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engine: fix hdr to ldr conversion

sanitize
nillerusr 3 years ago
parent
commit
0feeab91dd
  1. 2
      appframework/sdlmgr.cpp
  2. 2
      engine/cmodel_bsp.cpp
  3. 8
      engine/l_studio.cpp
  4. 12
      engine/modelloader.cpp
  5. 2
      game/client/detailobjectsystem.cpp
  6. 2
      game/client/viewpostprocess.cpp
  7. 8
      game/server/portal/portal_player.cpp
  8. 2
      game/server/server_base.vpc
  9. 4
      materialsystem/shaderapidx9/hardwareconfig.cpp
  10. 11
      materialsystem/shaderapidx9/shaderdevicedx8.cpp
  11. 2
      public/shaderapi/ishaderdynamic.h

2
appframework/sdlmgr.cpp

@ -612,7 +612,7 @@ InitReturnVal_t CSDLMgr::Init()
_eglGetDisplay = (t_eglGetDisplay)dlsym(l_egl, "eglGetDisplay"); _eglGetDisplay = (t_eglGetDisplay)dlsym(l_egl, "eglGetDisplay");
_eglQueryString = (t_eglQueryString)dlsym(l_egl, "eglQueryString"); _eglQueryString = (t_eglQueryString)dlsym(l_egl, "eglQueryString");
if( _eglInitialize && _eglInitialize && _eglQueryString) if( _eglInitialize && _eglInitialize && _eglQueryString )
{ {
EGLDisplay display = _eglGetDisplay(EGL_DEFAULT_DISPLAY); EGLDisplay display = _eglGetDisplay(EGL_DEFAULT_DISPLAY);
if( _eglInitialize(display, NULL, NULL) != -1 if( _eglInitialize(display, NULL, NULL) != -1

2
engine/cmodel_bsp.cpp

@ -1110,7 +1110,7 @@ void CollisionBSPData_LoadDispInfo( CCollisionBSPData *pBSPData )
// get face data // get face data
// //
int face_lump_to_load = LUMP_FACES; int face_lump_to_load = LUMP_FACES;
if ( /*g_pMaterialSystemHardwareConfig->GetHDRType() != HDR_TYPE_NONE &&*/ if ( g_pMaterialSystemHardwareConfig->GetHDREnabled() && /*g_pMaterialSystemHardwareConfig->GetHDRType() != HDR_TYPE_NONE &&*/
CMapLoadHelper::LumpSize( LUMP_FACES_HDR ) > 0 ) CMapLoadHelper::LumpSize( LUMP_FACES_HDR ) > 0 )
{ {
face_lump_to_load = LUMP_FACES_HDR; face_lump_to_load = LUMP_FACES_HDR;

8
engine/l_studio.cpp

@ -3637,7 +3637,7 @@ void CModelRender::ValidateStaticPropColorData( ModelInstanceHandle_t handle )
// fetch the header // fetch the header
CUtlBuffer utlBuf; CUtlBuffer utlBuf;
char fileName[MAX_PATH]; char fileName[MAX_PATH];
if ( g_bBakedPropLightingNoSeparateHDR ) if ( !g_pMaterialSystemHardwareConfig->GetHDREnabled() || g_bBakedPropLightingNoSeparateHDR )
{ {
Q_snprintf( fileName, sizeof( fileName ), "sp_%d%s.vhv", StaticPropMgr()->GetStaticPropIndex( pProp ), GetPlatformExt() ); Q_snprintf( fileName, sizeof( fileName ), "sp_%d%s.vhv", StaticPropMgr()->GetStaticPropIndex( pProp ), GetPlatformExt() );
} }
@ -3930,13 +3930,13 @@ bool CModelRender::LoadStaticPropColorData( IHandleEntity *pProp, DataCacheHandl
// each static prop has its own compiled color mesh // each static prop has its own compiled color mesh
char fileName[MAX_PATH]; char fileName[MAX_PATH];
if ( g_bBakedPropLightingNoSeparateHDR ) if ( !g_pMaterialSystemHardwareConfig->GetHDREnabled() || g_bBakedPropLightingNoSeparateHDR )
{ {
Q_snprintf( fileName, sizeof( fileName ), "sp_%d%s.vhv", StaticPropMgr()->GetStaticPropIndex( pProp ), GetPlatformExt() ); Q_snprintf( fileName, sizeof( fileName ), "sp_%d%s.vhv", StaticPropMgr()->GetStaticPropIndex( pProp ), GetPlatformExt() );
} }
else else
{ {
Q_snprintf( fileName, sizeof( fileName ), "sp_hdr_%d%s.vhv", StaticPropMgr()->GetStaticPropIndex( pProp ), GetPlatformExt() ); Q_snprintf( fileName, sizeof( fileName ), "sp_hdr_%d%s.vhv", StaticPropMgr()->GetStaticPropIndex( pProp ), GetPlatformExt() );
} }
// mark as invalid, async callback will set upon completion // mark as invalid, async callback will set upon completion

12
engine/modelloader.cpp

@ -1038,7 +1038,7 @@ bool Map_CheckForHDR( model_t *pModel, const char *pLoadName )
} }
bool bEnableHDR = ( IsX360() && bHasHDR ) || bool bEnableHDR = ( IsX360() && bHasHDR ) ||
( bHasHDR && ( mat_hdr_level.GetInt() >= 2 ) && ( bHasHDR &&
( g_pMaterialSystemHardwareConfig->GetDXSupportLevel() >= 90 ) ); ( g_pMaterialSystemHardwareConfig->GetDXSupportLevel() >= 90 ) );
EnableHDR( bEnableHDR ); EnableHDR( bEnableHDR );
@ -1856,7 +1856,7 @@ void Mod_LoadFaces( void )
int ti, di; int ti, di;
int face_lump_to_load = LUMP_FACES; int face_lump_to_load = LUMP_FACES;
if ( CMapLoadHelper::LumpSize( LUMP_FACES_HDR ) > 0 ) if ( g_pMaterialSystemHardwareConfig->GetHDREnabled() && CMapLoadHelper::LumpSize( LUMP_FACES_HDR ) > 0 )
{ {
face_lump_to_load = LUMP_FACES_HDR; face_lump_to_load = LUMP_FACES_HDR;
} }
@ -2288,7 +2288,7 @@ void Mod_LoadLeafs( void )
Mod_LoadLeafs_Version_0( lh ); Mod_LoadLeafs_Version_0( lh );
break; break;
case 1: case 1:
if( CMapLoadHelper::LumpSize( LUMP_LEAF_AMBIENT_LIGHTING_HDR ) > 0 ) if( g_pMaterialSystemHardwareConfig->GetHDREnabled() && CMapLoadHelper::LumpSize( LUMP_LEAF_AMBIENT_LIGHTING_HDR ) > 0 )
{ {
CMapLoadHelper mlh( LUMP_LEAF_AMBIENT_LIGHTING_HDR ); CMapLoadHelper mlh( LUMP_LEAF_AMBIENT_LIGHTING_HDR );
CMapLoadHelper mlhTable( LUMP_LEAF_AMBIENT_INDEX_HDR ); CMapLoadHelper mlhTable( LUMP_LEAF_AMBIENT_INDEX_HDR );
@ -2383,7 +2383,7 @@ void Mod_LoadCubemapSamples( void )
lh.GetMap()->m_pCubemapSamples = out; lh.GetMap()->m_pCubemapSamples = out;
lh.GetMap()->m_nCubemapSamples = count; lh.GetMap()->m_nCubemapSamples = count;
bool bHDR = true; //g_pMaterialSystemHardwareConfig->GetHDRType() != HDR_TYPE_NONE; bool bHDR = g_pMaterialSystemHardwareConfig->GetHDREnabled(); //g_pMaterialSystemHardwareConfig->GetHDRType() != HDR_TYPE_NONE;
int nCreateFlags = bHDR ? 0 : TEXTUREFLAGS_SRGB; int nCreateFlags = bHDR ? 0 : TEXTUREFLAGS_SRGB;
// We have separate HDR versions of the textures. In order to deal with this, // We have separate HDR versions of the textures. In order to deal with this,
@ -4451,7 +4451,7 @@ void CModelLoader::Map_LoadModel( model_t *mod )
// Until BSP version 19, this must occur after loading texinfo // Until BSP version 19, this must occur after loading texinfo
COM_TimestampedLog( " Mod_LoadLighting" ); COM_TimestampedLog( " Mod_LoadLighting" );
if ( CMapLoadHelper::LumpSize( LUMP_LIGHTING_HDR ) > 0 ) if ( g_pMaterialSystemHardwareConfig->GetHDREnabled() && CMapLoadHelper::LumpSize( LUMP_LIGHTING_HDR ) > 0 )
{ {
CMapLoadHelper mlh( LUMP_LIGHTING_HDR ); CMapLoadHelper mlh( LUMP_LIGHTING_HDR );
Mod_LoadLighting( mlh ); Mod_LoadLighting( mlh );
@ -4543,7 +4543,7 @@ void CModelLoader::Map_LoadModel( model_t *mod )
&m_worldBrushData.m_nAreas ); &m_worldBrushData.m_nAreas );
COM_TimestampedLog( " Mod_LoadWorldlights" ); COM_TimestampedLog( " Mod_LoadWorldlights" );
if ( CMapLoadHelper::LumpSize( LUMP_WORLDLIGHTS_HDR ) > 0 ) if ( g_pMaterialSystemHardwareConfig->GetHDREnabled() && CMapLoadHelper::LumpSize( LUMP_WORLDLIGHTS_HDR ) > 0 )
{ {
CMapLoadHelper mlh( LUMP_WORLDLIGHTS_HDR ); CMapLoadHelper mlh( LUMP_WORLDLIGHTS_HDR );
Mod_LoadWorldlights( mlh, true ); Mod_LoadWorldlights( mlh, true );

2
game/client/detailobjectsystem.cpp

@ -1491,7 +1491,7 @@ void CDetailObjectSystem::LevelInitPreEntity()
} }
int detailPropLightingLump; int detailPropLightingLump;
if( g_pMaterialSystemHardwareConfig->GetHDRType() != HDR_TYPE_NONE ) if( g_pMaterialSystemHardwareConfig->GetHDREnabled() )
{ {
detailPropLightingLump = GAMELUMP_DETAIL_PROP_LIGHTING_HDR; detailPropLightingLump = GAMELUMP_DETAIL_PROP_LIGHTING_HDR;
} }

2
game/client/viewpostprocess.cpp

@ -1460,7 +1460,7 @@ static float GetBloomAmount( void )
if ( hdrType == HDR_TYPE_NONE ) if ( hdrType == HDR_TYPE_NONE )
{ {
flBloomAmount *= mat_non_hdr_bloom_scalefactor.GetFloat(); flBloomAmount *= mat_non_hdr_bloom_scalefactor.GetFloat()/2.f;
} }
flBloomAmount *= mat_bloom_scalefactor_scalar.GetFloat(); flBloomAmount *= mat_bloom_scalefactor_scalar.GetFloat();

8
game/server/portal/portal_player.cpp

@ -549,15 +549,15 @@ void CPortal_Player::UpdateExpression( void )
GetExpresser()->SetOuter( this ); GetExpresser()->SetOuter( this );
ClearExpression(); ClearExpression();
AI_Response response; AI_Response *response = SpeakFindResponse( g_pszChellConcepts[iConcept] );
bool result = SpeakFindResponse( response, g_pszChellConcepts[iConcept] ); if ( !response )
if ( !result )
{ {
m_flExpressionLoopTime = gpGlobals->curtime + RandomFloat(30,40); m_flExpressionLoopTime = gpGlobals->curtime + RandomFloat(30,40);
return; return;
} }
char const *szScene = response.GetResponsePtr(); char const szScene[256];
response->GetResponse( szScene, sizeof(szScene) );
// Ignore updates that choose the same scene // Ignore updates that choose the same scene
if ( m_iszExpressionScene != NULL_STRING && stricmp( STRING(m_iszExpressionScene), szScene ) == 0 ) if ( m_iszExpressionScene != NULL_STRING && stricmp( STRING(m_iszExpressionScene), szScene ) == 0 )

2
game/server/server_base.vpc

@ -52,7 +52,7 @@ $Configuration
$Compiler $Compiler
{ {
$AdditionalIncludeDirectories "$BASE;.\;$SRCDIR\game\shared;$SRCDIR\utils\common;$SRCDIR\game\shared\econ;$SRCDIR\game\server\NextBot" $AdditionalIncludeDirectories "$BASE;.\;$SRCDIR\game\shared;$SRCDIR\utils\common;$SRCDIR\game\shared\econ;$SRCDIR\game\server\NextBot"
$PreprocessorDefinitions "$BASE;GAME_DLL;VECTOR;VERSION_SAFE_STEAM_API_INTERFACES;PROTECTED_THINGS_ENABLE;sprintf=use_Q_snprintf_instead_of_sprintf;strncpy=use_Q_strncpy_instead;_snprintf=use_Q_snprintf_instead" $PreprocessorDefinitions "$BASE;GAME_DLL;VECTOR;VERSION_SAFE_STEAM_API_INTERFACES;PROTECTED_THINGS_ENABLE;strncpy=use_Q_strncpy_instead;_snprintf=use_Q_snprintf_instead"
$PreprocessorDefinitions "$BASE;SWDS" [$POSIX] $PreprocessorDefinitions "$BASE;SWDS" [$POSIX]
$PreprocessorDefinitions "$BASE;fopen=dont_use_fopen" [$WINDOWS||$X360] $PreprocessorDefinitions "$BASE;fopen=dont_use_fopen" [$WINDOWS||$X360]
$Create/UsePrecompiledHeader "Use Precompiled Header (/Yu)" $Create/UsePrecompiledHeader "Use Precompiled Header (/Yu)"

4
materialsystem/shaderapidx9/hardwareconfig.cpp

@ -24,6 +24,8 @@
static CHardwareConfig s_HardwareConfig; static CHardwareConfig s_HardwareConfig;
CHardwareConfig *g_pHardwareConfig = &s_HardwareConfig; CHardwareConfig *g_pHardwareConfig = &s_HardwareConfig;
extern ConVar mat_hdr_level;
EXPOSE_SINGLE_INTERFACE_GLOBALVAR( CHardwareConfig, IMaterialSystemHardwareConfig, EXPOSE_SINGLE_INTERFACE_GLOBALVAR( CHardwareConfig, IMaterialSystemHardwareConfig,
MATERIALSYSTEM_HARDWARECONFIG_INTERFACE_VERSION, s_HardwareConfig ) MATERIALSYSTEM_HARDWARECONFIG_INTERFACE_VERSION, s_HardwareConfig )
@ -1238,7 +1240,7 @@ int CHardwareConfig::GetMaxVertexTextureDimension() const
HDRType_t CHardwareConfig::GetHDRType() const HDRType_t CHardwareConfig::GetHDRType() const
{ {
bool enabled = m_bHDREnabled; bool enabled = (mat_hdr_level.GetInt() >= 2) && GetHDREnabled();
int dxlev = GetDXSupportLevel(); int dxlev = GetDXSupportLevel();
int dxsupp = dxlev >= 90; int dxsupp = dxlev >= 90;
HDRType_t caps_hdr = m_Caps.m_HDRType; HDRType_t caps_hdr = m_Caps.m_HDRType;

11
materialsystem/shaderapidx9/shaderdevicedx8.cpp

@ -939,10 +939,6 @@ bool CShaderDeviceMgrDx8::ComputeCapsFromD3D( HardwareCaps_t *pCaps, int nAdapte
D3DFMT_X8R8G8B8, D3DUSAGE_QUERY_FILTER, D3DFMT_X8R8G8B8, D3DUSAGE_QUERY_FILTER,
D3DRTYPE_TEXTURE, D3DFMT_A16B16G16R16 ) == S_OK ); D3DRTYPE_TEXTURE, D3DFMT_A16B16G16R16 ) == S_OK );
#ifdef TOGLES
bSupportsInteger16Textures = caps.SupportInt16Format;
#endif
// Does the device support filterable fp16 textures? // Does the device support filterable fp16 textures?
bool bSupportsFloat16Textures = bool bSupportsFloat16Textures =
( D3D()->CheckDeviceFormat( nAdapter, DX8_DEVTYPE, ( D3D()->CheckDeviceFormat( nAdapter, DX8_DEVTYPE,
@ -1051,6 +1047,11 @@ bool CShaderDeviceMgrDx8::ComputeCapsFromD3D( HardwareCaps_t *pCaps, int nAdapte
} }
} }
#ifdef TOGLES
bSupportsInteger16Textures = caps.SupportInt16Format;
#endif
// Do we have everything necessary to run with integer HDR? Note that // Do we have everything necessary to run with integer HDR? Note that
// even if we don't support integer 16-bit/component textures, we // even if we don't support integer 16-bit/component textures, we
// can still run in this mode if fp16 textures are supported. // can still run in this mode if fp16 textures are supported.
@ -1058,7 +1059,7 @@ bool CShaderDeviceMgrDx8::ComputeCapsFromD3D( HardwareCaps_t *pCaps, int nAdapte
pCaps->m_SupportsVertexShaders_2_0 && pCaps->m_SupportsVertexShaders_2_0 &&
// (caps.Caps3 & D3DCAPS3_ALPHA_FULLSCREEN_FLIP_OR_DISCARD) && // (caps.Caps3 & D3DCAPS3_ALPHA_FULLSCREEN_FLIP_OR_DISCARD) &&
// (caps.PrimitiveMiscCaps & D3DPMISCCAPS_SEPARATEALPHABLEND) && // (caps.PrimitiveMiscCaps & D3DPMISCCAPS_SEPARATEALPHABLEND) &&
( bSupportsInteger16Textures || bSupportsFloat16Textures ) && bSupportsInteger16Textures &&
pCaps->m_SupportsSRGB; pCaps->m_SupportsSRGB;
// Do we have everything necessary to run with float HDR? // Do we have everything necessary to run with float HDR?

2
public/shaderapi/ishaderdynamic.h

@ -36,7 +36,7 @@ struct LightState_t
{ {
int m_nNumLights; int m_nNumLights;
bool m_bAmbientLight; bool m_bAmbientLight;
bool m_bStaticLight; bool m_bStaticLightTexel;
bool m_bStaticLightVertex; bool m_bStaticLightVertex;
inline int HasDynamicLight() { return (m_bAmbientLight || (m_nNumLights > 0)) ? 1 : 0; } inline int HasDynamicLight() { return (m_bAmbientLight || (m_nNumLights > 0)) ? 1 : 0; }
}; };

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