//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Vertex/Pixel Shaders
//
//===========================================================================//
# define DISABLE_PROTECTED_THINGS
# if ( defined(_WIN32) && !defined( _X360 ) )
# elif POSIX
# include <sys/types.h>
# include <sys/socket.h>
# include <netdb.h>
# include <netinet/in.h>
# include <netinet/tcp.h>
# include <errno.h>
# include <sys/ioctl.h>
# define closesocket close
# define WSAGetLastError() errno
# undef SOCKET
typedef int SOCKET ;
# define SOCKET_ERROR (-1)
# define SD_SEND 0x01
# define INVALID_SOCKET (~0)
# endif
# include "togl/rendermechanism.h"
# include "vertexshaderdx8.h"
# include "tier1/utlsymbol.h"
# include "tier1/utlvector.h"
# include "tier1/utldict.h"
# include "tier1/utllinkedlist.h"
# include "tier1/utlbuffer.h"
# include "tier1/UtlStringMap.h"
# include "locald3dtypes.h"
# include "shaderapidx8_global.h"
# include "recording.h"
# include "tier0/vprof.h"
# include "materialsystem/imaterialsystem.h"
# include "materialsystem/imaterialsystemhardwareconfig.h"
# include "KeyValues.h"
# include "shaderapidx8.h"
# include "materialsystem/IShader.h"
# include "IShaderSystem.h"
# include "tier0/fasttimer.h"
# include <sys/stat.h>
# include <time.h>
# include <stdlib.h>
# include "filesystem.h"
# include "convar.h"
# include "materialsystem/shader_vcs_version.h"
# include "tier1/lzmaDecoder.h"
# include "tier1/utlmap.h"
# include "datacache/idatacache.h"
# include "tier1/diff.h"
# include "shaderdevicedx8.h"
# include "filesystem/IQueuedLoader.h"
# include "tier2/tier2.h"
# include "shaderapi/ishaderutil.h"
# include "tier0/icommandline.h"
# include "Color.h"
# include "tier0/dbg.h"
# ifdef REMOTE_DYNAMIC_SHADER_COMPILE
# if defined (POSIX)
# include <sys / types.h>
# include <sys / socket.h>
# else
# include <winsock2.h>
# include <ws2tcpip.h>
# endif
# endif
// NOTE: This has to be the last file included!
# include "tier0/memdbgon.h"
// It currently includes windows.h and we don't want that.
# ifdef USE_ACTUAL_DX
# include "../utils/bzip2/bzlib.h"
# else
int BZ2_bzBuffToBuffDecompress (
char * dest ,
unsigned int * destLen ,
char * source ,
unsigned int sourceLen ,
int small ,
int verbosity
)
{
return 0 ;
}
# endif
static ConVar mat_remoteshadercompile ( " mat_remoteshadercompile " , " 127.0.0.1 " , FCVAR_CHEAT ) ;
//#define PROFILE_SHADER_CREATE
//#define NO_AMBIENT_CUBE
# define MAX_BONES 3
// debugging aid
# define MAX_SHADER_HISTORY 16
# if !defined( _X360 )
# define SHADER_FNAME_EXTENSION ".vcs"
# else
# define SHADER_FNAME_EXTENSION ".360.vcs"
# endif
# ifdef DYNAMIC_SHADER_COMPILE
volatile static char s_ShaderCompileString [ ] = " dynamic_shader_compile_is_on " ;
# endif
# ifdef DYNAMIC_SHADER_COMPILE
static void MatFlushShaders ( void ) ;
# endif
// D3D to OpenGL translator
//static D3DToGL_ASM sg_D3DToOpenGLTranslator; // Remove the _ASM to switch to the new translator
//static D3DToGL sg_NewD3DToOpenGLTranslator; // Remove the _ASM to switch to the new translator
static const char * GetLightTypeName ( VertexShaderLightTypes_t type )
{
static const char * s_VertexShaderLightTypeNames [ ] =
{
" LIGHT_NONE " ,
" LIGHT_SPOT " ,
" LIGHT_POINT " ,
" LIGHT_DIRECTIONAL " ,
" LIGHT_STATIC " ,
" LIGHT_AMBIENTCUBE " ,
} ;
return s_VertexShaderLightTypeNames [ type + 1 ] ;
}
# ifdef PROFILE_SHADER_CREATE
static FILE * GetDebugFileHandle ( void )
{
static FILE * fp = NULL ;
if ( ! fp )
{
fp = fopen ( " shadercreate.txt " , " w " ) ;
Assert ( fp ) ;
}
return fp ;
}
# endif // PROFILE_SHADER_CREATE
# ifdef DX_TO_GL_ABSTRACTION
// mat_autoload_glshaders instructs the engine to load a cached shader table at startup
// it will try for glshaders.cfg first, then fall back to glbaseshaders.cfg if not found
// mat_autosave_glshaders instructs the engine to save out the shader table at key points
// to the filename glshaders.cfg
//
ConVar mat_autosave_glshaders ( " mat_autosave_glshaders " , " 1 " ) ;
ConVar mat_autoload_glshaders ( " mat_autoload_glshaders " , " 1 " ) ;
# endif
//-----------------------------------------------------------------------------
// Explicit instantiation of shader buffer implementation
//-----------------------------------------------------------------------------
template class CShaderBuffer < ID3DXBuffer > ;
//-----------------------------------------------------------------------------
// Used to find unique shaders
//-----------------------------------------------------------------------------
# ifdef MEASURE_DRIVER_ALLOCATIONS
static CUtlMap < CRC32_t , int , int > s_UniqueVS ( 0 , 0 , DefLessFunc ( CRC32_t ) ) ;
static CUtlMap < CRC32_t , int , int > s_UniquePS ( 0 , 0 , DefLessFunc ( CRC32_t ) ) ;
static CUtlMap < IDirect3DVertexShader9 * , CRC32_t , int > s_VSLookup ( 0 , 0 , DefLessFunc ( IDirect3DVertexShader9 * ) ) ;
static CUtlMap < IDirect3DPixelShader9 * , CRC32_t , int > s_PSLookup ( 0 , 0 , DefLessFunc ( IDirect3DPixelShader9 * ) ) ;
# endif
static int s_NumPixelShadersCreated = 0 ;
static int s_NumVertexShadersCreated = 0 ;
static void RegisterVS ( const void * pShaderBits , int nShaderSize , IDirect3DVertexShader9 * pShader )
{
# ifdef MEASURE_DRIVER_ALLOCATIONS
CRC32_t crc ;
CRC32_Init ( & crc ) ;
CRC32_ProcessBuffer ( & crc , pShaderBits , nShaderSize ) ;
CRC32_Final ( & crc ) ;
s_VSLookup . Insert ( pShader , crc ) ;
int nIndex = s_UniqueVS . Find ( crc ) ;
if ( nIndex ! = s_UniqueVS . InvalidIndex ( ) )
{
+ + s_UniqueVS [ nIndex ] ;
}
else
{
int nMemUsed = 23 * 1024 ;
s_UniqueVS . Insert ( crc , 1 ) ;
VPROF_INCREMENT_GROUP_COUNTER ( " unique vs count " , COUNTER_GROUP_NO_RESET , 1 ) ;
VPROF_INCREMENT_GROUP_COUNTER ( " vs driver mem " , COUNTER_GROUP_NO_RESET , nMemUsed ) ;
VPROF_INCREMENT_GROUP_COUNTER ( " total driver mem " , COUNTER_GROUP_NO_RESET , nMemUsed ) ;
}
# endif
}
static void RegisterPS ( const void * pShaderBits , int nShaderSize , IDirect3DPixelShader9 * pShader )
{
# ifdef MEASURE_DRIVER_ALLOCATIONS
CRC32_t crc ;
CRC32_Init ( & crc ) ;
CRC32_ProcessBuffer ( & crc , pShaderBits , nShaderSize ) ;
CRC32_Final ( & crc ) ;
s_PSLookup . Insert ( pShader , crc ) ;
int nIndex = s_UniquePS . Find ( crc ) ;
if ( nIndex ! = s_UniquePS . InvalidIndex ( ) )
{
+ + s_UniquePS [ nIndex ] ;
}
else
{
int nMemUsed = 400 ;
s_UniquePS . Insert ( crc , 1 ) ;
VPROF_INCREMENT_GROUP_COUNTER ( " unique ps count " , COUNTER_GROUP_NO_RESET , 1 ) ;
VPROF_INCREMENT_GROUP_COUNTER ( " ps driver mem " , COUNTER_GROUP_NO_RESET , nMemUsed ) ;
VPROF_INCREMENT_GROUP_COUNTER ( " total driver mem " , COUNTER_GROUP_NO_RESET , nMemUsed ) ;
}
# endif
}
static void UnregisterVS ( IDirect3DVertexShader9 * pShader )
{
# ifdef MEASURE_DRIVER_ALLOCATIONS
int nCRCIndex = s_VSLookup . Find ( pShader ) ;
if ( nCRCIndex = = s_VSLookup . InvalidIndex ( ) )
return ;
CRC32_t crc = s_VSLookup [ nCRCIndex ] ;
s_VSLookup . RemoveAt ( nCRCIndex ) ;
int nIndex = s_UniqueVS . Find ( crc ) ;
if ( nIndex ! = s_UniqueVS . InvalidIndex ( ) )
{
if ( - - s_UniqueVS [ nIndex ] < = 0 )
{
int nMemUsed = 23 * 1024 ;
VPROF_INCREMENT_GROUP_COUNTER ( " unique vs count " , COUNTER_GROUP_NO_RESET , - 1 ) ;
VPROF_INCREMENT_GROUP_COUNTER ( " vs driver mem " , COUNTER_GROUP_NO_RESET , - nMemUsed ) ;
VPROF_INCREMENT_GROUP_COUNTER ( " total driver mem " , COUNTER_GROUP_NO_RESET , - nMemUsed ) ;
s_UniqueVS . Remove ( nIndex ) ;
}
}
# endif
}
static void UnregisterPS ( IDirect3DPixelShader9 * pShader )
{
# ifdef MEASURE_DRIVER_ALLOCATIONS
int nCRCIndex = s_PSLookup . Find ( pShader ) ;
if ( nCRCIndex = = s_PSLookup . InvalidIndex ( ) )
return ;
CRC32_t crc = s_PSLookup [ nCRCIndex ] ;
s_PSLookup . RemoveAt ( nCRCIndex ) ;
int nIndex = s_UniquePS . Find ( crc ) ;
if ( nIndex ! = s_UniquePS . InvalidIndex ( ) )
{
if ( - - s_UniquePS [ nIndex ] < = 0 )
{
int nMemUsed = 400 ;
VPROF_INCREMENT_GROUP_COUNTER ( " unique ps count " , COUNTER_GROUP_NO_RESET , - 1 ) ;
VPROF_INCREMENT_GROUP_COUNTER ( " ps driver mem " , COUNTER_GROUP_NO_RESET , - nMemUsed ) ;
VPROF_INCREMENT_GROUP_COUNTER ( " total driver mem " , COUNTER_GROUP_NO_RESET , - nMemUsed ) ;
s_UniquePS . Remove ( nIndex ) ;
}
}
# endif
}
//-----------------------------------------------------------------------------
// The lovely low-level dx call to create a vertex shader
//-----------------------------------------------------------------------------
static HardwareShader_t CreateD3DVertexShader ( DWORD * pByteCode , int numBytes , const char * pShaderName , char * debugLabel = NULL )
{
MEM_ALLOC_D3D_CREDIT ( ) ;
if ( ! pByteCode )
{
Assert ( 0 ) ;
return INVALID_HARDWARE_SHADER ;
}
// Compute the vertex specification
HardwareShader_t hShader ;
# ifdef DX_TO_GL_ABSTRACTION
HRESULT hr = Dx9Device ( ) - > CreateVertexShader ( pByteCode , ( IDirect3DVertexShader9 * * ) & hShader , pShaderName , debugLabel ) ;
# else
if ( IsEmulatingGL ( ) )
{
DWORD dwVersion = D3DXGetShaderVersion ( pByteCode ) ;
REFERENCE ( dwVersion ) ;
Assert ( D3DSHADER_VERSION_MAJOR ( dwVersion ) = = 2 ) ;
}
# if defined(_X360) || !defined(DX_TO_GL_ABSTRACTION)
HRESULT hr = Dx9Device ( ) - > CreateVertexShader ( pByteCode , ( IDirect3DVertexShader9 * * ) & hShader ) ;
# else
HRESULT hr = Dx9Device ( ) - > CreateVertexShader ( pByteCode , ( IDirect3DVertexShader9 * * ) & hShader , pShaderName ) ;
# endif
# endif
// NOTE: This isn't recorded before the CreateVertexShader because
// we don't know the value of shader until after the CreateVertexShader.
RECORD_COMMAND ( DX8_CREATE_VERTEX_SHADER , 3 ) ;
RECORD_INT ( ( int ) hShader ) ; // hack hack hack
RECORD_INT ( numBytes ) ;
RECORD_STRUCT ( pByteCode , numBytes ) ;
if ( FAILED ( hr ) )
{
Assert ( 0 ) ;
hShader = INVALID_HARDWARE_SHADER ;
}
else
{
s_NumVertexShadersCreated + + ;
RegisterVS ( pByteCode , numBytes , ( IDirect3DVertexShader9 * ) hShader ) ;
}
return hShader ;
}
static void PatchPixelShaderForAtiMsaaHack ( DWORD * pShader , DWORD dwTexCoordMask )
{
if ( IsPC ( ) )
{
bool bIsSampler , bIsTexCoord ;
// Should be able to patch only ps2.0
if ( * pShader ! = 0xFFFF0200 )
return ;
pShader + + ;
while ( pShader )
{
switch ( * pShader & D3DSI_OPCODE_MASK )
{
case D3DSIO_COMMENT :
// Process comment
pShader = pShader + ( * pShader > > 16 ) + 1 ;
break ;
case D3DSIO_END :
// End of shader
return ;
case D3DSIO_DCL :
bIsSampler = ( * ( pShader + 1 ) & D3DSP_TEXTURETYPE_MASK ) ! = D3DSTT_UNKNOWN ;
bIsTexCoord = ( ( ( * ( pShader + 2 ) & D3DSP_REGTYPE_MASK ) > > D3DSP_REGTYPE_SHIFT ) +
( ( * ( pShader + 2 ) & D3DSP_REGTYPE_MASK2 ) > > D3DSP_REGTYPE_SHIFT2 ) ) = = D3DSPR_TEXTURE ;
if ( ! bIsSampler & & bIsTexCoord )
{
DWORD dwTexCoord = * ( pShader + 2 ) & D3DSP_REGNUM_MASK ;
DWORD mask = 0x01 ;
for ( DWORD i = 0 ; i < 16 ; i + + )
{
if ( ( ( dwTexCoordMask & mask ) = = mask ) & & ( dwTexCoord = = i ) )
{
// If found -- patch and get out
// *(pShader + 2) |= D3DSPDM_PARTIALPRECISION;
* ( pShader + 2 ) | = D3DSPDM_MSAMPCENTROID ;
break ;
}
mask < < = 1 ;
}
}
// Intentionally fall through...
default :
// Skip instruction
pShader = pShader + ( ( * pShader & D3DSI_INSTLENGTH_MASK ) > > D3DSI_INSTLENGTH_SHIFT ) + 1 ;
}
}
}
}
static ConVar mat_force_ps_patch ( " mat_force_ps_patch " , " 0 " ) ;
static ConVar mat_disable_ps_patch ( " mat_disable_ps_patch " , " 0 " , FCVAR_ALLOWED_IN_COMPETITIVE ) ;
//-----------------------------------------------------------------------------
// The lovely low-level dx call to create a pixel shader
//-----------------------------------------------------------------------------
static HardwareShader_t CreateD3DPixelShader ( DWORD * pByteCode , unsigned int nCentroidMask , int numBytes , const char * pShaderName , char * debugLabel = NULL )
{
MEM_ALLOC_D3D_CREDIT ( ) ;
if ( ! pByteCode )
return INVALID_HARDWARE_SHADER ;
if ( IsPC ( ) & & nCentroidMask & &
( HardwareConfig ( ) - > NeedsATICentroidHack ( ) | |
mat_force_ps_patch . GetInt ( ) ) )
{
if ( ! mat_disable_ps_patch . GetInt ( ) )
{
PatchPixelShaderForAtiMsaaHack ( pByteCode , nCentroidMask ) ;
}
}
HardwareShader_t shader ;
# if defined( DX_TO_GL_ABSTRACTION )
# if defined( OSX )
HRESULT hr = Dx9Device ( ) - > CreatePixelShader ( pByteCode , ( IDirect3DPixelShader * * ) & shader , pShaderName , debugLabel ) ;
# else
HRESULT hr = Dx9Device ( ) - > CreatePixelShader ( pByteCode , ( IDirect3DPixelShader * * ) & shader , pShaderName , debugLabel , & nCentroidMask ) ;
# endif
# else
if ( IsEmulatingGL ( ) )
{
DWORD dwVersion ;
dwVersion = D3DXGetShaderVersion ( pByteCode ) ;
Assert ( D3DSHADER_VERSION_MAJOR ( dwVersion ) = = 2 ) ;
}
# if defined(_X360) || !defined(DX_TO_GL_ABSTRACTION)
HRESULT hr = Dx9Device ( ) - > CreatePixelShader ( pByteCode , ( IDirect3DPixelShader * * ) & shader ) ;
# else
HRESULT hr = Dx9Device ( ) - > CreatePixelShader ( pByteCode , ( IDirect3DPixelShader * * ) & shader , pShaderName ) ;
# endif
# endif
// NOTE: We have to do this after creating the pixel shader since we don't know
// lookup.m_PixelShader yet!!!!!!!
RECORD_COMMAND ( DX8_CREATE_PIXEL_SHADER , 3 ) ;
RECORD_INT ( ( int ) shader ) ; // hack hack hack
RECORD_INT ( numBytes ) ;
RECORD_STRUCT ( pByteCode , numBytes ) ;
if ( FAILED ( hr ) )
{
Assert ( 0 ) ;
shader = INVALID_HARDWARE_SHADER ;
}
else
{
s_NumPixelShadersCreated + + ;
RegisterPS ( pByteCode , numBytes , ( IDirect3DPixelShader9 * ) shader ) ;
}
return shader ;
}
template < class T > int BinarySearchCombos ( uint32 nStaticComboID , int nCombos , T const * pRecords )
{
// Use binary search - data is sorted
int nLowerIdx = 1 ;
int nUpperIdx = nCombos ;
for ( ; ; )
{
if ( nUpperIdx < nLowerIdx )
return - 1 ;
int nMiddleIndex = ( nLowerIdx + nUpperIdx ) / 2 ;
uint32 nProbe = pRecords [ nMiddleIndex - 1 ] . m_nStaticComboID ;
if ( nStaticComboID < nProbe )
{
nUpperIdx = nMiddleIndex - 1 ;
}
else
{
if ( nStaticComboID > nProbe )
nLowerIdx = nMiddleIndex + 1 ;
else
return nMiddleIndex - 1 ;
}
}
}
inline int FindShaderStaticCombo ( uint32 nStaticComboID , const ShaderHeader_t & header , StaticComboRecord_t * pRecords )
{
if ( header . m_nVersion < 5 )
return - 1 ;
return BinarySearchCombos ( nStaticComboID , header . m_nNumStaticCombos , pRecords ) ;
}
// cache redundant i/o fetched components of the vcs files
struct ShaderFileCache_t
{
CUtlSymbol m_Name ;
CUtlSymbol m_Filename ;
ShaderHeader_t m_Header ;
bool m_bVertexShader ;
// valid for diff version only - contains the microcode used as the reference for diff algorithm
CUtlBuffer m_ReferenceCombo ;
// valid for ver5 only - contains the directory
CUtlVector < StaticComboRecord_t > m_StaticComboRecords ;
CUtlVector < StaticComboAliasRecord_t > m_StaticComboDupRecords ;
ShaderFileCache_t ( )
{
// invalid until version established
m_Header . m_nVersion = 0 ;
}
bool IsValid ( ) const
{
return m_Header . m_nVersion ! = 0 ;
}
bool IsOldVersion ( ) const
{
return m_Header . m_nVersion < 5 ;
}
int IsVersion6 ( ) const
{
return ( m_Header . m_nVersion = = 6 ) ;
}
int FindCombo ( uint32 nStaticComboID )
{
int nSearchAliases = BinarySearchCombos ( nStaticComboID , m_StaticComboDupRecords . Count ( ) , m_StaticComboDupRecords . Base ( ) ) ;
if ( nSearchAliases ! = - 1 )
nStaticComboID = m_StaticComboDupRecords [ nSearchAliases ] . m_nSourceStaticCombo ;
return FindShaderStaticCombo ( nStaticComboID , m_Header , m_StaticComboRecords . Base ( ) ) ;
}
bool operator = = ( const ShaderFileCache_t & a ) const
{
return m_Name = = a . m_Name & & m_bVertexShader = = a . m_bVertexShader ;
}
} ;
//-----------------------------------------------------------------------------
// Vertex + pixel shader manager
//-----------------------------------------------------------------------------
class CShaderManager : public IShaderManager
{
public :
CShaderManager ( ) ;
virtual ~ CShaderManager ( ) ;
// Methods of IShaderManager
virtual void Init ( ) ;
virtual void Shutdown ( ) ;
virtual IShaderBuffer * CompileShader ( const char * pProgram , size_t nBufLen , const char * pShaderVersion ) ;
virtual VertexShaderHandle_t CreateVertexShader ( IShaderBuffer * pShaderBuffer ) ;
virtual void DestroyVertexShader ( VertexShaderHandle_t hShader ) ;
virtual PixelShaderHandle_t CreatePixelShader ( IShaderBuffer * pShaderBuffer ) ;
virtual void DestroyPixelShader ( PixelShaderHandle_t hShader ) ;
virtual VertexShader_t CreateVertexShader ( const char * pVertexShaderFile , int nStaticVshIndex = 0 , char * debugLabel = NULL ) ;
virtual PixelShader_t CreatePixelShader ( const char * pPixelShaderFile , int nStaticPshIndex = 0 , char * debugLabel = NULL ) ;
virtual void SetVertexShader ( VertexShader_t shader ) ;
virtual void SetPixelShader ( PixelShader_t shader ) ;
virtual void BindVertexShader ( VertexShaderHandle_t shader ) ;
virtual void BindPixelShader ( PixelShaderHandle_t shader ) ;
virtual void * GetCurrentVertexShader ( ) ;
virtual void * GetCurrentPixelShader ( ) ;
virtual void ResetShaderState ( ) ;
void FlushShaders ( ) ;
virtual void ClearVertexAndPixelShaderRefCounts ( ) ;
virtual void PurgeUnusedVertexAndPixelShaders ( ) ;
void SpewVertexAndPixelShaders ( ) ;
const char * GetActiveVertexShaderName ( ) ;
const char * GetActivePixelShaderName ( ) ;
bool CreateDynamicCombos_Ver4 ( void * pContext , uint8 * pComboBuffer ) ;
bool CreateDynamicCombos_Ver5 ( void * pContext , uint8 * pComboBuffer , char * debugLabel = NULL ) ;
# if defined( DX_TO_GL_ABSTRACTION )
virtual void DoStartupShaderPreloading ( ) ;
# endif
static void QueuedLoaderCallback ( void * pContext , void * pContext2 , const void * pData , int nSize , LoaderError_t loaderError ) ;
private :
typedef CUtlFixedLinkedList < IDirect3DVertexShader9 * > : : IndexType_t VertexShaderIndex_t ;
typedef CUtlFixedLinkedList < IDirect3DPixelShader9 * > : : IndexType_t PixelShaderIndex_t ;
struct ShaderStaticCombos_t
{
int m_nCount ;
// Can't use CUtlVector here since you CUtlLinkedList<CUtlVector<>> doesn't work.
HardwareShader_t * m_pHardwareShaders ;
struct ShaderCreationData_t
{
CUtlVector < uint8 > ByteCode ;
uint32 iCentroidMask ;
} ;
ShaderCreationData_t * m_pCreationData ;
} ;
struct ShaderLookup_t
{
CUtlSymbol m_Name ;
int m_nStaticIndex ;
ShaderStaticCombos_t m_ShaderStaticCombos ;
DWORD m_Flags ;
int m_nRefCount ;
uintp m_hShaderFileCache ;
// for queued loading, bias an aligned optimal buffer forward to correct location
int m_nDataOffset ;
// diff version, valid during load only
ShaderDictionaryEntry_t * m_pComboDictionary ;
ShaderLookup_t ( )
{
m_Flags = 0 ;
m_nRefCount = 0 ;
m_ShaderStaticCombos . m_nCount = 0 ;
m_ShaderStaticCombos . m_pHardwareShaders = 0 ;
m_ShaderStaticCombos . m_pCreationData = 0 ;
m_pComboDictionary = NULL ;
}
void IncRefCount ( )
{
m_nRefCount + + ;
}
bool operator = = ( const ShaderLookup_t & a ) const
{
return m_Name = = a . m_Name & & m_nStaticIndex = = a . m_nStaticIndex ;
}
} ;
# ifdef DYNAMIC_SHADER_COMPILE
struct Combo_t
{
CUtlSymbol m_ComboName ;
int m_nMin ;
int m_nMax ;
} ;
struct ShaderCombos_t
{
CUtlVector < Combo_t > m_StaticCombos ;
CUtlVector < Combo_t > m_DynamicCombos ;
int GetNumDynamicCombos ( void ) const
{
int combos = 1 ;
int i ;
for ( i = 0 ; i < m_DynamicCombos . Count ( ) ; i + + )
{
combos * = ( m_DynamicCombos [ i ] . m_nMax - m_DynamicCombos [ i ] . m_nMin + 1 ) ;
}
return combos ;
}
int GetNumStaticCombos ( void ) const
{
int combos = 1 ;
int i ;
for ( i = 0 ; i < m_StaticCombos . Count ( ) ; i + + )
{
combos * = ( m_StaticCombos [ i ] . m_nMax - m_StaticCombos [ i ] . m_nMin + 1 ) ;
}
return combos ;
}
} ;
# endif
private :
void CreateStaticShaders ( ) ;
void DestroyStaticShaders ( ) ;
# if defined ( DYNAMIC_SHADER_COMPILE ) && defined( REMOTE_DYNAMIC_SHADER_COMPILE )
void InitRemoteShaderCompile ( ) ;
void DeinitRemoteShaderCompile ( ) ;
# endif
// The low-level dx call to set the vertex shader state
void SetVertexShaderState ( HardwareShader_t shader , DataCacheHandle_t hCachedShader = DC_INVALID_HANDLE ) ;
// The low-level dx call to set the pixel shader state
void SetPixelShaderState ( HardwareShader_t shader , DataCacheHandle_t hCachedShader = DC_INVALID_HANDLE ) ;
// Destroys all shaders
void DestroyAllShaders ( ) ;
// Destroy a particular vertex shader
void DestroyVertexShader ( VertexShader_t shader ) ;
// Destroy a particular pixel shader
void DestroyPixelShader ( PixelShader_t shader ) ;
bool LoadAndCreateShaders ( ShaderLookup_t & lookup , bool bVertexShader , char * debugLabel = NULL ) ;
FileHandle_t OpenFileAndLoadHeader ( const char * pFileName , ShaderHeader_t * pHeader ) ;
# ifdef DYNAMIC_SHADER_COMPILE
bool LoadAndCreateShaders_Dynamic ( ShaderLookup_t & lookup , bool bVertexShader ) ;
const ShaderCombos_t * FindOrCreateShaderCombos ( const char * pShaderName ) ;
HardwareShader_t CompileShader ( const char * pShaderName , int nStaticIndex , int nDynamicIndex , bool bVertexShader ) ;
# endif
void DisassembleShader ( ShaderLookup_t * pLookup , int dynamicCombo , uint8 * pByteCode ) ;
void WriteTranslatedFile ( ShaderLookup_t * pLookup , int dynamicCombo , char * pFileContents , char * pFileExtension ) ;
// DX_TO_GL_ABSTRACTION only, no-op otherwise
void SaveShaderCache ( char * cacheName ) ; // query GLM pair cache for all active shader pairs and write them to disk in named file
bool LoadShaderCache ( char * cacheName ) ; // read named file, establish compiled shader sets for each vertex+static and pixel+static, then link pairs as listed in table
// return true on success, false if file not found
// old void WarmShaderCache();
CUtlFixedLinkedList < ShaderLookup_t > m_VertexShaderDict ;
CUtlFixedLinkedList < ShaderLookup_t > m_PixelShaderDict ;
CUtlSymbolTable m_ShaderSymbolTable ;
# ifdef DYNAMIC_SHADER_COMPILE
typedef HRESULT ( __stdcall * ShaderCompileFromFileFunc_t ) ( LPCSTR pSrcFile , CONST D3DXMACRO * pDefines ,
LPD3DXINCLUDE pInclude , LPCSTR pFunctionName , LPCSTR pProfile , DWORD Flags ,
LPD3DXBUFFER * ppShader , LPD3DXBUFFER * ppErrorMsgs , LPD3DXCONSTANTTABLE * ppConstantTable ) ;
CUtlStringMap < ShaderCombos_t > m_ShaderNameToCombos ;
CSysModule * m_pShaderCompiler30 ;
ShaderCompileFromFileFunc_t m_ShaderCompileFileFunc30 ;
# endif
// The current vertex and pixel shader
HardwareShader_t m_HardwareVertexShader ;
HardwareShader_t m_HardwarePixelShader ;
CUtlFixedLinkedList < IDirect3DVertexShader9 * > m_RawVertexShaderDict ;
CUtlFixedLinkedList < IDirect3DPixelShader9 * > m_RawPixelShaderDict ;
CUtlFixedLinkedList < ShaderFileCache_t > m_ShaderFileCache ;
// false, creates during init.
// true, creates on access, helps reduce d3d memory for tools, but causes i/o hitches.
bool m_bCreateShadersOnDemand ;
# if defined( _DEBUG )
// for debugging (can't resolve UtlSym)
// need some history because 360 d3d has rips related to sequencing
char vshDebugName [ MAX_SHADER_HISTORY ] [ 64 ] ;
int vshDebugIndex ;
char pshDebugName [ MAX_SHADER_HISTORY ] [ 64 ] ;
int pshDebugIndex ;
# endif
# if defined ( DYNAMIC_SHADER_COMPILE ) && defined( REMOTE_DYNAMIC_SHADER_COMPILE )
SOCKET m_RemoteShaderCompileSocket ;
# endif
} ;
//-----------------------------------------------------------------------------
// Singleton accessor
//-----------------------------------------------------------------------------
static CShaderManager s_ShaderManager ;
IShaderManager * g_pShaderManager = & s_ShaderManager ;
//-----------------------------------------------------------------------------
// Constructor, destructor
//-----------------------------------------------------------------------------
CShaderManager : : CShaderManager ( ) :
m_ShaderSymbolTable ( 0 , 32 , true /* caseInsensitive */ ) ,
m_VertexShaderDict ( 32 ) ,
m_PixelShaderDict ( 32 ) ,
m_ShaderFileCache ( 32 )
{
m_bCreateShadersOnDemand = false ;
# ifdef DYNAMIC_SHADER_COMPILE
m_pShaderCompiler30 = 0 ;
m_ShaderCompileFileFunc30 = 0 ;
# ifdef REMOTE_DYNAMIC_SHADER_COMPILE
m_RemoteShaderCompileSocket = INVALID_SOCKET ;
# endif
# endif
# ifdef _DEBUG
vshDebugIndex = 0 ;
pshDebugIndex = 0 ;
# endif
}
CShaderManager : : ~ CShaderManager ( )
{
# if defined ( DYNAMIC_SHADER_COMPILE ) && defined( REMOTE_DYNAMIC_SHADER_COMPILE )
DeinitRemoteShaderCompile ( ) ;
# endif
}
# define REMOTE_SHADER_COMPILE_PORT "20000"
# if defined ( DYNAMIC_SHADER_COMPILE ) && defined( REMOTE_DYNAMIC_SHADER_COMPILE )
void CShaderManager : : InitRemoteShaderCompile ( )
{
DeinitRemoteShaderCompile ( ) ;
int nResult = 0 ;
# ifdef _WIN32
WSADATA wsaData ;
nResult = WSAStartup ( 0x101 , & wsaData ) ;
if ( nResult ! = 0 )
{
Warning ( " CShaderManager::Init - Could not init socket for remote dynamic shader compilation \n " ) ;
}
# endif
struct addrinfo hints ;
ZeroMemory ( & hints , sizeof ( hints ) ) ;
hints . ai_family = AF_UNSPEC ;
hints . ai_socktype = SOCK_STREAM ;
hints . ai_protocol = IPPROTO_TCP ;
// Resolve the server address and port
struct addrinfo * result = NULL ;
nResult = getaddrinfo ( mat_remoteshadercompile . GetString ( ) , REMOTE_SHADER_COMPILE_PORT , & hints , & result ) ;
if ( nResult ! = 0 )
{
Warning ( " getaddrinfo failed: %d \n " , nResult ) ;
# ifdef _WIN32
WSACleanup ( ) ;
# endif
Assert ( 0 ) ;
}
// Attempt to connect to an address until one succeeds
for ( struct addrinfo * ptr = result ; ptr ! = NULL ; ptr = ptr - > ai_next )
{
// Create a SOCKET for connecting to remote shader compilation server
m_RemoteShaderCompileSocket = socket ( ptr - > ai_family , ptr - > ai_socktype , ptr - > ai_protocol ) ;
if ( m_RemoteShaderCompileSocket = = INVALID_SOCKET )
{
Warning ( " Error at socket(): %ld \n " , WSAGetLastError ( ) ) ;
freeaddrinfo ( result ) ;
# ifdef _WIN32
WSACleanup ( ) ;
# endif
Assert ( 0 ) ;
continue ;
}
// Connect to server.
nResult = connect ( m_RemoteShaderCompileSocket , ptr - > ai_addr , ( int ) ptr - > ai_addrlen ) ;
if ( nResult = = SOCKET_ERROR )
{
closesocket ( m_RemoteShaderCompileSocket ) ;
m_RemoteShaderCompileSocket = INVALID_SOCKET ;
continue ;
}
break ;
}
freeaddrinfo ( result ) ;
if ( m_RemoteShaderCompileSocket = = INVALID_SOCKET )
{
Warning ( " Unable to connect to remote shader compilation server! \n " ) ;
# ifdef _WIN32
WSACleanup ( ) ;
# endif
Assert ( 0 ) ;
}
}
void CShaderManager : : DeinitRemoteShaderCompile ( )
{
if ( m_RemoteShaderCompileSocket ! = INVALID_SOCKET )
{
if ( shutdown ( m_RemoteShaderCompileSocket , SD_SEND ) = = SOCKET_ERROR )
{
Warning ( " Remote shader compilation shutdown failed: %d \n " , WSAGetLastError ( ) ) ;
}
closesocket ( m_RemoteShaderCompileSocket ) ;
m_RemoteShaderCompileSocket = INVALID_SOCKET ;
}
}
# endif // defined ( DYNAMIC_SHADER_COMPILE ) && defined( REMOTE_DYNAMIC_SHADER_COMPILE )
//-----------------------------------------------------------------------------
// Initialization, shutdown
//-----------------------------------------------------------------------------
void CShaderManager : : Init ( )
{
// incompatible with the 360, violates loading system
// only used by PC to help tools reduce d3d footprint
m_bCreateShadersOnDemand = IsPC ( ) & & ( ShaderUtil ( ) - > InEditorMode ( ) | | CommandLine ( ) - > CheckParm ( " -shadersondemand " ) ) ;
# ifdef DYNAMIC_SHADER_COMPILE
if ( ! IsX360 ( ) )
{
# ifdef REMOTE_DYNAMIC_SHADER_COMPILE
InitRemoteShaderCompile ( ) ;
# else // REMOTE_DYNAMIC_SHADER_COMPILE
# ifdef _DEBUG
m_pShaderCompiler30 = Sys_LoadModule ( " d3dx9d_33.dll " ) ;
# endif
if ( ! m_pShaderCompiler30 )
{
m_pShaderCompiler30 = Sys_LoadModule ( " d3dx9_33.dll " ) ;
}
if ( m_pShaderCompiler30 )
{
m_ShaderCompileFileFunc30 = ( ShaderCompileFromFileFunc_t ) GetProcAddress ( ( HMODULE ) m_pShaderCompiler30 , " D3DXCompileShaderFromFileA " ) ;
}
# endif
}
# endif // DYNAMIC_SHADER_COMPILE
CreateStaticShaders ( ) ;
}
void CShaderManager : : Shutdown ( )
{
# ifdef DYNAMIC_SHADER_COMPILE
if ( m_pShaderCompiler30 )
{
Sys_UnloadModule ( m_pShaderCompiler30 ) ;
m_pShaderCompiler30 = 0 ;
m_ShaderCompileFileFunc30 = 0 ;
}
# endif
# if defined (DX_TO_GL_ABSTRACTION) && !defined (ANDROID)
if ( mat_autosave_glshaders . GetInt ( ) )
{
SaveShaderCache ( " glshaders.cfg " ) ;
}
# endif
DestroyAllShaders ( ) ;
DestroyStaticShaders ( ) ;
}
//-----------------------------------------------------------------------------
// Compiles shaders
//-----------------------------------------------------------------------------
IShaderBuffer * CShaderManager : : CompileShader ( const char * pProgram , size_t nBufLen , const char * pShaderVersion )
{
int nCompileFlags = D3DXSHADER_AVOID_FLOW_CONTROL ;
# ifdef _DEBUG
nCompileFlags | = D3DXSHADER_DEBUG ;
# endif
LPD3DXBUFFER pCompiledShader , pErrorMessages ;
HRESULT hr = D3DXCompileShader ( pProgram , nBufLen ,
NULL , NULL , " main " , pShaderVersion , nCompileFlags ,
& pCompiledShader , & pErrorMessages , NULL ) ;
if ( FAILED ( hr ) )
{
if ( pErrorMessages )
{
const char * pErrorMessage = ( const char * ) pErrorMessages - > GetBufferPointer ( ) ;
Warning ( " Shader compilation failed! Reported the following errors: \n %s \n " , pErrorMessage ) ;
pErrorMessages - > Release ( ) ;
}
return NULL ;
}
// NOTE: This uses small block heap allocator; so I'm not going
// to bother creating a memory pool.
CShaderBuffer < ID3DXBuffer > * pShaderBuffer = new CShaderBuffer < ID3DXBuffer > ( pCompiledShader ) ;
if ( pErrorMessages )
{
pErrorMessages - > Release ( ) ;
}
return pShaderBuffer ;
}
VertexShaderHandle_t CShaderManager : : CreateVertexShader ( IShaderBuffer * pShaderBuffer )
{
// Create the vertex shader
IDirect3DVertexShader9 * pVertexShader = NULL ;
# if defined(_X360) || !defined(DX_TO_GL_ABSTRACTION)
HRESULT hr = Dx9Device ( ) - > CreateVertexShader ( ( const DWORD * ) pShaderBuffer - > GetBits ( ) , & pVertexShader ) ;
# else
HRESULT hr = Dx9Device ( ) - > CreateVertexShader ( ( const DWORD * ) pShaderBuffer - > GetBits ( ) , & pVertexShader , NULL ) ;
# endif
if ( FAILED ( hr ) | | ! pVertexShader )
return VERTEX_SHADER_HANDLE_INVALID ;
s_NumVertexShadersCreated + + ;
RegisterVS ( pShaderBuffer - > GetBits ( ) , pShaderBuffer - > GetSize ( ) , pVertexShader ) ;
// Insert the shader into the dictionary of shaders
VertexShaderIndex_t i = m_RawVertexShaderDict . AddToTail ( pVertexShader ) ;
return ( VertexShaderHandle_t ) i ;
}
void CShaderManager : : DestroyVertexShader ( VertexShaderHandle_t hShader )
{
if ( hShader = = VERTEX_SHADER_HANDLE_INVALID )
return ;
VertexShaderIndex_t i = ( VertexShaderIndex_t ) ( uintp ) hShader ;
IDirect3DVertexShader9 * pVertexShader = m_RawVertexShaderDict [ i ] ;
UnregisterVS ( pVertexShader ) ;
VerifyEquals ( ( int ) pVertexShader - > Release ( ) , 0 ) ;
m_RawVertexShaderDict . Remove ( i ) ;
}
PixelShaderHandle_t CShaderManager : : CreatePixelShader ( IShaderBuffer * pShaderBuffer )
{
// Create the vertex shader
IDirect3DPixelShader9 * pPixelShader = NULL ;
# if defined(_X360) || !defined(DX_TO_GL_ABSTRACTION)
HRESULT hr = Dx9Device ( ) - > CreatePixelShader ( ( const DWORD * ) pShaderBuffer - > GetBits ( ) , & pPixelShader ) ;
# else
HRESULT hr = Dx9Device ( ) - > CreatePixelShader ( ( const DWORD * ) pShaderBuffer - > GetBits ( ) , & pPixelShader , NULL ) ;
# endif
if ( FAILED ( hr ) | | ! pPixelShader )
return PIXEL_SHADER_HANDLE_INVALID ;
s_NumPixelShadersCreated + + ;
RegisterPS ( pShaderBuffer - > GetBits ( ) , pShaderBuffer - > GetSize ( ) , pPixelShader ) ;
// Insert the shader into the dictionary of shaders
PixelShaderIndex_t i = m_RawPixelShaderDict . AddToTail ( pPixelShader ) ;
return ( PixelShaderHandle_t ) i ;
}
void CShaderManager : : DestroyPixelShader ( PixelShaderHandle_t hShader )
{
if ( hShader = = PIXEL_SHADER_HANDLE_INVALID )
return ;
PixelShaderIndex_t i = ( PixelShaderIndex_t ) ( uintp ) hShader ;
IDirect3DPixelShader9 * pPixelShader = m_RawPixelShaderDict [ i ] ;
UnregisterPS ( pPixelShader ) ;
VerifyEquals ( ( int ) pPixelShader - > Release ( ) , 0 ) ;
m_RawPixelShaderDict . Remove ( i ) ;
}
//-----------------------------------------------------------------------------
// Globals
//-----------------------------------------------------------------------------
HardwareShader_t s_pIllegalMaterialPS = INVALID_HARDWARE_SHADER ;
//-----------------------------------------------------------------------------
// Static methods
//-----------------------------------------------------------------------------
void CShaderManager : : CreateStaticShaders ( )
{
MEM_ALLOC_D3D_CREDIT ( ) ;
if ( ! HardwareConfig ( ) - > SupportsVertexAndPixelShaders ( ) )
{
return ;
}
if ( IsPC ( ) )
{
// GR - hack for illegal materials
const DWORD psIllegalMaterial [ ] =
{
# ifdef DX_TO_GL_ABSTRACTION
// Use a PS 2.0 binary shader on DX_TO_GL_ABSTRACTION
0xffff0200 , 0x05000051 , 0xa00f0000 , 0x3f800000 ,
0x00000000 , 0x3f800000 , 0x3f800000 , 0x02000001 ,
0x800f0000 , 0xa0e40000 , 0x02000001 , 0x800f0800 ,
0x80e40000 , 0x0000ffff
# else
0xffff0101 , 0x00000051 , 0xa00f0000 , 0x00000000 , 0x3f800000 , 0x00000000 ,
0x3f800000 , 0x00000001 , 0x800f0000 , 0xa0e40000 , 0x0000ffff
# endif
} ;
// create default shader
# if defined(_X360) || !defined(DX_TO_GL_ABSTRACTION)
Dx9Device ( ) - > CreatePixelShader ( psIllegalMaterial , ( IDirect3DPixelShader9 * * ) & s_pIllegalMaterialPS ) ;
# else
Dx9Device ( ) - > CreatePixelShader ( psIllegalMaterial , ( IDirect3DPixelShader9 * * ) & s_pIllegalMaterialPS , NULL ) ;
# endif
}
}
void CShaderManager : : DestroyStaticShaders ( )
{
// GR - invalid material hack
// destroy internal shader
if ( s_pIllegalMaterialPS ! = INVALID_HARDWARE_SHADER )
{
( ( IDirect3DPixelShader9 * ) s_pIllegalMaterialPS ) - > Release ( ) ;
s_pIllegalMaterialPS = INVALID_HARDWARE_SHADER ;
}
}
# ifdef DYNAMIC_SHADER_COMPILE
static const char * GetShaderSourcePath ( void )
{
static char shaderDir [ MAX_PATH ] ;
// GR - just in case init this...
static bool bHaveShaderDir = false ;
if ( ! bHaveShaderDir )
{
bHaveShaderDir = true ;
# if ( defined( DYNAMIC_SHADER_COMPILE_CUSTOM_PATH ) )
{
Q_strncpy ( shaderDir , DYNAMIC_SHADER_COMPILE_CUSTOM_PATH , MAX_PATH ) ;
}
# else
{
# if ( defined( _X360 ) )
{
char hostName [ 128 ] = " " ;
const char * pHostName = CommandLine ( ) - > ParmValue ( " -host " ) ;
if ( ! pHostName )
{
// the 360 machine name must be <HostPC>_360
DWORD length = sizeof ( hostName ) ;
DmGetXboxName ( hostName , & length ) ;
char * p = strstr ( hostName , " _360 " ) ;
* p = ' \0 ' ;
pHostName = hostName ;
}
Q_snprintf ( shaderDir , MAX_PATH , " net: \\ smb \\ %s \\ stdshaders " , pHostName ) ;
}
# else
{
Q_strncpy ( shaderDir , __FILE__ , MAX_PATH ) ;
Q_StripFilename ( shaderDir ) ;
Q_StripLastDir ( shaderDir , MAX_PATH ) ;
Q_strncat ( shaderDir , " stdshaders " , MAX_PATH , COPY_ALL_CHARACTERS ) ;
}
# endif
}
# endif
}
return shaderDir ;
}
# endif
# ifdef DYNAMIC_SHADER_COMPILE
const CShaderManager : : ShaderCombos_t * CShaderManager : : FindOrCreateShaderCombos ( const char * pShaderName )
{
if ( m_ShaderNameToCombos . Defined ( pShaderName ) )
{
return & m_ShaderNameToCombos [ pShaderName ] ;
}
ShaderCombos_t & combos = m_ShaderNameToCombos [ pShaderName ] ;
char filename [ MAX_PATH ] ;
// try the vsh dir first.
Q_strncpy ( filename , GetShaderSourcePath ( ) , MAX_PATH ) ;
Q_strncat ( filename , " \\ " , MAX_PATH , COPY_ALL_CHARACTERS ) ;
Q_strncat ( filename , pShaderName , MAX_PATH , COPY_ALL_CHARACTERS ) ;
Q_strncat ( filename , " .vsh " , MAX_PATH , COPY_ALL_CHARACTERS ) ;
CUtlInplaceBuffer bffr ( 0 , 0 , CUtlInplaceBuffer : : TEXT_BUFFER ) ;
bool bOpenResult = g_pFullFileSystem - > ReadFile ( filename , NULL , bffr ) ;
if ( bOpenResult )
{
NULL ;
}
else
{
// try the fxc dir.
Q_strncpy ( filename , GetShaderSourcePath ( ) , MAX_PATH ) ;
Q_strncat ( filename , " \\ " , MAX_PATH , COPY_ALL_CHARACTERS ) ;
Q_strncat ( filename , pShaderName , MAX_PATH , COPY_ALL_CHARACTERS ) ;
Q_strncat ( filename , " .fxc " , MAX_PATH , COPY_ALL_CHARACTERS ) ;
bOpenResult = g_pFullFileSystem - > ReadFile ( filename , NULL , bffr ) ;
if ( ! bOpenResult )
{
// Maybe this is a specific version [20 & 20b] -> [2x]
if ( Q_strlen ( pShaderName ) > = 3 )
{
char * pszEndFilename = filename + strlen ( filename ) ;
if ( ! Q_stricmp ( pszEndFilename - 6 , " 30.fxc " ) )
{
// Total hack. Who knows what builds that 30 shader?
strcpy ( pszEndFilename - 6 , " 20b.fxc " ) ;
bOpenResult = g_pFullFileSystem - > ReadFile ( filename , NULL , bffr ) ;
if ( ! bOpenResult )
{
strcpy ( pszEndFilename - 6 , " 2x.fxc " ) ;
bOpenResult = g_pFullFileSystem - > ReadFile ( filename , NULL , bffr ) ;
}
if ( ! bOpenResult )
{
strcpy ( pszEndFilename - 6 , " 20.fxc " ) ;
bOpenResult = g_pFullFileSystem - > ReadFile ( filename , NULL , bffr ) ;
}
}
else
{
if ( ! stricmp ( pszEndFilename - 6 , " 20.fxc " ) )
{
pszEndFilename [ - 5 ] = ' x ' ;
}
else if ( ! stricmp ( pszEndFilename - 7 , " 20b.fxc " ) )
{
strcpy ( pszEndFilename - 7 , " 2x.fxc " ) ;
- - pszEndFilename ;
}
else if ( ! stricmp ( pszEndFilename - 6 , " 11.fxc " ) )
{
strcpy ( pszEndFilename - 6 , " xx.fxc " ) ;
}
bOpenResult = g_pFullFileSystem - > ReadFile ( filename , NULL , bffr ) ;
if ( ! bOpenResult )
{
if ( ! stricmp ( pszEndFilename - 6 , " 2x.fxc " ) )
{
pszEndFilename [ - 6 ] = ' x ' ;
bOpenResult = g_pFullFileSystem - > ReadFile ( filename , NULL , bffr ) ;
}
}
}
}
}
if ( ! bOpenResult )
{
Assert ( 0 ) ;
return NULL ;
}
}
while ( char * line = bffr . InplaceGetLinePtr ( ) )
{
// dear god perl is better at this kind of shit!
int begin = 0 ;
int end = 0 ;
// check if the line starts with '//'
if ( line [ 0 ] ! = ' / ' | | line [ 1 ] ! = ' / ' )
{
continue ;
}
// Check if line intended for platform lines
if ( IsX360 ( ) )
{
if ( Q_stristr ( line , " [PC] " ) )
continue ;
}
else
{
if ( Q_stristr ( line , " [360] " ) | | Q_stristr ( line , " [XBOX] " ) )
continue ;
}
// Skip any lines intended for other shader version
if ( Q_stristr ( pShaderName , " _ps20 " ) & & ! Q_stristr ( pShaderName , " _ps20b " ) & &
Q_stristr ( line , " [ps " ) & & ! Q_stristr ( line , " [ps20] " ) )
continue ;
if ( Q_stristr ( pShaderName , " _ps20b " ) & &
Q_stristr ( line , " [ps " ) & & ! Q_stristr ( line , " [ps20b] " ) )
continue ;
if ( Q_stristr ( pShaderName , " _ps30 " ) & &
Q_stristr ( line , " [ps " ) & & ! Q_stristr ( line , " [ps30] " ) )
continue ;
if ( Q_stristr ( pShaderName , " _vs20 " ) & &
Q_stristr ( line , " [vs " ) & & ! Q_stristr ( line , " [vs20] " ) )
continue ;
if ( Q_stristr ( pShaderName , " _vs30 " ) & &
Q_stristr ( line , " [vs " ) & & ! Q_stristr ( line , " [vs30] " ) )
continue ;
char * pScan = & line [ 2 ] ;
while ( * pScan = = ' ' | | * pScan = = ' \t ' )
{
pScan + + ;
}
bool bDynamic ;
if ( Q_strncmp ( pScan , " DYNAMIC " , 7 ) = = 0 )
{
bDynamic = true ;
pScan + = 7 ;
}
else if ( Q_strncmp ( pScan , " STATIC " , 6 ) = = 0 )
{
bDynamic = false ;
pScan + = 6 ;
}
else
{
continue ;
}
// skip whitespace
while ( * pScan = = ' ' | | * pScan = = ' \t ' )
{
pScan + + ;
}
// check for colon
if ( * pScan ! = ' : ' )
{
continue ;
}
pScan + + ;
// skip whitespace
while ( * pScan = = ' ' | | * pScan = = ' \t ' )
{
pScan + + ;
}
// check for quote
if ( * pScan ! = ' \" ' )
{
continue ;
}
pScan + + ;
char * pBeginningOfName = pScan ;
while ( 1 )
{
if ( * pScan = = ' \0 ' )
{
break ;
}
if ( * pScan = = ' \" ' )
{
break ;
}
pScan + + ;
}
if ( * pScan = = ' \0 ' )
{
continue ;
}
// must have hit a quote. .done with string.
// slam a NULL at the end quote of the string so that we have the string at pBeginningOfName.
* pScan = ' \0 ' ;
pScan + + ;
// skip whitespace
while ( * pScan = = ' ' | | * pScan = = ' \t ' )
{
pScan + + ;
}
// check for quote
if ( * pScan ! = ' \" ' )
{
continue ;
}
pScan + + ;
// make sure that we have a number after the quote.
if ( ! isdigit ( * pScan ) )
{
continue ;
}
while ( isdigit ( * pScan ) )
{
begin = begin * 10 + ( * pScan - ' 0 ' ) ;
pScan + + ;
}
if ( pScan [ 0 ] ! = ' . ' | | pScan [ 1 ] ! = ' . ' )
{
continue ;
}
pScan + = 2 ;
// make sure that we have a number
if ( ! isdigit ( * pScan ) )
{
continue ;
}
while ( isdigit ( * pScan ) )
{
end = end * 10 + ( * pScan - ' 0 ' ) ;
pScan + + ;
}
if ( pScan [ 0 ] ! = ' \" ' )
{
continue ;
}
// sweet freaking jesus. .done parsing the line.
// char buf[1024];
// sprintf( buf, "\"%s\" \"%s\" %d %d\n", bDynamic ? "DYNAMIC" : "STATIC", pBeginningOfName, begin, end );
// Plat_DebugString( buf );
Combo_t * pCombo = NULL ;
if ( bDynamic )
{
pCombo = & combos . m_DynamicCombos [ combos . m_DynamicCombos . AddToTail ( ) ] ;
}
else
{
pCombo = & combos . m_StaticCombos [ combos . m_StaticCombos . AddToTail ( ) ] ;
}
pCombo - > m_ComboName = m_ShaderSymbolTable . AddString ( pBeginningOfName ) ;
pCombo - > m_nMin = begin ;
pCombo - > m_nMax = end ;
}
return & combos ;
}
# endif // DYNAMIC_SHADER_COMPILE
# ifdef DYNAMIC_SHADER_COMPILE
# ifndef DX_TO_GL_ABSTRACTION
//-----------------------------------------------------------------------------
// Used to deal with include files
//-----------------------------------------------------------------------------
class CDxInclude : public ID3DXInclude
{
public :
CDxInclude ( const char * pMainFileName ) ;
# if defined( _X360 )
virtual HRESULT WINAPI Open ( D3DXINCLUDE_TYPE IncludeType , LPCSTR pFileName , LPCVOID pParentData , LPCVOID * ppData , UINT * pBytes , LPSTR pFullPath , DWORD cbFullPath ) ;
# else
STDMETHOD ( Open ) ( THIS_ D3DXINCLUDE_TYPE IncludeType , LPCSTR pFileName , LPCVOID pParentData , LPCVOID * ppData , UINT * pBytes ) ;
# endif
STDMETHOD ( Close ) ( THIS_ LPCVOID pData ) ;
private :
char m_pBasePath [ MAX_PATH ] ;
# if defined( _X360 )
char m_pFullPath [ MAX_PATH ] ;
# endif
} ;
CDxInclude : : CDxInclude ( const char * pMainFileName )
{
Q_ExtractFilePath ( pMainFileName , m_pBasePath , sizeof ( m_pBasePath ) ) ;
}
# if defined( _X360 )
HRESULT CDxInclude : : Open ( D3DXINCLUDE_TYPE IncludeType , LPCSTR pFileName , LPCVOID pParentData , LPCVOID * ppData , UINT * pBytes , LPSTR pFullPath , DWORD cbFullPath )
# else
HRESULT CDxInclude : : Open ( D3DXINCLUDE_TYPE IncludeType , LPCSTR pFileName , LPCVOID pParentData , LPCVOID * ppData , UINT * pBytes )
# endif
{
char pTemp [ MAX_PATH ] ;
if ( ! Q_IsAbsolutePath ( pFileName ) & & ( IncludeType = = D3DXINC_LOCAL ) )
{
Q_ComposeFileName ( m_pBasePath , pFileName , pTemp , sizeof ( pTemp ) ) ;
pFileName = pTemp ;
}
CUtlBuffer buf ( 0 , 0 , CUtlBuffer : : TEXT_BUFFER ) ;
if ( ! g_pFullFileSystem - > ReadFile ( pFileName , NULL , buf ) )
return E_FAIL ;
* pBytes = buf . TellMaxPut ( ) ;
void * pMem = malloc ( * pBytes ) ;
memcpy ( pMem , buf . Base ( ) , * pBytes ) ;
* ppData = pMem ;
# if ( defined( _X360 ) )
{
Q_ComposeFileName ( m_pBasePath , pFileName , m_pFullPath , sizeof ( m_pFullPath ) ) ;
pFullPath = m_pFullPath ;
cbFullPath = MAX_PATH ;
}
# endif
return S_OK ;
}
HRESULT CDxInclude : : Close ( LPCVOID pData )
{
void * pMem = const_cast < void * > ( pData ) ;
free ( pMem ) ;
return S_OK ;
}
# endif // not DX_TO_GL_ABSTRACTION
static const char * FileNameToShaderModel ( const char * pShaderName , bool bVertexShader )
{
// Figure out the shader model
const char * pShaderModel = NULL ;
if ( bVertexShader )
{
if ( Q_stristr ( pShaderName , " vs20 " ) )
{
pShaderModel = " vs_2_0 " ;
bVertexShader = true ;
}
else if ( Q_stristr ( pShaderName , " vs11 " ) )
{
pShaderModel = " vs_1_1 " ;
bVertexShader = true ;
}
else if ( Q_stristr ( pShaderName , " vs14 " ) )
{
pShaderModel = " vs_1_1 " ;
bVertexShader = true ;
}
else if ( Q_stristr ( pShaderName , " vs30 " ) )
{
pShaderModel = " vs_3_0 " ;
bVertexShader = true ;
}
else
{
# ifdef _DEBUG
Error ( " Failed dynamic shader compiled \n Build shaderapidx9.dll in debug to find problem \n " ) ;
# else
Assert ( 0 ) ;
# endif
}
}
else
{
if ( Q_stristr ( pShaderName , " ps20b " ) )
{
pShaderModel = " ps_2_b " ;
}
else if ( Q_stristr ( pShaderName , " ps20 " ) )
{
pShaderModel = " ps_2_0 " ;
}
else if ( Q_stristr ( pShaderName , " ps11 " ) )
{
pShaderModel = " ps_1_1 " ;
}
else if ( Q_stristr ( pShaderName , " ps14 " ) )
{
pShaderModel = " ps_1_4 " ;
}
else if ( Q_stristr ( pShaderName , " ps30 " ) )
{
pShaderModel = " ps_3_0 " ;
}
else
{
# ifdef _DEBUG
Error ( " Failed dynamic shader compiled \n Build shaderapidx9.dll in debug to find problem \n " ) ;
# else
Assert ( 0 ) ;
# endif
}
}
return pShaderModel ;
}
# endif
# ifdef DYNAMIC_SHADER_COMPILE
# if defined( _X360 )
static ConVar mat_flushshaders_generate_updbs ( " mat_flushshaders_generate_updbs " , " 0 " , 0 , " Generates UPDBs whenever you flush shaders. " ) ;
# endif
HardwareShader_t CShaderManager : : CompileShader ( const char * pShaderName ,
int nStaticIndex , int nDynamicIndex , bool bVertexShader )
{
VPROF_BUDGET ( " CompileShader " , " CompileShader " ) ;
Assert ( m_ShaderNameToCombos . Defined ( pShaderName ) ) ;
if ( ! m_ShaderNameToCombos . Defined ( pShaderName ) )
{
return INVALID_HARDWARE_SHADER ;
}
const ShaderCombos_t & combos = m_ShaderNameToCombos [ pShaderName ] ;
# ifdef _DEBUG
int numStaticCombos = combos . GetNumStaticCombos ( ) ;
int numDynamicCombos = combos . GetNumDynamicCombos ( ) ;
# endif
Assert ( nStaticIndex % numDynamicCombos = = 0 ) ;
Assert ( ( nStaticIndex % numDynamicCombos ) > = 0 & & ( nStaticIndex % numDynamicCombos ) < numStaticCombos ) ;
Assert ( nDynamicIndex > = 0 & & nDynamicIndex < numDynamicCombos ) ;
# ifdef DYNAMIC_SHADER_COMPILE_VERBOSE
//Warning( "Compiling %s %s\n\tdynamic:", bVertexShader ? "vsh" : "psh", pShaderName );
Warning ( " Compiling " ) ;
if ( bVertexShader )
ConColorMsg ( Color ( 0 , 255 , 0 , 255 ) , " vsh - %s " , pShaderName ) ;
else
ConColorMsg ( Color ( 0 , 255 , 255 , 255 ) , " psh - %s " , pShaderName ) ;
Warning ( " \n \t dynamic: " ) ;
# endif
CUtlVector < D3DXMACRO > macros ;
// plus 1 for null termination, plus 1 for #define SHADER_MODEL_*, and plus 1 for #define _X360 on 360
macros . SetCount ( combos . m_DynamicCombos . Count ( ) + combos . m_StaticCombos . Count ( ) + 2 + ( IsX360 ( ) ? 1 : 0 ) ) ;
int nCombo = nStaticIndex + nDynamicIndex ;
int macroIndex = 0 ;
int i ;
for ( i = 0 ; i < combos . m_DynamicCombos . Count ( ) ; i + + )
{
int countForCombo = combos . m_DynamicCombos [ i ] . m_nMax - combos . m_DynamicCombos [ i ] . m_nMin + 1 ;
int val = nCombo % countForCombo + combos . m_DynamicCombos [ i ] . m_nMin ;
nCombo / = countForCombo ;
macros [ macroIndex ] . Name = m_ShaderSymbolTable . String ( combos . m_DynamicCombos [ i ] . m_ComboName ) ;
char buf [ 16 ] ;
sprintf ( buf , " %d " , val ) ;
CUtlSymbol valSymbol ( buf ) ;
macros [ macroIndex ] . Definition = valSymbol . String ( ) ;
# ifdef DYNAMIC_SHADER_COMPILE_VERBOSE
Warning ( " %s=%s " , macros [ macroIndex ] . Name , macros [ macroIndex ] . Definition ) ;
# endif
macroIndex + + ;
}
# ifdef DYNAMIC_SHADER_COMPILE_VERBOSE
Warning ( " \n \t static: " ) ;
# endif
for ( i = 0 ; i < combos . m_StaticCombos . Count ( ) ; i + + )
{
int countForCombo = combos . m_StaticCombos [ i ] . m_nMax - combos . m_StaticCombos [ i ] . m_nMin + 1 ;
int val = nCombo % countForCombo + combos . m_StaticCombos [ i ] . m_nMin ;
nCombo / = countForCombo ;
macros [ macroIndex ] . Name = m_ShaderSymbolTable . String ( combos . m_StaticCombos [ i ] . m_ComboName ) ;
char buf [ 16 ] ;
sprintf ( buf , " %d " , val ) ;
CUtlSymbol valSymbol ( buf ) ;
macros [ macroIndex ] . Definition = valSymbol . String ( ) ;
# ifdef DYNAMIC_SHADER_COMPILE_VERBOSE
Warning ( " %s=%s " , macros [ macroIndex ] . Name , macros [ macroIndex ] . Definition ) ;
# endif
macroIndex + + ;
}
# ifdef DYNAMIC_SHADER_COMPILE_VERBOSE
Warning ( " \n " ) ;
# endif
char filename [ MAX_PATH ] ;
Q_strncpy ( filename , GetShaderSourcePath ( ) , MAX_PATH ) ;
Q_strncat ( filename , " \\ " , MAX_PATH , COPY_ALL_CHARACTERS ) ;
Q_strncat ( filename , pShaderName , MAX_PATH , COPY_ALL_CHARACTERS ) ;
Q_strncat ( filename , " .fxc " , MAX_PATH , COPY_ALL_CHARACTERS ) ;
const char * pShaderModel = FileNameToShaderModel ( pShaderName , bVertexShader ) ;
// define the shader model
char shaderModelDefineString [ 1024 ] ;
Q_snprintf ( shaderModelDefineString , 1024 , " SHADER_MODEL_%s " , pShaderModel ) ;
Q_strupr ( shaderModelDefineString ) ;
macros [ macroIndex ] . Name = shaderModelDefineString ;
macros [ macroIndex ] . Definition = " 1 " ;
macroIndex + + ;
char x360DefineString [ 1024 ] ;
if ( IsX360 ( ) )
{
Q_snprintf ( x360DefineString , 1024 , " _X360 " , pShaderModel ) ;
Q_strupr ( x360DefineString ) ;
macros [ macroIndex ] . Name = x360DefineString ;
macros [ macroIndex ] . Definition = " 1 " ;
macroIndex + + ;
}
// NULL terminate.
macros [ macroIndex ] . Name = NULL ;
macros [ macroIndex ] . Definition = NULL ;
// Instead of erroring out, infinite-loop on shader compilation
// (i.e. give developers a chance to fix the shader code w/out restarting the game)
# ifndef _DEBUG
int retriesLeft = 20 ;
retry_compile :
# endif
// Try and open the file to see if it exists
FileHandle_t fp = g_pFullFileSystem - > Open ( filename , " r " ) ;
if ( fp = = FILESYSTEM_INVALID_HANDLE )
{
// Maybe this is a specific version [20 & 20b] -> [2x]
if ( strlen ( pShaderName ) > = 3 )
{
char * pszEndFilename = filename + strlen ( filename ) ;
if ( ! Q_stricmp ( pszEndFilename - 6 , " 30.fxc " ) )
{
strcpy ( pszEndFilename - 6 , " 20b.fxc " ) ;
fp = g_pFullFileSystem - > Open ( filename , " r " ) ;
if ( fp = = FILESYSTEM_INVALID_HANDLE )
{
strcpy ( pszEndFilename - 6 , " 2x.fxc " ) ;
fp = g_pFullFileSystem - > Open ( filename , " r " ) ;
}
if ( fp = = FILESYSTEM_INVALID_HANDLE )
{
strcpy ( pszEndFilename - 6 , " 20.fxc " ) ;
fp = g_pFullFileSystem - > Open ( filename , " r " ) ;
}
}
else
{
if ( ! Q_stricmp ( pszEndFilename - 6 , " 20.fxc " ) )
{
pszEndFilename [ - 5 ] = ' x ' ;
fp = g_pFullFileSystem - > Open ( filename , " r " ) ;
}
else if ( ! Q_stricmp ( pszEndFilename - 7 , " 20b.fxc " ) )
{
strcpy ( pszEndFilename - 7 , " 2x.fxc " ) ;
fp = g_pFullFileSystem - > Open ( filename , " r " ) ;
}
else if ( ! stricmp ( pszEndFilename - 6 , " 11.fxc " ) )
{
strcpy ( pszEndFilename - 6 , " xx.fxc " ) ;
fp = g_pFullFileSystem - > Open ( filename , " r " ) ;
}
if ( fp = = FILESYSTEM_INVALID_HANDLE )
{
if ( ! stricmp ( pszEndFilename - 6 , " 2x.fxc " ) )
{
pszEndFilename [ - 6 ] = ' x ' ;
fp = g_pFullFileSystem - > Open ( filename , " r " ) ;
}
}
}
}
}
if ( fp ! = FILESYSTEM_INVALID_HANDLE )
{
g_pFullFileSystem - > Close ( fp ) ;
}
# ifdef REMOTE_DYNAMIC_SHADER_COMPILE
# define SEND_BUF_SIZE 40000
# define RECV_BUF_SIZE 40000
// Remotely-compiled shader code
uint32 * pRemotelyCompiledShader = NULL ;
uint32 nRemotelyCompiledShaderLength = 0 ;
if ( m_RemoteShaderCompileSocket = = INVALID_SOCKET )
{
InitRemoteShaderCompile ( ) ;
}
// In this case, we're going to use a remote service to do our compiling
if ( m_RemoteShaderCompileSocket ! = INVALID_SOCKET )
{
// Build up command list for remote shader compiler
char pSendbuf [ SEND_BUF_SIZE ] , pRecvbuf [ RECV_BUF_SIZE ] , pFixedFilename [ MAX_PATH ] , buf [ MAX_PATH ] ;
V_FixupPathName ( pFixedFilename , MAX_PATH , filename ) ;
V_FileBase ( pFixedFilename , buf , MAX_PATH ) ; // Just find base filename
V_strncat ( buf , " .fxc " , MAX_PATH ) ;
V_snprintf ( pSendbuf , SEND_BUF_SIZE , " %s \n " , buf ) ;
V_strncat ( pSendbuf , pShaderModel , SEND_BUF_SIZE ) ;
V_strncat ( pSendbuf , " \n " , SEND_BUF_SIZE ) ;
V_snprintf ( buf , MAX_PATH , " %d \n " , macros . Count ( ) ) ;
V_strncat ( pSendbuf , buf , SEND_BUF_SIZE ) ;
for ( int i = 0 ; i < macros . Count ( ) ; i + + )
{
V_snprintf ( buf , MAX_PATH , " %s \n %s \n " , macros [ i ] . Name , macros [ i ] . Definition ) ;
V_strncat ( pSendbuf , buf , SEND_BUF_SIZE ) ;
}
V_strncat ( pSendbuf , " " , SEND_BUF_SIZE ) ;
// Send commands to remote shader compiler
int nResult = send ( m_RemoteShaderCompileSocket , pSendbuf , ( int ) strlen ( pSendbuf ) , 0 ) ;
if ( nResult = = SOCKET_ERROR )
{
Warning ( " send failed: %d \n " , WSAGetLastError ( ) ) ;
DeinitRemoteShaderCompile ( ) ;
}
if ( m_RemoteShaderCompileSocket ! = INVALID_SOCKET )
{
// Block here until we get a result back from the server
nResult = recv ( m_RemoteShaderCompileSocket , pRecvbuf , RECV_BUF_SIZE , 0 ) ;
if ( nResult = = 0 )
{
Warning ( " Connection closed \n " ) ;
DeinitRemoteShaderCompile ( ) ;
}
else if ( nResult < 0 )
{
Warning ( " recv failed: %d \n " , WSAGetLastError ( ) ) ;
DeinitRemoteShaderCompile ( ) ;
}
if ( m_RemoteShaderCompileSocket ! = INVALID_SOCKET )
{
// Grab the first 32 bits, which tell us what the rest of the data is
uint32 nCompileResultCode ;
memcpy ( & nCompileResultCode , pRecvbuf , sizeof ( nCompileResultCode ) ) ;
// If is zero, we have an error, so the rest of the data is a text string from the compiler
if ( nCompileResultCode = = 0x00000000 )
{
Warning ( " Remote shader compile error: %s \n " , pRecvbuf + 4 ) ;
}
else // we have an actual binary shader blob coming back
{
nRemotelyCompiledShaderLength = nCompileResultCode ;
pRemotelyCompiledShader = ( uint32 * ) pRecvbuf ;
pRemotelyCompiledShader + + ;
}
}
}
} // End using remote compile service
# endif // REMOTE_DYNAMIC_SHADER_COMPILE
# if defined( DYNAMIC_SHADER_COMPILE )
bool bShadersNeedFlush = false ;
# endif
# if defined( DYNAMIC_SHADER_COMPILE ) && !defined( REMOTE_DYNAMIC_SHADER_COMPILE )
LPD3DXBUFFER pShader = NULL ;
LPD3DXBUFFER pErrorMessages = NULL ;
HRESULT hr = S_OK ;
bool b30Shader = ! Q_stricmp ( pShaderModel , " vs_3_0 " ) | | ! Q_stricmp ( pShaderModel , " ps_3_0 " ) ;
if ( m_ShaderCompileFileFunc30 & & b30Shader )
{
CDxInclude dxInclude ( filename ) ;
hr = m_ShaderCompileFileFunc30 ( filename , macros . Base ( ) , & dxInclude ,
" main " , pShaderModel , 0 /* DWORD Flags */ , & pShader , & pErrorMessages , NULL /* LPD3DXCONSTANTTABLE *ppConstantTable */ ) ;
}
else
{
# if ( !defined( _X360 ) )
{
if ( b30Shader )
{
Warning ( " Compiling with a stale version of d3dx. Should have d3d9x_33.dll installed (Apr 2007) \n " ) ;
}
hr = D3DXCompileShaderFromFile ( filename , macros . Base ( ) , NULL /* LPD3DXINCLUDE */ ,
" main " , pShaderModel , 0 /* DWORD Flags */ , & pShader , & pErrorMessages , NULL /* LPD3DXCONSTANTTABLE *ppConstantTable */ ) ;
# ifdef REMOTE_DYNAMIC_SHADER_COMPILE
// If we're using the remote compiling service, let's double-check against a local compile
if ( ( m_RemoteShaderCompileSocket ! = INVALID_SOCKET ) & & pRemotelyCompiledShader )
{
if ( ( memcmp ( pRemotelyCompiledShader , pShader - > GetBufferPointer ( ) , pShader - > GetBufferSize ( ) ) ! = 0 ) | |
( pShader - > GetBufferSize ( ) ! = nRemotelyCompiledShaderLength ) )
{
Warning ( " Remote and local shaders don't match! \n " ) ;
return INVALID_HARDWARE_SHADER ;
}
}
# endif // REMOTE_DYNAMIC_SHADER_COMPILE
}
# else
{
D3DXSHADER_COMPILE_PARAMETERS compileParams ;
memset ( & compileParams , 0 , sizeof ( compileParams ) ) ;
char pUPDBOutputFile [ MAX_PATH ] = " " ; //where we write the file
char pUPDBPIXLookup [ MAX_PATH ] = " " ; //where PIX (on a pc) looks for the file
compileParams . Flags | = D3DXSHADEREX_OPTIMIZE_UCODE ;
if ( mat_flushshaders_generate_updbs . GetBool ( ) )
{
//UPDB generation for PIX debugging
compileParams . Flags | = D3DXSHADEREX_GENERATE_UPDB ;
compileParams . UPDBPath = pUPDBPIXLookup ;
Q_snprintf ( pUPDBOutputFile , MAX_PATH , " %s \\ UPDB_X360 \\ %s_S%d_D%d.updb " , GetShaderSourcePath ( ) , pShaderName , nStaticIndex , nDynamicIndex ) ;
//replace "net:\smb" with another "\" turning the xbox network address format into the pc network address format
V_strcpy_safe ( pUPDBPIXLookup , & pUPDBOutputFile [ 7 ] ) ;
pUPDBPIXLookup [ 0 ] = ' \\ ' ;
}
hr = D3DXCompileShaderFromFileEx ( filename , macros . Base ( ) , NULL /* LPD3DXINCLUDE */ ,
" main " , pShaderModel , 0 /* DWORD Flags */ , & pShader , & pErrorMessages , NULL /* LPD3DXCONSTANTTABLE *ppConstantTable */ , & compileParams ) ;
if ( ( pUPDBOutputFile [ 0 ] ! = ' \0 ' ) & & compileParams . pUPDBBuffer ) //Did we generate a updb?
{
CUtlBuffer outbuffer ;
DWORD dataSize = compileParams . pUPDBBuffer - > GetBufferSize ( ) ;
outbuffer . EnsureCapacity ( dataSize ) ;
memcpy ( outbuffer . Base ( ) , compileParams . pUPDBBuffer - > GetBufferPointer ( ) , dataSize ) ;
outbuffer . SeekPut ( CUtlBuffer : : SEEK_CURRENT , dataSize ) ;
g_pFullFileSystem - > WriteFile ( pUPDBOutputFile , NULL , outbuffer ) ;
compileParams . pUPDBBuffer - > Release ( ) ;
}
}
# endif
}
if ( hr ! = D3D_OK )
{
const char * pErrorMessageString = ( const char * ) pErrorMessages - > GetBufferPointer ( ) ;
Plat_DebugString ( pErrorMessageString ) ;
Plat_DebugString ( " \n " ) ;
# ifndef _DEBUG
if ( retriesLeft - - > 0 )
{
DevMsg ( 0 , " Failed dynamic shader compiled - fix the shader while the debugger is at the breakpoint, then continue \n " ) ;
DebuggerBreakIfDebugging ( ) ;
# if defined( DYNAMIC_SHADER_COMPILE )
bShadersNeedFlush = true ;
# endif
goto retry_compile ;
}
if ( ! IsX360 ( ) ) //errors make the 360 puke and die. We have a better solution for this particular error
Error ( " Failed dynamic shader compile \n Build shaderapidx9.dll in debug to find problem \n " ) ;
# else
Assert ( 0 ) ;
# endif // _DEBUG
return INVALID_HARDWARE_SHADER ;
}
else
# endif // #if defined( DYNAMIC_SHADER_COMPILE ) && !defined( REMOTE_DYNAMIC_SHADER_COMPILE )
{
# ifdef DYNAMIC_SHADER_COMPILE_WRITE_ASSEMBLY
// enable to dump the disassembly for shader validation
char exampleCommandLine [ 2048 ] ;
Q_strncpy ( exampleCommandLine , " // Run from stdshaders \n // .. \\ .. \\ dx9sdk \\ utilities \\ fxc.exe " , sizeof ( exampleCommandLine ) ) ;
int i ;
for ( i = 0 ; macros [ i ] . Name ; i + + )
{
Q_strncat ( exampleCommandLine , " /D " , sizeof ( exampleCommandLine ) ) ;
Q_strncat ( exampleCommandLine , macros [ i ] . Name , sizeof ( exampleCommandLine ) ) ;
Q_strncat ( exampleCommandLine , " = " , sizeof ( exampleCommandLine ) ) ;
Q_strncat ( exampleCommandLine , macros [ i ] . Definition , sizeof ( exampleCommandLine ) ) ;
Q_strncat ( exampleCommandLine , " " , sizeof ( exampleCommandLine ) ) ;
}
Q_strncat ( exampleCommandLine , " /T " , sizeof ( exampleCommandLine ) ) ;
Q_strncat ( exampleCommandLine , pShaderModel , sizeof ( exampleCommandLine ) ) ;
Q_strncat ( exampleCommandLine , " " , sizeof ( exampleCommandLine ) ) ;
Q_strncat ( exampleCommandLine , filename , sizeof ( exampleCommandLine ) ) ;
Q_strncat ( exampleCommandLine , " \n " , sizeof ( exampleCommandLine ) ) ;
ID3DXBuffer * pd3dxBuffer ;
HRESULT hr ;
hr = D3DXDisassembleShader ( ( DWORD * ) pShader - > GetBufferPointer ( ) , false , NULL , & pd3dxBuffer ) ;
Assert ( hr = = D3D_OK ) ;
CUtlBuffer tempBuffer ;
tempBuffer . SetBufferType ( true , false ) ;
int exampleCommandLineLength = strlen ( exampleCommandLine ) ;
tempBuffer . EnsureCapacity ( pd3dxBuffer - > GetBufferSize ( ) + exampleCommandLineLength ) ;
memcpy ( tempBuffer . Base ( ) , exampleCommandLine , exampleCommandLineLength ) ;
memcpy ( ( char * ) tempBuffer . Base ( ) + exampleCommandLineLength , pd3dxBuffer - > GetBufferPointer ( ) , pd3dxBuffer - > GetBufferSize ( ) ) ;
tempBuffer . SeekPut ( CUtlBuffer : : SEEK_CURRENT , pd3dxBuffer - > GetBufferSize ( ) + exampleCommandLineLength ) ;
char filename [ MAX_PATH ] ;
sprintf ( filename , " %s_%d_%d.asm " , pShaderName , nStaticIndex , nDynamicIndex ) ;
g_pFullFileSystem - > WriteFile ( filename , " DEFAULT_WRITE_PATH " , tempBuffer ) ;
# endif
# ifdef REMOTE_DYNAMIC_SHADER_COMPILE
if ( bVertexShader )
{
return CreateD3DVertexShader ( ( DWORD * ) pRemotelyCompiledShader , nRemotelyCompiledShaderLength , pShaderName ) ;
}
else
{
return CreateD3DPixelShader ( ( DWORD * ) pRemotelyCompiledShader , 0 , nRemotelyCompiledShaderLength , pShaderName ) ; // hack hack hack! need to get centroid info from the source
}
# else // local compile, not remote
if ( bVertexShader )
{
return CreateD3DVertexShader ( ( DWORD * ) pShader - > GetBufferPointer ( ) , pShader - > GetBufferSize ( ) , pShaderName ) ;
}
else
{
return CreateD3DPixelShader ( ( DWORD * ) pShader - > GetBufferPointer ( ) , 0 , pShader - > GetBufferSize ( ) , pShaderName ) ; // hack hack hack! need to get centroid info from the source
}
# endif
# if defined( DYNAMIC_SHADER_COMPILE )
// We keep up with whether we hit a compile error above. If we did, then we likely need to recompile everything again since we could have changed global code.
if ( bShadersNeedFlush )
{
MatFlushShaders ( ) ;
}
# endif
}
# ifndef REMOTE_DYNAMIC_SHADER_COMPILE
if ( pShader )
{
pShader - > Release ( ) ;
}
# endif
# if defined( DYNAMIC_SHADER_COMPILE ) && !defined( REMOTE_DYNAMIC_SHADER_COMPILE )
if ( pErrorMessages )
{
pErrorMessages - > Release ( ) ;
}
# endif
}
# endif
# ifdef DYNAMIC_SHADER_COMPILE
bool CShaderManager : : LoadAndCreateShaders_Dynamic ( ShaderLookup_t & lookup , bool bVertexShader )
{
const char * pName = m_ShaderSymbolTable . String ( lookup . m_Name ) ;
const ShaderCombos_t * pCombos = FindOrCreateShaderCombos ( pName ) ;
if ( ! pCombos )
{
return false ;
}
int numDynamicCombos = pCombos - > GetNumDynamicCombos ( ) ;
lookup . m_ShaderStaticCombos . m_pHardwareShaders = new HardwareShader_t [ numDynamicCombos ] ;
lookup . m_ShaderStaticCombos . m_nCount = numDynamicCombos ;
lookup . m_ShaderStaticCombos . m_pCreationData = new ShaderStaticCombos_t : : ShaderCreationData_t [ numDynamicCombos ] ;
int i ;
for ( i = 0 ; i < numDynamicCombos ; i + + )
{
lookup . m_ShaderStaticCombos . m_pHardwareShaders [ i ] = INVALID_HARDWARE_SHADER ;
}
return true ;
}
# endif
//-----------------------------------------------------------------------------
// Open the shader file, optionally gets the header
//-----------------------------------------------------------------------------
FileHandle_t CShaderManager : : OpenFileAndLoadHeader ( const char * pFileName , ShaderHeader_t * pHeader )
{
FileHandle_t fp = g_pFullFileSystem - > Open ( pFileName , " rb " , " GAME " ) ;
if ( fp = = FILESYSTEM_INVALID_HANDLE )
{
return FILESYSTEM_INVALID_HANDLE ;
}
if ( pHeader )
{
// read the header
g_pFullFileSystem - > Read ( pHeader , sizeof ( ShaderHeader_t ) , fp ) ;
switch ( pHeader - > m_nVersion )
{
case 4 :
// version with combos done as diffs vs a reference combo
// vsh/psh or older fxc
break ;
case 5 :
case 6 :
// version with optimal dictionary and compressed combo block
break ;
default :
Assert ( 0 ) ;
Warning ( " Shader %s is the wrong version %d, expecting %d \n " , pFileName , pHeader - > m_nVersion , SHADER_VCS_VERSION_NUMBER ) ;
g_pFullFileSystem - > Close ( fp ) ;
return FILESYSTEM_INVALID_HANDLE ;
}
}
return fp ;
}
//---------------------------------------------------------------------------------------------------------
// Writes text files named for looked-up shaders. Used by GL shader translator to dump code for debugging
//---------------------------------------------------------------------------------------------------------
void CShaderManager : : WriteTranslatedFile ( ShaderLookup_t * pLookup , int dynamicCombo , char * pFileContents , char * pFileExtension )
{
const char * pName = m_ShaderSymbolTable . String ( pLookup - > m_Name ) ;
int nNumChars = V_strlen ( pFileContents ) ;
CUtlBuffer tempBuffer ;
tempBuffer . SetBufferType ( true , false ) ;
tempBuffer . EnsureCapacity ( nNumChars ) ;
memcpy ( ( char * ) tempBuffer . Base ( ) , pFileContents , nNumChars ) ;
tempBuffer . SeekPut ( CUtlBuffer : : SEEK_CURRENT , nNumChars ) ;
char filename [ MAX_PATH ] ;
sprintf ( filename , " %s_%d_%d.%s " , pName , pLookup - > m_nStaticIndex , dynamicCombo , pFileExtension ) ;
g_pFullFileSystem - > WriteFile ( filename , " DEFAULT_WRITE_PATH " , tempBuffer ) ;
}
//-----------------------------------------------------------------------------
// Disassemble a shader for debugging. Writes .asm files.
//-----------------------------------------------------------------------------
void CShaderManager : : DisassembleShader ( ShaderLookup_t * pLookup , int dynamicCombo , uint8 * pByteCode )
{
# if defined( WRITE_ASSEMBLY )
const char * pName = m_ShaderSymbolTable . String ( pLookup - > m_Name ) ;
ID3DXBuffer * pd3dxBuffer ;
HRESULT hr ;
hr = D3DXDisassembleShader ( ( DWORD * ) pByteCode , false , NULL , & pd3dxBuffer ) ;
Assert ( hr = = D3D_OK ) ;
CUtlBuffer tempBuffer ;
tempBuffer . SetBufferType ( true , false ) ;
tempBuffer . EnsureCapacity ( pd3dxBuffer - > GetBufferSize ( ) ) ;
memcpy ( ( char * ) tempBuffer . Base ( ) , pd3dxBuffer - > GetBufferPointer ( ) , pd3dxBuffer - > GetBufferSize ( ) ) ;
tempBuffer . SeekPut ( CUtlBuffer : : SEEK_CURRENT , pd3dxBuffer - > GetBufferSize ( ) ) ;
char filename [ MAX_PATH ] ;
sprintf ( filename , " %s_%d_%d.asm " , pName , pLookup - > m_nStaticIndex , dynamicCombo ) ;
g_pFullFileSystem - > WriteFile ( filename , " DEFAULT_WRITE_PATH " , tempBuffer ) ;
# endif
}
//-----------------------------------------------------------------------------
// Create dynamic combos
//-----------------------------------------------------------------------------
bool CShaderManager : : CreateDynamicCombos_Ver4 ( void * pContext , uint8 * pComboBuffer )
{
ShaderLookup_t * pLookup = ( ShaderLookup_t * ) pContext ;
ShaderFileCache_t * pFileCache = & m_ShaderFileCache [ pLookup - > m_hShaderFileCache ] ;
ShaderHeader_t * pHeader = & pFileCache - > m_Header ;
int nReferenceComboSizeForDiffs = ( ( ShaderHeader_t_v4 * ) pHeader ) - > m_nDiffReferenceSize ;
uint8 * pReferenceShader = NULL ;
uint8 * pDiffOutputBuffer = NULL ;
if ( nReferenceComboSizeForDiffs )
{
// reference combo is *always* the largest combo, so safe worst case size for uncompression buffer
pReferenceShader = ( uint8 * ) pFileCache - > m_ReferenceCombo . Base ( ) ;
pDiffOutputBuffer = ( uint8 * ) _alloca ( nReferenceComboSizeForDiffs ) ;
}
// build this shader's dynamic combos
bool bOK = true ;
int nStartingOffset = 0 ;
for ( int i = 0 ; i < pHeader - > m_nDynamicCombos ; i + + )
{
if ( pLookup - > m_pComboDictionary [ i ] . m_Offset = = - 1 )
{
// skipped
continue ;
}
if ( ! nStartingOffset )
{
nStartingOffset = pLookup - > m_pComboDictionary [ i ] . m_Offset ;
}
// offsets better be sequentially ascending
Assert ( nStartingOffset < = pLookup - > m_pComboDictionary [ i ] . m_Offset ) ;
if ( pLookup - > m_pComboDictionary [ i ] . m_Size < = 0 )
{
// skipped
continue ;
}
// get the right byte code from the monolithic buffer
uint8 * pByteCode = ( uint8 * ) pComboBuffer + pLookup - > m_nDataOffset + pLookup - > m_pComboDictionary [ i ] . m_Offset - nStartingOffset ;
int nByteCodeSize = pLookup - > m_pComboDictionary [ i ] . m_Size ;
if ( pReferenceShader )
{
// reference combo better be the largest combo, otherwise memory corruption
Assert ( nReferenceComboSizeForDiffs > = nByteCodeSize ) ;
// use the differencing algorithm to recover the full shader
int nOriginalSize ;
ApplyDiffs (
pReferenceShader ,
pByteCode ,
nReferenceComboSizeForDiffs ,
nByteCodeSize ,
nOriginalSize ,
pDiffOutputBuffer ,
nReferenceComboSizeForDiffs ) ;
pByteCode = pDiffOutputBuffer ;
nByteCodeSize = nOriginalSize ;
}
# if defined( WRITE_ASSEMBLY )
DisassembleShader ( pLookup , i , pByteCode ) ;
# endif
HardwareShader_t hardwareShader = INVALID_HARDWARE_SHADER ;
if ( IsPC ( ) & & m_bCreateShadersOnDemand )
{
// cache the code off for later
pLookup - > m_ShaderStaticCombos . m_pCreationData [ i ] . ByteCode . SetSize ( nByteCodeSize ) ;
V_memcpy ( pLookup - > m_ShaderStaticCombos . m_pCreationData [ i ] . ByteCode . Base ( ) , pByteCode , nByteCodeSize ) ;
pLookup - > m_ShaderStaticCombos . m_pCreationData [ i ] . iCentroidMask = pFileCache - > m_bVertexShader ? 0 : pHeader - > m_nCentroidMask ;
}
else
{
const char * pShaderName = m_ShaderSymbolTable . String ( pLookup - > m_Name ) ;
if ( pFileCache - > m_bVertexShader )
{
hardwareShader = CreateD3DVertexShader ( reinterpret_cast < DWORD * > ( pByteCode ) , nByteCodeSize , pShaderName ) ;
}
else
{
hardwareShader = CreateD3DPixelShader ( reinterpret_cast < DWORD * > ( pByteCode ) , pHeader - > m_nCentroidMask , nByteCodeSize , pShaderName ) ;
}
if ( hardwareShader = = INVALID_HARDWARE_SHADER )
{
Assert ( 0 ) ;
bOK = false ;
break ;
}
}
pLookup - > m_ShaderStaticCombos . m_pHardwareShaders [ i ] = hardwareShader ;
}
delete [ ] pLookup - > m_pComboDictionary ;
pLookup - > m_pComboDictionary = NULL ;
return bOK ;
}
//-----------------------------------------------------------------------------
// Create dynamic combos
//-----------------------------------------------------------------------------
static uint32 NextULONG ( uint8 * & pData )
{
// handle unaligned read
uint32 nRet ;
memcpy ( & nRet , pData , sizeof ( nRet ) ) ;
pData + = sizeof ( nRet ) ;
return nRet ;
}
bool CShaderManager : : CreateDynamicCombos_Ver5 ( void * pContext , uint8 * pComboBuffer , char * debugLabel )
{
ShaderLookup_t * pLookup = ( ShaderLookup_t * ) pContext ;
ShaderFileCache_t * pFileCache = & m_ShaderFileCache [ pLookup - > m_hShaderFileCache ] ;
uint8 * pCompressedShaders = pComboBuffer + pLookup - > m_nDataOffset ;
uint8 * pUnpackBuffer = new uint8 [ MAX_SHADER_UNPACKED_BLOCK_SIZE ] ;
char * debugLabelPtr = debugLabel ; // can be moved to point at something else if need be
// now, loop through all blocks
bool bOK = true ;
while ( bOK )
{
uint32 nBlockSize = NextULONG ( pCompressedShaders ) ;
if ( nBlockSize = = 0xffffffff )
{
// any more blocks?
break ;
}
switch ( nBlockSize & 0xc0000000 )
{
case 0 : // bzip2
{
// uncompress
uint32 nOutsize = MAX_SHADER_UNPACKED_BLOCK_SIZE ;
int nRslt = BZ2_bzBuffToBuffDecompress (
reinterpret_cast < char * > ( pUnpackBuffer ) ,
& nOutsize ,
reinterpret_cast < char * > ( pCompressedShaders ) ,
nBlockSize , 1 , 0 ) ;
if ( nRslt < 0 )
{
// errors are negative for bzip
Assert ( 0 ) ;
Warning ( " BZIP Error (%d) decompressing shader " , nRslt ) ;
bOK = false ;
}
pCompressedShaders + = nBlockSize ;
nBlockSize = nOutsize ; // how much data there is
}
break ;
case 0x80000000 : // uncompressed
{
// not compressed, as is
nBlockSize & = 0x3fffffff ;
memcpy ( pUnpackBuffer , pCompressedShaders , nBlockSize ) ;
pCompressedShaders + = nBlockSize ;
}
break ;
case 0x40000000 : // lzma compressed
{
nBlockSize & = 0x3fffffff ;
size_t nOutsize = CLZMA : : Uncompress (
reinterpret_cast < uint8 * > ( pCompressedShaders ) ,
pUnpackBuffer ) ;
pCompressedShaders + = nBlockSize ;
nBlockSize = nOutsize ; // how much data there is
}
break ;
default :
{
Assert ( 0 ) ;
Error ( " unrecognized shader compression type = file corrupt? " ) ;
bOK = false ;
}
}
uint8 * pReadPtr = pUnpackBuffer ;
while ( pReadPtr < pUnpackBuffer + nBlockSize )
{
uint32 nCombo_ID = NextULONG ( pReadPtr ) ;
uint32 nShaderSize = NextULONG ( pReadPtr ) ;
# if defined( WRITE_ASSEMBLY )
DisassembleShader ( pLookup , nCombo_ID , pReadPtr ) ;
# endif
HardwareShader_t hardwareShader = INVALID_HARDWARE_SHADER ;
int iIndex = nCombo_ID ;
if ( iIndex > = pLookup - > m_nStaticIndex )
iIndex - = pLookup - > m_nStaticIndex ; // ver5 stores combos as full combo, ver6 as dynamic combo # only
if ( IsPC ( ) & & m_bCreateShadersOnDemand )
{
// cache the code off for later
pLookup - > m_ShaderStaticCombos . m_pCreationData [ iIndex ] . ByteCode . SetSize ( nShaderSize ) ;
V_memcpy ( pLookup - > m_ShaderStaticCombos . m_pCreationData [ iIndex ] . ByteCode . Base ( ) , pReadPtr , nShaderSize ) ;
pLookup - > m_ShaderStaticCombos . m_pCreationData [ iIndex ] . iCentroidMask = pFileCache - > m_bVertexShader ? 0 : pFileCache - > m_Header . m_nCentroidMask ;
}
else
{
const char * pShaderName = m_ShaderSymbolTable . String ( pLookup - > m_Name ) ;
if ( pFileCache - > m_bVertexShader )
{
#if 0
// this is all test code
CUtlBuffer bufGLCode ( 1000 , 50000 , CUtlBuffer : : TEXT_BUFFER ) ;
CUtlBuffer bufNewGLCode ( 1000 , 50000 , CUtlBuffer : : TEXT_BUFFER ) ;
CUtlBuffer bufGLSLCode ( 1000 , 50000 , CUtlBuffer : : TEXT_BUFFER ) ;
bool bVertexShader ;
uint32 nOptions = 0 ;
nOptions | = D3DToGL_OptionUseEnvParams ;
nOptions | = D3DToGL_OptionDoFixupZ ;
nOptions | = D3DToGL_OptionDoFixupY ;
//options |= D3DToGL_OptionSpew;
// sg_D3DToOpenGLTranslator.TranslateShader( (uint32 *) pReadPtr, (char *)bufGLCode.Base(), bufGLCode.Size(), &bVertexShader, nOptions, -1, debugLabel );
// sg_NewD3DToOpenGLTranslator.TranslateShader( (uint32 *) pReadPtr, &bufNewGLCode, &bVertexShader, nOptions, -1, debugLabel );
// bool bDumpGLSL = false;
// if ( !stricmp( "vs-file vertexlit_and_unlit_generic_bump_vs20 vs-index 144", debugLabel ) && ( iIndex == 0 ) )
// {
// DisassembleShader( pLookup, iIndex, pReadPtr ); // Direct3D
// bDumpGLSL = true;
// }
// GLSL options
nOptions | = D3DToGL_OptionGLSL ; // | D3DToGL_AddHexComments | D3DToGL_PutHexCommentsAfterLines;
if ( ! IsOSX ( ) )
{
nOptions | = D3DToGL_OptionAllowStaticControlFlow ;
}
sg_NewD3DToOpenGLTranslator . TranslateShader ( ( uint32 * ) pReadPtr , & bufGLSLCode , & bVertexShader , nOptions , - 1 , 0 , debugLabel ) ;
Assert ( bVertexShader ) ;
// Test to make sure these are identical
// if ( bDumpGLSL )//V_strcmp( (char *)bufGLCode.Base(), (char *)bufNewGLCode.Base() ) )
// {
// WriteTranslatedFile( pLookup, iIndex, (char *)bufGLCode.Base(), "avp" ); // Old
// WriteTranslatedFile( pLookup, iIndex, (char *)bufNewGLCode.Base(), "avp2" ); // New
WriteTranslatedFile ( pLookup , iIndex , ( char * ) bufGLSLCode . Base ( ) , " glsl_v " ) ; // GLSL
// DisassembleShader( pLookup, iIndex, pReadPtr ); // Direct3D
// }
# if defined( WRITE_ASSEMBLY )
WriteTranslatedFile ( pLookup , iIndex , ( char * ) bufGLCode . Base ( ) , " avp " ) ;
# endif
# endif // 0
# ifdef DX_TO_GL_ABSTRACTION
// munge the debug label a bit to aid in decoding... catenate the iIndex on the end
char temp [ 1024 ] ;
sprintf ( temp , " %s vs-combo %d " , ( debugLabel ) ? debugLabel : " none " , iIndex ) ;
debugLabelPtr = temp ;
# endif
// pass binary code to d3d interface, on GL it will invoke the translator back to asm
hardwareShader = CreateD3DVertexShader ( reinterpret_cast < DWORD * > ( pReadPtr ) , nShaderSize , pShaderName , debugLabelPtr ) ;
}
else
{
#if 0
// this is all test code
// CUtlBuffer bufGLCode( 1000, 50000, CUtlBuffer::TEXT_BUFFER );
// CUtlBuffer bufNewGLCode( 1000, 50000, CUtlBuffer::TEXT_BUFFER );
CUtlBuffer bufGLSLCode ( 1000 , 50000 , CUtlBuffer : : TEXT_BUFFER ) ;
bool bVertexShader ;
uint32 nOptions = D3DToGL_OptionUseEnvParams ;
// sg_D3DToOpenGLTranslator.TranslateShader( (uint32 *) pReadPtr, (char *)bufGLCode.Base(), bufGLCode.Size(), &bVertexShader, D3DToGL_OptionUseEnvParams, -1, debugLabel );
// sg_NewD3DToOpenGLTranslator.TranslateShader( (uint32 *) pReadPtr, &bufNewGLCode, &bVertexShader, D3DToGL_OptionUseEnvParams, -1, debugLabel );
// GLSL options
nOptions | = D3DToGL_OptionGLSL ; // | D3DToGL_OptionSRGBWriteSuffix | D3DToGL_AddHexComments | D3DToGL_PutHexCommentsAfterLines;
if ( ! IsOSX ( ) )
{
nOptions | = D3DToGL_OptionAllowStaticControlFlow ;
}
sg_NewD3DToOpenGLTranslator . TranslateShader ( ( uint32 * ) pReadPtr , & bufGLSLCode , & bVertexShader , nOptions , - 1 , 0 , debugLabel ) ;
Assert ( ! bVertexShader ) ;
// Test to make sure these are identical
// if ( V_strcmp( (char *)bufGLCode.Base(), (char *)bufNewGLCode.Base() ) )
// {
// WriteTranslatedFile( pLookup, iIndex, (char *)bufGLCode.Base(), "afp" ); // Old
// WriteTranslatedFile( pLookup, iIndex, (char *)bufNewGLCode.Base(), "afp2" ); // New
WriteTranslatedFile ( pLookup , iIndex , ( char * ) bufGLSLCode . Base ( ) , " glsl_p " ) ; // GLSL
// DisassembleShader( pLookup, iIndex, pReadPtr ); // Direct3D
// }
# if defined( WRITE_ASSEMBLY )
WriteTranslatedFile ( pLookup , iIndex , ( char * ) bufGLCode . Base ( ) , " afp " ) ;
# endif
# endif // 0
# ifdef DX_TO_GL_ABSTRACTION
// munge the debug label a bit to aid in decoding... catenate the iIndex on the end
char temp [ 1024 ] ;
sprintf ( temp , " %s ps-combo %d " , ( debugLabel ) ? debugLabel : " " , iIndex ) ;
debugLabelPtr = temp ;
# endif
// pass binary code to d3d interface, on GL it will invoke the translator back to asm
hardwareShader = CreateD3DPixelShader ( reinterpret_cast < DWORD * > ( pReadPtr ) , pFileCache - > m_Header . m_nCentroidMask , nShaderSize , pShaderName , debugLabelPtr ) ;
}
if ( hardwareShader = = INVALID_HARDWARE_SHADER )
{
Warning ( " failed to create shader \n " ) ;
Assert ( 0 ) ;
bOK = false ;
break ;
}
}
pLookup - > m_ShaderStaticCombos . m_pHardwareShaders [ iIndex ] = hardwareShader ;
pReadPtr + = nShaderSize ;
}
}
delete [ ] pUnpackBuffer ;
return bOK ;
}
//-----------------------------------------------------------------------------
// Static method, called by thread, don't call anything non-threadsafe from handler!!!
//-----------------------------------------------------------------------------
void CShaderManager : : QueuedLoaderCallback ( void * pContext , void * pContext2 , const void * pData , int nSize , LoaderError_t loaderError )
{
ShaderLookup_t * pLookup = ( ShaderLookup_t * ) pContext ;
bool bOK = ( loaderError = = LOADERERROR_NONE ) ;
if ( bOK )
{
if ( pContext2 )
{
// presence denotes diff version
bOK = s_ShaderManager . CreateDynamicCombos_Ver4 ( pContext , ( uint8 * ) pData ) ;
}
else
{
bOK = s_ShaderManager . CreateDynamicCombos_Ver5 ( pContext , ( uint8 * ) pData ) ;
}
}
if ( ! bOK )
{
pLookup - > m_Flags | = SHADER_FAILED_LOAD ;
}
}
//-----------------------------------------------------------------------------
// Loads all shaders
//-----------------------------------------------------------------------------
bool CShaderManager : : LoadAndCreateShaders ( ShaderLookup_t & lookup , bool bVertexShader , char * debugLabel )
{
const char * pName = m_ShaderSymbolTable . String ( lookup . m_Name ) ;
// find it in the cache
// a cache hit prevents costly i/o for static components, i.e. header, ref combo, etc.
ShaderFileCache_t fileCacheLookup ;
fileCacheLookup . m_Name = lookup . m_Name ;
fileCacheLookup . m_bVertexShader = bVertexShader ;
intp fileCacheIndex = m_ShaderFileCache . Find ( fileCacheLookup ) ;
if ( fileCacheIndex = = m_ShaderFileCache . InvalidIndex ( ) )
{
// not found, create a new entry
fileCacheIndex = m_ShaderFileCache . AddToTail ( ) ;
}
lookup . m_hShaderFileCache = fileCacheIndex ;
// fetch from cache
ShaderFileCache_t * pFileCache = & m_ShaderFileCache [ fileCacheIndex ] ;
ShaderHeader_t * pHeader = & pFileCache - > m_Header ;
FileHandle_t hFile = FILESYSTEM_INVALID_HANDLE ;
if ( pFileCache - > IsValid ( ) )
{
// using cached header, just open file, no read of header needed
hFile = OpenFileAndLoadHeader ( m_ShaderSymbolTable . String ( pFileCache - > m_Filename ) , NULL ) ;
if ( hFile = = FILESYSTEM_INVALID_HANDLE )
{
// shouldn't happen
Assert ( 0 ) ;
return false ;
}
}
else
{
V_memset ( pHeader , 0 , sizeof ( ShaderHeader_t ) ) ;
// try the vsh/psh dir first
char filename [ MAX_PATH ] ;
Q_snprintf ( filename , MAX_PATH , " shaders \\ %s \\ %s " SHADER_FNAME_EXTENSION , bVertexShader ? " vsh " : " psh " , pName ) ;
hFile = OpenFileAndLoadHeader ( filename , pHeader ) ;
if ( hFile = = FILESYSTEM_INVALID_HANDLE )
{
# ifdef DYNAMIC_SHADER_COMPILE
// Dynamically compile if it's HLSL.
if ( LoadAndCreateShaders_Dynamic ( lookup , bVertexShader ) )
{
return true ;
}
else
{
return false ;
}
# endif
// next, try the fxc dir
Q_snprintf ( filename , MAX_PATH , " shaders \\ fxc \\ %s " SHADER_FNAME_EXTENSION , pName ) ;
hFile = OpenFileAndLoadHeader ( filename , pHeader ) ;
if ( hFile = = FILESYSTEM_INVALID_HANDLE )
{
lookup . m_Flags | = SHADER_FAILED_LOAD ;
Warning ( " Couldn't load %s shader %s \n " , bVertexShader ? " vertex " : " pixel " , pName ) ;
return false ;
}
}
lookup . m_Flags = pHeader - > m_nFlags ;
pFileCache - > m_Name = lookup . m_Name ;
pFileCache - > m_Filename = m_ShaderSymbolTable . AddString ( filename ) ;
pFileCache - > m_bVertexShader = bVertexShader ;
if ( pFileCache - > IsOldVersion ( ) )
{
int referenceComboSize = ( ( ShaderHeader_t_v4 * ) pHeader ) - > m_nDiffReferenceSize ;
if ( referenceComboSize )
{
// cache the reference combo
pFileCache - > m_ReferenceCombo . EnsureCapacity ( referenceComboSize ) ;
g_pFullFileSystem - > Read ( pFileCache - > m_ReferenceCombo . Base ( ) , referenceComboSize , hFile ) ;
}
}
else
{
// cache the dictionary
pFileCache - > m_StaticComboRecords . EnsureCount ( pHeader - > m_nNumStaticCombos ) ;
g_pFullFileSystem - > Read ( pFileCache - > m_StaticComboRecords . Base ( ) , pHeader - > m_nNumStaticCombos * sizeof ( StaticComboRecord_t ) , hFile ) ;
if ( pFileCache - > IsVersion6 ( ) )
{
// read static combo alias records
int nNumDups ;
g_pFullFileSystem - > Read ( & nNumDups , sizeof ( nNumDups ) , hFile ) ;
if ( nNumDups )
{
pFileCache - > m_StaticComboDupRecords . EnsureCount ( nNumDups ) ;
g_pFullFileSystem - > Read ( pFileCache - > m_StaticComboDupRecords . Base ( ) , nNumDups * sizeof ( StaticComboAliasRecord_t ) , hFile ) ;
}
}
}
}
// FIXME: should make lookup and ShaderStaticCombos_t are pool allocated.
int i ;
lookup . m_ShaderStaticCombos . m_nCount = pHeader - > m_nDynamicCombos ;
lookup . m_ShaderStaticCombos . m_pHardwareShaders = new HardwareShader_t [ pHeader - > m_nDynamicCombos ] ;
if ( IsPC ( ) & & m_bCreateShadersOnDemand )
{
lookup . m_ShaderStaticCombos . m_pCreationData = new ShaderStaticCombos_t : : ShaderCreationData_t [ pHeader - > m_nDynamicCombos ] ;
}
for ( i = 0 ; i < pHeader - > m_nDynamicCombos ; i + + )
{
lookup . m_ShaderStaticCombos . m_pHardwareShaders [ i ] = INVALID_HARDWARE_SHADER ;
}
int nStartingOffset = 0 ;
int nEndingOffset = 0 ;
if ( pFileCache - > IsOldVersion ( ) )
{
int nDictionaryOffset = sizeof ( ShaderHeader_t ) + ( ( ShaderHeader_t_v4 * ) pHeader ) - > m_nDiffReferenceSize ;
// read in shader's dynamic combos directory
lookup . m_pComboDictionary = new ShaderDictionaryEntry_t [ pHeader - > m_nDynamicCombos ] ;
g_pFullFileSystem - > Seek ( hFile , nDictionaryOffset + lookup . m_nStaticIndex * sizeof ( ShaderDictionaryEntry_t ) , FILESYSTEM_SEEK_HEAD ) ;
g_pFullFileSystem - > Read ( lookup . m_pComboDictionary , pHeader - > m_nDynamicCombos * sizeof ( ShaderDictionaryEntry_t ) , hFile ) ;
// want single read of all this shader's dynamic combos into a target buffer
// shaders are written sequentially, determine starting offset and length
for ( i = 0 ; i < pHeader - > m_nDynamicCombos ; i + + )
{
if ( lookup . m_pComboDictionary [ i ] . m_Offset = = - 1 )
{
// skipped
continue ;
}
// ensure offsets are in fact sequentially ascending
Assert ( lookup . m_pComboDictionary [ i ] . m_Offset > = nStartingOffset & & lookup . m_pComboDictionary [ i ] . m_Size > = 0 ) ;
if ( ! nStartingOffset )
{
nStartingOffset = lookup . m_pComboDictionary [ i ] . m_Offset ;
}
nEndingOffset = lookup . m_pComboDictionary [ i ] . m_Offset + lookup . m_pComboDictionary [ i ] . m_Size ;
}
if ( ! nStartingOffset )
{
g_pFullFileSystem - > Close ( hFile ) ;
Warning ( " Shader '%s' - All dynamic combos skipped. This is bad! \n " , m_ShaderSymbolTable . String ( pFileCache - > m_Filename ) ) ;
return false ;
}
}
else
{
int nStaticComboIdx = pFileCache - > FindCombo ( lookup . m_nStaticIndex / pFileCache - > m_Header . m_nDynamicCombos ) ;
if ( nStaticComboIdx = = - 1 )
{
g_pFullFileSystem - > Close ( hFile ) ;
lookup . m_Flags | = SHADER_FAILED_LOAD ;
Warning ( " Shader '%s' - Couldn't load combo %d of shader (dyn=%d) \n " , m_ShaderSymbolTable . String ( pFileCache - > m_Filename ) , lookup . m_nStaticIndex , pFileCache - > m_Header . m_nDynamicCombos ) ;
return false ;
}
nStartingOffset = pFileCache - > m_StaticComboRecords [ nStaticComboIdx ] . m_nFileOffset ;
nEndingOffset = pFileCache - > m_StaticComboRecords [ nStaticComboIdx + 1 ] . m_nFileOffset ;
}
// align offsets for unbuffered optimal i/o - fastest i/o possible
unsigned nOffsetAlign , nSizeAlign , nBufferAlign ;
g_pFullFileSystem - > GetOptimalIOConstraints ( hFile , & nOffsetAlign , & nSizeAlign , & nBufferAlign ) ;
unsigned int nAlignedOffset = AlignValue ( ( nStartingOffset - nOffsetAlign ) + 1 , nOffsetAlign ) ;
unsigned int nAlignedBytesToRead = AlignValue ( nEndingOffset - nAlignedOffset , nSizeAlign ) ;
// used for adjusting provided buffer to actual data
lookup . m_nDataOffset = nStartingOffset - nAlignedOffset ;
bool bOK = true ;
if ( IsX360 ( ) & & g_pQueuedLoader - > IsMapLoading ( ) )
{
LoaderJob_t loaderJob ;
loaderJob . m_pFilename = m_ShaderSymbolTable . String ( pFileCache - > m_Filename ) ;
loaderJob . m_pPathID = " GAME " ;
loaderJob . m_pCallback = QueuedLoaderCallback ;
loaderJob . m_pContext = ( void * ) & lookup ;
loaderJob . m_pContext2 = ( void * ) pFileCache - > IsOldVersion ( ) ;
loaderJob . m_Priority = LOADERPRIORITY_DURINGPRELOAD ;
loaderJob . m_nBytesToRead = nAlignedBytesToRead ;
loaderJob . m_nStartOffset = nAlignedOffset ;
g_pQueuedLoader - > AddJob ( & loaderJob ) ;
}
else
{
//printf("\n CShaderManager::LoadAndCreateShaders - reading %d bytes from file offset %d", nAlignedBytesToRead, nAlignedOffset);
// single optimal read of all dynamic combos into monolithic buffer
uint8 * pOptimalBuffer = ( uint8 * ) g_pFullFileSystem - > AllocOptimalReadBuffer ( hFile , nAlignedBytesToRead , nAlignedOffset ) ;
g_pFullFileSystem - > Seek ( hFile , nAlignedOffset , FILESYSTEM_SEEK_HEAD ) ;
g_pFullFileSystem - > Read ( pOptimalBuffer , nAlignedBytesToRead , hFile ) ;
if ( pFileCache - > IsOldVersion ( ) )
{
bOK = CreateDynamicCombos_Ver4 ( & lookup , pOptimalBuffer ) ;
}
else
{
bOK = CreateDynamicCombos_Ver5 ( & lookup , pOptimalBuffer , debugLabel ) ;
}
g_pFullFileSystem - > FreeOptimalReadBuffer ( pOptimalBuffer ) ;
}
g_pFullFileSystem - > Close ( hFile ) ;
if ( ! bOK )
{
lookup . m_Flags | = SHADER_FAILED_LOAD ;
}
return bOK ;
}
//----------------------------------------------------------------------------------old code
#if 0
// Set this convar internally to build or add to the shader cache file
// We really only expect this to work on DX_TO_GL_ABSTRACTION
ConVar mat_cacheshaders ( " mat_cacheshaders " , " 0 " , FCVAR_DEVELOPMENTONLY ) ;
# define SHADER_CACHE_FILE "shader_cache.cfg"
# define PROGRAM_CACHE_FILE "program_cache.cfg"
static void WriteToShaderCache ( const char * pShaderName , const int nIndex )
{
# ifndef DX_TO_GL_ABSTRACTION
return ;
# endif
KeyValues * pShaderCache = new KeyValues ( " shadercache " ) ;
// we don't load anything, it starts empty.. pShaderCache->LoadFromFile( g_pFullFileSystem, SHADER_CACHE_FILE, "MOD" );
if ( ! pShaderCache )
{
Warning ( " Could not write to shader cache file! \n " ) ;
return ;
}
// Subkey for specific shader
KeyValues * pShaderKey = pShaderCache - > FindKey ( pShaderName , true ) ;
Assert ( pShaderKey ) ;
bool bFound = false ;
int nKeys = 0 ;
char szIndex [ 8 ] ;
FOR_EACH_VALUE ( pShaderKey , pValues )
{
if ( pValues - > GetInt ( ) = = nIndex )
{
bFound = true ;
}
nKeys + + ;
}
if ( ! bFound )
{
V_snprintf ( szIndex , 8 , " %d " , nKeys ) ;
pShaderKey - > SetInt ( szIndex , nIndex ) ;
}
pShaderCache - > SaveToFile ( g_pFullFileSystem , SHADER_CACHE_FILE , " MOD " ) ;
pShaderCache - > deleteThis ( ) ;
}
void CShaderManager : : WarmShaderCache ( )
{
# ifndef DX_TO_GL_ABSTRACTION
return ;
# endif
// Don't access the cache if we're building it!
if ( mat_cacheshaders . GetBool ( ) )
return ;
// Don't warm the cache if we're just going to monkey with the shaders anyway
# ifdef DYNAMIC_SHADER_COMPILE
return ;
# endif
double st = Sys_FloatTime ( ) ;
//
// First we warm SHADERS ===============================================
//
KeyValues * pShaderCache = new KeyValues ( " shadercache " ) ;
pShaderCache - > LoadFromFile ( g_pFullFileSystem , SHADER_CACHE_FILE , " MOD " ) ;
if ( ! pShaderCache )
{
Warning ( " Could not find shader cache file! \n " ) ;
return ;
}
// Run through each shader in the cache
FOR_EACH_SUBKEY ( pShaderCache , pShaderKey )
{
const char * pShaderName = pShaderKey - > GetName ( ) ;
bool bVertexShader = Q_stristr ( pShaderName , " _vs20 " ) | | Q_stristr ( pShaderName , " _vs30 " ) ;
FOR_EACH_VALUE ( pShaderKey , pValue )
{
char temp [ 1024 ] ;
int staticIndex = pValue - > GetInt ( ) ;
if ( bVertexShader )
{
V_snprintf ( temp , sizeof ( temp ) , " vs-file %s vs-index %d " , pShaderName , staticIndex ) ;
CreateVertexShader ( pShaderName , staticIndex , temp ) ;
}
else
{
V_snprintf ( temp , sizeof ( temp ) , " ps-file %s ps-index %d " , pShaderName , staticIndex ) ;
CreatePixelShader ( pShaderName , staticIndex , temp ) ;
}
}
}
pShaderCache - > deleteThis ( ) ;
//
// Next, we warm PROGRAMS (which are pairs of shaders) =================
//
KeyValues * pProgramCache = new KeyValues ( " programcache " ) ;
pProgramCache - > LoadFromFile ( g_pFullFileSystem , PROGRAM_CACHE_FILE , " MOD " ) ;
if ( ! pProgramCache )
{
Warning ( " Could not find program cache file! \n " ) ;
return ;
}
// Run through each program in the cache
FOR_EACH_SUBKEY ( pProgramCache , pProgramKey )
{
KeyValues * pValue = pProgramKey - > GetFirstValue ( ) ;
const char * pVertexShaderName = pValue - > GetString ( ) ;
pValue = pValue - > GetNextValue ( ) ;
const char * pPixelShaderName = pValue - > GetString ( ) ;
pValue = pValue - > GetNextValue ( ) ;
int nVertexShaderStaticIndex = pValue - > GetInt ( ) ;
pValue = pValue - > GetNextValue ( ) ;
int nPixelShaderStaticIndex = pValue - > GetInt ( ) ;
pValue = pValue - > GetNextValue ( ) ;
int nVertexShaderDynamicIndex = pValue - > GetInt ( ) ;
pValue = pValue - > GetNextValue ( ) ;
int nPixelShaderDynamicIndex = pValue - > GetInt ( ) ;
ShaderLookup_t vshLookup ;
vshLookup . m_Name = m_ShaderSymbolTable . AddString ( pVertexShaderName ) ; // TODO: use String() here and catch this odd case
vshLookup . m_nStaticIndex = nVertexShaderStaticIndex ;
VertexShader_t vertexShader = m_VertexShaderDict . Find ( vshLookup ) ;
ShaderLookup_t pshLookup ;
pshLookup . m_Name = m_ShaderSymbolTable . AddString ( pPixelShaderName ) ;
pshLookup . m_nStaticIndex = nPixelShaderStaticIndex ;
PixelShader_t pixelShader = m_PixelShaderDict . Find ( pshLookup ) ;
// If we found both shaders, do the link!
if ( ( vertexShader ! = m_VertexShaderDict . InvalidIndex ( ) ) & & ( pixelShader ! = m_PixelShaderDict . InvalidIndex ( ) ) )
{
# ifdef DX_TO_GL_ABSTRACTION
//HardwareShader_t hardwareVertexShader = vshLookup.m_ShaderStaticCombos.m_pHardwareShaders[nVertexShaderDynamicIndex];
//HardwareShader_t hardwarePixelShader = pshLookup.m_ShaderStaticCombos.m_pHardwareShaders[nPixelShaderDynamicIndex];
HardwareShader_t hardwareVertexShader = m_VertexShaderDict [ vertexShader ] . m_ShaderStaticCombos . m_pHardwareShaders [ nVertexShaderDynamicIndex ] ;
HardwareShader_t hardwarePixelShader = m_PixelShaderDict [ pixelShader ] . m_ShaderStaticCombos . m_pHardwareShaders [ nPixelShaderDynamicIndex ] ;
if ( ( hardwareVertexShader ! = INVALID_HARDWARE_SHADER ) & & ( hardwarePixelShader ! = INVALID_HARDWARE_SHADER ) )
{
if ( S_OK ! = Dx9Device ( ) - > LinkShaderPair ( ( IDirect3DVertexShader9 * ) hardwareVertexShader , ( IDirect3DPixelShader9 * ) hardwarePixelShader ) )
{
Warning ( " Could not link OpenGL shaders: %s (%d, %d) : %s (%d, %d) \n " , pVertexShaderName , nVertexShaderStaticIndex , nVertexShaderDynamicIndex , pPixelShaderName , nPixelShaderStaticIndex , nPixelShaderDynamicIndex ) ;
}
}
# endif
}
else
{
Warning ( " Invalid shader linkage: %s (%d, %d) : %s (%d, %d) \n " , pVertexShaderName , nVertexShaderStaticIndex , nVertexShaderDynamicIndex , pPixelShaderName , nPixelShaderStaticIndex , nPixelShaderDynamicIndex ) ;
}
}
pProgramCache - > deleteThis ( ) ;
float elapsed = ( float ) ( Sys_FloatTime ( ) - st ) * 1000.0 ;
DevMsg ( " WarmShaderCache took %.3f msec \n " , elapsed ) ;
}
# endif
//----------------------------------------------------------------------------------old code
# ifdef DX_TO_GL_ABSTRACTION
// if shaders are changed in a way that requires the client-side cache to be invalidated,
// increment this string - such changes include combo changes (skips, adding combos)
const char * k_pszShaderCacheRootKey = " glshadercachev002 " ;
# endif
void CShaderManager : : SaveShaderCache ( char * cacheName )
{
# ifdef DX_TO_GL_ABSTRACTION // must ifdef, it uses calls which don't exist in the real DX9 interface
KeyValues * pProgramCache = new KeyValues ( k_pszShaderCacheRootKey ) ;
if ( ! pProgramCache )
{
Warning ( " Could not write to program cache file! \n " ) ;
return ;
}
int i = 0 ;
GLMShaderPairInfo info ;
do
{
Dx9Device ( ) - > QueryShaderPair ( i , & info ) ;
if ( info . m_status = = 1 )
{
// found one
// extract values of interest which represent a pair of shaders
if ( info . m_vsName [ 0 ] & & info . m_psName [ 0 ] & & ( info . m_vsDynamicIndex > - 1 ) & & ( info . m_psDynamicIndex > - 1 ) )
{
// make up a key - this thing is really a list of tuples, so need not be keyed by anything particular
KeyValues * pProgramKey = pProgramCache - > CreateNewKey ( ) ;
Assert ( pProgramKey ) ;
pProgramKey - > SetString ( " vs " , info . m_vsName ) ;
pProgramKey - > SetString ( " ps " , info . m_psName ) ;
pProgramKey - > SetInt ( " vs_static " , info . m_vsStaticIndex ) ;
pProgramKey - > SetInt ( " ps_static " , info . m_psStaticIndex ) ;
pProgramKey - > SetInt ( " vs_dynamic " , info . m_vsDynamicIndex ) ;
pProgramKey - > SetInt ( " ps_dynamic " , info . m_psDynamicIndex ) ;
}
}
i + + ;
} while ( info . m_status > = 0 ) ;
pProgramCache - > SaveToFile ( g_pFullFileSystem , cacheName , " MOD " ) ;
pProgramCache - > deleteThis ( ) ;
// done! whew
# endif
}
bool CShaderManager : : LoadShaderCache ( char * cacheName )
{
# ifdef DX_TO_GL_ABSTRACTION
KeyValues * pProgramCache = new KeyValues ( " " ) ;
bool found = pProgramCache - > LoadFromFile ( g_pFullFileSystem , cacheName , " MOD " ) ;
if ( ! found )
{
Warning ( " Could not load program cache file %s \n " , cacheName ) ;
return false ;
}
if ( Q_stricmp ( pProgramCache - > GetName ( ) , k_pszShaderCacheRootKey ) )
{
Warning ( " Ignoring out-of-date shader cache (%s) with root key %s \n " , cacheName , pProgramCache - > GetName ( ) ) ;
return false ;
}
int nTotalLinkedShaders = 0 ;
int nTotalKeyValues = 0 ;
// walk the table..
FOR_EACH_SUBKEY ( pProgramCache , pProgramKey )
{
nTotalKeyValues + + ;
// extract values decribing the specific active pair
// then see if either stage needs a compilation done
// then proceed to link
KeyValues * pValue = pProgramKey - > GetFirstValue ( ) ;
if ( ! pValue )
continue ;
const char * pVertexShaderName = pValue - > GetString ( ) ;
pValue = pValue - > GetNextValue ( ) ;
if ( ! pValue )
continue ;
const char * pPixelShaderName = pValue - > GetString ( ) ;
pValue = pValue - > GetNextValue ( ) ;
if ( ! pValue )
continue ;
int nVertexShaderStaticIndex = pValue - > GetInt ( ) ;
pValue = pValue - > GetNextValue ( ) ;
if ( ! pValue )
continue ;
int nPixelShaderStaticIndex = pValue - > GetInt ( ) ;
pValue = pValue - > GetNextValue ( ) ;
if ( ! pValue )
continue ;
int nVertexShaderDynamicIndex = pValue - > GetInt ( ) ;
pValue = pValue - > GetNextValue ( ) ;
if ( ! pValue )
continue ;
int nPixelShaderDynamicIndex = pValue - > GetInt ( ) ;
ShaderLookup_t vshLookup ;
vshLookup . m_Name = m_ShaderSymbolTable . AddString ( pVertexShaderName ) ; // TODO: use String() here and catch this odd case
vshLookup . m_nStaticIndex = nVertexShaderStaticIndex ;
VertexShader_t vertexShader = m_VertexShaderDict . Find ( vshLookup ) ;
// if the VS was not found - now is the time to build it
if ( vertexShader = = m_VertexShaderDict . InvalidIndex ( ) )
{
char temp [ 1024 ] ;
V_snprintf ( temp , sizeof ( temp ) , " vs-file %s vs-index %d " , pVertexShaderName , nVertexShaderStaticIndex ) ;
CreateVertexShader ( pVertexShaderName , nVertexShaderStaticIndex , temp ) ;
// this one should not fail
vertexShader = m_VertexShaderDict . Find ( vshLookup ) ;
Assert ( vertexShader ! = m_VertexShaderDict . InvalidIndex ( ) ) ;
}
ShaderLookup_t pshLookup ;
pshLookup . m_Name = m_ShaderSymbolTable . AddString ( pPixelShaderName ) ;
pshLookup . m_nStaticIndex = nPixelShaderStaticIndex ;
PixelShader_t pixelShader = m_PixelShaderDict . Find ( pshLookup ) ;
if ( pixelShader = = m_PixelShaderDict . InvalidIndex ( ) )
{
char temp [ 1024 ] ;
V_snprintf ( temp , sizeof ( temp ) , " ps-file %s ps-index %d " , pPixelShaderName , nPixelShaderStaticIndex ) ;
CreatePixelShader ( pPixelShaderName , nPixelShaderStaticIndex , temp ) ;
// this one should not fail
pixelShader = m_PixelShaderDict . Find ( pshLookup ) ;
Assert ( pixelShader ! = m_PixelShaderDict . InvalidIndex ( ) ) ;
}
// If we found both shaders, do the link!
if ( ( vertexShader ! = m_VertexShaderDict . InvalidIndex ( ) ) & & ( pixelShader ! = m_PixelShaderDict . InvalidIndex ( ) ) )
{
// double check that the hardware shader arrays are actually instantiated.. bail on the attempt if not (odd...)
if ( m_VertexShaderDict [ vertexShader ] . m_ShaderStaticCombos . m_pHardwareShaders & & m_PixelShaderDict [ pixelShader ] . m_ShaderStaticCombos . m_pHardwareShaders )
{
// and sanity check the indices..
if ( ( nVertexShaderDynamicIndex > = 0 ) & & ( nPixelShaderDynamicIndex > = 0 ) )
{
HardwareShader_t hardwareVertexShader = m_VertexShaderDict [ vertexShader ] . m_ShaderStaticCombos . m_pHardwareShaders [ nVertexShaderDynamicIndex ] ;
HardwareShader_t hardwarePixelShader = m_PixelShaderDict [ pixelShader ] . m_ShaderStaticCombos . m_pHardwareShaders [ nPixelShaderDynamicIndex ] ;
if ( ( hardwareVertexShader ! = INVALID_HARDWARE_SHADER ) & & ( hardwarePixelShader ! = INVALID_HARDWARE_SHADER ) )
{
if ( S_OK ! = Dx9Device ( ) - > LinkShaderPair ( ( IDirect3DVertexShader9 * ) hardwareVertexShader , ( IDirect3DPixelShader9 * ) hardwarePixelShader ) )
{
Warning ( " Could not link OpenGL shaders: %s (%d, %d) : %s (%d, %d) \n " , pVertexShaderName , nVertexShaderStaticIndex , nVertexShaderDynamicIndex , pPixelShaderName , nPixelShaderStaticIndex , nPixelShaderDynamicIndex ) ;
}
else
{
nTotalLinkedShaders + + ;
}
}
}
else
{
Warning ( " nVertexShaderDynamicIndex or nPixelShaderDynamicIndex was negative \n " ) ;
}
}
else
{
Warning ( " m_pHardwareShaders was null \n " ) ;
}
}
else
{
Warning ( " Invalid shader linkage: %s (%d, %d) : %s (%d, %d) \n " , pVertexShaderName , nVertexShaderStaticIndex , nVertexShaderDynamicIndex , pPixelShaderName , nPixelShaderStaticIndex , nPixelShaderDynamicIndex ) ;
}
}
Msg ( " Loaded program cache file \" %s \" , total keyvalues: %i, total successfully linked: %i \n " , cacheName , nTotalKeyValues , nTotalLinkedShaders ) ;
return true ;
# else
return false ; // have to return a value on Windows build to appease compiler
# endif
}
//-----------------------------------------------------------------------------
// Creates and destroys vertex shaders
//-----------------------------------------------------------------------------
VertexShader_t CShaderManager : : CreateVertexShader ( const char * pFileName , int nStaticVshIndex , char * debugLabel )
{
MEM_ALLOC_CREDIT ( ) ;
if ( ! pFileName )
{
return INVALID_SHADER ;
}
#if 0 //old
if ( mat_cacheshaders . GetBool ( ) )
{
WriteToShaderCache ( pFileName , nStaticVshIndex ) ;
}
# endif
VertexShader_t shader ;
ShaderLookup_t lookup ;
lookup . m_Name = m_ShaderSymbolTable . AddString ( pFileName ) ;
lookup . m_nStaticIndex = nStaticVshIndex ;
shader = m_VertexShaderDict . Find ( lookup ) ;
if ( shader = = m_VertexShaderDict . InvalidIndex ( ) )
{
//printf("\nCShaderManager::CreateVertexShader( filename = %s, staticVshIndex = %d - not in cache", pFileName, nStaticVshIndex );
shader = m_VertexShaderDict . AddToTail ( lookup ) ;
if ( ! LoadAndCreateShaders ( m_VertexShaderDict [ shader ] , true , debugLabel ) )
{
return INVALID_SHADER ;
}
}
m_VertexShaderDict [ shader ] . IncRefCount ( ) ;
return shader ;
}
//-----------------------------------------------------------------------------
// Create pixel shader
//-----------------------------------------------------------------------------
PixelShader_t CShaderManager : : CreatePixelShader ( const char * pFileName , int nStaticPshIndex , char * debugLabel )
{
MEM_ALLOC_CREDIT ( ) ;
if ( ! pFileName )
{
return INVALID_SHADER ;
}
#if 0 //old
if ( mat_cacheshaders . GetBool ( ) )
{
WriteToShaderCache ( pFileName , nStaticPshIndex ) ;
}
# endif
PixelShader_t shader ;
ShaderLookup_t lookup ;
lookup . m_Name = m_ShaderSymbolTable . AddString ( pFileName ) ;
lookup . m_nStaticIndex = nStaticPshIndex ;
shader = m_PixelShaderDict . Find ( lookup ) ;
if ( shader = = m_PixelShaderDict . InvalidIndex ( ) )
{
shader = m_PixelShaderDict . AddToTail ( lookup ) ;
if ( ! LoadAndCreateShaders ( m_PixelShaderDict [ shader ] , false , debugLabel ) )
{
return INVALID_SHADER ;
}
}
m_PixelShaderDict [ shader ] . IncRefCount ( ) ;
return shader ;
}
//-----------------------------------------------------------------------------
// Clear the refCounts to zero
//-----------------------------------------------------------------------------
void CShaderManager : : ClearVertexAndPixelShaderRefCounts ( )
{
for ( VertexShader_t vshIndex = m_VertexShaderDict . Head ( ) ;
vshIndex ! = m_VertexShaderDict . InvalidIndex ( ) ;
vshIndex = m_VertexShaderDict . Next ( vshIndex ) )
{
m_VertexShaderDict [ vshIndex ] . m_nRefCount = 0 ;
}
for ( PixelShader_t pshIndex = m_PixelShaderDict . Head ( ) ;
pshIndex ! = m_PixelShaderDict . InvalidIndex ( ) ;
pshIndex = m_PixelShaderDict . Next ( pshIndex ) )
{
m_PixelShaderDict [ pshIndex ] . m_nRefCount = 0 ;
}
}
//-----------------------------------------------------------------------------
// Destroy all shaders that have no reference
//-----------------------------------------------------------------------------
void CShaderManager : : PurgeUnusedVertexAndPixelShaders ( )
{
# ifdef DX_TO_GL_ABSTRACTION
if ( mat_autosave_glshaders . GetInt ( ) )
{
SaveShaderCache ( " glshaders.cfg " ) ;
}
return ; // don't purge shaders, it's too costly to put them back
# endif
// iterate vertex shaders
for ( VertexShader_t vshIndex = m_VertexShaderDict . Head ( ) ; vshIndex ! = m_VertexShaderDict . InvalidIndex ( ) ; )
{
Assert ( m_VertexShaderDict [ vshIndex ] . m_nRefCount > = 0 ) ;
// Get the next one before we potentially delete the current one.
VertexShader_t next = m_VertexShaderDict . Next ( vshIndex ) ;
if ( m_VertexShaderDict [ vshIndex ] . m_nRefCount < = 0 )
{
DestroyVertexShader ( vshIndex ) ;
}
vshIndex = next ;
}
// iterate pixel shaders
for ( PixelShader_t pshIndex = m_PixelShaderDict . Head ( ) ; pshIndex ! = m_PixelShaderDict . InvalidIndex ( ) ; )
{
Assert ( m_PixelShaderDict [ pshIndex ] . m_nRefCount > = 0 ) ;
// Get the next one before we potentially delete the current one.
PixelShader_t next = m_PixelShaderDict . Next ( pshIndex ) ;
if ( m_PixelShaderDict [ pshIndex ] . m_nRefCount < = 0 )
{
DestroyPixelShader ( pshIndex ) ;
}
pshIndex = next ;
}
}
void * CShaderManager : : GetCurrentVertexShader ( )
{
return ( void * ) m_HardwareVertexShader ;
}
void * CShaderManager : : GetCurrentPixelShader ( )
{
return ( void * ) m_HardwarePixelShader ;
}
//-----------------------------------------------------------------------------
// The low-level dx call to set the vertex shader state
//-----------------------------------------------------------------------------
void CShaderManager : : SetVertexShaderState ( HardwareShader_t shader , DataCacheHandle_t hCachedShader )
{
if ( m_HardwareVertexShader ! = shader )
{
RECORD_COMMAND ( DX8_SET_VERTEX_SHADER , 1 ) ;
RECORD_INT ( ( int ) shader ) ; // hack hack hack
Dx9Device ( ) - > SetVertexShader ( ( IDirect3DVertexShader9 * ) shader ) ;
m_HardwareVertexShader = shader ;
}
}
void CShaderManager : : BindVertexShader ( VertexShaderHandle_t hVertexShader )
{
HardwareShader_t hHardwareShader = m_RawVertexShaderDict [ ( VertexShaderIndex_t ) ( uintp ) hVertexShader ] ;
SetVertexShaderState ( hHardwareShader ) ;
}
//-----------------------------------------------------------------------------
// Sets a particular vertex shader as the current shader
//-----------------------------------------------------------------------------
void CShaderManager : : SetVertexShader ( VertexShader_t shader )
{
// Determine which vertex shader to use...
if ( shader = = INVALID_SHADER )
{
SetVertexShaderState ( 0 ) ;
return ;
}
int vshIndex = m_nVertexShaderIndex ;
Assert ( vshIndex > = 0 ) ;
if ( vshIndex < 0 )
{
vshIndex = 0 ;
}
ShaderLookup_t & vshLookup = m_VertexShaderDict [ shader ] ;
// Warning( "vsh: %s static: %d dynamic: %d\n", m_ShaderSymbolTable.String( vshLookup.m_Name ),
// vshLookup.m_nStaticIndex, m_nVertexShaderIndex );
# ifdef DYNAMIC_SHADER_COMPILE
HardwareShader_t & dxshader = m_VertexShaderDict [ shader ] . m_ShaderStaticCombos . m_pHardwareShaders [ vshIndex ] ;
if ( dxshader = = INVALID_HARDWARE_SHADER )
{
// compile it since we haven't already!
dxshader = CompileShader ( m_ShaderSymbolTable . String ( vshLookup . m_Name ) , vshLookup . m_nStaticIndex , vshIndex , true ) ;
Assert ( dxshader ! = INVALID_HARDWARE_SHADER ) ;
if ( IsX360 ( ) )
{
//360 does not respond well at all to bad shaders or Error() calls. So we're staying here until we get something that compiles
while ( dxshader = = INVALID_HARDWARE_SHADER )
{
Warning ( " A dynamically compiled vertex shader has failed to build. Pausing for 5 seconds and attempting rebuild. \n " ) ;
# ifdef _WIN32
Sleep ( 5000 ) ;
# elif POSIX
usleep ( 5000 ) ;
# endif
dxshader = CompileShader ( m_ShaderSymbolTable . String ( vshLookup . m_Name ) , vshLookup . m_nStaticIndex , vshIndex , true ) ;
}
}
}
# else
if ( vshLookup . m_Flags & SHADER_FAILED_LOAD )
{
Assert ( 0 ) ;
return ;
}
# ifdef _DEBUG
vshDebugIndex = ( vshDebugIndex + 1 ) % MAX_SHADER_HISTORY ;
Q_strncpy ( vshDebugName [ vshDebugIndex ] , m_ShaderSymbolTable . String ( vshLookup . m_Name ) , sizeof ( vshDebugName [ 0 ] ) ) ;
# endif
Assert ( vshIndex < vshLookup . m_ShaderStaticCombos . m_nCount ) ;
HardwareShader_t dxshader = vshLookup . m_ShaderStaticCombos . m_pHardwareShaders [ vshIndex ] ;
# endif
if ( IsPC ( ) & & ( dxshader = = INVALID_HARDWARE_SHADER ) & & m_bCreateShadersOnDemand )
{
# ifdef DYNAMIC_SHADER_COMPILE
ShaderStaticCombos_t : : ShaderCreationData_t * pCreationData = & m_VertexShaderDict [ shader ] . m_ShaderStaticCombos . m_pCreationData [ vshIndex ] ;
# else
ShaderStaticCombos_t : : ShaderCreationData_t * pCreationData = & vshLookup . m_ShaderStaticCombos . m_pCreationData [ vshIndex ] ;
# endif
dxshader = CreateD3DVertexShader ( ( DWORD * ) pCreationData - > ByteCode . Base ( ) , pCreationData - > ByteCode . Count ( ) , m_ShaderSymbolTable . String ( vshLookup . m_Name ) ) ;
# ifdef DYNAMIC_SHADER_COMPILE
// copy the compiled shader handle back to wherever it's supposed to be stored
m_VertexShaderDict [ shader ] . m_ShaderStaticCombos . m_pHardwareShaders [ vshIndex ] = dxshader ;
# else
vshLookup . m_ShaderStaticCombos . m_pHardwareShaders [ vshIndex ] = dxshader ;
# endif
}
Assert ( dxshader ) ;
# ifndef DYNAMIC_SHADER_COMPILE
if ( ! dxshader )
{
Error ( " !!!!!Using invalid shader combo!!!!! Consult a programmer and tell them to build debug materialsystem.dll and stdshader*.dll. Run with \" mat_bufferprimitives 0 \" and look for CMaterial in the call stack and see what m_pDebugName is. You are likely using a shader combo that has been skipped. \n " ) ;
}
# endif
SetVertexShaderState ( dxshader ) ;
}
//-----------------------------------------------------------------------------
// The low-level dx call to set the pixel shader state
//-----------------------------------------------------------------------------
void CShaderManager : : SetPixelShaderState ( HardwareShader_t shader , DataCacheHandle_t hCachedShader )
{
if ( m_HardwarePixelShader ! = shader )
{
Dx9Device ( ) - > SetPixelShader ( ( IDirect3DPixelShader * ) shader ) ;
m_HardwarePixelShader = shader ;
}
}
void CShaderManager : : BindPixelShader ( PixelShaderHandle_t hPixelShader )
{
HardwareShader_t hHardwareShader = m_RawPixelShaderDict [ ( PixelShaderIndex_t ) ( uintp ) hPixelShader ] ;
SetPixelShaderState ( hHardwareShader ) ;
}
//-----------------------------------------------------------------------------
// Sets a particular pixel shader as the current shader
//-----------------------------------------------------------------------------
void CShaderManager : : SetPixelShader ( PixelShader_t shader )
{
if ( shader = = INVALID_SHADER )
{
SetPixelShaderState ( 0 ) ;
return ;
}
int pshIndex = m_nPixelShaderIndex ;
Assert ( pshIndex > = 0 ) ;
ShaderLookup_t & pshLookup = m_PixelShaderDict [ shader ] ;
// Warning( "psh: %s static: %d dynamic: %d\n", m_ShaderSymbolTable.String( pshLookup.m_Name ),
// pshLookup.m_nStaticIndex, m_nPixelShaderIndex );
# ifdef DYNAMIC_SHADER_COMPILE
HardwareShader_t & dxshader = m_PixelShaderDict [ shader ] . m_ShaderStaticCombos . m_pHardwareShaders [ pshIndex ] ;
if ( dxshader = = INVALID_HARDWARE_SHADER )
{
// compile it since we haven't already!
dxshader = CompileShader ( m_ShaderSymbolTable . String ( pshLookup . m_Name ) , pshLookup . m_nStaticIndex , pshIndex , false ) ;
// Assert( dxshader != INVALID_HARDWARE_SHADER );
if ( IsX360 ( ) )
{
//360 does not respond well at all to bad shaders or Error() calls. So we're staying here until we get something that compiles
while ( dxshader = = INVALID_HARDWARE_SHADER )
{
Warning ( " A dynamically compiled pixel shader has failed to build. Pausing for 5 seconds and attempting rebuild. \n " ) ;
# ifdef _WIN32
Sleep ( 5000 ) ;
# elif POSIX
usleep ( 5000 ) ;
# endif
dxshader = CompileShader ( m_ShaderSymbolTable . String ( pshLookup . m_Name ) , pshLookup . m_nStaticIndex , pshIndex , false ) ;
}
}
}
# else
if ( pshLookup . m_Flags & SHADER_FAILED_LOAD )
{
Assert ( 0 ) ;
return ;
}
# ifdef _DEBUG
pshDebugIndex = ( pshDebugIndex + 1 ) % MAX_SHADER_HISTORY ;
Q_strncpy ( pshDebugName [ pshDebugIndex ] , m_ShaderSymbolTable . String ( pshLookup . m_Name ) , sizeof ( pshDebugName [ 0 ] ) ) ;
# endif
HardwareShader_t dxshader = pshLookup . m_ShaderStaticCombos . m_pHardwareShaders [ pshIndex ] ;
# endif
if ( IsPC ( ) & & ( dxshader = = INVALID_HARDWARE_SHADER ) & & m_bCreateShadersOnDemand )
{
# ifdef DYNAMIC_SHADER_COMPILE
ShaderStaticCombos_t : : ShaderCreationData_t * pCreationData = & m_PixelShaderDict [ shader ] . m_ShaderStaticCombos . m_pCreationData [ pshIndex ] ;
# else
ShaderStaticCombos_t : : ShaderCreationData_t * pCreationData = & pshLookup . m_ShaderStaticCombos . m_pCreationData [ pshIndex ] ;
# endif
const char * pShaderName = m_ShaderSymbolTable . String ( pshLookup . m_Name ) ;
dxshader = CreateD3DPixelShader ( ( DWORD * ) pCreationData - > ByteCode . Base ( ) , pCreationData - > iCentroidMask , pCreationData - > ByteCode . Count ( ) , pShaderName ) ;
# ifdef DYNAMIC_SHADER_COMPILE
// copy the compiled shader handle back to wherever it's supposed to be stored
m_PixelShaderDict [ shader ] . m_ShaderStaticCombos . m_pHardwareShaders [ pshIndex ] = dxshader ;
# else
pshLookup . m_ShaderStaticCombos . m_pHardwareShaders [ pshIndex ] = dxshader ;
# endif
}
AssertMsg ( dxshader ! = INVALID_HARDWARE_SHADER , " Failed to set pixel shader. " ) ;
SetPixelShaderState ( dxshader ) ;
}
//-----------------------------------------------------------------------------
// Resets the shader state
//-----------------------------------------------------------------------------
void CShaderManager : : ResetShaderState ( )
{
// This will force the calls to SetVertexShader + SetPixelShader to actually set the state
m_HardwareVertexShader = ( HardwareShader_t ) - 1 ;
m_HardwarePixelShader = ( HardwareShader_t ) - 1 ;
SetVertexShader ( INVALID_SHADER ) ;
SetPixelShader ( INVALID_SHADER ) ;
}
//-----------------------------------------------------------------------------
// Destroy a particular vertex shader
//-----------------------------------------------------------------------------
void CShaderManager : : DestroyVertexShader ( VertexShader_t shader )
{
ShaderStaticCombos_t & combos = m_VertexShaderDict [ shader ] . m_ShaderStaticCombos ;
int i ;
for ( i = 0 ; i < combos . m_nCount ; i + + )
{
if ( combos . m_pHardwareShaders [ i ] ! = INVALID_HARDWARE_SHADER )
{
IDirect3DVertexShader9 * pShader = ( IDirect3DVertexShader9 * ) combos . m_pHardwareShaders [ i ] ;
UnregisterVS ( pShader ) ;
# ifdef DBGFLAG_ASSERT
int nRetVal =
# endif
pShader - > Release ( ) ;
Assert ( nRetVal = = 0 ) ;
}
}
delete [ ] combos . m_pHardwareShaders ;
combos . m_pHardwareShaders = NULL ;
if ( combos . m_pCreationData ! = NULL )
{
delete [ ] combos . m_pCreationData ;
combos . m_pCreationData = NULL ;
}
m_VertexShaderDict . Remove ( shader ) ;
}
//-----------------------------------------------------------------------------
// Destroy a particular pixel shader
//-----------------------------------------------------------------------------
void CShaderManager : : DestroyPixelShader ( PixelShader_t pixelShader )
{
ShaderStaticCombos_t & combos = m_PixelShaderDict [ pixelShader ] . m_ShaderStaticCombos ;
int i ;
for ( i = 0 ; i < combos . m_nCount ; i + + )
{
if ( combos . m_pHardwareShaders [ i ] ! = INVALID_HARDWARE_SHADER )
{
IDirect3DPixelShader * pShader = ( IDirect3DPixelShader * ) combos . m_pHardwareShaders [ i ] ;
UnregisterPS ( pShader ) ;
# ifdef DBGFLAG_ASSERT
int nRetVal =
# endif
pShader - > Release ( ) ;
Assert ( nRetVal = = 0 ) ;
}
}
delete [ ] combos . m_pHardwareShaders ;
combos . m_pHardwareShaders = NULL ;
if ( combos . m_pCreationData ! = NULL )
{
delete [ ] combos . m_pCreationData ;
combos . m_pCreationData = NULL ;
}
m_PixelShaderDict . Remove ( pixelShader ) ;
}
//-----------------------------------------------------------------------------
// Destroys all shaders
//-----------------------------------------------------------------------------
void CShaderManager : : DestroyAllShaders ( void )
{
// Remarking this out because it's conflicting with dxabstract's shutdown resource leak detection code (we leak thousands of shaders at shutdown with this in place).
// I see no reason why we would want to do this in D3D9 but not GL?
//#ifdef DX_TO_GL_ABSTRACTION
// return;
//#endif
for ( VertexShader_t vshIndex = m_VertexShaderDict . Head ( ) ;
vshIndex ! = m_VertexShaderDict . InvalidIndex ( ) ; )
{
Assert ( m_VertexShaderDict [ vshIndex ] . m_nRefCount > = 0 ) ;
VertexShader_t next = m_VertexShaderDict . Next ( vshIndex ) ;
DestroyVertexShader ( vshIndex ) ;
vshIndex = next ;
}
for ( PixelShader_t pshIndex = m_PixelShaderDict . Head ( ) ;
pshIndex ! = m_PixelShaderDict . InvalidIndex ( ) ; )
{
Assert ( m_PixelShaderDict [ pshIndex ] . m_nRefCount > = 0 ) ;
PixelShader_t next = m_PixelShaderDict . Next ( pshIndex ) ;
DestroyPixelShader ( pshIndex ) ;
pshIndex = next ;
}
// invalidate the file cache
m_ShaderFileCache . Purge ( ) ;
}
//-----------------------------------------------------------------------------
// print all vertex and pixel shaders along with refcounts to the console
//-----------------------------------------------------------------------------
void CShaderManager : : SpewVertexAndPixelShaders ( void )
{
// only spew a populated shader file cache
Msg ( " \n Shader File Cache: \n " ) ;
for ( intp cacheIndex = m_ShaderFileCache . Head ( ) ;
cacheIndex ! = m_ShaderFileCache . InvalidIndex ( ) ;
cacheIndex = m_ShaderFileCache . Next ( cacheIndex ) )
{
ShaderFileCache_t * pCache = & m_ShaderFileCache [ cacheIndex ] ;
Msg ( " Total Combos:%9d Static:%9d Dynamic:%7d SeekTable:%7d Ver:%d '%s' \n " ,
pCache - > m_Header . m_nTotalCombos ,
pCache - > m_Header . m_nTotalCombos / pCache - > m_Header . m_nDynamicCombos ,
pCache - > m_Header . m_nDynamicCombos ,
pCache - > IsOldVersion ( ) ? 0 : pCache - > m_Header . m_nNumStaticCombos ,
pCache - > m_Header . m_nVersion ,
m_ShaderSymbolTable . String ( pCache - > m_Filename ) ) ;
}
Msg ( " \n " ) ;
// spew vertex shader dictionary
int totalVertexShaders = 0 ;
int totalVertexShaderSets = 0 ;
for ( VertexShader_t vshIndex = m_VertexShaderDict . Head ( ) ;
vshIndex ! = m_VertexShaderDict . InvalidIndex ( ) ;
vshIndex = m_VertexShaderDict . Next ( vshIndex ) )
{
const ShaderLookup_t & lookup = m_VertexShaderDict [ vshIndex ] ;
const char * pName = m_ShaderSymbolTable . String ( lookup . m_Name ) ;
Msg ( " vsh 0x%8.8x: static combo:%9d dynamic combos:%6d refcount:%4d \" %s \" \n " , vshIndex ,
( int ) lookup . m_nStaticIndex , ( int ) lookup . m_ShaderStaticCombos . m_nCount ,
lookup . m_nRefCount , pName ) ;
totalVertexShaders + = lookup . m_ShaderStaticCombos . m_nCount ;
totalVertexShaderSets + + ;
}
// spew pixel shader dictionary
int totalPixelShaders = 0 ;
int totalPixelShaderSets = 0 ;
for ( PixelShader_t pshIndex = m_PixelShaderDict . Head ( ) ;
pshIndex ! = m_PixelShaderDict . InvalidIndex ( ) ;
pshIndex = m_PixelShaderDict . Next ( pshIndex ) )
{
const ShaderLookup_t & lookup = m_PixelShaderDict [ pshIndex ] ;
const char * pName = m_ShaderSymbolTable . String ( lookup . m_Name ) ;
Msg ( " psh 0x%8.8x: static combo:%9d dynamic combos:%6d refcount:%4d \" %s \" \n " , pshIndex ,
( int ) lookup . m_nStaticIndex , ( int ) lookup . m_ShaderStaticCombos . m_nCount ,
lookup . m_nRefCount , pName ) ;
totalPixelShaders + = lookup . m_ShaderStaticCombos . m_nCount ;
totalPixelShaderSets + + ;
}
Msg ( " Total unique vertex shaders: %d \n " , totalVertexShaders ) ;
Msg ( " Total vertex shader sets: %d \n " , totalVertexShaderSets ) ;
Msg ( " Total unique pixel shaders: %d \n " , totalPixelShaders ) ;
Msg ( " Total pixel shader sets: %d \n " , totalPixelShaderSets ) ;
}
CON_COMMAND ( mat_spewvertexandpixelshaders , " Print all vertex and pixel shaders currently loaded to the console " )
{
( ( CShaderManager * ) ShaderManager ( ) ) - > SpewVertexAndPixelShaders ( ) ;
}
const char * CShaderManager : : GetActiveVertexShaderName ( )
{
# if !defined( _DEBUG )
return " " ;
# else
if ( ! m_HardwareVertexShader )
{
return " NULL " ;
}
return vshDebugName [ vshDebugIndex ] ;
# endif
}
const char * CShaderManager : : GetActivePixelShaderName ( )
{
# if !defined( _DEBUG )
return " " ;
# else
if ( ! m_HardwarePixelShader )
{
return " NULL " ;
}
return pshDebugName [ pshDebugIndex ] ;
# endif
}
# ifdef DYNAMIC_SHADER_COMPILE
void CShaderManager : : FlushShaders ( void )
{
for ( VertexShader_t shader = m_VertexShaderDict . Head ( ) ;
shader ! = m_VertexShaderDict . InvalidIndex ( ) ;
shader = m_VertexShaderDict . Next ( shader ) )
{
int i ;
ShaderStaticCombos_t & combos = m_VertexShaderDict [ shader ] . m_ShaderStaticCombos ;
for ( i = 0 ; i < combos . m_nCount ; i + + )
{
if ( combos . m_pHardwareShaders [ i ] ! = INVALID_HARDWARE_SHADER )
{
# ifdef _DEBUG
int nRetVal =
# endif
( ( IDirect3DVertexShader9 * ) combos . m_pHardwareShaders [ i ] ) - > Release ( ) ;
Assert ( nRetVal = = 0 ) ;
}
combos . m_pHardwareShaders [ i ] = INVALID_HARDWARE_SHADER ;
}
}
for ( PixelShader_t shader = m_PixelShaderDict . Head ( ) ;
shader ! = m_PixelShaderDict . InvalidIndex ( ) ;
shader = m_PixelShaderDict . Next ( shader ) )
{
int i ;
ShaderStaticCombos_t & combos = m_PixelShaderDict [ shader ] . m_ShaderStaticCombos ;
for ( i = 0 ; i < combos . m_nCount ; i + + )
{
if ( combos . m_pHardwareShaders [ i ] ! = INVALID_HARDWARE_SHADER )
{
# ifdef _DEBUG
int nRetVal =
# endif
( ( IDirect3DPixelShader * ) combos . m_pHardwareShaders [ i ] ) - > Release ( ) ;
Assert ( nRetVal = = 0 ) ;
}
combos . m_pHardwareShaders [ i ] = INVALID_HARDWARE_SHADER ;
}
}
// invalidate the file cache
m_ShaderFileCache . Purge ( ) ;
}
# endif
# ifdef DYNAMIC_SHADER_COMPILE
static void MatFlushShaders ( void )
{
# if defined( _X360 )
XBX_rSyncShaderCache ( ) ;
# endif
( ( CShaderManager * ) ShaderManager ( ) ) - > FlushShaders ( ) ;
}
# endif
# ifdef DYNAMIC_SHADER_COMPILE
CON_COMMAND ( mat_flushshaders , " flush all hardware shaders when using DYNAMIC_SHADER_COMPILE " )
{
MatFlushShaders ( ) ;
}
# endif
CON_COMMAND ( mat_shadercount , " display count of all shaders and reset that count " )
{
Warning ( " Num Pixel Shaders = %d Vertex Shaders=%d \n " , s_NumPixelShadersCreated , s_NumVertexShadersCreated ) ;
s_NumVertexShadersCreated = 0 ;
s_NumPixelShadersCreated = 0 ;
}
# if defined( DX_TO_GL_ABSTRACTION )
void CShaderManager : : DoStartupShaderPreloading ( )
{
# ifdef ANDROID // Too slow
return ;
# endif
if ( mat_autoload_glshaders . GetInt ( ) )
{
double flStartTime = Plat_FloatTime ( ) ;
s_NumVertexShadersCreated = s_NumPixelShadersCreated = 0 ;
// try base file
# ifdef OSX
if ( ! LoadShaderCache ( " glbaseshaders_osx.cfg " ) ) // factory cache
# else
if ( ! LoadShaderCache ( " glbaseshaders.cfg " ) ) // factory cache
# endif
{
Warning ( " Could not find base GL shader cache file \n " ) ;
}
if ( ! LoadShaderCache ( " glshaders.cfg " ) ) // user mutable cache
{
Warning ( " Could not find user GL shader cache file \n " ) ;
}
double flEndTime = Plat_FloatTime ( ) ;
Msg ( " Precache: Took %d ms, Vertex %d, Pixel %d \n " , ( int ) ( ( flEndTime - flStartTime ) * 1000.0 ) , s_NumVertexShadersCreated , s_NumPixelShadersCreated ) ;
}
}
# endif