wholeSPlusOne + wholeT * m_LowResImageWidth ) * 3 + 1] * ( 1.0f / 255.0f ) );
|
|
sColor[0][2] += fracS * ( m_pLowResImage[( wholeSPlusOne + wholeT * m_LowResImageWidth ) * 3 + 2] * ( 1.0f / 255.0f ) );
|
|
|
|
sColor[1][0] = ( 1.0f - fracS ) * ( m_pLowResImage[( wholeS + wholeTPlusOne * m_LowResImageWidth ) * 3 + 0] * ( 1.0f / 255.0f ) );
|
|
sColor[1][1] = ( 1.0f - fracS ) * ( m_pLowResImage[( wholeS + wholeTPlusOne * m_LowResImageWidth ) * 3 + 1] * ( 1.0f / 255.0f ) );
|
|
sColor[1][2] = ( 1.0f - fracS ) * ( m_pLowResImage[( wholeS + wholeTPlusOne * m_LowResImageWidth ) * 3 + 2] * ( 1.0f / 255.0f ) );
|
|
sColor[1][0] += fracS * ( m_pLowResImage[( wholeSPlusOne + wholeTPlusOne * m_LowResImageWidth ) * 3 + 0] * ( 1.0f / 255.0f ) );
|
|
sColor[1][1] += fracS * ( m_pLowResImage[( wholeSPlusOne + wholeTPlusOne * m_LowResImageWidth ) * 3 + 1] * ( 1.0f / 255.0f ) );
|
|
sColor[1][2] += fracS * ( m_pLowResImage[( wholeSPlusOne + wholeTPlusOne * m_LowResImageWidth ) * 3 + 2] * ( 1.0f / 255.0f ) );
|
|
|
|
color[0] = sColor[0][0] * ( 1.0f - fracT ) + sColor[1][0] * fracT;
|
|
color[1] = sColor[0][1] * ( 1.0f - fracT ) + sColor[1][1] * fracT;
|
|
color[2] = sColor[0][2] * ( 1.0f - fracT ) + sColor[1][2] * fracT;
|
|
}
|
|
|
|
int CTexture::GetApproximateVidMemBytes( void ) const
|
|
{
|
|
ImageFormat format = GetImageFormat();
|
|
int width = GetActualWidth();
|
|
int height = GetActualHeight();
|
|
int depth = GetActualDepth();
|
|
int numFrames = GetNumAnimationFrames();
|
|
bool isMipmapped = IsMipmapped();
|
|
|
|
return numFrames * ImageLoader::GetMemRequired( width, height, depth, format, isMipmapped );
|
|
}
|
|
|
|
void CTexture::CopyFrameBufferToMe( int nRenderTargetID, Rect_t *pSrcRect, Rect_t *pDstRect )
|
|
{
|
|
Assert( m_pTextureHandles && m_nFrameCount >= 1 );
|
|
|
|
if ( m_pTextureHandles && m_nFrameCount >= 1 )
|
|
{
|
|
g_pShaderAPI->CopyRenderTargetToTextureEx( m_pTextureHandles[0], nRenderTargetID, pSrcRect, pDstRect );
|
|
}
|
|
}
|
|
|
|
void CTexture::CopyMeToFrameBuffer( int nRenderTargetID, Rect_t *pSrcRect, Rect_t *pDstRect )
|
|
{
|
|
Assert( m_pTextureHandles && m_nFrameCount >= 1 );
|
|
|
|
if ( m_pTextureHandles && m_nFrameCount >= 1 )
|
|
{
|
|
g_pShaderAPI->CopyTextureToRenderTargetEx( nRenderTargetID, m_pTextureHandles[0], pSrcRect, pDstRect );
|
|
}
|
|
}
|
|
|
|
ITexture *CTexture::GetEmbeddedTexture( int nIndex )
|
|
{
|
|
return ( nIndex == 0 ) ? this : NULL;
|
|
}
|
|
|
|
void CTexture::DeleteIfUnreferenced()
|
|
{
|
|
if ( m_nRefCount > 0 )
|
|
return;
|
|
|
|
if ( ThreadInMainThread() )
|
|
{
|
|
// Render thread better not be active or bad things can happen.
|
|
Assert( MaterialSystem()->GetRenderThreadId() == 0xFFFFFFFF );
|
|
TextureManager()->RemoveTexture( this );
|
|
return;
|
|
}
|
|
|
|
// Can't actually clean up from render thread--just safely mark this texture as
|
|
// one we should check for cleanup next EndFrame when it's safe.
|
|
TextureManager()->MarkUnreferencedTextureForCleanup( this );
|
|
}
|
|
|
|
//Swap everything about a texture except the name. Created to support Portal mod's need for swapping out water render targets in recursive stencil views
|
|
void CTexture::SwapContents( ITexture *pOther )
|
|
{
|
|
if( (pOther == NULL) || (pOther == this) )
|
|
return;
|
|
|
|
ICallQueue *pCallQueue = materials->GetRenderContext()->GetCallQueue();
|
|
if ( pCallQueue )
|
|
{
|
|
pCallQueue->QueueCall( this, &CTexture::SwapContents, pOther );
|
|
return;
|
|
}
|
|
|
|
AssertMsg( dynamic_cast<CTexture *>(pOther) != NULL, "Texture swapping broken" );
|
|
|
|
CTexture *pOtherAsCTexture = (CTexture *)pOther;
|
|
|
|
CTexture *pTemp = (CTexture *)stackalloc( sizeof( CTexture ) );
|
|
|
|
//swap everything. Note that this copies the entire object including the
|
|
// vtable pointer, thus ruining polymorphism. Use with care.
|
|
// The unnecessary casts to (void*) hint to clang that we know what we
|
|
// are doing.
|
|
memcpy( (void*)pTemp, (const void*)this, sizeof( CTexture ) );
|
|
memcpy( (void*)this, (const void*)pOtherAsCTexture, sizeof( CTexture ) );
|
|
memcpy( (void*)pOtherAsCTexture, (const void*)pTemp, sizeof( CTexture ) );
|
|
|
|
//we have the other's name, give it back
|
|
memcpy( &pOtherAsCTexture->m_Name, &m_Name, sizeof( m_Name ) );
|
|
|
|
//pTemp still has our name
|
|
memcpy( &m_Name, &pTemp->m_Name, sizeof( m_Name ) );
|
|
}
|
|
|
|
void CTexture::MarkAsPreloaded( bool bSet )
|
|
{
|
|
if ( bSet )
|
|
{
|
|
m_nInternalFlags |= TEXTUREFLAGSINTERNAL_PRELOADED;
|
|
}
|
|
else
|
|
{
|
|
m_nInternalFlags &= ~TEXTUREFLAGSINTERNAL_PRELOADED;
|
|
}
|
|
}
|
|
|
|
bool CTexture::IsPreloaded() const
|
|
{
|
|
return ( ( m_nInternalFlags & TEXTUREFLAGSINTERNAL_PRELOADED ) != 0 );
|
|
}
|
|
|
|
void CTexture::MarkAsExcluded( bool bSet, int nDimensionsLimit )
|
|
{
|
|
if ( bSet )
|
|
{
|
|
// exclusion trumps picmipping
|
|
m_nInternalFlags |= TEXTUREFLAGSINTERNAL_SHOULDEXCLUDE;
|
|
m_nDesiredDimensionLimit = 0;
|
|
}
|
|
else
|
|
{
|
|
// not excluding, but can optionally picmip
|
|
m_nInternalFlags &= ~TEXTUREFLAGSINTERNAL_SHOULDEXCLUDE;
|
|
m_nDesiredDimensionLimit = nDimensionsLimit;
|
|
}
|
|
}
|
|
|
|
bool CTexture::UpdateExcludedState( void )
|
|
{
|
|
bool bDesired = ( m_nInternalFlags & TEXTUREFLAGSINTERNAL_SHOULDEXCLUDE ) != 0;
|
|
bool bActual = ( m_nInternalFlags & TEXTUREFLAGSINTERNAL_EXCLUDED ) != 0;
|
|
if ( ( bDesired == bActual ) && ( m_nDesiredDimensionLimit == m_nActualDimensionLimit ) )
|
|
{
|
|
return false;
|
|
}
|
|
|
|
if ( m_nInternalFlags & TEXTUREFLAGSINTERNAL_QUEUEDLOAD )
|
|
{
|
|
// already scheduled
|
|
return true;
|
|
}
|
|
|
|
// force the texture to re-download, causes the texture bits to match its desired exclusion state
|
|
Download();
|
|
|
|
return true;
|
|
}
|
|
|
|
void CTextureStreamingJob::OnAsyncFindComplete( ITexture* pTex, void* pExtraArgs )
|
|
{
|
|
const int cArgsAsInt = ( int ) pExtraArgs;
|
|
|
|
Assert( m_pOwner == NULL || m_pOwner == pTex );
|
|
if ( m_pOwner )
|
|
m_pOwner->OnStreamingJobComplete( static_cast<ResidencyType_t>( cArgsAsInt ) );
|
|
|
|
// OnStreamingJobComplete should've cleaned us up
|
|
Assert( m_pOwner == NULL );
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
int GetThreadId()
|
|
{
|
|
TM_ZONE_DEFAULT( TELEMETRY_LEVEL0 );
|
|
|
|
// Turns the current thread into a 0-based index for use in accessing statics in this file.
|
|
int retVal = INT_MAX;
|
|
if ( ThreadInMainThread() )
|
|
retVal = 0;
|
|
else if ( MaterialSystem()->GetRenderThreadId() == ThreadGetCurrentId() )
|
|
retVal = 1;
|
|
else if ( TextureManager()->ThreadInAsyncLoadThread() )
|
|
retVal = 2;
|
|
else if ( TextureManager()->ThreadInAsyncReadThread() )
|
|
retVal = 3;
|
|
else
|
|
{
|
|
STAGING_ONLY_EXEC( AssertAlways( !"Unexpected thread in GetThreadId, need to debug this--crash is next. Tell McJohn." ) );
|
|
DebuggerBreakIfDebugging_StagingOnly();
|
|
}
|
|
|
|
Assert( retVal < MAX_RENDER_THREADS );
|
|
return retVal;
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
bool SLoadTextureBitsFromFile( IVTFTexture **ppOutVtfTexture, FileHandle_t hFile, unsigned int nFlags,
|
|
TextureLODControlSettings_t* pInOutCachedFileLodSettings,
|
|
int nDesiredDimensionLimit, unsigned short* pOutStreamedMips,
|
|
const char* pName, const char* pCacheFileName,
|
|
TexDimensions_t* pOptOutDimsMapping,
|
|
TexDimensions_t* pOptOutDimsActual,
|
|
TexDimensions_t* pOptOutDimsAllocated,
|
|
unsigned int* pOptOutStripFlags )
|
|
{
|
|
// NOTE! NOTE! NOTE! If you are making changes to this function, be aware that it has threading
|
|
// NOTE! NOTE! NOTE! implications. It can be called synchronously by the Main thread,
|
|
// NOTE! NOTE! NOTE! or by the streaming texture code!
|
|
Assert( ppOutVtfTexture != NULL && *ppOutVtfTexture != NULL );
|
|
|
|
if ( V_strstr( pName, "c_rocketlauncher/c_rocketlauncher" ) )
|
|
{
|
|
int i = 0;
|
|
i = 3;
|
|
}
|
|
|
|
CUtlBuffer buf;
|
|
|
|
{
|
|
tmZone( TELEMETRY_LEVEL0, TMZF_NONE, "%s - ReadHeaderFromFile", __FUNCTION__ );
|
|
int nHeaderSize = VTFFileHeaderSize( VTF_MAJOR_VERSION );
|
|
|
|
// restrict read to the header only!
|
|
// header provides info to avoid reading the entire file
|
|
int nBytesOptimalRead = GetOptimalReadBuffer( &buf, hFile, nHeaderSize );
|
|
int nBytesRead = g_pFullFileSystem->ReadEx( buf.Base(), nBytesOptimalRead, Min( nHeaderSize, ( int ) g_pFullFileSystem->Size( hFile ) ), hFile ); // only read as much as the file has
|
|
buf.SeekPut( CUtlBuffer::SEEK_HEAD, nBytesRead );
|
|
nBytesRead = nHeaderSize = ( ( VTFFileBaseHeader_t * ) buf.Base() )->headerSize;
|
|
g_pFullFileSystem->Seek( hFile, nHeaderSize, FILESYSTEM_SEEK_HEAD );
|
|
}
|
|
|
|
// Unserialize the header only
|
|
// need the header first to determine remainder of data
|
|
if ( !( *ppOutVtfTexture )->Unserialize( buf, true ) )
|
|
{
|
|
Warning( "Error reading texture header \"%s\"\n", pCacheFileName );
|
|
return false;
|
|
}
|
|
|
|
// Need to record this now, before we ask for the trimmed down data to potentially be loaded.
|
|
TexDimensions_t dimsMappingCurrent( ( *ppOutVtfTexture )->Width(), ( *ppOutVtfTexture )->Height(), ( *ppOutVtfTexture )->MipCount(), ( *ppOutVtfTexture )->Depth() );
|
|
if ( pOptOutDimsMapping )
|
|
( *pOptOutDimsMapping ) = dimsMappingCurrent;
|
|
|
|
|
|
int nFullFlags = ( *ppOutVtfTexture )->Flags()
|
|
| nFlags;
|
|
|
|
// Seek the reading back to the front of the buffer
|
|
buf.SeekGet( CUtlBuffer::SEEK_HEAD, 0 );
|
|
|
|
// Compute the actual texture dimensions
|
|
int nMipSkipCount = ComputeMipSkipCount( pName, dimsMappingCurrent, false, *ppOutVtfTexture, nFullFlags, nDesiredDimensionLimit, pOutStreamedMips, pInOutCachedFileLodSettings, pOptOutDimsActual, pOptOutDimsAllocated, pOptOutStripFlags );
|
|
|
|
tmZone( TELEMETRY_LEVEL0, TMZF_NONE, "%s - ReadDataFromFile", __FUNCTION__ );
|
|
|
|
// Determine how much of the file to read in
|
|
int nFileSize = ( *ppOutVtfTexture )->FileSize( nMipSkipCount );
|
|
int nActualFileSize = (int)g_pFullFileSystem->Size( hFile );
|
|
if ( nActualFileSize < nFileSize )
|
|
{
|
|
if ( mat_spew_on_texture_size.GetInt() )
|
|
DevMsg( "Bad VTF data for %s, expected file size:%d actual file size:%d \n", pCacheFileName, nFileSize, nActualFileSize );
|
|
nFileSize = nActualFileSize;
|
|
}
|
|
|
|
// Read only the portion of the file that we care about
|
|
g_pFullFileSystem->Seek( hFile, 0, FILESYSTEM_SEEK_HEAD );
|
|
int nBytesOptimalRead = GetOptimalReadBuffer( &buf, hFile, nFileSize );
|
|
int nBytesRead = g_pFullFileSystem->ReadEx( buf.Base(), nBytesOptimalRead, nFileSize, hFile );
|
|
buf.SeekPut( CUtlBuffer::SEEK_HEAD, nBytesRead );
|
|
|
|
// Some hardware doesn't support copying textures to other textures. For them, we need to reread the
|
|
// whole file, so if they are doing the final read (the fine levels) then reread everything by stripping
|
|
// off the flags we are trying to pass in.
|
|
unsigned int nForceFlags = nFullFlags & TEXTUREFLAGS_STREAMABLE;
|
|
if ( !HardwareConfig()->CanStretchRectFromTextures() && ( nForceFlags & TEXTUREFLAGS_STREAMABLE_FINE ) )
|
|
nForceFlags = 0;
|
|
|
|
// NOTE: Skipping mip levels here will cause the size to be changed
|
|
bool bRetVal = ( *ppOutVtfTexture )->UnserializeEx( buf, false, nForceFlags, nMipSkipCount );
|
|
|
|
FreeOptimalReadBuffer( 6*1024*1024 );
|
|
|
|
if ( !bRetVal )
|
|
{
|
|
Warning( "Error reading texture data \"%s\"\n", pCacheFileName );
|
|
}
|
|
|
|
return bRetVal;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Compute the actual mip count based on the actual size
|
|
//-----------------------------------------------------------------------------
|
|
int ComputeActualMipCount( const TexDimensions_t& actualDims, unsigned int nFlags )
|
|
{
|
|
if ( nFlags & TEXTUREFLAGS_ENVMAP )
|
|
{
|
|
if ( !HardwareConfig()->SupportsMipmappedCubemaps() )
|
|
{
|
|
return 1;
|
|
}
|
|
}
|
|
|
|
if ( nFlags & TEXTUREFLAGS_NOMIP )
|
|
{
|
|
return 1;
|
|
}
|
|
|
|
// Unless ALLMIPS is set, we stop mips at 32x32
|
|
const int nMaxMipSize = 32;
|
|
// Clamp border textures on Posix to fix L4D2 flashlight cookie issue
|
|
#ifdef DX_TO_GL_ABSTRACTION
|
|
if ( ( false && !g_bForceTextureAllMips && !( nFlags & TEXTUREFLAGS_ALL_MIPS ) ) || ( true && ( nFlags & TEXTUREFLAGS_BORDER ) ) )
|
|
#else
|
|
if ( ( true && !g_bForceTextureAllMips && !( nFlags & TEXTUREFLAGS_ALL_MIPS ) ) || ( false && ( nFlags & TEXTUREFLAGS_BORDER ) ) )
|
|
#endif
|
|
{
|
|
int nNumMipLevels = 1;
|
|
int h = actualDims.m_nWidth;
|
|
int w = actualDims.m_nHeight;
|
|
while ( MIN( w, h ) > nMaxMipSize )
|
|
{
|
|
++nNumMipLevels;
|
|
|
|
w >>= 1;
|
|
h >>= 1;
|
|
}
|
|
return nNumMipLevels;
|
|
}
|
|
|
|
return ImageLoader::GetNumMipMapLevels( actualDims.m_nWidth, actualDims.m_nHeight, actualDims.m_nDepth );
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
int ComputeMipSkipCount( const char* pName, const TexDimensions_t& mappingDims, bool bIgnorePicmip, IVTFTexture *pOptVTFTexture, unsigned int nFlags, int nDesiredDimensionLimit, unsigned short* pOutStreamedMips, TextureLODControlSettings_t* pInOutCachedFileLodSettings, TexDimensions_t* pOptOutActualDims, TexDimensions_t* pOptOutAllocatedDims, unsigned int* pOptOutStripFlags )
|
|
{
|
|
// NOTE! NOTE! NOTE! If you are making changes to this function, be aware that it has threading
|
|
// NOTE! NOTE! NOTE! implications. It can be called synchronously by the Main thread,
|
|
// NOTE! NOTE! NOTE! or by the streaming texture code!
|
|
|
|
Assert( pName != NULL );
|
|
Assert( pOutStreamedMips != NULL );
|
|
Assert( pInOutCachedFileLodSettings != NULL );
|
|
|
|
TexDimensions_t actualDims = mappingDims,
|
|
allocatedDims;
|
|
|
|
const bool bTextureMigration = ( nFlags & TEXTUREFLAGS_STREAMABLE ) != 0;
|
|
unsigned int stripFlags = 0;
|
|
|
|
int nClampX = actualDims.m_nWidth; // no clamping (clamp to texture dimensions)
|
|
int nClampY = actualDims.m_nHeight;
|
|
int nClampZ = actualDims.m_nDepth;
|
|
|
|
// Fetch LOD settings from the VTF if available
|
|
TextureLODControlSettings_t lcs;
|
|
memset( &lcs, 0, sizeof( lcs ) );
|
|
TextureLODControlSettings_t const *pLODInfo = NULL;
|
|
if ( pOptVTFTexture )
|
|
{
|
|
pLODInfo = reinterpret_cast<TextureLODControlSettings_t const *> (
|
|
pOptVTFTexture->GetResourceData( VTF_RSRC_TEXTURE_LOD_SETTINGS, NULL ) );
|
|
|
|
// Texture streaming means there are times we call this where we don't have a VTFTexture, even though
|
|
// we're a file. So we need to store off the LOD settings whenever we get in here with a file that has them
|
|
// so that we can use the correct values for when we don't. Otherwise, the texture will be confused about
|
|
// what size to use and everything will die a horrible, horrible death.
|
|
if ( pLODInfo )
|
|
( *pInOutCachedFileLodSettings ) = ( *pLODInfo );
|
|
}
|
|
else if ( bTextureMigration )
|
|
{
|
|
pLODInfo = pInOutCachedFileLodSettings;
|
|
}
|
|
|
|
if ( pLODInfo )
|
|
lcs = *pLODInfo;
|
|
|
|
// Prepare the default LOD settings (that essentially result in no clamping)
|
|
TextureLODControlSettings_t default_lod_settings;
|
|
memset( &default_lod_settings, 0, sizeof( default_lod_settings ) );
|
|
{
|
|
for ( int w = actualDims.m_nWidth; w > 1; w >>= 1 )
|
|
++ default_lod_settings.m_ResolutionClampX;
|
|
for ( int h = actualDims.m_nHeight; h > 1; h >>= 1 )
|
|
++ default_lod_settings.m_ResolutionClampY;
|
|
}
|
|
|
|
// Check for LOD control override
|
|
{
|
|
TextureLodOverride::OverrideInfo oi = TextureLodOverride::Get( pName );
|
|
|
|
if ( oi.x && oi.y && !pLODInfo ) // If overriding texture that doesn't have lod info yet, then use default
|
|
lcs = default_lod_settings;
|
|
|
|
lcs.m_ResolutionClampX += oi.x;
|
|
lcs.m_ResolutionClampY += oi.y;
|
|
if ( int8( lcs.m_ResolutionClampX ) < 0 )
|
|
lcs.m_ResolutionClampX = 0;
|
|
if ( int8( lcs.m_ResolutionClampY ) < 0 )
|
|
lcs.m_ResolutionClampY = 0;
|
|
}
|
|
|
|
// Compute the requested mip0 dimensions
|
|
if ( lcs.m_ResolutionClampX && lcs.m_ResolutionClampY )
|
|
{
|
|
nClampX = (1 << lcs.m_ResolutionClampX );
|
|
nClampY = (1 << lcs.m_ResolutionClampY );
|
|
}
|
|
|
|
// In case clamp values exceed texture dimensions, then fix up
|
|
// the clamping values
|
|
nClampX = min( nClampX, (int)actualDims.m_nWidth );
|
|
nClampY = min( nClampY, (int)actualDims.m_nHeight );
|
|
|
|
//
|
|
// Honor dimension limit restrictions
|
|
//
|
|
if ( nDesiredDimensionLimit > 0 )
|
|
{
|
|
while ( nClampX > nDesiredDimensionLimit ||
|
|
nClampY > nDesiredDimensionLimit )
|
|
{
|
|
nClampX >>= 1;
|
|
nClampY >>= 1;
|
|
}
|
|
}
|
|
|
|
//
|
|
// Unless ignoring picmip, reflect the global picmip level in clamp dimensions
|
|
//
|
|
if ( !bIgnorePicmip )
|
|
{
|
|
// If picmip requests texture degradation, then honor it
|
|
// for loddable textures only
|
|
if ( !( nFlags & TEXTUREFLAGS_NOLOD ) &&
|
|
( g_config.skipMipLevels > 0 ) )
|
|
{
|
|
for ( int iDegrade = 0; iDegrade < g_config.skipMipLevels; ++ iDegrade )
|
|
{
|
|
// don't go lower than 4, or dxt textures won't work properly
|
|
if ( nClampX > 4 &&
|
|
nClampY > 4 )
|
|
{
|
|
nClampX >>= 1;
|
|
nClampY >>= 1;
|
|
}
|
|
}
|
|
}
|
|
|
|
// If picmip requests quality upgrade, then always honor it
|
|
if ( g_config.skipMipLevels < 0 )
|
|
{
|
|
for ( int iUpgrade = 0; iUpgrade < - g_config.skipMipLevels; ++ iUpgrade )
|
|
{
|
|
if ( nClampX < actualDims.m_nWidth &&
|
|
nClampY < actualDims.m_nHeight )
|
|
{
|
|
nClampX <<= 1;
|
|
nClampY <<= 1;
|
|
}
|
|
else
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
//
|
|
// Now use hardware settings to clamp our "clamping dimensions"
|
|
//
|
|
int iHwWidth = HardwareConfig()->MaxTextureWidth();
|
|
int iHwHeight = HardwareConfig()->MaxTextureHeight();
|
|
int iHwDepth = HardwareConfig()->MaxTextureDepth();
|
|
|
|
nClampX = min( nClampX, max( iHwWidth, 4 ) );
|
|
nClampY = min( nClampY, max( iHwHeight, 4 ) );
|
|
nClampZ = min( nClampZ, max( iHwDepth, 1 ) );
|
|
|
|
// In case clamp values exceed texture dimensions, then fix up
|
|
// the clamping values.
|
|
nClampX = min( nClampX, (int)actualDims.m_nWidth );
|
|
nClampY = min( nClampY, (int)actualDims.m_nHeight );
|
|
nClampZ = min( nClampZ, (int)actualDims.m_nDepth );
|
|
|
|
//
|
|
// Clamp to the determined dimensions
|
|
//
|
|
int numMipsSkipped = 0; // will compute now when clamping how many mips we drop
|
|
while ( ( actualDims.m_nWidth > nClampX ) ||
|
|
( actualDims.m_nHeight > nClampY ) ||
|
|
( actualDims.m_nDepth > nClampZ ) )
|
|
{
|
|
actualDims.m_nWidth >>= 1;
|
|
actualDims.m_nHeight >>= 1;
|
|
actualDims.m_nDepth = Max( 1, actualDims.m_nDepth >> 1 );
|
|
|
|
++ numMipsSkipped;
|
|
}
|
|
|
|
Assert( actualDims.m_nWidth > 0 && actualDims.m_nHeight > 0 && actualDims.m_nDepth > 0 );
|
|
|
|
// Now that we've got the actual size, we can figure out the mip count
|
|
actualDims.m_nMipCount = ComputeActualMipCount( actualDims, nFlags );
|
|
|
|
// If we're streaming, cut down what we're loading.
|
|
// We can only stream things that have a mipmap pyramid (not just a single mipmap).
|
|
bool bHasSetAllocation = false;
|
|
if ( ( nFlags & TEXTUREFLAGS_STREAMABLE ) == TEXTUREFLAGS_STREAMABLE_COARSE )
|
|
{
|
|
if ( actualDims.m_nMipCount > 1 )
|
|
{
|
|
allocatedDims.m_nWidth = actualDims.m_nWidth;
|
|
allocatedDims.m_nHeight = actualDims.m_nHeight;
|
|
allocatedDims.m_nDepth = actualDims.m_nDepth;
|
|
allocatedDims.m_nMipCount = actualDims.m_nMipCount;
|
|
|
|
for ( int i = 0; i < STREAMING_START_MIPMAP; ++i )
|
|
{
|
|
// Stop when width or height is at 4 pixels (or less). We could do better,
|
|
// but some textures really can't function if they're less than 4 pixels (compressed textures, for example).
|
|
if ( allocatedDims.m_nWidth <= 4 || allocatedDims.m_nHeight <= 4 )
|
|
break;
|
|
|
|
allocatedDims.m_nWidth >>= 1;
|
|
allocatedDims.m_nHeight >>= 1;
|
|
allocatedDims.m_nDepth = Max( 1, allocatedDims.m_nDepth >> 1 );
|
|
allocatedDims.m_nMipCount = Max( 1, allocatedDims.m_nMipCount - 1 );
|
|
|
|
++numMipsSkipped;
|
|
++( *pOutStreamedMips );
|
|
}
|
|
|
|
bHasSetAllocation = true;
|
|
}
|
|
else
|
|
{
|
|
// Clear out that we're streaming, this isn't a texture we can stream.
|
|
stripFlags |= TEXTUREFLAGS_STREAMABLE_COARSE;
|
|
}
|
|
}
|
|
|
|
if ( !bHasSetAllocation )
|
|
{
|
|
allocatedDims.m_nWidth = actualDims.m_nWidth;
|
|
allocatedDims.m_nHeight = actualDims.m_nHeight;
|
|
allocatedDims.m_nDepth = actualDims.m_nDepth;
|
|
allocatedDims.m_nMipCount = actualDims.m_nMipCount;
|
|
}
|
|
|
|
if ( pOptOutActualDims )
|
|
*pOptOutActualDims = actualDims;
|
|
|
|
if ( pOptOutAllocatedDims )
|
|
*pOptOutAllocatedDims = allocatedDims;
|
|
|
|
if ( pOptOutStripFlags )
|
|
( *pOptOutStripFlags ) = stripFlags;
|
|
|
|
// Returns the number we skipped
|
|
return numMipsSkipped;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Get an optimal read buffer, persists and avoids excessive allocations
|
|
//-----------------------------------------------------------------------------
|
|
int GetOptimalReadBuffer( CUtlBuffer* pOutOptimalBuffer, FileHandle_t hFile, int nSize )
|
|
{
|
|
// NOTE! NOTE! NOTE! If you are making changes to this function, be aware that it has threading
|
|
// NOTE! NOTE! NOTE! implications. It can be called synchronously by the Main thread,
|
|
// NOTE! NOTE! NOTE! or by the streaming texture code!
|
|
Assert( GetThreadId() < MAX_RENDER_THREADS );
|
|
|
|
tmZone( TELEMETRY_LEVEL0, TMZF_NONE, "%s (%d bytes)", __FUNCTION__, nSize );
|
|
Assert( pOutOptimalBuffer != NULL );
|
|
|
|
// get an optimal read buffer, only resize if necessary
|
|
const int minSize = 2 * 1024 * 1024; // Uses 2MB min to avoid fragmentation
|
|
nSize = max( nSize, minSize );
|
|
int nBytesOptimalRead = g_pFullFileSystem->GetOptimalReadSize( hFile, nSize );
|
|
|
|
const int ti = GetThreadId();
|
|
|
|
if ( nBytesOptimalRead > s_nOptimalReadBufferSize[ ti ] )
|
|
{
|
|
FreeOptimalReadBuffer( 0 );
|
|
|
|
s_nOptimalReadBufferSize[ ti ] = nBytesOptimalRead;
|
|
s_pOptimalReadBuffer[ ti ] = g_pFullFileSystem->AllocOptimalReadBuffer( hFile, nSize );
|
|
if ( mat_spewalloc.GetBool() )
|
|
{
|
|
Msg( "Allocated optimal read buffer of %d bytes @ 0x%p for thread %d\n", s_nOptimalReadBufferSize[ ti ], s_pOptimalReadBuffer[ ti ], ti );
|
|
}
|
|
}
|
|
|
|
// set external buffer and reset to empty
|
|
( *pOutOptimalBuffer ).SetExternalBuffer( s_pOptimalReadBuffer[ ti ], s_nOptimalReadBufferSize[ ti ], 0 );
|
|
|
|
// return the optimal read size
|
|
return nBytesOptimalRead;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Free the optimal read buffer if it grows too large
|
|
//-----------------------------------------------------------------------------
|
|
void FreeOptimalReadBuffer( int nMaxSize )
|
|
{
|
|
// NOTE! NOTE! NOTE! If you are making changes to this function, be aware that it has threading
|
|
// NOTE! NOTE! NOTE! implications. It can be called synchronously by the Main thread,
|
|
// NOTE! NOTE! NOTE! or by the streaming texture code!
|
|
Assert( GetThreadId() < MAX_RENDER_THREADS );
|
|
|
|
tmZone( TELEMETRY_LEVEL0, TMZF_NONE, "%s", __FUNCTION__ );
|
|
|
|
const int ti = GetThreadId();
|
|
|
|
if ( s_pOptimalReadBuffer[ ti ] && s_nOptimalReadBufferSize[ ti ] >= nMaxSize )
|
|
{
|
|
if ( mat_spewalloc.GetBool() )
|
|
{
|
|
Msg( "Freeing optimal read buffer of %d bytes @ 0x%p for thread %d\n", s_nOptimalReadBufferSize[ ti ], s_pOptimalReadBuffer[ ti ], ti );
|
|
}
|
|
g_pFullFileSystem->FreeOptimalReadBuffer( s_pOptimalReadBuffer[ ti ] );
|
|
s_pOptimalReadBuffer[ ti ] = NULL;
|
|
s_nOptimalReadBufferSize[ ti ] = 0;
|
|
}
|
|
}
|
|
|
|
|
|
#if defined( STAGING_ONLY )
|
|
CON_COMMAND( dumptexallocs, "List currently allocated textures and properties about them" )
|
|
{
|
|
Msg( "Texture Memory Statistics follow:\n" );
|
|
uint64 totalTexMemAllocated = 0;
|
|
FOR_EACH_MAP_FAST( g_currentTextures, i )
|
|
{
|
|
const TexInfo_t& tex = g_currentTextures[ i ];
|
|
uint64 thisTexMem = tex.ComputeTexSize();
|
|
|
|
totalTexMemAllocated += thisTexMem;
|
|
Msg( "%s: %llu bytes\n", ( const char * ) tex.m_Name, thisTexMem );
|
|
}
|
|
|
|
Msg( "Total Memory Allocated: %llu bytes\n", totalTexMemAllocated );
|
|
}
|
|
#endif
|
|
|
|
|
|
//////////////////////////////////////////////////////////////////////////
|
|
//
|
|
// Saving all the texture LOD modifications to content
|
|
//
|
|
//////////////////////////////////////////////////////////////////////////
|
|
|
|
#ifdef IS_WINDOWS_PC
|
|
static bool SetBufferValue( char *chTxtFileBuffer, char const *szLookupKey, char const *szNewValue )
|
|
{
|
|
bool bResult = false;
|
|
|
|
size_t lenTmp = strlen( szNewValue );
|
|
size_t nTxtFileBufferLen = strlen( chTxtFileBuffer );
|
|
|
|
for ( char *pch = chTxtFileBuffer;
|
|
( NULL != ( pch = strstr( pch, szLookupKey ) ) );
|
|
++ pch )
|
|
{
|
|
char *val = pch + strlen( szLookupKey );
|
|
if ( !V_isspace( *val ) )
|
|
continue;
|
|
else
|
|
++ val;
|
|
char *pValStart = val;
|
|
|
|
// Okay, here comes the value
|
|
while ( *val && V_isspace( *val ) )
|
|
++ val;
|
|
while ( *val && !V_isspace( *val ) )
|
|
++ val;
|
|
|
|
char *pValEnd = val; // Okay, here ends the value
|
|
|
|
memmove( pValStart + lenTmp, pValEnd, chTxtFileBuffer + nTxtFileBufferLen + 1 - pValEnd );
|
|
memcpy( pValStart, szNewValue, lenTmp );
|
|
|
|
nTxtFileBufferLen += ( lenTmp - ( pValEnd - pValStart ) );
|
|
bResult = true;
|
|
}
|
|
|
|
if ( !bResult )
|
|
{
|
|
char *pchAdd = chTxtFileBuffer + nTxtFileBufferLen;
|
|
strcpy( pchAdd + strlen( pchAdd ), "\n" );
|
|
strcpy( pchAdd + strlen( pchAdd ), szLookupKey );
|
|
strcpy( pchAdd + strlen( pchAdd ), " " );
|
|
strcpy( pchAdd + strlen( pchAdd ), szNewValue );
|
|
strcpy( pchAdd + strlen( pchAdd ), "\n" );
|
|
bResult = true;
|
|
}
|
|
|
|
return bResult;
|
|
}
|
|
|
|
// Replaces the first occurrence of "szFindData" with "szNewData"
|
|
// Returns the remaining buffer past the replaced data or NULL if
|
|
// no replacement occurred.
|
|
static char * BufferReplace( char *buf, char const *szFindData, char const *szNewData )
|
|
{
|
|
size_t len = strlen( buf ), lFind = strlen( szFindData ), lNew = strlen( szNewData );
|
|
if ( char *pBegin = strstr( buf, szFindData ) )
|
|
{
|
|
memmove( pBegin + lNew, pBegin + lFind, buf + len - ( pBegin + lFind ) );
|
|
memmove( pBegin, szNewData, lNew );
|
|
return pBegin + lNew;
|
|
}
|
|
return NULL;
|
|
}
|
|
|
|
|
|
class CP4Requirement
|
|
{
|
|
public:
|
|
CP4Requirement();
|
|
~CP4Requirement();
|
|
|
|
protected:
|
|
bool m_bLoadedModule;
|
|
CSysModule *m_pP4Module;
|
|
};
|
|
|
|
CP4Requirement::CP4Requirement() :
|
|
m_bLoadedModule( false ),
|
|
m_pP4Module( NULL )
|
|
{
|
|
#ifdef STAGING_ONLY
|
|
if ( p4 )
|
|
return;
|
|
|
|
// load the p4 lib
|
|
m_pP4Module = Sys_LoadModule( "p4lib" );
|
|
m_bLoadedModule = true;
|
|
|
|
if ( m_pP4Module )
|
|
{
|
|
CreateInterfaceFn factory = Sys_GetFactory( m_pP4Module );
|
|
if ( factory )
|
|
{
|
|
p4 = ( IP4 * )factory( P4_INTERFACE_VERSION, NULL );
|
|
|
|
if ( p4 )
|
|
{
|
|
extern CreateInterfaceFn g_fnMatSystemConnectCreateInterface;
|
|
p4->Connect( g_fnMatSystemConnectCreateInterface );
|
|
p4->Init();
|
|
}
|
|
}
|
|
}
|
|
#endif // STAGING_ONLY
|
|
|
|
if ( !p4 )
|
|
{
|
|
Warning( "Can't load p4lib.dll\n" );
|
|
}
|
|
}
|
|
|
|
CP4Requirement::~CP4Requirement()
|
|
{
|
|
if ( m_bLoadedModule && m_pP4Module )
|
|
{
|
|
if ( p4 )
|
|
{
|
|
p4->Shutdown();
|
|
p4->Disconnect();
|
|
}
|
|
|
|
Sys_UnloadModule( m_pP4Module );
|
|
m_pP4Module = NULL;
|
|
p4 = NULL;
|
|
}
|
|
}
|
|
|
|
static ConVar mat_texture_list_content_path( "mat_texture_list_content_path", "", FCVAR_ARCHIVE, "The content path to the materialsrc directory. If left unset, it'll assume your content directory is next to the currently running game dir." );
|
|
|
|
CON_COMMAND_F( mat_texture_list_txlod_sync, "'reset' - resets all run-time changes to LOD overrides, 'save' - saves all changes to material content files", FCVAR_DONTRECORD )
|
|
{
|
|
using namespace TextureLodOverride;
|
|
|
|
if ( args.ArgC() != 2 )
|
|
goto usage;
|
|
|
|
char const *szCmd = args.Arg( 1 );
|
|
Msg( "mat_texture_list_txlod_sync %s...\n", szCmd );
|
|
|
|
if ( !stricmp( szCmd, "reset" ) )
|
|
{
|
|
for ( int k = 0; k < s_OverrideMap.GetNumStrings(); ++ k )
|
|
{
|
|
char const *szTx = s_OverrideMap.String( k );
|
|
s_OverrideMap[ k ] = OverrideInfo(); // Reset the override info
|
|
|
|
// Force the texture LOD override to get re-processed
|
|
if ( ITexture *pTx = materials->FindTexture( szTx, "" ) )
|
|
pTx->ForceLODOverride( 0 );
|
|
else
|
|
Warning( " mat_texture_list_txlod_sync reset - texture '%s' no longer found.\n", szTx );
|
|
}
|
|
|
|
s_OverrideMap.Purge();
|
|
Msg("mat_texture_list_txlod_sync reset : completed.\n");
|
|
return;
|
|
}
|
|
else if ( !stricmp( szCmd, "save" ) )
|
|
{
|
|
CP4Requirement p4req;
|
|
if ( !p4 )
|
|
g_p4factory->SetDummyMode( true );
|
|
|
|
for ( int k = 0; k < s_OverrideMap.GetNumStrings(); ++ k )
|
|
{
|
|
char const *szTx = s_OverrideMap.String( k );
|
|
OverrideInfo oi = s_OverrideMap[ k ];
|
|
ITexture *pTx = materials->FindTexture( szTx, "" );
|
|
|
|
if ( !oi.x || !oi.y )
|
|
continue;
|
|
|
|
if ( !pTx )
|
|
{
|
|
Warning( " mat_texture_list_txlod_sync save - texture '%s' no longer found.\n", szTx );
|
|
continue;
|
|
}
|
|
|
|
int iMaxWidth = pTx->GetActualWidth(), iMaxHeight = pTx->GetActualHeight();
|
|
|
|
// Save maxwidth and maxheight
|
|
char chMaxWidth[20], chMaxHeight[20];
|
|
sprintf( chMaxWidth, "%d", iMaxWidth ), sprintf( chMaxHeight, "%d", iMaxHeight );
|
|
|
|
// We have the texture and path to its content
|
|
char chResolveName[ MAX_PATH ] = {0}, chResolveNameArg[ MAX_PATH ] = {0};
|
|
Q_snprintf( chResolveNameArg, sizeof( chResolveNameArg ) - 1, "materials/%s" TEXTURE_FNAME_EXTENSION, szTx );
|
|
char *szTextureContentPath;
|
|
if ( !mat_texture_list_content_path.GetString()[0] )
|
|
{
|
|
szTextureContentPath = const_cast< char * >( g_pFullFileSystem->RelativePathToFullPath( chResolveNameArg, "game", chResolveName, sizeof( chResolveName ) - 1 ) );
|
|
|
|
if ( !szTextureContentPath )
|
|
{
|
|
Warning( " mat_texture_list_txlod_sync save - texture '%s' is not loaded from file system.\n", szTx );
|
|
continue;
|
|
}
|
|
if ( !BufferReplace( szTextureContentPath, "\\game\\", "\\content\\" ) ||
|
|
!BufferReplace( szTextureContentPath, "\\materials\\", "\\materialsrc\\" ) )
|
|
{
|
|
Warning( " mat_texture_list_txlod_sync save - texture '%s' cannot be mapped to content directory.\n", szTx );
|
|
continue;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
V_strncpy( chResolveName, mat_texture_list_content_path.GetString(), MAX_PATH );
|
|
V_strncat( chResolveName, "/", MAX_PATH );
|
|
V_strncat( chResolveName, szTx, MAX_PATH );
|
|
V_strncat( chResolveName, TEXTURE_FNAME_EXTENSION, MAX_PATH );
|
|
|
|
szTextureContentPath = chResolveName;
|
|
}
|
|
|
|
// Figure out what kind of source content is there:
|
|
// 1. look for TGA - if found, get the txt file (if txt file missing, create one)
|
|
// 2. otherwise look for PSD - affecting psdinfo
|
|
// 3. else error
|
|
char *pExtPut = szTextureContentPath + strlen( szTextureContentPath ) - strlen( TEXTURE_FNAME_EXTENSION ); // compensating the TEXTURE_FNAME_EXTENSION(.vtf) extension
|
|
|
|
// 1.tga
|
|
sprintf( pExtPut, ".tga" );
|
|
if ( g_pFullFileSystem->FileExists( szTextureContentPath ) )
|
|
{
|
|
// Have tga - pump in the txt file
|
|
sprintf( pExtPut, ".txt" );
|
|
|
|
CUtlBuffer bufTxtFileBuffer( 0, 0, CUtlBuffer::TEXT_BUFFER );
|
|
g_pFullFileSystem->ReadFile( szTextureContentPath, 0, bufTxtFileBuffer );
|
|
for ( int kCh = 0; kCh < 1024; ++kCh ) bufTxtFileBuffer.PutChar( 0 );
|
|
|
|
// Now fix maxwidth/maxheight settings
|
|
SetBufferValue( ( char * ) bufTxtFileBuffer.Base(), "maxwidth", chMaxWidth );
|
|
SetBufferValue( ( char * ) bufTxtFileBuffer.Base(), "maxheight", chMaxHeight );
|
|
bufTxtFileBuffer.SeekPut( CUtlBuffer::SEEK_HEAD, strlen( ( char * ) bufTxtFileBuffer.Base() ) );
|
|
|
|
// Check out or add the file
|
|
g_p4factory->SetOpenFileChangeList( "Texture LOD Autocheckout" );
|
|
CP4AutoEditFile autop4_edit( szTextureContentPath );
|
|
|
|
// Save the file contents
|
|
if ( g_pFullFileSystem->WriteFile( szTextureContentPath, 0, bufTxtFileBuffer ) )
|
|
{
|
|
Msg(" '%s' : saved.\n", szTextureContentPath );
|
|
CP4AutoAddFile autop4_add( szTextureContentPath );
|
|
}
|
|
else
|
|
{
|
|
Warning( " '%s' : failed to save - set \"maxwidth %d maxheight %d\" manually.\n",
|
|
szTextureContentPath, iMaxWidth, iMaxHeight );
|
|
}
|
|
|
|
continue;
|
|
}
|
|
|
|
// 2.psd
|
|
sprintf( pExtPut, ".psd" );
|
|
if ( g_pFullFileSystem->FileExists( szTextureContentPath ) )
|
|
{
|
|
char chCommand[MAX_PATH];
|
|
char szTxtFileName[MAX_PATH] = {0};
|
|
GetModSubdirectory( "tmp_lod_psdinfo.txt", szTxtFileName, sizeof( szTxtFileName ) );
|
|
sprintf( chCommand, "/C psdinfo \"%s\" > \"%s\"", szTextureContentPath, szTxtFileName);
|
|
ShellExecute( NULL, NULL, "cmd.exe", chCommand, NULL, SW_HIDE );
|
|
Sleep( 200 );
|
|
|
|
CUtlBuffer bufTxtFileBuffer( 0, 0, CUtlBuffer::TEXT_BUFFER );
|
|
g_pFullFileSystem->ReadFile( szTxtFileName, 0, bufTxtFileBuffer );
|
|
for ( int kCh = 0; kCh < 1024; ++ kCh ) bufTxtFileBuffer.PutChar( 0 );
|
|
|
|
// Now fix maxwidth/maxheight settings
|
|
SetBufferValue( ( char * ) bufTxtFileBuffer.Base(), "maxwidth", chMaxWidth );
|
|
SetBufferValue( ( char * ) bufTxtFileBuffer.Base(), "maxheight", chMaxHeight );
|
|
bufTxtFileBuffer.SeekPut( CUtlBuffer::SEEK_HEAD, strlen( ( char * ) bufTxtFileBuffer.Base() ) );
|
|
|
|
// Check out or add the file
|
|
// Save the file contents
|
|
if ( g_pFullFileSystem->WriteFile( szTxtFileName, 0, bufTxtFileBuffer ) )
|
|
{
|
|
g_p4factory->SetOpenFileChangeList( "Texture LOD Autocheckout" );
|
|
CP4AutoEditFile autop4_edit( szTextureContentPath );
|
|
|
|
sprintf( chCommand, "/C psdinfo -write \"%s\" < \"%s\"", szTextureContentPath, szTxtFileName );
|
|
Sleep( 200 );
|
|
ShellExecute( NULL, NULL, "cmd.exe", chCommand, NULL, SW_HIDE );
|
|
Sleep( 200 );
|
|
|
|
Msg(" '%s' : saved.\n", szTextureContentPath );
|
|
CP4AutoAddFile autop4_add( szTextureContentPath );
|
|
}
|
|
else
|
|
{
|
|
Warning( " '%s' : failed to save - set \"maxwidth %d maxheight %d\" manually.\n",
|
|
szTextureContentPath, iMaxWidth, iMaxHeight );
|
|
}
|
|
|
|
continue;
|
|
}
|
|
|
|
// 3. - error
|
|
sprintf( pExtPut, "" );
|
|
{
|
|
Warning( " '%s' : doesn't specify a valid TGA or PSD file!\n", szTextureContentPath );
|
|
continue;
|
|
}
|
|
}
|
|
|
|
Msg("mat_texture_list_txlod_sync save : completed.\n");
|
|
return;
|
|
}
|
|
else
|
|
goto usage;
|
|
|
|
return;
|
|
|
|
usage:
|
|
Warning(
|
|
"Usage:\n"
|
|
" mat_texture_list_txlod_sync reset - resets all run-time changes to LOD overrides;\n"
|
|
" mat_texture_list_txlod_sync save - saves all changes to material content files.\n"
|
|
);
|
|
}
|
|
#endif
|