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