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1753 lines
52 KiB
1753 lines
52 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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// |
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// Purpose: |
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// |
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//============================================================================= |
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#include "pch_materialsystem.h" |
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#include "tier1/functors.h" |
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#include "itextureinternal.h" |
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#define MATSYS_INTERNAL |
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#include "cmatqueuedrendercontext.h" |
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#include "cmaterialsystem.h" // @HACKHACK |
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// NOTE: This has to be the last file included! |
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#include "tier0/memdbgon.h" |
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ConVar mat_report_queue_status( "mat_report_queue_status", "0", FCVAR_MATERIAL_SYSTEM_THREAD ); |
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//----------------------------------------------------------------------------- |
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// |
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//----------------------------------------------------------------------------- |
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#if defined( _WIN32 ) |
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void FastCopy( byte *pDest, const byte *pSrc, size_t nBytes ) |
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{ |
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if ( !nBytes ) |
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{ |
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return; |
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} |
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#if !defined( _X360 ) |
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if ( (size_t)pDest % 16 == 0 && (size_t)pSrc % 16 == 0 ) |
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{ |
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const int BYTES_PER_FULL = 128; |
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int nBytesFull = nBytes - ( nBytes % BYTES_PER_FULL ); |
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for ( byte *pLimit = pDest + nBytesFull; pDest < pLimit; pDest += BYTES_PER_FULL, pSrc += BYTES_PER_FULL ) |
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{ |
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// memcpy( pDest, pSrc, BYTES_PER_FULL); |
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__asm |
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{ |
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mov esi, pSrc |
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mov edi, pDest |
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movaps xmm0, [esi + 0] |
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movaps xmm1, [esi + 16] |
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movaps xmm2, [esi + 32] |
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movaps xmm3, [esi + 48] |
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movaps xmm4, [esi + 64] |
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movaps xmm5, [esi + 80] |
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movaps xmm6, [esi + 96] |
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movaps xmm7, [esi + 112] |
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movntps [edi + 0], xmm0 |
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movntps [edi + 16], xmm1 |
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movntps [edi + 32], xmm2 |
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movntps [edi + 48], xmm3 |
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movntps [edi + 64], xmm4 |
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movntps [edi + 80], xmm5 |
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movntps [edi + 96], xmm6 |
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movntps [edi + 112], xmm7 |
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} |
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} |
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nBytes -= nBytesFull; |
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} |
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if ( nBytes ) |
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{ |
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memcpy( pDest, pSrc, nBytes ); |
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} |
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#else |
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if ( (size_t)pDest % 4 == 0 && nBytes % 4 == 0 ) |
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{ |
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XMemCpyStreaming_WriteCombined( pDest, pSrc, nBytes ); |
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} |
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else |
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{ |
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// work around a bug in memcpy |
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if ((size_t)pDest % 2 == 0 && nBytes == 4) |
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{ |
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*(reinterpret_cast<short *>(pDest)) = *(reinterpret_cast<const short *>(pSrc)); |
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*(reinterpret_cast<short *>(pDest)+1) = *(reinterpret_cast<const short *>(pSrc)+1); |
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} |
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else |
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{ |
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memcpy( pDest, pSrc, nBytes ); |
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} |
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} |
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#endif |
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} |
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#else |
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#define FastCopy memcpy |
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#endif |
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//----------------------------------------------------------------------------- |
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// |
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//----------------------------------------------------------------------------- |
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enum MatQueuedMeshFlags_t |
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{ |
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MQM_BUFFERED = ( 1 << 0 ), |
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MQM_FLEX = ( 1 << 1 ), |
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}; |
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class CMatQueuedMesh : public IMesh |
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{ |
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public: |
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CMatQueuedMesh( CMatQueuedRenderContext *pOwner, IMatRenderContextInternal *pHardwareContext ) |
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: m_pLateBoundMesh( &m_pActualMesh ), |
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m_pOwner( pOwner ), |
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m_pCallQueue( pOwner->GetCallQueueInternal() ), |
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m_pHardwareContext( pHardwareContext ), |
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m_pVertexData( NULL ), |
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m_pIndexData( NULL ), |
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m_nVerts( 0 ), |
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m_nIndices( 0 ), |
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m_VertexSize( 0 ), |
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m_Type(MATERIAL_TRIANGLES), |
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m_pVertexOverride( NULL ), |
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m_pIndexOverride ( NULL ), |
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m_pActualMesh( NULL ), |
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m_nActualVertexOffsetInBytes( 0 ), |
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m_VertexFormat( 0 ), |
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m_MorphFormat( 0 ) |
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{ |
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} |
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CLateBoundPtr<IMesh> &AccessLateBoundMesh() |
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{ |
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return m_pLateBoundMesh; |
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} |
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byte *GetVertexData() { return m_pVertexData; } |
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uint16 *GetIndexData() { return m_pIndexData; } |
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IMesh *DetachActualMesh() { IMesh *p = m_pActualMesh; m_pActualMesh = NULL; return p; } |
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IMesh *GetActualMesh() { return m_pActualMesh; } |
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int GetActualVertexOffsetInBytes() { return m_nActualVertexOffsetInBytes; } |
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void DeferredGetDynamicMesh( VertexFormat_t vertexFormat, unsigned flags, IMesh* pVertexOverride, IMesh* pIndexOverride, IMaterialInternal *pMaterial ) |
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{ |
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if ( !( flags & MQM_FLEX )) |
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{ |
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if ( vertexFormat == 0 ) |
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{ |
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m_pActualMesh = m_pHardwareContext->GetDynamicMesh( ( ( flags & MQM_BUFFERED ) != 0 ), pVertexOverride, pIndexOverride, pMaterial ); |
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} |
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else |
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{ |
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m_pActualMesh = m_pHardwareContext->GetDynamicMeshEx( vertexFormat, ( ( flags & MQM_BUFFERED ) != 0 ), pVertexOverride, pIndexOverride, pMaterial ); |
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} |
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} |
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else |
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{ |
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m_pActualMesh = m_pHardwareContext->GetFlexMesh(); |
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} |
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} |
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bool OnGetDynamicMesh( VertexFormat_t vertexFormat, unsigned flags, IMesh* pVertexOverride, IMesh* pIndexOverride, IMaterialInternal *pMaterial, int nHWSkinBoneCount ) |
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{ |
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if ( !m_pVertexOverride && ( m_pVertexData || m_pIndexData ) ) |
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{ |
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CannotSupport(); |
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if ( IsDebug() ) |
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{ |
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Assert( !"Getting a dynamic mesh without resolving the previous one" ); |
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} |
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else |
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{ |
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Error( "Getting a dynamic mesh without resolving the previous one" ); |
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} |
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} |
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FreeBuffers(); |
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m_pVertexOverride = pVertexOverride; |
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m_pIndexOverride = pIndexOverride; |
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if ( !( flags & MQM_FLEX ) ) |
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{ |
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if ( pVertexOverride ) |
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{ |
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m_VertexFormat = pVertexOverride->GetVertexFormat(); |
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} |
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else |
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{ |
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// Remove VERTEX_FORMAT_COMPRESSED from the material's format (dynamic meshes don't |
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// support compression, and all materials should support uncompressed verts too) |
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m_VertexFormat = ( vertexFormat == 0 ) ? ( pMaterial->GetVertexFormat() & ~VERTEX_FORMAT_COMPRESSED ) : vertexFormat; |
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if ( vertexFormat != 0 ) |
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{ |
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int nVertexFormatBoneWeights = NumBoneWeights( vertexFormat ); |
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if ( nHWSkinBoneCount < nVertexFormatBoneWeights ) |
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{ |
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nHWSkinBoneCount = nVertexFormatBoneWeights; |
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} |
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} |
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// Force the requested number of bone weights |
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m_VertexFormat &= ~VERTEX_BONE_WEIGHT_MASK; |
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m_VertexFormat |= VERTEX_BONEWEIGHT( nHWSkinBoneCount ); |
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if ( nHWSkinBoneCount > 0 ) |
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{ |
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m_VertexFormat |= VERTEX_BONE_INDEX; |
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} |
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} |
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} |
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else |
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{ |
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m_VertexFormat = VERTEX_POSITION | VERTEX_NORMAL | VERTEX_FORMAT_USE_EXACT_FORMAT; |
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if ( g_pMaterialSystemHardwareConfig->SupportsPixelShaders_2_b() ) |
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{ |
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m_VertexFormat |= VERTEX_WRINKLE; |
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} |
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} |
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MeshDesc_t temp; |
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g_pShaderAPI->ComputeVertexDescription( 0, m_VertexFormat, temp ); |
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m_VertexSize = temp.m_ActualVertexSize; |
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// queue up get of real dynamic mesh, allocate space for verts & indices |
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m_pCallQueue->QueueCall( this, &CMatQueuedMesh::DeferredGetDynamicMesh, vertexFormat, flags, pVertexOverride, pIndexOverride, pMaterial ); |
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return true; |
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} |
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void ModifyBegin( int firstVertex, int numVerts, int firstIndex, int numIndices, MeshDesc_t& desc ) |
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{ |
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CannotSupport(); |
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} |
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void ModifyBeginEx( bool bReadOnly, int firstVertex, int numVerts, int firstIndex, int numIndices, MeshDesc_t& desc ) |
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{ |
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CannotSupport(); |
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} |
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void ModifyEnd( MeshDesc_t& desc ) |
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{ |
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CannotSupport(); |
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} |
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void GenerateSequentialIndexBuffer( unsigned short* pIndexMemory, int numIndices, int firstVertex ) |
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{ |
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Assert( pIndexMemory == m_pIndexData ); |
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m_pCallQueue->QueueCall( &::GenerateSequentialIndexBuffer, pIndexMemory, numIndices, firstVertex ); |
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} |
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void GenerateQuadIndexBuffer( unsigned short* pIndexMemory, int numIndices, int firstVertex ) |
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{ |
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Assert( pIndexMemory == m_pIndexData ); |
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m_pCallQueue->QueueCall( &::GenerateQuadIndexBuffer, pIndexMemory, numIndices, firstVertex ); |
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} |
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void GeneratePolygonIndexBuffer( unsigned short* pIndexMemory, int numIndices, int firstVertex ) |
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{ |
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Assert( pIndexMemory == m_pIndexData ); |
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m_pCallQueue->QueueCall( &::GeneratePolygonIndexBuffer, pIndexMemory, numIndices, firstVertex ); |
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} |
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void GenerateLineStripIndexBuffer( unsigned short* pIndexMemory, int numIndices, int firstVertex ) |
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{ |
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Assert( pIndexMemory == m_pIndexData ); |
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m_pCallQueue->QueueCall( &::GenerateLineStripIndexBuffer, pIndexMemory, numIndices, firstVertex ); |
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} |
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void GenerateLineLoopIndexBuffer( unsigned short* pIndexMemory, int numIndices, int firstVertex ) |
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{ |
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Assert( pIndexMemory == m_pIndexData ); |
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m_pCallQueue->QueueCall( &::GenerateLineLoopIndexBuffer, pIndexMemory, numIndices, firstVertex ); |
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} |
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int VertexCount() const |
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{ |
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return m_VertexSize ? m_nVerts : 0; |
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} |
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int IndexCount() const |
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{ |
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return m_nIndices; |
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} |
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int GetVertexSize() |
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{ |
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return m_VertexSize; |
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} |
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void SetPrimitiveType( MaterialPrimitiveType_t type ) |
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{ |
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m_Type = type; |
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m_pCallQueue->QueueCall( m_pLateBoundMesh, &IMesh::SetPrimitiveType, type ); |
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} |
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void SetColorMesh( IMesh *pColorMesh, int nVertexOffset ) |
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{ |
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m_pCallQueue->QueueCall( m_pLateBoundMesh, &IMesh::SetColorMesh, pColorMesh, nVertexOffset ); |
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} |
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void Draw( CPrimList *pLists, int nLists ) |
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{ |
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CannotSupport(); |
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} |
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void CopyToMeshBuilder( int iStartVert, int nVerts, int iStartIndex, int nIndices, int indexOffset, CMeshBuilder &builder ) |
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{ |
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CannotSupport(); |
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} |
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void Spew( int numVerts, int numIndices, const MeshDesc_t & desc ) |
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{ |
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} |
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void ValidateData( int numVerts, int numIndices, const MeshDesc_t & desc ) |
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{ |
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} |
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void LockMesh( int numVerts, int numIndices, MeshDesc_t& desc ) |
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{ |
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if ( !m_pVertexOverride ) |
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{ |
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m_nVerts = numVerts; |
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} |
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else |
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{ |
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m_nVerts = 0; |
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} |
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if ( !m_pIndexOverride ) |
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{ |
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m_nIndices = numIndices; |
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} |
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else |
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{ |
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m_nIndices = 0; |
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} |
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if( numVerts > 0 ) |
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{ |
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Assert( m_VertexSize ); |
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Assert( !m_pVertexData ); |
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m_pVertexData = (byte *)m_pOwner->AllocVertices( numVerts, m_VertexSize ); |
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Assert( (uintp)m_pVertexData % 16 == 0 ); |
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// Compute the vertex index.. |
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desc.m_nFirstVertex = 0; |
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static_cast< VertexDesc_t* >( &desc )->m_nOffset = 0; |
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// Set up the mesh descriptor |
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g_pShaderAPI->ComputeVertexDescription( m_pVertexData, m_VertexFormat, desc ); |
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} |
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else |
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{ |
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desc.m_nFirstVertex = 0; |
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static_cast< VertexDesc_t* >( &desc )->m_nOffset = 0; |
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// Set up the mesh descriptor |
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g_pShaderAPI->ComputeVertexDescription( 0, 0, desc ); |
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} |
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if ( m_Type != MATERIAL_POINTS && numIndices > 0 ) |
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{ |
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Assert( !m_pIndexData ); |
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m_pIndexData = m_pOwner->AllocIndices( numIndices ); |
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desc.m_pIndices = m_pIndexData; |
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desc.m_nIndexSize = 1; |
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desc.m_nFirstIndex = 0; |
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static_cast< IndexDesc_t* >( &desc )->m_nOffset = 0; |
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} |
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else |
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{ |
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desc.m_pIndices = &gm_ScratchIndexBuffer[0]; |
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desc.m_nIndexSize = 0; |
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desc.m_nFirstIndex = 0; |
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static_cast< IndexDesc_t* >( &desc )->m_nOffset = 0; |
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} |
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} |
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void UnlockMesh( int numVerts, int numIndices, MeshDesc_t& desc ) |
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{ |
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if ( m_pVertexData && numVerts < m_nVerts ) |
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{ |
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m_pVertexData = m_pOwner->ReallocVertices( m_pVertexData, m_nVerts, numVerts, m_VertexSize ); |
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} |
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m_nVerts = numVerts; |
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if ( m_pIndexData && numIndices < m_nIndices ) |
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{ |
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m_pIndexData = m_pOwner->ReallocIndices( m_pIndexData, m_nIndices, numIndices ); |
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} |
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m_nIndices = numIndices; |
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} |
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void SetFlexMesh( IMesh *pMesh, int nVertexOffset ) |
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{ |
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m_pCallQueue->QueueCall( m_pLateBoundMesh, &IMesh::SetFlexMesh, pMesh, nVertexOffset ); |
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} |
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void DisableFlexMesh() |
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{ |
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m_pCallQueue->QueueCall( m_pLateBoundMesh, &IMesh::DisableFlexMesh ); |
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} |
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void ExecuteDefferredBuild( byte *pVertexData, int nVerts, int nBytesVerts, uint16 *pIndexData, int nIndices ) |
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{ |
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Assert( m_pActualMesh ); |
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MeshDesc_t desc; |
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m_pActualMesh->LockMesh( nVerts, nIndices, desc ); |
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m_nActualVertexOffsetInBytes = desc.m_nFirstVertex * desc.m_ActualVertexSize; |
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if ( pVertexData && desc.m_ActualVertexSize ) // if !desc.m_ActualVertexSize, device lost |
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{ |
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void *pDest; |
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if ( desc.m_VertexSize_Position != 0 ) |
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{ |
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pDest = desc.m_pPosition; |
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} |
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else |
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{ |
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#define FindMin( desc, pCurrent, tag ) ( ( desc.m_VertexSize_##tag != 0 ) ? min( pCurrent, (void *)desc.m_p##tag ) : pCurrent ) |
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pDest = (void *)(((byte *)0) - 1); |
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pDest = FindMin( desc, pDest, BoneWeight ); |
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pDest = FindMin( desc, pDest, BoneMatrixIndex ); |
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pDest = FindMin( desc, pDest, Normal ); |
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pDest = FindMin( desc, pDest, Color ); |
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pDest = FindMin( desc, pDest, Specular ); |
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pDest = FindMin( desc, pDest, TangentS ); |
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pDest = FindMin( desc, pDest, TangentT ); |
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pDest = FindMin( desc, pDest, Wrinkle ); |
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for ( int i = 0; i < VERTEX_MAX_TEXTURE_COORDINATES; i++ ) |
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{ |
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if ( desc.m_VertexSize_TexCoord[i] && desc.m_pTexCoord < pDest ) |
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{ |
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pDest = desc.m_pTexCoord; |
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} |
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} |
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#undef FindMin |
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} |
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Assert( pDest ); |
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if ( pDest ) |
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{ |
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FastCopy( (byte *)pDest, pVertexData, nBytesVerts ); |
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} |
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} |
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if ( pIndexData && pIndexData != &gm_ScratchIndexBuffer[0] && desc.m_nIndexSize ) |
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{ |
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if ( !desc.m_nFirstVertex ) |
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{ |
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// AssertMsg(desc.m_pIndices & 0x03 == 0,"desc.m_pIndices is misaligned in CMatQueuedMesh::ExecuteDefferedBuild\n"); |
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FastCopy( (byte *)desc.m_pIndices, (byte *)pIndexData, nIndices * sizeof(*pIndexData) ); |
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} |
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else |
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{ |
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ALIGN16 uint16 tempIndices[16]; |
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int i = 0; |
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if ( (size_t)desc.m_pIndices % 4 == 2 ) |
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{ |
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desc.m_pIndices[i] = pIndexData[i] + desc.m_nFirstVertex; |
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i++; |
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} |
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while ( i < nIndices ) |
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{ |
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int nToCopy = min( (int)ARRAYSIZE(tempIndices), nIndices - i ); |
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for ( int j = 0; j < nToCopy; j++ ) |
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{ |
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tempIndices[j] = pIndexData[i+j] + desc.m_nFirstVertex; |
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} |
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FastCopy( (byte *)(desc.m_pIndices + i), (byte *)tempIndices, nToCopy * sizeof(uint16) ); |
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i += nToCopy; |
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} |
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} |
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} |
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m_pActualMesh->UnlockMesh( nVerts, nIndices, desc ); |
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if ( pIndexData && pIndexData != &gm_ScratchIndexBuffer[0]) |
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{ |
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m_pOwner->FreeIndices( pIndexData, nIndices ); |
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} |
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if ( pVertexData ) |
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{ |
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m_pOwner->FreeVertices( pVertexData, nVerts, desc.m_ActualVertexSize ); |
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} |
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} |
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void QueueBuild( bool bDetachBuffers = true ) |
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{ |
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m_pCallQueue->QueueCall( this, &CMatQueuedMesh::ExecuteDefferredBuild, m_pVertexData, m_nVerts, m_nVerts * m_VertexSize, m_pIndexData, m_nIndices ); |
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if ( bDetachBuffers ) |
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{ |
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DetachBuffers(); |
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m_Type = MATERIAL_TRIANGLES; |
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} |
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} |
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void Draw( int firstIndex = -1, int numIndices = 0 ) |
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{ |
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if ( !m_nVerts && !m_nIndices ) |
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{ |
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MarkAsDrawn(); |
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return; |
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} |
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void (IMesh::*pfnDraw)( int, int) = &IMesh::Draw; // need assignment to disambiguate overloaded function |
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bool bDetachBuffers; |
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if ( firstIndex == -1 || numIndices == 0 ) |
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{ |
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bDetachBuffers = true; |
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} |
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else if ( m_pIndexOverride ) |
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{ |
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bDetachBuffers = ( firstIndex + numIndices == m_pIndexOverride->IndexCount() ); |
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} |
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else if ( !m_nIndices || firstIndex + numIndices == m_nIndices ) |
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{ |
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bDetachBuffers = true; |
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} |
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else |
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{ |
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bDetachBuffers = false; |
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} |
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QueueBuild( bDetachBuffers ); |
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m_pCallQueue->QueueCall( m_pLateBoundMesh, pfnDraw, firstIndex, numIndices ); |
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} |
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void MarkAsDrawn() |
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{ |
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FreeBuffers(); |
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m_pCallQueue->QueueCall( m_pLateBoundMesh, &IMesh::MarkAsDrawn ); |
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} |
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void FreeBuffers() |
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{ |
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if ( m_pIndexData && m_pIndexData != &gm_ScratchIndexBuffer[0]) |
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{ |
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m_pOwner->FreeIndices( m_pIndexData, m_nIndices ); |
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m_pIndexData = NULL; |
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} |
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if ( m_pVertexData ) |
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{ |
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m_pOwner->FreeVertices( m_pVertexData, m_nVerts, m_VertexSize ); |
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m_pVertexData = NULL; |
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} |
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} |
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void DetachBuffers() |
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{ |
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m_pVertexData = NULL; |
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m_pIndexData = NULL; |
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} |
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unsigned ComputeMemoryUsed() |
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{ |
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return 0; |
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} |
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virtual VertexFormat_t GetVertexFormat() const |
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{ |
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return m_VertexFormat; |
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} |
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virtual IMesh *GetMesh() |
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{ |
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return this; |
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} |
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// FIXME: Implement! |
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virtual bool Lock( int nMaxIndexCount, bool bAppend, IndexDesc_t& desc ) |
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{ |
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Assert( 0 ); |
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return false; |
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} |
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virtual void Unlock( int nWrittenIndexCount, IndexDesc_t& desc ) |
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{ |
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Assert( 0 ); |
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} |
|
virtual void ModifyBegin( bool bReadOnly, int nFirstIndex, int nIndexCount, IndexDesc_t& desc ) |
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{ |
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CannotSupport(); |
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} |
|
void ModifyEnd( IndexDesc_t& desc ) |
|
{ |
|
CannotSupport(); |
|
} |
|
virtual void Spew( int nIndexCount, const IndexDesc_t & desc ) |
|
{ |
|
Assert( 0 ); |
|
} |
|
virtual void ValidateData( int nIndexCount, const IndexDesc_t &desc ) |
|
{ |
|
Assert( 0 ); |
|
} |
|
virtual bool Lock( int nVertexCount, bool bAppend, VertexDesc_t &desc ) |
|
{ |
|
Assert( 0 ); |
|
return false; |
|
} |
|
virtual void Unlock( int nVertexCount, VertexDesc_t &desc ) |
|
{ |
|
Assert( 0 ); |
|
} |
|
virtual void Spew( int nVertexCount, const VertexDesc_t &desc ) |
|
{ |
|
Assert( 0 ); |
|
} |
|
virtual void ValidateData( int nVertexCount, const VertexDesc_t & desc ) |
|
{ |
|
Assert( 0 ); |
|
} |
|
virtual bool IsDynamic() const |
|
{ |
|
Assert( 0 ); |
|
return false; |
|
} |
|
|
|
virtual MaterialIndexFormat_t IndexFormat() const |
|
{ |
|
Assert( 0 ); |
|
return MATERIAL_INDEX_FORMAT_UNKNOWN; |
|
} |
|
|
|
virtual void BeginCastBuffer( VertexFormat_t format ) |
|
{ |
|
Assert( 0 ); |
|
} |
|
|
|
virtual void BeginCastBuffer( MaterialIndexFormat_t format ) |
|
{ |
|
Assert( 0 ); |
|
} |
|
|
|
virtual void EndCastBuffer( ) |
|
{ |
|
Assert( 0 ); |
|
} |
|
|
|
// Returns the number of vertices that can still be written into the buffer |
|
virtual int GetRoomRemaining() const |
|
{ |
|
Assert( 0 ); |
|
return 0; |
|
} |
|
|
|
|
|
//---------------------------------------------------------------------------- |
|
|
|
static void DoDraw( int firstIndex = -1, int numIndices = 0 ) |
|
{ |
|
|
|
} |
|
private: |
|
|
|
IMesh *m_pActualMesh; |
|
int m_nActualVertexOffsetInBytes; |
|
|
|
CLateBoundPtr<IMesh> m_pLateBoundMesh; |
|
|
|
CMatQueuedRenderContext *m_pOwner; |
|
CMatCallQueue *m_pCallQueue; |
|
IMatRenderContextInternal *m_pHardwareContext; |
|
|
|
//----------------------------------------------------- |
|
|
|
// The vertex format we're using... |
|
VertexFormat_t m_VertexFormat; |
|
|
|
// The morph format we're using |
|
MorphFormat_t m_MorphFormat; |
|
|
|
byte *m_pVertexData; |
|
uint16 *m_pIndexData; |
|
|
|
int m_nVerts; |
|
int m_nIndices; |
|
|
|
unsigned short m_VertexSize; |
|
MaterialPrimitiveType_t m_Type; |
|
|
|
// Used in rendering sub-parts of the mesh |
|
//static unsigned int s_NumIndices; |
|
//static unsigned int s_FirstIndex; |
|
|
|
IMesh *m_pVertexOverride; |
|
IMesh *m_pIndexOverride; |
|
|
|
static unsigned short gm_ScratchIndexBuffer[6]; |
|
}; |
|
|
|
unsigned short CMatQueuedMesh::gm_ScratchIndexBuffer[6]; |
|
|
|
//----------------------------------------------------------------------------- |
|
// |
|
//----------------------------------------------------------------------------- |
|
bool CMatQueuedRenderContext::Init( CMaterialSystem *pMaterialSystem, CMatRenderContextBase *pHardwareContext ) |
|
{ |
|
BaseClass::Init(); |
|
|
|
m_pMaterialSystem = pMaterialSystem; |
|
m_pHardwareContext = pHardwareContext; |
|
|
|
m_pQueuedMesh = new CMatQueuedMesh( this, pHardwareContext ); |
|
|
|
MEM_ALLOC_CREDIT(); |
|
|
|
int nSize = 16 * 1024 * 1024; |
|
int nCommitSize = 128 * 1024; |
|
#if defined(DEDICATED) |
|
Assert( !"CMatQueuedRenderContext shouldn't be initialized on dedicated servers..." ); |
|
nSize = nCommitSize = 1024; |
|
#endif |
|
|
|
bool bVerticesInit = m_Vertices.Init( nSize, nCommitSize ); |
|
bool bIndicesInit = m_Indices.Init( nSize, nCommitSize ); |
|
|
|
if ( !bVerticesInit || !bIndicesInit ) |
|
{ |
|
return false; |
|
} |
|
|
|
return true; |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// |
|
//----------------------------------------------------------------------------- |
|
void CMatQueuedRenderContext::Shutdown() |
|
{ |
|
if ( !m_pHardwareContext ) |
|
{ |
|
return; |
|
} |
|
|
|
Assert( !m_pCurrentMaterial ); |
|
|
|
delete m_pQueuedMesh; |
|
m_pMaterialSystem = NULL; |
|
m_pHardwareContext = NULL; |
|
m_pQueuedMesh = NULL; |
|
|
|
m_Vertices.Term(); |
|
m_Indices.Term(); |
|
|
|
BaseClass::Shutdown(); |
|
Assert(m_queue.Count() == 0); |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// |
|
//----------------------------------------------------------------------------- |
|
void CMatQueuedRenderContext::Free() |
|
{ |
|
m_Vertices.FreeAll(); |
|
m_Indices.FreeAll(); |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// |
|
//----------------------------------------------------------------------------- |
|
void CMatQueuedRenderContext::CompactMemory() |
|
{ |
|
BaseClass::CompactMemory(); |
|
m_Vertices.FreeAll(); |
|
m_Indices.FreeAll(); |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// |
|
//----------------------------------------------------------------------------- |
|
void CMatQueuedRenderContext::BeginQueue( CMatRenderContextBase *pInitialState ) |
|
{ |
|
if ( !pInitialState ) |
|
{ |
|
pInitialState = m_pHardwareContext; |
|
} |
|
CMatRenderContextBase::InitializeFrom( pInitialState ); |
|
g_pShaderAPI->GetBackBufferDimensions( m_WidthBackBuffer, m_HeightBackBuffer ); |
|
m_FogMode = pInitialState->GetFogMode(); |
|
m_nBoneCount = pInitialState->GetCurrentNumBones(); |
|
pInitialState->GetFogDistances( &m_flFogStart, &m_flFogEnd, &m_flFogZ ); |
|
|
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// |
|
//----------------------------------------------------------------------------- |
|
void CMatQueuedRenderContext::EndQueue( bool bCallQueued ) |
|
{ |
|
if ( bCallQueued ) |
|
{ |
|
CallQueued(); |
|
} |
|
int i; |
|
|
|
if ( m_pCurrentMaterial ) |
|
{ |
|
m_pCurrentMaterial = NULL; |
|
} |
|
|
|
if ( m_pUserDefinedLightmap ) |
|
{ |
|
m_pUserDefinedLightmap = NULL; |
|
} |
|
|
|
if ( m_pLocalCubemapTexture ) |
|
{ |
|
m_pLocalCubemapTexture = NULL; |
|
} |
|
|
|
for ( i = 0; i < MAX_FB_TEXTURES; i++ ) |
|
{ |
|
if ( m_pCurrentFrameBufferCopyTexture[i] ) |
|
{ |
|
m_pCurrentFrameBufferCopyTexture[i] = NULL; |
|
} |
|
} |
|
|
|
for ( i = 0; i < m_RenderTargetStack.Count(); i++ ) |
|
{ |
|
for ( int j = 0; j < MAX_RENDER_TARGETS; j++ ) |
|
{ |
|
if ( m_RenderTargetStack[i].m_pRenderTargets[j] ) |
|
{ |
|
m_RenderTargetStack[i].m_pRenderTargets[j] = NULL; |
|
} |
|
} |
|
} |
|
|
|
m_RenderTargetStack.Clear(); |
|
} |
|
|
|
|
|
void CMatQueuedRenderContext::Bind( IMaterial *iMaterial, void *proxyData ) |
|
{ |
|
if ( !iMaterial ) |
|
{ |
|
if( !g_pErrorMaterial ) |
|
return; |
|
} |
|
else |
|
{ |
|
iMaterial = ((IMaterialInternal *)iMaterial)->GetRealTimeVersion(); //always work with the real time versions of materials internally |
|
} |
|
|
|
CMatRenderContextBase::Bind( iMaterial, proxyData ); |
|
|
|
// We've always gotta call the bind proxy (assuming there is one) |
|
// so we can copy off the material vars at this point. |
|
IMaterialInternal* pIMaterial = GetCurrentMaterialInternal(); |
|
pIMaterial->CallBindProxy( proxyData ); |
|
|
|
m_queue.QueueCall( m_pHardwareContext, &IMatRenderContext::Bind, iMaterial, proxyData ); |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// |
|
//----------------------------------------------------------------------------- |
|
void CMatQueuedRenderContext::BeginRender() |
|
{ |
|
if ( ++m_iRenderDepth == 1 ) |
|
{ |
|
VPROF_INCREMENT_GROUP_COUNTER( "render/CMatQBeginRender", COUNTER_GROUP_TELEMETRY, 1 ); |
|
|
|
m_queue.QueueCall( m_pHardwareContext, &IMatRenderContext::BeginRender ); |
|
} |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// |
|
//----------------------------------------------------------------------------- |
|
void CMatQueuedRenderContext::EndRender() |
|
{ |
|
if ( --m_iRenderDepth == 0 ) |
|
{ |
|
m_queue.QueueCall( m_pHardwareContext, &IMatRenderContext::EndRender ); |
|
} |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// |
|
//----------------------------------------------------------------------------- |
|
void CMatQueuedRenderContext::CallQueued( bool bTermAfterCall ) |
|
{ |
|
if ( mat_report_queue_status.GetBool() ) |
|
{ |
|
Msg( "%d calls queued for %llu bytes in parameters and overhead, %d bytes verts, %d bytes indices, %d bytes other\n", m_queue.Count(), (uint64)(m_queue.GetMemoryUsed()), m_Vertices.GetUsed(), m_Indices.GetUsed(), RenderDataSizeUsed() ); |
|
} |
|
|
|
m_queue.CallQueued(); |
|
|
|
m_Vertices.FreeAll( false ); |
|
m_Indices.FreeAll( false ); |
|
|
|
if ( bTermAfterCall ) |
|
{ |
|
Shutdown(); |
|
} |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// |
|
//----------------------------------------------------------------------------- |
|
void CMatQueuedRenderContext::FlushQueued() |
|
{ |
|
m_queue.Flush(); |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// |
|
//----------------------------------------------------------------------------- |
|
ICallQueue *CMatQueuedRenderContext::GetCallQueue() |
|
{ |
|
return &m_CallQueueExternal; |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// |
|
//----------------------------------------------------------------------------- |
|
void CMatQueuedRenderContext::SetRenderTargetEx( int nRenderTargetID, ITexture *pNewTarget ) |
|
{ |
|
CMatRenderContextBase::SetRenderTargetEx( nRenderTargetID, pNewTarget ); |
|
|
|
m_queue.QueueCall( m_pHardwareContext, &IMatRenderContext::SetRenderTargetEx, nRenderTargetID, pNewTarget ); |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// |
|
//----------------------------------------------------------------------------- |
|
void CMatQueuedRenderContext::GetRenderTargetDimensions( int &width, int &height) const |
|
{ |
|
// Target at top of stack |
|
ITexture *pTOS = NULL; |
|
|
|
if ( m_RenderTargetStack.Count() ) |
|
{ |
|
pTOS = m_RenderTargetStack.Top().m_pRenderTargets[ 0 ]; |
|
} |
|
|
|
// If top of stack isn't the back buffer, get dimensions from the texture |
|
if ( pTOS != NULL ) |
|
{ |
|
width = pTOS->GetActualWidth(); |
|
height = pTOS->GetActualHeight(); |
|
} |
|
else // otherwise, get them from the shader API |
|
{ |
|
width = m_WidthBackBuffer; |
|
height = m_HeightBackBuffer; |
|
} |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// |
|
//----------------------------------------------------------------------------- |
|
void CMatQueuedRenderContext::Viewport( int x, int y, int width, int height ) |
|
{ |
|
CMatRenderContextBase::Viewport( x, y, width, height ); |
|
m_queue.QueueCall( m_pHardwareContext, &IMatRenderContext::Viewport, x, y, width, height ); |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// |
|
//----------------------------------------------------------------------------- |
|
void CMatQueuedRenderContext::SetLight( int i, const LightDesc_t &desc ) |
|
{ |
|
m_queue.QueueCall( m_pHardwareContext, &IMatRenderContext::SetLight, i, RefToVal( desc ) ); |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// |
|
//----------------------------------------------------------------------------- |
|
void CMatQueuedRenderContext::SetLightingOrigin( Vector vLightingOrigin ) |
|
{ |
|
m_queue.QueueCall( m_pHardwareContext, &IMatRenderContext::SetLightingOrigin, vLightingOrigin ); |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// |
|
//----------------------------------------------------------------------------- |
|
void CMatQueuedRenderContext::SetAmbientLightCube( LightCube_t cube ) |
|
{ |
|
// FIXME: does compiler do the right thing, is envelope needed? |
|
m_queue.QueueCall( m_pHardwareContext, &IMatRenderContext::SetAmbientLightCube, CUtlEnvelope<Vector4D>( &cube[0], 6 ) ); |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Bone count |
|
//----------------------------------------------------------------------------- |
|
void CMatQueuedRenderContext::SetNumBoneWeights( int nBoneCount ) |
|
{ |
|
m_nBoneCount = nBoneCount; |
|
m_queue.QueueCall( m_pHardwareContext, &IMatRenderContext::SetNumBoneWeights, nBoneCount ); |
|
} |
|
|
|
int CMatQueuedRenderContext::GetCurrentNumBones( ) const |
|
{ |
|
return m_nBoneCount; |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// |
|
//----------------------------------------------------------------------------- |
|
void CMatQueuedRenderContext::FogMode( MaterialFogMode_t fogMode ) |
|
{ |
|
m_FogMode = fogMode; |
|
m_queue.QueueCall( m_pHardwareContext, &IMatRenderContext::FogMode, fogMode ); |
|
} |
|
|
|
void CMatQueuedRenderContext::FogStart( float fStart ) |
|
{ |
|
m_flFogStart = fStart; |
|
m_queue.QueueCall( m_pHardwareContext, &IMatRenderContext::FogStart, fStart ); |
|
} |
|
|
|
void CMatQueuedRenderContext::FogEnd( float fEnd ) |
|
{ |
|
m_flFogEnd = fEnd; |
|
m_queue.QueueCall( m_pHardwareContext, &IMatRenderContext::FogEnd, fEnd ); |
|
} |
|
|
|
void CMatQueuedRenderContext::FogMaxDensity( float flMaxDensity ) |
|
{ |
|
m_flFogMaxDensity = flMaxDensity; |
|
m_queue.QueueCall( m_pHardwareContext, &IMatRenderContext::FogMaxDensity, flMaxDensity ); |
|
} |
|
|
|
void CMatQueuedRenderContext::SetFogZ( float fogZ ) |
|
{ |
|
m_flFogZ = fogZ; |
|
m_queue.QueueCall( m_pHardwareContext, &IMatRenderContext::SetFogZ, fogZ ); |
|
} |
|
|
|
MaterialFogMode_t CMatQueuedRenderContext::GetFogMode( void ) |
|
{ |
|
return m_FogMode; |
|
} |
|
|
|
void CMatQueuedRenderContext::FogColor3f( float r, float g, float b ) |
|
{ |
|
FogColor3ub( clamp( (int)(r * 255.0f), 0, 255 ), clamp( (int)(g * 255.0f), 0, 255 ), clamp( (int)(b * 255.0f), 0, 255 ) ); |
|
} |
|
|
|
void CMatQueuedRenderContext::FogColor3fv( float const* rgb ) |
|
{ |
|
FogColor3ub( clamp( (int)(rgb[0] * 255.0f), 0, 255 ), clamp( (int)(rgb[1] * 255.0f), 0, 255 ), clamp( (int)(rgb[2] * 255.0f), 0, 255 ) ); |
|
} |
|
|
|
void CMatQueuedRenderContext::FogColor3ub( unsigned char r, unsigned char g, unsigned char b ) |
|
{ |
|
m_FogColor.r = r; |
|
m_FogColor.g = g; |
|
m_FogColor.b = b; |
|
m_queue.QueueCall( m_pHardwareContext, &IMatRenderContext::FogColor3ub, r, g, b ); |
|
} |
|
|
|
void CMatQueuedRenderContext::FogColor3ubv( unsigned char const* rgb ) |
|
{ |
|
FogColor3ub( rgb[0], rgb[1], rgb[2] ); |
|
} |
|
|
|
void CMatQueuedRenderContext::GetFogColor( unsigned char *rgb ) |
|
{ |
|
rgb[0] = m_FogColor.r; |
|
rgb[1] = m_FogColor.g; |
|
rgb[2] = m_FogColor.b; |
|
} |
|
|
|
void CMatQueuedRenderContext::GetFogDistances( float *fStart, float *fEnd, float *fFogZ ) |
|
{ |
|
if( fStart ) |
|
*fStart = m_flFogStart; |
|
|
|
if( fEnd ) |
|
*fEnd = m_flFogEnd; |
|
|
|
if( fFogZ ) |
|
*fFogZ = m_flFogZ; |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// |
|
//----------------------------------------------------------------------------- |
|
void CMatQueuedRenderContext::GetViewport( int& x, int& y, int& width, int& height ) const |
|
{ |
|
// Verify valid top of RT stack |
|
Assert ( m_RenderTargetStack.Count() > 0 ); |
|
|
|
// Grab the top of stack |
|
const RenderTargetStackElement_t& element = m_RenderTargetStack.Top(); |
|
|
|
// If either dimension is negative, set to full bounds of current target |
|
if ( (element.m_nViewW < 0) || (element.m_nViewH < 0) ) |
|
{ |
|
// Viewport origin at target origin |
|
x = y = 0; |
|
|
|
// If target is back buffer |
|
if ( element.m_pRenderTargets[0] == NULL ) |
|
{ |
|
width = m_WidthBackBuffer; |
|
height = m_HeightBackBuffer; |
|
} |
|
else // if target is texture |
|
{ |
|
width = element.m_pRenderTargets[0]->GetActualWidth(); |
|
height = element.m_pRenderTargets[0]->GetActualHeight(); |
|
} |
|
} |
|
else // use the bounds from the stack directly |
|
{ |
|
x = element.m_nViewX; |
|
y = element.m_nViewY; |
|
width = element.m_nViewW; |
|
height = element.m_nViewH; |
|
} |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// |
|
//----------------------------------------------------------------------------- |
|
void CMatQueuedRenderContext::SyncToken( const char *p ) |
|
{ |
|
m_queue.QueueCall( m_pHardwareContext, &IMatRenderContext::SyncToken, CUtlEnvelope<const char *>( p ) ); |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// |
|
//----------------------------------------------------------------------------- |
|
IMesh* CMatQueuedRenderContext::GetDynamicMesh( bool buffered, IMesh* pVertexOverride, IMesh* pIndexOverride, IMaterial *pAutoBind ) |
|
{ |
|
if( pAutoBind ) |
|
Bind( pAutoBind, NULL ); |
|
|
|
if ( pVertexOverride && pIndexOverride ) |
|
{ |
|
// Use the new batch API |
|
DebuggerBreak(); |
|
return NULL; |
|
} |
|
|
|
if ( pVertexOverride ) |
|
{ |
|
if ( CompressionType( pVertexOverride->GetVertexFormat() ) != VERTEX_COMPRESSION_NONE ) |
|
{ |
|
// UNDONE: support compressed dynamic meshes if needed (pro: less VB memory, con: time spent compressing) |
|
DebuggerBreak(); |
|
return NULL; |
|
} |
|
} |
|
|
|
// For anything more than 1 bone, imply the last weight from the 1 - the sum of the others. |
|
int nCurrentBoneCount = GetCurrentNumBones(); |
|
Assert( nCurrentBoneCount <= 4 ); |
|
if ( nCurrentBoneCount > 1 ) |
|
{ |
|
--nCurrentBoneCount; |
|
} |
|
|
|
m_pQueuedMesh->OnGetDynamicMesh( 0, ( buffered ) ? MQM_BUFFERED : 0, pVertexOverride, pIndexOverride, GetCurrentMaterialInternal(), nCurrentBoneCount ); |
|
return m_pQueuedMesh; |
|
} |
|
|
|
IMesh* CMatQueuedRenderContext::GetDynamicMeshEx( VertexFormat_t vertexFormat, bool bBuffered, IMesh* pVertexOverride, IMesh* pIndexOverride, IMaterial *pAutoBind ) |
|
{ |
|
if( pAutoBind ) |
|
{ |
|
Bind( pAutoBind, NULL ); |
|
} |
|
|
|
if ( pVertexOverride && pIndexOverride ) |
|
{ |
|
// Use the new batch API |
|
DebuggerBreak(); |
|
return NULL; |
|
} |
|
|
|
if ( pVertexOverride ) |
|
{ |
|
if ( CompressionType( pVertexOverride->GetVertexFormat() ) != VERTEX_COMPRESSION_NONE ) |
|
{ |
|
// UNDONE: support compressed dynamic meshes if needed (pro: less VB memory, con: time spent compressing) |
|
DebuggerBreak(); |
|
return NULL; |
|
} |
|
} |
|
|
|
// For anything more than 1 bone, imply the last weight from the 1 - the sum of the others. |
|
int nCurrentBoneCount = GetCurrentNumBones(); |
|
Assert( nCurrentBoneCount <= 4 ); |
|
if ( nCurrentBoneCount > 1 ) |
|
{ |
|
--nCurrentBoneCount; |
|
} |
|
|
|
m_pQueuedMesh->OnGetDynamicMesh( vertexFormat, ( bBuffered ) ? MQM_BUFFERED : 0, pVertexOverride, pIndexOverride, GetCurrentMaterialInternal(), nCurrentBoneCount ); |
|
return m_pQueuedMesh; |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// |
|
//----------------------------------------------------------------------------- |
|
int CMatQueuedRenderContext::GetMaxVerticesToRender( IMaterial *pMaterial ) |
|
{ |
|
pMaterial = ((IMaterialInternal *)pMaterial)->GetRealTimeVersion(); //always work with the real time version of materials internally. |
|
|
|
MeshDesc_t temp; |
|
|
|
// Be conservative, assume no compression (in here, we don't know if the caller will used a compressed VB or not) |
|
// FIXME: allow the caller to specify which compression type should be used to compute size from the vertex format |
|
// (this can vary between multiple VBs/Meshes using the same material) |
|
VertexFormat_t materialFormat = pMaterial->GetVertexFormat() & ~VERTEX_FORMAT_COMPRESSED; |
|
g_pShaderAPI->ComputeVertexDescription( 0, materialFormat, temp ); |
|
|
|
int maxVerts = g_pShaderAPI->GetCurrentDynamicVBSize() / temp.m_ActualVertexSize; |
|
if ( maxVerts > 65535 ) |
|
{ |
|
maxVerts = 65535; |
|
} |
|
return maxVerts; |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// |
|
//----------------------------------------------------------------------------- |
|
void CMatQueuedRenderContext::GetMaxToRender( IMesh *pMesh, bool bMaxUntilFlush, int *pMaxVerts, int *pMaxIndices ) |
|
{ |
|
Assert( !bMaxUntilFlush ); |
|
*pMaxVerts = g_pShaderAPI->GetCurrentDynamicVBSize() / m_pQueuedMesh->GetVertexSize(); |
|
if ( *pMaxVerts > 65535 ) |
|
{ |
|
*pMaxVerts = 65535; |
|
} |
|
*pMaxIndices = INDEX_BUFFER_SIZE; |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// |
|
//----------------------------------------------------------------------------- |
|
IMesh *CMatQueuedRenderContext::GetFlexMesh() |
|
{ |
|
m_pQueuedMesh->OnGetDynamicMesh( 0, MQM_FLEX, NULL, NULL, NULL, 0 ); |
|
return m_pQueuedMesh; |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// |
|
//----------------------------------------------------------------------------- |
|
OcclusionQueryObjectHandle_t CMatQueuedRenderContext::CreateOcclusionQueryObject() |
|
{ |
|
OcclusionQueryObjectHandle_t h = g_pOcclusionQueryMgr->CreateOcclusionQueryObject(); |
|
m_queue.QueueCall( g_pOcclusionQueryMgr, &COcclusionQueryMgr::OnCreateOcclusionQueryObject, h ); |
|
return h; |
|
} |
|
|
|
int CMatQueuedRenderContext::OcclusionQuery_GetNumPixelsRendered( OcclusionQueryObjectHandle_t h ) |
|
{ |
|
m_queue.QueueCall( g_pOcclusionQueryMgr, &COcclusionQueryMgr::OcclusionQuery_IssueNumPixelsRenderedQuery, h ); |
|
return g_pOcclusionQueryMgr->OcclusionQuery_GetNumPixelsRendered( h, false ); |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// |
|
//----------------------------------------------------------------------------- |
|
void CMatQueuedRenderContext::SetFlashlightState( const FlashlightState_t &s, const VMatrix &m ) |
|
{ |
|
m_queue.QueueCall( m_pHardwareContext, &IMatRenderContext::SetFlashlightState, RefToVal( s ), RefToVal( m ) ); |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// |
|
//----------------------------------------------------------------------------- |
|
bool CMatQueuedRenderContext::EnableClipping( bool bEnable ) |
|
{ |
|
m_queue.QueueCall( m_pHardwareContext, &IMatRenderContext::EnableClipping, bEnable ); |
|
return BaseClass::EnableClipping( bEnable ); |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// |
|
//----------------------------------------------------------------------------- |
|
void CMatQueuedRenderContext::UserClipTransform( const VMatrix &m ) |
|
{ |
|
m_queue.QueueCall( m_pHardwareContext, &IMatRenderContext::UserClipTransform, RefToVal( m ) ); |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// |
|
//----------------------------------------------------------------------------- |
|
void CMatQueuedRenderContext::GetWindowSize( int &width, int &height ) const |
|
{ |
|
width = m_WidthBackBuffer; |
|
height = m_HeightBackBuffer; |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// |
|
//----------------------------------------------------------------------------- |
|
void CMatQueuedRenderContext::DrawScreenSpaceRectangle( |
|
IMaterial *pMaterial, |
|
int destx, int desty, |
|
int width, int height, |
|
float src_texture_x0, float src_texture_y0, // which texel you want to appear at |
|
// destx/y |
|
float src_texture_x1, float src_texture_y1, // which texel you want to appear at |
|
// destx+width-1, desty+height-1 |
|
int src_texture_width, int src_texture_height, // needed for fixup |
|
void *pClientRenderable, |
|
int nXDice, int nYDice ) // Amount to tessellate the quad |
|
{ |
|
IMaterial *pRealTimeVersionMaterial = ((IMaterialInternal *)pMaterial)->GetRealTimeVersion(); |
|
pRealTimeVersionMaterial->CallBindProxy( pClientRenderable ); |
|
m_queue.QueueCall( m_pHardwareContext, &IMatRenderContext::DrawScreenSpaceRectangle, pMaterial, destx, desty, width, height, src_texture_x0, src_texture_y0, src_texture_x1, src_texture_y1, src_texture_width, src_texture_height, pClientRenderable, nXDice, nYDice ); |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// |
|
//----------------------------------------------------------------------------- |
|
void CMatQueuedRenderContext::LoadBoneMatrix( int i, const matrix3x4_t &m ) |
|
{ |
|
m_queue.QueueCall( m_pHardwareContext, &IMatRenderContext::LoadBoneMatrix, i, RefToVal( m ) ); |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// |
|
//----------------------------------------------------------------------------- |
|
void CMatQueuedRenderContext::CopyRenderTargetToTextureEx( ITexture *pTexture, int i, Rect_t *pSrc, Rect_t *pDst ) |
|
{ |
|
m_queue.QueueCall( m_pHardwareContext, &IMatRenderContext::CopyRenderTargetToTextureEx, pTexture, i, CUtlEnvelope<Rect_t>(pSrc), CUtlEnvelope<Rect_t>(pDst) ); |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// |
|
//----------------------------------------------------------------------------- |
|
void CMatQueuedRenderContext::CopyTextureToRenderTargetEx( int i, ITexture *pTexture, Rect_t *pSrc, Rect_t *pDst ) |
|
{ |
|
m_queue.QueueCall( m_pHardwareContext, &IMatRenderContext::CopyTextureToRenderTargetEx, i, pTexture, CUtlEnvelope<Rect_t>(pSrc), CUtlEnvelope<Rect_t>(pDst) ); |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// |
|
//----------------------------------------------------------------------------- |
|
bool CMatQueuedRenderContext::OnDrawMesh( IMesh *pMesh, int firstIndex, int numIndices ) |
|
{ |
|
void (IMesh::*pfnDraw)( int, int) = &IMesh::Draw; // need assignment to disambiguate overloaded function |
|
m_queue.QueueCall( pMesh, pfnDraw, firstIndex, numIndices ); |
|
return false; |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// |
|
//----------------------------------------------------------------------------- |
|
bool CMatQueuedRenderContext::OnDrawMesh( IMesh *pMesh, CPrimList *pLists, int nLists ) |
|
{ |
|
CMatRenderData< CPrimList > rdPrimList( this, nLists, pLists ); |
|
m_queue.QueueCall( this, &CMatQueuedRenderContext::DeferredDrawPrimList, pMesh, rdPrimList.Base(), nLists ); |
|
return false; |
|
} |
|
|
|
void CMatQueuedRenderContext::DeferredDrawPrimList( IMesh *pMesh, CPrimList *pLists, int nLists ) |
|
{ |
|
pMesh->Draw( pLists, nLists ); |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// |
|
//----------------------------------------------------------------------------- |
|
void CMatQueuedRenderContext::DeferredSetFlexMesh( IMesh *pStaticMesh, int nVertexOffsetInBytes ) |
|
{ |
|
pStaticMesh->SetFlexMesh( m_pQueuedMesh->GetActualMesh(), m_pQueuedMesh->GetActualVertexOffsetInBytes() ); |
|
} |
|
|
|
bool CMatQueuedRenderContext::OnSetFlexMesh( IMesh *pStaticMesh, IMesh *pMesh, int nVertexOffsetInBytes ) |
|
{ |
|
Assert( pMesh == m_pQueuedMesh || !pMesh ); |
|
if ( pMesh ) |
|
{ |
|
m_pQueuedMesh->QueueBuild(); |
|
m_queue.QueueCall( this, &CMatQueuedRenderContext::DeferredSetFlexMesh, pStaticMesh, nVertexOffsetInBytes ); |
|
} |
|
else |
|
{ |
|
m_queue.QueueCall( pStaticMesh, &IMesh::SetFlexMesh, (IMesh *)NULL, 0 ); |
|
} |
|
return false; |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// |
|
//----------------------------------------------------------------------------- |
|
bool CMatQueuedRenderContext::OnSetColorMesh( IMesh *pStaticMesh, IMesh *pMesh, int nVertexOffsetInBytes ) |
|
{ |
|
m_queue.QueueCall( pStaticMesh, &IMesh::SetColorMesh, pMesh, nVertexOffsetInBytes ); |
|
return false; |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// |
|
//----------------------------------------------------------------------------- |
|
bool CMatQueuedRenderContext::OnSetPrimitiveType( IMesh *pMesh, MaterialPrimitiveType_t type ) |
|
{ |
|
m_queue.QueueCall( pMesh, &IMesh::SetPrimitiveType, type ); |
|
return false; |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// |
|
//----------------------------------------------------------------------------- |
|
bool CMatQueuedRenderContext::OnFlushBufferedPrimitives() |
|
{ |
|
m_queue.QueueCall( g_pShaderAPI, &IShaderAPI::FlushBufferedPrimitives ); |
|
return false; |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// |
|
//----------------------------------------------------------------------------- |
|
inline void CMatQueuedRenderContext::QueueMatrixSync() |
|
{ |
|
void (IMatRenderContext::*pfnLoadMatrix)( const VMatrix & ) = &IMatRenderContext::LoadMatrix; // need assignment to disambiguate overloaded function |
|
m_queue.QueueCall( m_pHardwareContext, pfnLoadMatrix, RefToVal( AccessCurrentMatrix() ) ); |
|
} |
|
|
|
void CMatQueuedRenderContext::MatrixMode( MaterialMatrixMode_t mode ) |
|
{ |
|
CMatRenderContextBase::MatrixMode( mode ); |
|
m_queue.QueueCall( m_pHardwareContext, &IMatRenderContext::MatrixMode, mode ); |
|
} |
|
|
|
void CMatQueuedRenderContext::PushMatrix() |
|
{ |
|
CMatRenderContextBase::PushMatrix(); |
|
m_queue.QueueCall( m_pHardwareContext, &IMatRenderContext::PushMatrix ); |
|
} |
|
|
|
void CMatQueuedRenderContext::PopMatrix() |
|
{ |
|
CMatRenderContextBase::PopMatrix(); |
|
m_queue.QueueCall( m_pHardwareContext, &IMatRenderContext::PopMatrix ); |
|
} |
|
|
|
void CMatQueuedRenderContext::LoadMatrix( const VMatrix& matrix ) |
|
{ |
|
CMatRenderContextBase::LoadMatrix( matrix ); |
|
QueueMatrixSync(); |
|
} |
|
|
|
void CMatQueuedRenderContext::LoadMatrix( const matrix3x4_t& matrix ) |
|
{ |
|
CMatRenderContextBase::LoadMatrix( matrix ); |
|
QueueMatrixSync(); |
|
} |
|
|
|
void CMatQueuedRenderContext::MultMatrix( const VMatrix& matrix ) |
|
{ |
|
CMatRenderContextBase::MultMatrix( matrix ); |
|
QueueMatrixSync(); |
|
} |
|
|
|
void CMatQueuedRenderContext::MultMatrix( const matrix3x4_t& matrix ) |
|
{ |
|
CMatRenderContextBase::MultMatrix( VMatrix( matrix ) ); |
|
QueueMatrixSync(); |
|
} |
|
|
|
void CMatQueuedRenderContext::MultMatrixLocal( const VMatrix& matrix ) |
|
{ |
|
CMatRenderContextBase::MultMatrixLocal( matrix ); |
|
QueueMatrixSync(); |
|
} |
|
|
|
void CMatQueuedRenderContext::MultMatrixLocal( const matrix3x4_t& matrix ) |
|
{ |
|
CMatRenderContextBase::MultMatrixLocal( VMatrix( matrix ) ); |
|
QueueMatrixSync(); |
|
} |
|
|
|
void CMatQueuedRenderContext::LoadIdentity() |
|
{ |
|
CMatRenderContextBase::LoadIdentity(); |
|
m_queue.QueueCall( m_pHardwareContext, &IMatRenderContext::LoadIdentity ); |
|
} |
|
|
|
void CMatQueuedRenderContext::Ortho( double left, double top, double right, double bottom, double zNear, double zFar ) |
|
{ |
|
CMatRenderContextBase::Ortho( left, top, right, bottom, zNear, zFar ); |
|
QueueMatrixSync(); |
|
} |
|
|
|
void CMatQueuedRenderContext::PerspectiveX( double flFovX, double flAspect, double flZNear, double flZFar ) |
|
{ |
|
CMatRenderContextBase::PerspectiveX( flFovX, flAspect, flZNear, flZFar ); |
|
QueueMatrixSync(); |
|
} |
|
|
|
void CMatQueuedRenderContext::PerspectiveOffCenterX( double flFovX, double flAspect, double flZNear, double flZFar, double bottom, double top, double left, double right ) |
|
{ |
|
CMatRenderContextBase::PerspectiveOffCenterX( flFovX, flAspect, flZNear, flZFar, bottom, top, left, right ); |
|
QueueMatrixSync(); |
|
} |
|
|
|
void CMatQueuedRenderContext::PickMatrix( int x, int y, int nWidth, int nHeight ) |
|
{ |
|
CMatRenderContextBase::PickMatrix( x, y, nWidth, nHeight ); |
|
QueueMatrixSync(); |
|
} |
|
|
|
void CMatQueuedRenderContext::Rotate( float flAngle, float x, float y, float z ) |
|
{ |
|
CMatRenderContextBase::Rotate( flAngle, x, y, z ); |
|
QueueMatrixSync(); |
|
} |
|
|
|
void CMatQueuedRenderContext::Translate( float x, float y, float z ) |
|
{ |
|
CMatRenderContextBase::Translate( x, y, z ); |
|
QueueMatrixSync(); |
|
} |
|
|
|
void CMatQueuedRenderContext::Scale( float x, float y, float z ) |
|
{ |
|
CMatRenderContextBase::Scale( x, y, z ); |
|
QueueMatrixSync(); |
|
} |
|
|
|
void CMatQueuedRenderContext::BeginBatch( IMesh* pIndices ) |
|
{ |
|
Assert( pIndices == (IMesh *)m_pQueuedMesh ); |
|
m_queue.QueueCall( this, &CMatQueuedRenderContext::DeferredBeginBatch, m_pQueuedMesh->GetIndexData(), m_pQueuedMesh->IndexCount() ); |
|
m_pQueuedMesh->DetachBuffers(); |
|
} |
|
|
|
void CMatQueuedRenderContext::BindBatch( IMesh* pVertices, IMaterial *pAutoBind ) |
|
{ |
|
Assert( pVertices != (IMesh *)m_pQueuedMesh ); |
|
m_queue.QueueCall( m_pHardwareContext, &IMatRenderContext::BindBatch, pVertices, pAutoBind ); |
|
} |
|
|
|
void CMatQueuedRenderContext::DrawBatch(int firstIndex, int numIndices ) |
|
{ |
|
m_queue.QueueCall( m_pHardwareContext, &IMatRenderContext::DrawBatch, firstIndex, numIndices ); |
|
} |
|
|
|
void CMatQueuedRenderContext::EndBatch() |
|
{ |
|
m_queue.QueueCall( m_pHardwareContext, &IMatRenderContext::EndBatch ); |
|
} |
|
|
|
void CMatQueuedRenderContext::DeferredBeginBatch( uint16 *pIndexData, int nIndices ) |
|
{ |
|
m_pQueuedMesh->DeferredGetDynamicMesh( 0, false, NULL, NULL, NULL ); |
|
m_pQueuedMesh->ExecuteDefferredBuild( NULL, 0, 0, pIndexData, nIndices ); |
|
m_pHardwareContext->BeginBatch( m_pQueuedMesh->DetachActualMesh() ); |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Memory allocation calls for queued mesh, et. al. |
|
//----------------------------------------------------------------------------- |
|
byte *CMatQueuedRenderContext::AllocVertices( int nVerts, int nVertexSize ) |
|
{ |
|
MEM_ALLOC_CREDIT(); |
|
|
|
#if defined(_WIN32) && !defined(_X360) |
|
const byte *pNextAlloc = (const byte *)(m_Vertices.GetBase()) + m_Vertices.GetUsed() + AlignValue( nVerts * nVertexSize, 16 ); |
|
const byte *pCommitLimit = (const byte *)(m_Vertices.GetBase()) + m_Vertices.GetSize(); |
|
#endif |
|
|
|
void *pResult = m_Vertices.Alloc( nVerts * nVertexSize, false ); |
|
#if defined(_WIN32) && !defined(_X360) |
|
if ( !pResult ) |
|
{ |
|
// Force a crash with useful minidump info in the registers. |
|
uint64 status = 0x31415926; |
|
|
|
// Print some information to the console so that it's picked up in the minidump comment. |
|
Msg( "AllocVertices( %d, %d ) on %p failed. m_Vertices is based at %p with a size of 0x%x.\n", nVerts, nVertexSize, this, m_Vertices.GetBase(), m_Vertices.GetSize() ); |
|
Msg( "%d vertices used.\n", m_Vertices.GetUsed() ); |
|
if ( pNextAlloc > pCommitLimit ) |
|
{ |
|
Msg( "VirtualAlloc would have been called. %p > %p.\n", pNextAlloc, pCommitLimit ); |
|
|
|
const byte *pNewCommitLimit = AlignValue( pNextAlloc, 128 * 1024 ); |
|
const uint32 commitSize = pNewCommitLimit - pCommitLimit; |
|
const void *pRet = VirtualAlloc( (void *)pCommitLimit, commitSize, MEM_COMMIT, PAGE_READWRITE ); |
|
if ( !pRet ) |
|
status = GetLastError(); |
|
|
|
Msg( "VirtualAlloc( %p, %d ) returned %p on repeat. VirtualAlloc %s with code %x.\n", pCommitLimit, commitSize, pRet, (pRet != NULL) ? "succeeded" : "failed", (uint32) status ); |
|
} |
|
else |
|
{ |
|
Msg( "VirtualAlloc would not have been called. %p <= %p.\n", pNextAlloc, pCommitLimit ); |
|
} |
|
|
|
// Now crash. |
|
*(volatile uint64 *)0 = status << 32 | m_Vertices.GetUsed(); |
|
} |
|
#endif |
|
return (byte *) pResult; |
|
} |
|
|
|
uint16 *CMatQueuedRenderContext::AllocIndices( int nIndices ) |
|
{ |
|
MEM_ALLOC_CREDIT(); |
|
|
|
#if defined(_WIN32) && !defined(_X360) |
|
const byte *pNextAlloc = (const byte *)(m_Indices.GetBase()) + m_Indices.GetUsed() + AlignValue( nIndices * sizeof(uint16), 16 ); |
|
const byte *pCommitLimit = (const byte *)(m_Indices.GetBase()) + m_Indices.GetSize(); |
|
#endif |
|
|
|
void *pResult = m_Indices.Alloc( nIndices * sizeof(uint16), false ); |
|
#if defined(_WIN32) && !defined(_X360) |
|
if ( !pResult ) |
|
{ |
|
// Force a crash with useful minidump info in the registers. |
|
uint64 status = 0x31415926; |
|
|
|
// Print some information to the console so that it's picked up in the minidump comment. |
|
Msg( "AllocIndices( %d ) on %p failed. m_Indices is based at %p with a size of 0x%x.\n", nIndices, this, m_Indices.GetBase(), m_Indices.GetSize() ); |
|
Msg( "%d indices used.\n", m_Indices.GetUsed() ); |
|
if ( pNextAlloc > pCommitLimit ) |
|
{ |
|
Msg( "VirtualAlloc would have been called. %p > %p.\n", pNextAlloc, pCommitLimit ); |
|
|
|
const byte *pNewCommitLimit = AlignValue( pNextAlloc, 128 * 1024 ); |
|
const uint32 commitSize = pNewCommitLimit - pCommitLimit; |
|
const void *pRet = VirtualAlloc( (void *)pCommitLimit, commitSize, MEM_COMMIT, PAGE_READWRITE ); |
|
if ( !pRet ) |
|
status = GetLastError(); |
|
|
|
Msg( "VirtualAlloc( %p, %d ) returned %p on repeat. VirtualAlloc %s with code %x.\n", pCommitLimit, commitSize, pRet, (pRet != NULL) ? "succeeded" : "failed", (uint32) status ); |
|
} |
|
else |
|
{ |
|
Msg( "VirtualAlloc would not have been called. %p <= %p.\n", pNextAlloc, pCommitLimit ); |
|
} |
|
|
|
// Now crash. |
|
*(volatile uint64 *)0 = status << 32 | m_Indices.GetUsed(); |
|
} |
|
#endif |
|
return (uint16 *) pResult; |
|
} |
|
|
|
byte *CMatQueuedRenderContext::ReallocVertices( byte *pVerts, int nVertsOld, int nVertsNew, int nVertexSize ) |
|
{ |
|
Assert( nVertsNew <= nVertsOld ); |
|
|
|
if ( nVertsNew < nVertsOld ) |
|
{ |
|
unsigned nBytes = ( ( nVertsOld - nVertsNew ) * nVertexSize ); |
|
m_Vertices.FreeToAllocPoint( AlignValue( m_Vertices.GetCurrentAllocPoint() - nBytes, 16), false ); // memstacks 128 bit aligned |
|
} |
|
return pVerts; |
|
} |
|
|
|
uint16 *CMatQueuedRenderContext::ReallocIndices( uint16 *pIndices, int nIndicesOld, int nIndicesNew ) |
|
{ |
|
Assert( nIndicesNew <= nIndicesOld ); |
|
if ( nIndicesNew < nIndicesOld ) |
|
{ |
|
unsigned nBytes = ( ( nIndicesOld - nIndicesNew ) * sizeof(uint16) ); |
|
m_Indices.FreeToAllocPoint( AlignValue( m_Indices.GetCurrentAllocPoint() - nBytes, 16 ), false ); // memstacks 128 bit aligned |
|
} |
|
return pIndices; |
|
} |
|
|
|
void CMatQueuedRenderContext::FreeVertices( byte *pVerts, int nVerts, int nVertexSize ) |
|
{ |
|
// free at end of call dispatch |
|
} |
|
|
|
void CMatQueuedRenderContext::FreeIndices( uint16 *pIndices, int nIndices ) |
|
{ |
|
// free at end of call dispatch |
|
} |
|
|
|
|
|
|
|
//------------------------------------------------------------------------------ |
|
// Color correction related methods |
|
//------------------------------------------------------------------------------ |
|
ColorCorrectionHandle_t CMatQueuedRenderContext::AddLookup( const char *pName ) |
|
{ |
|
MaterialLock_t hLock = m_pMaterialSystem->Lock(); |
|
ColorCorrectionHandle_t hCC = ColorCorrectionSystem()->AddLookup( pName ); |
|
m_pMaterialSystem->Unlock( hLock ); |
|
return hCC; |
|
} |
|
|
|
bool CMatQueuedRenderContext::RemoveLookup( ColorCorrectionHandle_t handle ) |
|
{ |
|
MaterialLock_t hLock = m_pMaterialSystem->Lock(); |
|
bool bRemoved = ColorCorrectionSystem()->RemoveLookup( handle ); |
|
m_pMaterialSystem->Unlock( hLock ); |
|
return bRemoved; |
|
} |
|
|
|
void CMatQueuedRenderContext::LockLookup( ColorCorrectionHandle_t handle ) |
|
{ |
|
MaterialLock_t hLock = m_pMaterialSystem->Lock(); |
|
ColorCorrectionSystem()->LockLookup( handle ); |
|
m_pMaterialSystem->Unlock( hLock ); |
|
} |
|
|
|
void CMatQueuedRenderContext::LoadLookup( ColorCorrectionHandle_t handle, const char *pLookupName ) |
|
{ |
|
MaterialLock_t hLock = m_pMaterialSystem->Lock(); |
|
ColorCorrectionSystem()->LoadLookup( handle, pLookupName ); |
|
m_pMaterialSystem->Unlock( hLock ); |
|
} |
|
|
|
void CMatQueuedRenderContext::UnlockLookup( ColorCorrectionHandle_t handle ) |
|
{ |
|
MaterialLock_t hLock = m_pMaterialSystem->Lock(); |
|
ColorCorrectionSystem()->UnlockLookup( handle ); |
|
m_pMaterialSystem->Unlock( hLock ); |
|
} |
|
|
|
// NOTE: These are synchronous calls! The rendering thread is stopped, the current queue is drained and the pixels are read |
|
// NOTE: We should also have a queued read pixels in the API for doing mid frame reads (as opposed to screenshots) |
|
void CMatQueuedRenderContext::ReadPixels( int x, int y, int width, int height, unsigned char *data, ImageFormat dstFormat ) |
|
{ |
|
EndRender(); |
|
MaterialLock_t hLock = m_pMaterialSystem->Lock(); |
|
this->CallQueued(false); |
|
g_pShaderAPI->ReadPixels( x, y, width, height, data, dstFormat ); |
|
m_pMaterialSystem->Unlock( hLock ); |
|
BeginRender(); |
|
} |
|
|
|
void CMatQueuedRenderContext::ReadPixelsAndStretch( Rect_t *pSrcRect, Rect_t *pDstRect, unsigned char *pBuffer, ImageFormat dstFormat, int nDstStride ) |
|
{ |
|
EndRender(); |
|
MaterialLock_t hLock = m_pMaterialSystem->Lock(); |
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this->CallQueued(false); |
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g_pShaderAPI->ReadPixels( pSrcRect, pDstRect, pBuffer, dstFormat, nDstStride ); |
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m_pMaterialSystem->Unlock( hLock ); |
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BeginRender(); |
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} |
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|
|
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