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1056 lines
32 KiB
1056 lines
32 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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// |
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// The copyright to the contents herein is the property of Valve, L.L.C. |
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// The contents may be used and/or copied only with the written permission of |
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// Valve, L.L.C., or in accordance with the terms and conditions stipulated in |
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// the agreement/contract under which the contents have been supplied. |
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// |
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// $Header: $ |
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// $NoKeywords: $ |
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// |
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// Material editor |
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//============================================================================= |
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#include <windows.h> |
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#include "appframework/tier2app.h" |
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#include "shaderapi/ishaderdevice.h" |
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#include "shaderapi/ishaderutil.h" |
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#include "shaderapi/ishaderapi.h" |
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#include "materialsystem/materialsystem_config.h" |
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#include "materialsystem/imaterialsystemhardwareconfig.h" |
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#include "vstdlib/random.h" |
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#include "filesystem.h" |
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#include "filesystem_init.h" |
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#include "tier0/icommandline.h" |
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#include "tier1/KeyValues.h" |
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#include "tier1/utlbuffer.h" |
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#include "tier1/lzmadecoder.h" |
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#include "materialsystem/imesh.h" |
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#include "materialsystem/shader_vcs_version.h" |
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#include "../utils/bzip2/bzlib.h" |
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class CShaderUtilTemp : public CBaseAppSystem< IShaderUtil > |
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{ |
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public: |
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// Method to allow clients access to the MaterialSystem_Config |
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virtual MaterialSystem_Config_t& GetConfig() |
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{ |
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static MaterialSystem_Config_t config; |
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return config; |
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} |
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// Allows us to convert image formats |
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virtual bool ConvertImageFormat( unsigned char *src, enum ImageFormat srcImageFormat, |
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unsigned char *dst, enum ImageFormat dstImageFormat, |
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int width, int height, int srcStride = 0, int dstStride = 0 ) |
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{ |
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return true; |
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} |
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// Figures out the amount of memory needed by a bitmap |
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virtual int GetMemRequired( int width, int height, int depth, ImageFormat format, bool mipmap ) |
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{ |
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return 0; |
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} |
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// Gets image format info |
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virtual const ImageFormatInfo_t& ImageFormatInfo( ImageFormat fmt ) const |
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{ |
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static ImageFormatInfo_t info; |
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return info; |
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} |
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// Allows us to set the default shadow state |
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virtual void SetDefaultShadowState() { } |
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// Allows us to set the default shader state |
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virtual void SetDefaultState( ) { } |
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// Bind standard textures |
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virtual void BindStandardTexture( Sampler_t stage, StandardTextureId_t id ) { } |
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virtual void BindStandardVertexTexture( VertexTextureSampler_t stage, StandardTextureId_t id ) { } |
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virtual void GetStandardTextureDimensions( int *pWidth, int *pHeight, StandardTextureId_t id ) { *pWidth = *pHeight = 0; } |
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// What are the lightmap dimensions? |
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virtual void GetLightmapDimensions( int *w, int *h ) { *w = *h = 0; } |
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// These methods are called when the shader must eject + restore HW memory |
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virtual void ReleaseShaderObjects() {} |
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virtual void RestoreShaderObjects( CreateInterfaceFn shaderFactory, int nChangeFlags = 0 ) {} |
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// Used to prevent meshes from drawing. |
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virtual bool IsInStubMode() { return false; } |
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virtual bool InFlashlightMode() const { return false; } |
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// For the shader API to shove the current version of aniso level into the |
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// "definitive" place (g_config) when the shader API decides to change it. |
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// Eventually, we should have a better system of who owns the definitive |
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// versions of config vars. |
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virtual void NoteAnisotropicLevel( int currentLevel ) {} |
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// NOTE: Stuff after this is added after shipping HL2. |
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// Are we rendering through the editor? |
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virtual bool InEditorMode() const { return false; } |
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// Gets the bound morph's vertex format; returns 0 if no morph is bound |
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virtual MorphFormat_t GetBoundMorphFormat() { return 0; } |
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virtual ITexture *GetRenderTargetEx( int nRenderTargetID ) { return 0; } |
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// Tells the material system to draw a buffer clearing quad |
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virtual void DrawClearBufferQuad( unsigned char r, unsigned char g, unsigned char b, unsigned char a, bool bClearColor, bool bClearAlpha, bool bClearDepth ) OVERRIDE {} |
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#if defined( _X360 ) |
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virtual void ReadBackBuffer( Rect_t *pSrcRect, Rect_t *pDstRect, unsigned char *pData, ImageFormat dstFormat, int nDstStride ) {} |
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#endif |
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// Calls from meshes to material system to handle queing/threading |
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virtual bool OnDrawMesh( IMesh *pMesh, int firstIndex, int numIndices ) { return false; } |
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virtual bool OnDrawMesh( IMesh *pMesh, CPrimList *pLists, int nLists ) { return false; } |
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virtual bool OnSetFlexMesh( IMesh *pStaticMesh, IMesh *pMesh, int nVertexOffsetInBytes ) { return false; } |
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virtual bool OnSetColorMesh( IMesh *pStaticMesh, IMesh *pMesh, int nVertexOffsetInBytes ) { return false; } |
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virtual bool OnSetPrimitiveType( IMesh *pMesh, MaterialPrimitiveType_t type ) { return false; } |
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virtual bool OnFlushBufferedPrimitives() { return false; } |
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virtual void SyncMatrices() {} |
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virtual void SyncMatrix( MaterialMatrixMode_t ) {} |
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virtual int MaxHWMorphBatchCount() const { return 0; } |
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virtual void GetCurrentColorCorrection( ShaderColorCorrectionInfo_t* pInfo ) |
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{ |
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pInfo->m_bIsEnabled = false; |
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pInfo->m_nLookupCount = 0; |
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pInfo->m_flDefaultWeight = 0.0f; |
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} |
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virtual void OnThreadEvent( uint32 threadEvent ) {} |
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ShaderAPITextureHandle_t GetShaderAPITextureBindHandle( ITexture *pTexture, int nFrame, int nTextureChannel ) { return 0; } |
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// Remove any materials from memory that aren't in use as determined |
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// by the IMaterial's reference count. |
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virtual void UncacheUnusedMaterials( bool bRecomputeStateSnapshots = false ) {} |
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virtual MaterialThreadMode_t GetThreadMode( ) { return MATERIAL_SINGLE_THREADED; } |
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virtual bool IsRenderThreadSafe( ) { return true; } |
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}; |
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static CShaderUtilTemp g_pTemp; |
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static IShaderDeviceMgr *g_pShaderDeviceMgr; |
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EXPOSE_SINGLE_INTERFACE_GLOBALVAR( CShaderUtilTemp, IShaderUtil, |
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SHADER_UTIL_INTERFACE_VERSION, g_pTemp ) |
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//----------------------------------------------------------------------------- |
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// Purpose: Warning/Msg call back through this API |
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// Input : type - |
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// *pMsg - |
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// Output : SpewRetval_t |
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//----------------------------------------------------------------------------- |
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SpewRetval_t SpewFunc( SpewType_t type, const char *pMsg ) |
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{ |
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if ( Plat_IsInDebugSession() ) |
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{ |
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OutputDebugString( pMsg ); |
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if ( type == SPEW_ASSERT ) |
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return SPEW_DEBUGGER; |
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} |
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return SPEW_CONTINUE; |
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} |
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//----------------------------------------------------------------------------- |
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// The application object |
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//----------------------------------------------------------------------------- |
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class CShaderAPITestApp : public CTier2SteamApp |
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{ |
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typedef CTier2SteamApp BaseClass; |
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public: |
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// Methods of IApplication |
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virtual bool Create(); |
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virtual bool PreInit( ); |
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virtual int Main(); |
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virtual void PostShutdown( ); |
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virtual void Destroy(); |
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virtual const char *GetAppName() { return "InputTest"; } |
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virtual bool AppUsesReadPixels() { return false; } |
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private: |
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// Window management |
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bool CreateAppWindow( const char *pTitle, bool bWindowed, int w, int h ); |
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// Sets up the game path |
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bool SetupSearchPaths(); |
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// Waits for a keypress |
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bool WaitForKeypress(); |
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// Displays information about all adapters |
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void DisplayAdapterInfo(); |
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// Sets the video mode |
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bool SetMode(); |
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// Creates really simple vertex + index buffers |
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void CreateSimpleBuffers( ShaderBufferType_t nVBType, ShaderBufferType_t nIBType, bool bBuffered ); |
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// Destroys the buffers |
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void DestroyBuffers(); |
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// Creates shaders |
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void CreateShaders( const char *pVShader, int nVBufLen, const char *pGShader, int nGBufLen, const char *pPShader, int nPBufLen ); |
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// Destroys the buffers |
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void DestroyShaders(); |
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// DrawUsingShaders |
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void TestColoredQuad( ShaderBufferType_t nVBType, ShaderBufferType_t nIBType, bool bBuffered ); |
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// Tests dynamic buffers |
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void TestDynamicBuffers(); |
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bool CreateDynamicCombos_Ver5( uint8 *pComboBuffer, bool bVertexShader ); |
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void LoadShaderFile( const char *pName, bool bVertexShader ); |
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HWND m_HWnd; |
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IShaderAPI *m_pShaderAPI; |
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IShaderDevice *m_pShaderDevice; |
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IIndexBuffer *m_pIndexBuffer; |
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IVertexBuffer *m_pVertexBuffer; |
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VertexShaderHandle_t m_hVertexShader; |
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GeometryShaderHandle_t m_hGeometryShader; |
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PixelShaderHandle_t m_hPixelShader; |
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}; |
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DEFINE_WINDOWED_STEAM_APPLICATION_OBJECT( CShaderAPITestApp ); |
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//----------------------------------------------------------------------------- |
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// Create all singleton systems |
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//----------------------------------------------------------------------------- |
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bool CShaderAPITestApp::Create() |
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{ |
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SpewOutputFunc( SpewFunc ); |
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bool bIsVistaOrHigher = false; |
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OSVERSIONINFO info; |
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info.dwOSVersionInfoSize = sizeof(OSVERSIONINFO); |
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if ( GetVersionEx( &info ) ) |
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{ |
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bIsVistaOrHigher = info.dwMajorVersion >= 6; |
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} |
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const char *pShaderDLL = CommandLine()->ParmValue( "-shaderdll" ); |
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if ( !pShaderDLL ) |
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{ |
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pShaderDLL = "shaderapidx10.dll"; |
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} |
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if ( !bIsVistaOrHigher && !Q_stricmp( pShaderDLL, "shaderapidx10.dll" ) ) |
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{ |
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pShaderDLL = "shaderapidx9.dll"; |
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} |
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AppModule_t module = LoadModule( pShaderDLL ); |
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if ( module == APP_MODULE_INVALID ) |
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{ |
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if ( module == APP_MODULE_INVALID ) |
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{ |
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pShaderDLL = "shaderapidx9.dll"; |
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module = LoadModule( pShaderDLL ); |
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if ( module == APP_MODULE_INVALID ) |
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{ |
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pShaderDLL = "shaderapiempty.dll"; |
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module = LoadModule( pShaderDLL ); |
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if ( module == APP_MODULE_INVALID ) |
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return false; |
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} |
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} |
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} |
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g_pShaderDeviceMgr = (IShaderDeviceMgr*)AddSystem( module, SHADER_DEVICE_MGR_INTERFACE_VERSION ); |
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// So that shaderapi can get ahold of our bogus IShaderUtil |
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module = LoadModule( Sys_GetFactoryThis() ); |
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AddSystem( module, SHADER_UTIL_INTERFACE_VERSION ); |
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return ( g_pShaderDeviceMgr != NULL ); |
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} |
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void CShaderAPITestApp::Destroy() |
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{ |
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} |
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//----------------------------------------------------------------------------- |
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// Window callback |
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//----------------------------------------------------------------------------- |
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static LRESULT CALLBACK ShaderAPITestWndProc( HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam ) |
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{ |
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switch( message ) |
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{ |
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case WM_DESTROY: |
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PostQuitMessage( 0 ); |
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break; |
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default: |
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return DefWindowProc( hWnd, message, wParam, lParam ); |
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} |
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return 0; |
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} |
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//----------------------------------------------------------------------------- |
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// Window management |
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//----------------------------------------------------------------------------- |
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bool CShaderAPITestApp::CreateAppWindow( const char *pTitle, bool bWindowed, int w, int h ) |
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{ |
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WNDCLASSEX wc; |
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memset( &wc, 0, sizeof( wc ) ); |
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wc.cbSize = sizeof( wc ); |
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wc.style = CS_OWNDC | CS_DBLCLKS; |
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wc.lpfnWndProc = ShaderAPITestWndProc; |
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wc.hInstance = (HINSTANCE)GetAppInstance(); |
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wc.lpszClassName = "Valve001"; |
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wc.hIcon = NULL; //LoadIcon( s_HInstance, MAKEINTRESOURCE( IDI_LAUNCHER ) ); |
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wc.hIconSm = wc.hIcon; |
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RegisterClassEx( &wc ); |
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// Note, it's hidden |
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DWORD style = WS_POPUP | WS_CLIPSIBLINGS; |
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if ( bWindowed ) |
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{ |
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// Give it a frame |
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style |= WS_OVERLAPPEDWINDOW; |
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style &= ~WS_THICKFRAME; |
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} |
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// Never a max box |
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style &= ~WS_MAXIMIZEBOX; |
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RECT windowRect; |
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windowRect.top = 0; |
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windowRect.left = 0; |
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windowRect.right = w; |
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windowRect.bottom = h; |
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// Compute rect needed for that size client area based on window style |
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AdjustWindowRectEx(&windowRect, style, FALSE, 0); |
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// Create the window |
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m_HWnd = CreateWindow( wc.lpszClassName, pTitle, style, 0, 0, |
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windowRect.right - windowRect.left, windowRect.bottom - windowRect.top, |
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NULL, NULL, (HINSTANCE)GetAppInstance(), NULL ); |
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if (!m_HWnd) |
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return false; |
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int CenterX, CenterY; |
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CenterX = (GetSystemMetrics(SM_CXSCREEN) - w) / 2; |
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CenterY = (GetSystemMetrics(SM_CYSCREEN) - h) / 2; |
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CenterX = (CenterX < 0) ? 0: CenterX; |
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CenterY = (CenterY < 0) ? 0: CenterY; |
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// In VCR modes, keep it in the upper left so mouse coordinates are always relative to the window. |
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SetWindowPos (m_HWnd, NULL, CenterX, CenterY, 0, 0, |
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SWP_NOSIZE | SWP_NOZORDER | SWP_SHOWWINDOW | SWP_DRAWFRAME); |
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return true; |
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} |
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//----------------------------------------------------------------------------- |
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// Sets up the game path |
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//----------------------------------------------------------------------------- |
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bool CShaderAPITestApp::SetupSearchPaths() |
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{ |
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if ( !BaseClass::SetupSearchPaths( NULL, false, true ) ) |
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return false; |
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g_pFullFileSystem->AddSearchPath( GetGameInfoPath(), "SKIN", PATH_ADD_TO_HEAD ); |
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return true; |
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} |
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//----------------------------------------------------------------------------- |
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// PreInit, PostShutdown |
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//----------------------------------------------------------------------------- |
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bool CShaderAPITestApp::PreInit( ) |
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{ |
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if ( !BaseClass::PreInit() ) |
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return false; |
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if (!g_pFullFileSystem || !g_pShaderDeviceMgr ) |
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return false; |
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// Add paths... |
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if ( !SetupSearchPaths() ) |
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return false; |
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const char *pArg; |
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int iWidth = 1024; |
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int iHeight = 768; |
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bool bWindowed = (CommandLine()->CheckParm( "-fullscreen" ) == NULL); |
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if (CommandLine()->CheckParm( "-width", &pArg )) |
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{ |
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iWidth = atoi( pArg ); |
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} |
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if (CommandLine()->CheckParm( "-height", &pArg )) |
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{ |
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iHeight = atoi( pArg ); |
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} |
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if (!CreateAppWindow( "Press a Key To Continue", bWindowed, iWidth, iHeight )) |
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return false; |
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return true; |
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} |
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void CShaderAPITestApp::PostShutdown( ) |
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{ |
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BaseClass::PostShutdown(); |
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} |
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//----------------------------------------------------------------------------- |
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// Waits for a keypress |
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//----------------------------------------------------------------------------- |
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bool CShaderAPITestApp::WaitForKeypress() |
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{ |
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MSG msg = {0}; |
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while( WM_QUIT != msg.message ) |
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{ |
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if( PeekMessage( &msg, NULL, 0, 0, PM_REMOVE ) ) |
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{ |
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TranslateMessage( &msg ); |
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DispatchMessage( &msg ); |
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} |
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if ( msg.message == WM_KEYDOWN ) |
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return true; |
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} |
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return false; |
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} |
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//----------------------------------------------------------------------------- |
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// Displays adapter information |
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//----------------------------------------------------------------------------- |
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void CShaderAPITestApp::DisplayAdapterInfo() |
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{ |
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int nAdapterCount = g_pShaderDeviceMgr->GetAdapterCount(); |
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for ( int i = 0; i < nAdapterCount; ++i ) |
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{ |
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MaterialAdapterInfo_t info; |
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g_pShaderDeviceMgr->GetAdapterInfo( i, info ); |
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Msg( "Adapter %d\n", i ); |
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Msg( "\tName: %s\n\tVendor: 0x%X\n\tDevice: 0x%X\n\tSubSystem: 0x%X\n\tRevision: 0x%X\n\tRecommended DX Level: %d\n\tMax DX Level: %d\n", |
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info.m_pDriverName, info.m_VendorID, info.m_DeviceID, info.m_SubSysID, info.m_Revision, info.m_nDXSupportLevel, info.m_nMaxDXSupportLevel ); |
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CUtlBuffer buf( 0, 0, CUtlBuffer::TEXT_BUFFER ); |
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KeyValues *pConfiguration = new KeyValues( "Config" ); |
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g_pShaderDeviceMgr->GetRecommendedConfigurationInfo( i, info.m_nDXSupportLevel, pConfiguration ); |
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pConfiguration->RecursiveSaveToFile( buf, 1 ); |
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Msg( "\tConfiguration:\n%s", ( const char * )buf.Base() ); |
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Msg( "\n" ); |
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int nModeCount = g_pShaderDeviceMgr->GetModeCount( i ); |
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Msg( "\tMode Count : %d\n", nModeCount ); |
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for ( int j = 0; j < nModeCount; ++j ) |
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{ |
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ShaderDisplayMode_t mode; |
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g_pShaderDeviceMgr->GetModeInfo( &mode, i, j ); |
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Msg( "\t\tH: %5d W: %5d Format: %3d Refresh %3d/%3d\n", |
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mode.m_nWidth, mode.m_nHeight, mode.m_Format, mode.m_nRefreshRateNumerator, mode.m_nRefreshRateDenominator ); |
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} |
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} |
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} |
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//----------------------------------------------------------------------------- |
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// Sets the video mode |
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//----------------------------------------------------------------------------- |
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bool CShaderAPITestApp::SetMode() |
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{ |
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int nAdapterCount = g_pShaderDeviceMgr->GetAdapterCount(); |
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int nAdapter = CommandLine()->ParmValue( "-adapter", 0 ); |
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if ( nAdapter >= nAdapterCount ) |
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{ |
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Warning( "Specified too high an adapter number on the command-line (%d/%d)!\n", nAdapter, nAdapterCount ); |
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return false; |
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} |
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ShaderDeviceInfo_t mode; |
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mode.m_DisplayMode.m_nWidth = 1024; |
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mode.m_DisplayMode.m_nHeight = 768; |
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mode.m_DisplayMode.m_Format = IMAGE_FORMAT_BGRA8888; |
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mode.m_DisplayMode.m_nRefreshRateNumerator = 60; |
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mode.m_DisplayMode.m_nRefreshRateDenominator = 1; |
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mode.m_bWindowed = true; |
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mode.m_nBackBufferCount = 1; |
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CreateInterfaceFn shaderFactory = g_pShaderDeviceMgr->SetMode( m_HWnd, nAdapter, mode ); |
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if ( !shaderFactory ) |
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{ |
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Warning( "Unable to set mode!\n" ); |
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return false; |
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} |
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m_pShaderAPI = (IShaderAPI*)shaderFactory( SHADERAPI_INTERFACE_VERSION, NULL ); |
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m_pShaderDevice = (IShaderDevice*)shaderFactory( SHADER_DEVICE_INTERFACE_VERSION, NULL ); |
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if ( !m_pShaderAPI || !m_pShaderDevice ) |
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{ |
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Warning( "Unable to get IShaderAPI or IShaderDevice interface!\n" ); |
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return false; |
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} |
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return true; |
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} |
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//----------------------------------------------------------------------------- |
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// Creates really simple vertex + index buffers |
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//----------------------------------------------------------------------------- |
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void CShaderAPITestApp::CreateSimpleBuffers( ShaderBufferType_t nVBType, ShaderBufferType_t nIBType, bool bBuffered ) |
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{ |
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VertexFormat_t fmt = VERTEX_POSITION | VERTEX_NORMAL | VERTEX_COLOR; |
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if ( IsDynamicBufferType( nVBType ) ) |
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{ |
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m_pVertexBuffer = m_pShaderDevice->CreateVertexBuffer( |
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nVBType, VERTEX_FORMAT_UNKNOWN, 1024, "test" ); |
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} |
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else |
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{ |
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m_pVertexBuffer = m_pShaderDevice->CreateVertexBuffer( |
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nVBType, fmt, 4, "test" ); |
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} |
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static unsigned char s_pColors[4][4] = |
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{ |
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{ 255, 0, 0, 255 }, |
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{ 0, 255, 0, 255 }, |
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{ 0, 0, 255, 255 }, |
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{ 255, 255, 255, 255 }, |
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}; |
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static int nCount = 0; |
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CVertexBuilder vb( m_pVertexBuffer, fmt ); |
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vb.Lock( 4 ); |
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vb.Position3f( -1.0f, -1.0f, 0.5f ); |
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vb.Normal3f( 0.0f, 0.0f, 1.0f ); |
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vb.Color4ubv( s_pColors[nCount++ % 4] ); |
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vb.AdvanceVertex(); |
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vb.Position3f( 1.0f, -1.0f, 0.5f ); |
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vb.Normal3f( 0.0f, 0.0f, 1.0f ); |
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vb.Color4ubv( s_pColors[nCount++ % 4] ); |
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vb.AdvanceVertex(); |
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vb.Position3f( 1.0f, 1.0f, 0.5f ); |
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vb.Normal3f( 0.0f, 0.0f, 1.0f ); |
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vb.Color4ubv( s_pColors[nCount++ % 4] ); |
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vb.AdvanceVertex(); |
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|
|
vb.Position3f( -1.0f, 1.0f, 0.5f ); |
|
vb.Normal3f( 0.0f, 0.0f, 1.0f ); |
|
vb.Color4ubv( s_pColors[nCount++ % 4] ); |
|
vb.AdvanceVertex(); |
|
|
|
vb.SpewData( ); |
|
vb.Unlock( ); |
|
|
|
++nCount; |
|
|
|
if ( IsDynamicBufferType( nIBType ) ) |
|
{ |
|
m_pIndexBuffer = m_pShaderDevice->CreateIndexBuffer( nIBType, MATERIAL_INDEX_FORMAT_UNKNOWN, 64, "test" ); |
|
} |
|
else |
|
{ |
|
m_pIndexBuffer = m_pShaderDevice->CreateIndexBuffer( nIBType, MATERIAL_INDEX_FORMAT_16BIT, 6, "test" ); |
|
} |
|
CIndexBuilder ib( m_pIndexBuffer, MATERIAL_INDEX_FORMAT_16BIT ); |
|
|
|
ib.Lock( 6, 0 ); |
|
ib.FastIndex( 0 ); |
|
ib.FastIndex( 2 ); |
|
ib.FastIndex( 1 ); |
|
ib.FastIndex( 0 ); |
|
ib.FastIndex( 3 ); |
|
ib.FastIndex( 2 ); |
|
ib.SpewData(); |
|
ib.Unlock( ); |
|
|
|
m_pShaderAPI->BindVertexBuffer( 0, m_pVertexBuffer, vb.Offset(), 0, vb.TotalVertexCount(), fmt ); |
|
m_pShaderAPI->BindIndexBuffer( m_pIndexBuffer, ib.Offset() ); |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Destroys the buffers |
|
//----------------------------------------------------------------------------- |
|
void CShaderAPITestApp::DestroyBuffers() |
|
{ |
|
if ( m_pVertexBuffer ) |
|
{ |
|
m_pShaderDevice->DestroyVertexBuffer( m_pVertexBuffer ); |
|
m_pVertexBuffer = NULL; |
|
} |
|
|
|
if ( m_pIndexBuffer ) |
|
{ |
|
m_pShaderDevice->DestroyIndexBuffer( m_pIndexBuffer ); |
|
m_pIndexBuffer = NULL; |
|
} |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// shader programs |
|
//----------------------------------------------------------------------------- |
|
static const char s_pSimpleVertexShader[] = |
|
"struct VS_INPUT " |
|
"{ " |
|
" float3 vPos : POSITION0; " |
|
" float4 vColor : COLOR0; " |
|
"}; " |
|
" " |
|
"struct VS_OUTPUT " |
|
"{ " |
|
" float4 projPos : POSITION0; " |
|
" float4 vertexColor : COLOR0; " |
|
"}; " |
|
" " |
|
"VS_OUTPUT main( const VS_INPUT v ) " |
|
"{ " |
|
" VS_OUTPUT o = ( VS_OUTPUT )0; " |
|
" " |
|
" o.projPos.xyz = v.vPos; " |
|
" o.projPos.w = 1.0f; " |
|
" o.vertexColor = v.vColor; " |
|
" return o; " |
|
"} " |
|
""; |
|
|
|
static const char s_pSimplePixelShader[] = |
|
"struct PS_INPUT " |
|
"{ " |
|
" float4 projPos : POSITION0; " |
|
" float4 vColor : COLOR0; " |
|
"}; " |
|
" " |
|
"float4 main( const PS_INPUT i ) : COLOR " |
|
"{ " |
|
" return i.vColor; " |
|
"} " |
|
""; |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Create, destroy shaders |
|
//----------------------------------------------------------------------------- |
|
void CShaderAPITestApp::CreateShaders( const char *pVShader, int nVBufLen, const char *pGShader, int nGBufLen, const char *pPShader, int nPBufLen ) |
|
{ |
|
const char *pVertexShaderVersion = g_pMaterialSystemHardwareConfig->GetDXSupportLevel() == 100 ? "vs_4_0" : "vs_2_0"; |
|
const char *pPixelShaderVersion = g_pMaterialSystemHardwareConfig->GetDXSupportLevel() == 100 ? "ps_4_0" : "ps_2_0"; |
|
|
|
// Compile shaders |
|
m_hVertexShader = m_pShaderDevice->CreateVertexShader( pVShader, nVBufLen, pVertexShaderVersion ); |
|
Assert( m_hVertexShader != VERTEX_SHADER_HANDLE_INVALID ); |
|
|
|
m_hGeometryShader = GEOMETRY_SHADER_HANDLE_INVALID; |
|
if ( g_pMaterialSystemHardwareConfig->GetDXSupportLevel() >= 100 ) |
|
{ |
|
// m_hGeometryShader = m_pShaderDevice->CreateGeometryShader( pGShader, nGBufLen, "gs_4_0" ); |
|
// Assert( m_hGeometryShader != GEOMETRY_SHADER_HANDLE_INVALID ); |
|
} |
|
|
|
m_hPixelShader = m_pShaderDevice->CreatePixelShader( pPShader, nPBufLen, pPixelShaderVersion ); |
|
Assert( m_hPixelShader != PIXEL_SHADER_HANDLE_INVALID ); |
|
|
|
m_pShaderAPI->BindVertexShader( m_hVertexShader ); |
|
m_pShaderAPI->BindGeometryShader( m_hGeometryShader ); |
|
m_pShaderAPI->BindPixelShader( m_hPixelShader ); |
|
} |
|
|
|
void CShaderAPITestApp::DestroyShaders() |
|
{ |
|
m_pShaderDevice->DestroyVertexShader( m_hVertexShader ); |
|
m_pShaderDevice->DestroyGeometryShader( m_hGeometryShader ); |
|
m_pShaderDevice->DestroyPixelShader( m_hPixelShader ); |
|
|
|
m_hVertexShader = VERTEX_SHADER_HANDLE_INVALID; |
|
m_hGeometryShader = GEOMETRY_SHADER_HANDLE_INVALID; |
|
m_hPixelShader = PIXEL_SHADER_HANDLE_INVALID; |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// DrawQuad |
|
//----------------------------------------------------------------------------- |
|
void CShaderAPITestApp::TestColoredQuad( ShaderBufferType_t nVBType, ShaderBufferType_t nIBType, bool bBuffered ) |
|
{ |
|
// clear (so that we can make sure that we aren't getting results from the previous quad) |
|
m_pShaderAPI->ClearColor3ub( RandomInt( 0, 100 ), RandomInt( 0, 100 ), RandomInt( 190, 255 ) ); |
|
m_pShaderAPI->ClearBuffers( true, false, false, -1, -1 ); |
|
|
|
CreateSimpleBuffers( nVBType, nIBType, bBuffered ); |
|
|
|
// Draw a quad! |
|
CreateShaders( s_pSimpleVertexShader, sizeof(s_pSimpleVertexShader), |
|
NULL, 0, s_pSimplePixelShader, sizeof(s_pSimplePixelShader) ); |
|
|
|
m_pShaderAPI->Draw( MATERIAL_TRIANGLES, 0, 6 ); |
|
m_pShaderDevice->Present(); |
|
|
|
DestroyShaders(); |
|
|
|
DestroyBuffers(); |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Tests dynamic buffers |
|
//----------------------------------------------------------------------------- |
|
void CShaderAPITestApp::TestDynamicBuffers() |
|
{ |
|
m_pVertexBuffer = m_pShaderDevice->CreateVertexBuffer( |
|
SHADER_BUFFER_TYPE_DYNAMIC, VERTEX_FORMAT_UNKNOWN, 0x100, "test" ); |
|
m_pIndexBuffer = m_pShaderDevice->CreateIndexBuffer( |
|
SHADER_BUFFER_TYPE_DYNAMIC, MATERIAL_INDEX_FORMAT_UNKNOWN, 30, "test" ); |
|
|
|
CreateShaders( s_pSimpleVertexShader, sizeof(s_pSimpleVertexShader), |
|
NULL, 0, s_pSimplePixelShader, sizeof(s_pSimplePixelShader) ); |
|
|
|
// clear (so that we can make sure that we aren't getting results from the previous quad) |
|
m_pShaderAPI->ClearColor3ub( RandomInt( 0, 100 ), RandomInt( 0, 100 ), RandomInt( 190, 255 ) ); |
|
m_pShaderAPI->ClearBuffers( true, false, false, -1, -1 ); |
|
|
|
static unsigned char s_pColors[4][4] = |
|
{ |
|
{ 255, 0, 0, 255 }, |
|
{ 0, 255, 0, 255 }, |
|
{ 0, 0, 255, 255 }, |
|
{ 255, 255, 255, 255 }, |
|
}; |
|
|
|
static int nCount = 0; |
|
|
|
VertexFormat_t fmt = VERTEX_POSITION | VERTEX_NORMAL | VERTEX_COLOR; |
|
const int nLoopCount = 8; |
|
float flWidth = 2.0f / nLoopCount; |
|
for ( int i = 0; i < nLoopCount; ++i ) |
|
{ |
|
CVertexBuilder vb( m_pVertexBuffer, fmt ); |
|
vb.Lock( 4 ); |
|
|
|
vb.Position3f( -1.0f + i * flWidth, -1.0f, 0.5f ); |
|
vb.Normal3f( 0.0f, 0.0f, 1.0f ); |
|
vb.Color4ubv( s_pColors[nCount++ % 4] ); |
|
vb.AdvanceVertex(); |
|
|
|
vb.Position3f( -1.0f + i * flWidth + flWidth, -1.0f, 0.5f ); |
|
vb.Normal3f( 0.0f, 0.0f, 1.0f ); |
|
vb.Color4ubv( s_pColors[nCount++ % 4] ); |
|
vb.AdvanceVertex(); |
|
|
|
vb.Position3f( -1.0f + i * flWidth + flWidth, 1.0f, 0.5f ); |
|
vb.Normal3f( 0.0f, 0.0f, 1.0f ); |
|
vb.Color4ubv( s_pColors[nCount++ % 4] ); |
|
vb.AdvanceVertex(); |
|
|
|
vb.Position3f( -1.0f + i * flWidth, 1.0f, 0.5f ); |
|
vb.Normal3f( 0.0f, 0.0f, 1.0f ); |
|
vb.Color4ubv( s_pColors[nCount++ % 4] ); |
|
vb.AdvanceVertex(); |
|
vb.SpewData(); |
|
vb.Unlock( ); |
|
|
|
++nCount; |
|
|
|
CIndexBuilder ib( m_pIndexBuffer, MATERIAL_INDEX_FORMAT_16BIT ); |
|
|
|
ib.Lock( 6, vb.GetFirstVertex() ); |
|
ib.FastIndex( 0 ); |
|
ib.FastIndex( 2 ); |
|
ib.FastIndex( 1 ); |
|
ib.FastIndex( 0 ); |
|
ib.FastIndex( 3 ); |
|
ib.FastIndex( 2 ); |
|
ib.SpewData(); |
|
ib.Unlock( ); |
|
|
|
m_pShaderAPI->BindVertexBuffer( 0, m_pVertexBuffer, vb.Offset(), vb.GetFirstVertex(), vb.TotalVertexCount(), fmt ); |
|
m_pShaderAPI->BindIndexBuffer( m_pIndexBuffer, ib.Offset() ); |
|
m_pShaderAPI->Draw( MATERIAL_TRIANGLES, ib.GetFirstIndex(), ib.TotalIndexCount() ); |
|
} |
|
|
|
m_pShaderDevice->Present(); |
|
|
|
++nCount; |
|
|
|
DestroyShaders(); |
|
DestroyBuffers(); |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Create dynamic combos |
|
//----------------------------------------------------------------------------- |
|
static uint32 NextULONG( uint8 * &pData ) |
|
{ |
|
// handle unaligned read |
|
uint32 nRet; |
|
memcpy( &nRet, pData, sizeof( nRet ) ); |
|
pData += sizeof( nRet ); |
|
return nRet; |
|
} |
|
|
|
bool CShaderAPITestApp::CreateDynamicCombos_Ver5( uint8 *pComboBuffer, bool bVertexShader ) |
|
{ |
|
uint8 *pCompressedShaders = pComboBuffer; |
|
uint8 *pUnpackBuffer = new uint8[MAX_SHADER_UNPACKED_BLOCK_SIZE]; |
|
|
|
// now, loop through all blocks |
|
bool bOK = true; |
|
while ( bOK ) |
|
{ |
|
uint32 nBlockSize = NextULONG( pCompressedShaders ); |
|
if ( nBlockSize == 0xffffffff ) |
|
{ |
|
// any more blocks? |
|
break; |
|
} |
|
|
|
switch( nBlockSize & 0xc0000000 ) |
|
{ |
|
case 0: // bzip2 |
|
{ |
|
// uncompress |
|
uint32 nOutsize = MAX_SHADER_UNPACKED_BLOCK_SIZE; |
|
int nRslt = BZ2_bzBuffToBuffDecompress( |
|
reinterpret_cast<char *>( pUnpackBuffer ), |
|
&nOutsize, |
|
reinterpret_cast<char *>( pCompressedShaders ), |
|
nBlockSize, 1, 0 ); |
|
if ( nRslt < 0 ) |
|
{ |
|
// errors are negative for bzip |
|
Assert( 0 ); |
|
Warning( "BZIP Error (%d) decompressing shader", nRslt ); |
|
bOK = false; |
|
} |
|
|
|
pCompressedShaders += nBlockSize; |
|
nBlockSize = nOutsize; // how much data there is |
|
} |
|
break; |
|
|
|
case 0x80000000: // uncompressed |
|
{ |
|
// not compressed, as is |
|
nBlockSize &= 0x3fffffff; |
|
memcpy( pUnpackBuffer, pCompressedShaders, nBlockSize ); |
|
pCompressedShaders += nBlockSize; |
|
} |
|
break; |
|
|
|
case 0x40000000: // lzma compressed |
|
{ |
|
nBlockSize &= 0x3fffffff; |
|
|
|
size_t nOutsize = CLZMA::Uncompress( |
|
reinterpret_cast<uint8 *>( pCompressedShaders ), |
|
pUnpackBuffer ); |
|
pCompressedShaders += nBlockSize; |
|
nBlockSize = nOutsize; // how much data there is |
|
} |
|
break; |
|
|
|
default: |
|
{ |
|
Assert( 0 ); |
|
Error(" unrecognized shader compression type = file corrupt?"); |
|
bOK = false; |
|
} |
|
} |
|
|
|
uint8 *pReadPtr = pUnpackBuffer; |
|
while ( pReadPtr < pUnpackBuffer+nBlockSize ) |
|
{ |
|
uint32 nCombo_ID = NextULONG( pReadPtr ); |
|
(void)nCombo_ID; // Suppress local variable is initialized but not referenced warning |
|
uint32 nShaderSize = NextULONG( pReadPtr ); |
|
|
|
CUtlBuffer buf( pReadPtr, nShaderSize ); |
|
if ( bVertexShader ) |
|
{ |
|
m_pShaderDevice->CreateVertexShader( buf, "vs_2_0" ); |
|
} |
|
else |
|
{ |
|
m_pShaderDevice->CreatePixelShader( buf, "ps_2_b" ); |
|
} |
|
|
|
pReadPtr += nShaderSize; |
|
} |
|
} |
|
|
|
delete[] pUnpackBuffer; |
|
|
|
return bOK; |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Load shader |
|
//----------------------------------------------------------------------------- |
|
void CShaderAPITestApp::LoadShaderFile( const char *pName, bool bVertexShader ) |
|
{ |
|
// next, try the fxc dir |
|
char pFileName[MAX_PATH]; |
|
Q_snprintf( pFileName, MAX_PATH, "..\\hl2\\shaders\\fxc\\%s.vcs", pName ); |
|
|
|
FileHandle_t hFile = g_pFullFileSystem->Open( pFileName, "rb", "EXECUTABLE_PATH" ); |
|
if ( hFile == FILESYSTEM_INVALID_HANDLE ) |
|
{ |
|
Warning( "Couldn't load %s shader %s\n", bVertexShader ? "vertex" : "pixel", pName ); |
|
return; |
|
} |
|
|
|
ShaderHeader_t header; |
|
g_pFullFileSystem->Read( &header, sizeof( ShaderHeader_t ), hFile ); |
|
|
|
// cache the dictionary |
|
int nComboSize = header.m_nNumStaticCombos * sizeof( StaticComboRecord_t ); |
|
StaticComboRecord_t *pRecords = (StaticComboRecord_t *)malloc( nComboSize ); |
|
g_pFullFileSystem->Read( pRecords, nComboSize, hFile ); |
|
|
|
for ( unsigned int i = 0; i < header.m_nNumStaticCombos - 1; ++i ) |
|
{ |
|
int nStartingOffset = pRecords[i].m_nFileOffset; |
|
int nEndingOffset = pRecords[i+1].m_nFileOffset; |
|
int nShaderSize = nEndingOffset - nStartingOffset; |
|
|
|
uint8 *pBuf = (uint8*)malloc( nShaderSize ); |
|
g_pFullFileSystem->Seek( hFile, nStartingOffset, FILESYSTEM_SEEK_HEAD ); |
|
g_pFullFileSystem->Read( pBuf, nShaderSize, hFile ); |
|
|
|
CreateDynamicCombos_Ver5( pBuf, bVertexShader ); |
|
free( pBuf ); |
|
|
|
} |
|
|
|
free( pRecords ); |
|
g_pFullFileSystem->Close( hFile ); |
|
|
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// main application |
|
//----------------------------------------------------------------------------- |
|
int CShaderAPITestApp::Main() |
|
{ |
|
DisplayAdapterInfo(); |
|
if ( !SetMode() ) |
|
return 0; |
|
|
|
// Test buffer clearing |
|
m_pShaderAPI->ClearColor3ub( RandomInt( 0, 100 ), RandomInt( 0, 100 ), RandomInt( 190, 255 ) ); |
|
m_pShaderAPI->ClearBuffers( true, false, false, -1, -1 ); |
|
m_pShaderDevice->Present(); |
|
|
|
SetWindowText( m_HWnd, "ClearBuffers test results . . hit a key" ); |
|
|
|
if ( !WaitForKeypress() ) |
|
return 1; |
|
|
|
// Test viewport |
|
int nMaxViewports = g_pMaterialSystemHardwareConfig->MaxViewports(); |
|
ShaderViewport_t* pViewports = ( ShaderViewport_t* )_alloca( nMaxViewports * sizeof(ShaderViewport_t) ); |
|
for ( int i = 0; i < nMaxViewports; ++i ) |
|
{ |
|
int x = RandomInt( 0, 100 ); |
|
int y = RandomInt( 0, 100 ); |
|
int w = RandomInt( 100, 200 ); |
|
int h = RandomInt( 100, 200 ); |
|
pViewports[i].Init( x, y, w, h ); |
|
|
|
m_pShaderAPI->SetViewports( i+1, pViewports ); |
|
} |
|
|
|
SetWindowText( m_HWnd, "SetViewports test results . . hit a key" ); |
|
|
|
if ( !WaitForKeypress() ) |
|
return 1; |
|
|
|
// Sets up a full-screen viewport |
|
int w, h; |
|
m_pShaderDevice->GetWindowSize( w, h ); |
|
|
|
ShaderViewport_t viewport; |
|
viewport.Init( 0, 0, w, h ); |
|
m_pShaderAPI->SetViewports( 1, &viewport ); |
|
|
|
// Test drawing a full-screen quad with interpolated vertex colors for every combo of static/dynamic VB, static dynamic IB, buffered/non-buffered. |
|
char buf[1024]; |
|
for ( int nVBType = 0; nVBType < SHADER_BUFFER_TYPE_COUNT; ++nVBType ) |
|
{ |
|
// FIXME: Remove |
|
if ( nVBType > SHADER_BUFFER_TYPE_DYNAMIC ) |
|
continue; |
|
|
|
for( int nIBType = 0; nIBType < SHADER_BUFFER_TYPE_COUNT; ++nIBType ) |
|
{ |
|
// FIXME: Remove |
|
if ( nIBType > SHADER_BUFFER_TYPE_DYNAMIC ) |
|
continue; |
|
|
|
// MESHFIXME: make buffered vertex buffers/index buffers work. |
|
int nBuffered = 0; |
|
// for( nBuffered = 0; nBuffered < 2; nBuffered++ ) |
|
{ |
|
TestColoredQuad( (ShaderBufferType_t)nVBType, (ShaderBufferType_t)nIBType, nBuffered != 0 ); |
|
|
|
sprintf( buf, "TestColoredQuad results VB: %d IB: %d Buffered: %d HIT A KEY!", |
|
nVBType, nIBType, nBuffered != 0 ); |
|
SetWindowText( m_HWnd, buf ); |
|
|
|
if ( !WaitForKeypress() ) |
|
return 1; |
|
} |
|
} |
|
} |
|
|
|
SetWindowText( m_HWnd, "Dynamic Buffer Test: HIT A KEY!" ); |
|
TestDynamicBuffers(); |
|
if ( !WaitForKeypress() ) |
|
return 1; |
|
|
|
g_pMaterialSystemHardwareConfig->OverrideStreamOffsetSupport( true, false ); |
|
|
|
SetWindowText( m_HWnd, "Dynamic Buffer Test (no stream offset): HIT A KEY!" ); |
|
TestDynamicBuffers(); |
|
if ( !WaitForKeypress() ) |
|
return 1; |
|
|
|
g_pMaterialSystemHardwareConfig->OverrideStreamOffsetSupport( false, false ); |
|
|
|
return 1; |
|
}
|
|
|