Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//===========================================================================//
#include "shaderlib/ShaderDLL.h"
#include "materialsystem/IShader.h"
#include "tier1/utlvector.h"
#include "tier0/dbg.h"
#include "materialsystem/imaterialsystemhardwareconfig.h"
#include "materialsystem/materialsystem_config.h"
#include "IShaderSystem.h"
#include "materialsystem/ishaderapi.h"
#include "shaderlib_cvar.h"
#include "mathlib/mathlib.h"
#include "tier1/tier1.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//-----------------------------------------------------------------------------
// The standard implementation of CShaderDLL
//-----------------------------------------------------------------------------
class CShaderDLL : public IShaderDLLInternal, public IShaderDLL
{
public:
CShaderDLL();
// methods of IShaderDLL
virtual bool Connect( CreateInterfaceFn factory );
virtual void Disconnect();
virtual int ShaderCount() const;
virtual IShader *GetShader( int nShader );
// methods of IShaderDLLInternal
virtual bool Connect( CreateInterfaceFn factory, bool bIsMaterialSystem );
virtual void Disconnect( bool bIsMaterialSystem );
virtual void InsertShader( IShader *pShader );
private:
CUtlVector< IShader * > m_ShaderList;
};
//-----------------------------------------------------------------------------
// Global interfaces/structures
//-----------------------------------------------------------------------------
IMaterialSystemHardwareConfig* g_pHardwareConfig;
const MaterialSystem_Config_t *g_pConfig;
//-----------------------------------------------------------------------------
// Interfaces/structures local to shaderlib
//-----------------------------------------------------------------------------
IShaderSystem* g_pSLShaderSystem;
// Pattern necessary because shaders register themselves in global constructors
static CShaderDLL *s_pShaderDLL;
//-----------------------------------------------------------------------------
// Global accessor
//-----------------------------------------------------------------------------
IShaderDLL *GetShaderDLL()
{
// Pattern necessary because shaders register themselves in global constructors
if ( !s_pShaderDLL )
{
s_pShaderDLL = new CShaderDLL;
}
return s_pShaderDLL;
}
IShaderDLLInternal *GetShaderDLLInternal()
{
// Pattern necessary because shaders register themselves in global constructors
if ( !s_pShaderDLL )
{
s_pShaderDLL = new CShaderDLL;
}
return static_cast<IShaderDLLInternal*>( s_pShaderDLL );
}
//-----------------------------------------------------------------------------
// Singleton interface
//-----------------------------------------------------------------------------
EXPOSE_INTERFACE_FN( (InstantiateInterfaceFn)GetShaderDLLInternal, IShaderDLLInternal, SHADER_DLL_INTERFACE_VERSION );
//-----------------------------------------------------------------------------
// Connect, disconnect...
//-----------------------------------------------------------------------------
CShaderDLL::CShaderDLL()
{
MathLib_Init( 2.2f, 2.2f, 0.0f, 2.0f );
}
//-----------------------------------------------------------------------------
// Connect, disconnect...
//-----------------------------------------------------------------------------
bool CShaderDLL::Connect( CreateInterfaceFn factory, bool bIsMaterialSystem )
{
g_pHardwareConfig = (IMaterialSystemHardwareConfig*)factory( MATERIALSYSTEM_HARDWARECONFIG_INTERFACE_VERSION, NULL );
g_pConfig = (const MaterialSystem_Config_t*)factory( MATERIALSYSTEM_CONFIG_VERSION, NULL );
g_pSLShaderSystem = (IShaderSystem*)factory( SHADERSYSTEM_INTERFACE_VERSION, NULL );
if ( !bIsMaterialSystem )
{
ConnectTier1Libraries( &factory, 1 );
InitShaderLibCVars( factory );
}
return ( g_pConfig != NULL ) && (g_pHardwareConfig != NULL) && ( g_pSLShaderSystem != NULL );
}
void CShaderDLL::Disconnect( bool bIsMaterialSystem )
{
if ( !bIsMaterialSystem )
{
ConVar_Unregister();
DisconnectTier1Libraries();
}
g_pHardwareConfig = NULL;
g_pConfig = NULL;
g_pSLShaderSystem = NULL;
}
bool CShaderDLL::Connect( CreateInterfaceFn factory )
{
return Connect( factory, false );
}
void CShaderDLL::Disconnect()
{
Disconnect( false );
}
//-----------------------------------------------------------------------------
// Iterates over all shaders
//-----------------------------------------------------------------------------
int CShaderDLL::ShaderCount() const
{
return m_ShaderList.Count();
}
IShader *CShaderDLL::GetShader( int nShader )
{
if ( ( nShader < 0 ) || ( nShader >= m_ShaderList.Count() ) )
return NULL;
return m_ShaderList[nShader];
}
//-----------------------------------------------------------------------------
// Adds to the shader lists
//-----------------------------------------------------------------------------
void CShaderDLL::InsertShader( IShader *pShader )
{
Assert( pShader );
m_ShaderList.AddToTail( pShader );
}