//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // // $NoKeywords: $ // Utility class for building command buffers into memory //===========================================================================// #ifndef COMMANDBUILDER_H #define COMMANDBUILDER_H #ifndef COMMANDBUFFER_H #include "shaderapi/commandbuffer.h" #endif #include "BaseVSShader.h" #include "shaderapi/ishaderapi.h" #ifdef _WIN32 #pragma once #endif extern ConVar my_mat_fullbright; template class CFixedCommandStorageBuffer { public: uint8 m_Data[N]; uint8 *m_pDataOut; #ifdef DBGFLAG_ASSERT size_t m_nNumBytesRemaining; #endif FORCEINLINE CFixedCommandStorageBuffer( void ) { m_pDataOut = m_Data; #ifdef DBGFLAG_ASSERT m_nNumBytesRemaining = N; #endif } FORCEINLINE void EnsureCapacity( size_t sz ) { Assert( m_nNumBytesRemaining >= sz ); } template FORCEINLINE void Put( T const &nValue ) { EnsureCapacity( sizeof( T ) ); *( reinterpret_cast( m_pDataOut ) ) = nValue; m_pDataOut += sizeof( nValue ); #ifdef DBGFLAG_ASSERT m_nNumBytesRemaining -= sizeof( nValue ); #endif } FORCEINLINE void PutInt( int nValue ) { Put( nValue ); } FORCEINLINE void PutFloat( float nValue ) { Put( nValue ); } FORCEINLINE void PutPtr( void * pPtr ) { Put( pPtr ); } FORCEINLINE void PutMemory( const void *pMemory, size_t nBytes ) { EnsureCapacity( nBytes ); memcpy( m_pDataOut, pMemory, nBytes ); m_pDataOut += nBytes; } FORCEINLINE uint8 *Base( void ) { return m_Data; } FORCEINLINE void Reset( void ) { m_pDataOut = m_Data; #ifdef DBGFLAG_ASSERT m_nNumBytesRemaining = N; #endif } FORCEINLINE size_t Size( void ) const { return m_pDataOut - m_Data; } }; template class CCommandBufferBuilder { public: S m_Storage; FORCEINLINE void End( void ) { m_Storage.PutInt( CBCMD_END ); } FORCEINLINE IMaterialVar *Param( int nVar ) const { return CBaseShader::s_ppParams[nVar]; } FORCEINLINE void SetPixelShaderConstants( int nFirstConstant, int nConstants ) { m_Storage.PutInt( CBCMD_SET_PIXEL_SHADER_FLOAT_CONST ); m_Storage.PutInt( nFirstConstant ); m_Storage.PutInt( nConstants ); } FORCEINLINE void OutputConstantData( float const *pSrcData ) { m_Storage.PutFloat( pSrcData[0] ); m_Storage.PutFloat( pSrcData[1] ); m_Storage.PutFloat( pSrcData[2] ); m_Storage.PutFloat( pSrcData[3] ); } FORCEINLINE void OutputConstantData4( float flVal0, float flVal1, float flVal2, float flVal3 ) { m_Storage.PutFloat( flVal0 ); m_Storage.PutFloat( flVal1 ); m_Storage.PutFloat( flVal2 ); m_Storage.PutFloat( flVal3 ); } FORCEINLINE void SetPixelShaderConstant( int nFirstConstant, float const *pSrcData, int nNumConstantsToSet ) { SetPixelShaderConstants( nFirstConstant, nNumConstantsToSet ); m_Storage.PutMemory( pSrcData, 4 * sizeof( float ) * nNumConstantsToSet ); } FORCEINLINE void SetPixelShaderConstant( int nFirstConstant, int nVar ) { SetPixelShaderConstant( nFirstConstant, Param( nVar )->GetVecValue() ); } void SetPixelShaderConstantGammaToLinear( int pixelReg, int constantVar ) { float val[4]; Param(constantVar)->GetVecValue( val, 3 ); val[0] = val[0] > 1.0f ? val[0] : GammaToLinear( val[0] ); val[1] = val[1] > 1.0f ? val[1] : GammaToLinear( val[1] ); val[2] = val[2] > 1.0f ? val[2] : GammaToLinear( val[2] ); val[3] = 1.0; SetPixelShaderConstant( pixelReg, val ); } FORCEINLINE void SetPixelShaderConstant( int nFirstConstant, float const *pSrcData ) { SetPixelShaderConstants( nFirstConstant, 1 ); OutputConstantData( pSrcData ); } FORCEINLINE void SetPixelShaderConstant4( int nFirstConstant, float flVal0, float flVal1, float flVal2, float flVal3 ) { SetPixelShaderConstants( nFirstConstant, 1 ); OutputConstantData4( flVal0, flVal1, flVal2, flVal3 ); } FORCEINLINE void SetPixelShaderConstant_W( int pixelReg, int constantVar, float fWValue ) { if ( constantVar != -1 ) { float val[3]; Param(constantVar)->GetVecValue( val, 3); SetPixelShaderConstant4( pixelReg, val[0], val[1], val[2], fWValue ); } } FORCEINLINE void SetVertexShaderConstant( int nFirstConstant, float const *pSrcData ) { m_Storage.PutInt( CBCMD_SET_VERTEX_SHADER_FLOAT_CONST ); m_Storage.PutInt( nFirstConstant ); m_Storage.PutInt( 1 ); OutputConstantData( pSrcData ); } FORCEINLINE void SetVertexShaderConstant( int nFirstConstant, float const *pSrcData, int nConsts ) { m_Storage.PutInt( CBCMD_SET_VERTEX_SHADER_FLOAT_CONST ); m_Storage.PutInt( nFirstConstant ); m_Storage.PutInt( nConsts ); m_Storage.PutMemory( pSrcData, 4 * nConsts * sizeof( float ) ); } FORCEINLINE void SetVertexShaderConstant4( int nFirstConstant, float flVal0, float flVal1, float flVal2, float flVal3 ) { m_Storage.PutInt( CBCMD_SET_VERTEX_SHADER_FLOAT_CONST ); m_Storage.PutInt( nFirstConstant ); m_Storage.PutInt( 1 ); m_Storage.PutFloat( flVal0 ); m_Storage.PutFloat( flVal1 ); m_Storage.PutFloat( flVal2 ); m_Storage.PutFloat( flVal3 ); } void SetVertexShaderTextureTransform( int vertexReg, int transformVar ) { Vector4D transformation[2]; IMaterialVar* pTransformationVar = Param( transformVar ); if (pTransformationVar && (pTransformationVar->GetType() == MATERIAL_VAR_TYPE_MATRIX)) { const VMatrix &mat = pTransformationVar->GetMatrixValue(); transformation[0].Init( mat[0][0], mat[0][1], mat[0][2], mat[0][3] ); transformation[1].Init( mat[1][0], mat[1][1], mat[1][2], mat[1][3] ); } else { transformation[0].Init( 1.0f, 0.0f, 0.0f, 0.0f ); transformation[1].Init( 0.0f, 1.0f, 0.0f, 0.0f ); } SetVertexShaderConstant( vertexReg, transformation[0].Base(), 2 ); } void SetVertexShaderTextureScaledTransform( int vertexReg, int transformVar, int scaleVar ) { Vector4D transformation[2]; IMaterialVar* pTransformationVar = Param( transformVar ); if (pTransformationVar && (pTransformationVar->GetType() == MATERIAL_VAR_TYPE_MATRIX)) { const VMatrix &mat = pTransformationVar->GetMatrixValue(); transformation[0].Init( mat[0][0], mat[0][1], mat[0][2], mat[0][3] ); transformation[1].Init( mat[1][0], mat[1][1], mat[1][2], mat[1][3] ); } else { transformation[0].Init( 1.0f, 0.0f, 0.0f, 0.0f ); transformation[1].Init( 0.0f, 1.0f, 0.0f, 0.0f ); } Vector2D scale( 1, 1 ); IMaterialVar* pScaleVar = Param( scaleVar ); if (pScaleVar) { if (pScaleVar->GetType() == MATERIAL_VAR_TYPE_VECTOR) pScaleVar->GetVecValue( scale.Base(), 2 ); else if (pScaleVar->IsDefined()) scale[0] = scale[1] = pScaleVar->GetFloatValue(); } // Apply the scaling transformation[0][0] *= scale[0]; transformation[0][1] *= scale[1]; transformation[1][0] *= scale[0]; transformation[1][1] *= scale[1]; transformation[0][3] *= scale[0]; transformation[1][3] *= scale[1]; SetVertexShaderConstant( vertexReg, transformation[0].Base(), 2 ); } FORCEINLINE void SetEnvMapTintPixelShaderDynamicState( int pixelReg, int tintVar ) { if( g_pConfig->bShowSpecular && my_mat_fullbright.GetInt() != 2 ) { SetPixelShaderConstant( pixelReg, Param( tintVar)->GetVecValue() ); } else { SetPixelShaderConstant4( pixelReg, 0.0, 0.0, 0.0, 0.0 ); } } FORCEINLINE void SetEnvMapTintPixelShaderDynamicStateGammaToLinear( int pixelReg, int tintVar, float flAlphaValue = 1.0 ) { if( ( tintVar != -1 ) && g_pConfig->bShowSpecular && my_mat_fullbright.GetInt() != 2 ) { float color[4]; color[3] = flAlphaValue; Param( tintVar)->GetLinearVecValue( color, 3 ); SetPixelShaderConstant( pixelReg, color ); } else { SetPixelShaderConstant4( pixelReg, 0.0, 0.0, 0.0, flAlphaValue ); } } FORCEINLINE void StoreEyePosInPixelShaderConstant( int nConst ) { m_Storage.PutInt( CBCMD_STORE_EYE_POS_IN_PSCONST ); m_Storage.PutInt( nConst ); } FORCEINLINE void CommitPixelShaderLighting( int nConst ) { m_Storage.PutInt( CBCMD_COMMITPIXELSHADERLIGHTING ); m_Storage.PutInt( nConst ); } FORCEINLINE void SetPixelShaderStateAmbientLightCube( int nConst ) { m_Storage.PutInt( CBCMD_SETPIXELSHADERSTATEAMBIENTLIGHTCUBE ); m_Storage.PutInt( nConst ); } FORCEINLINE void SetAmbientCubeDynamicStateVertexShader( void ) { m_Storage.PutInt( CBCMD_SETAMBIENTCUBEDYNAMICSTATEVERTEXSHADER ); } FORCEINLINE void SetPixelShaderFogParams( int nReg ) { m_Storage.PutInt( CBCMD_SETPIXELSHADERFOGPARAMS ); m_Storage.PutInt( nReg ); } FORCEINLINE void BindStandardTexture( Sampler_t nSampler, StandardTextureId_t nTextureId ) { m_Storage.PutInt( CBCMD_BIND_STANDARD_TEXTURE ); m_Storage.PutInt( nSampler ); m_Storage.PutInt( nTextureId ); } FORCEINLINE void BindTexture( Sampler_t nSampler, ShaderAPITextureHandle_t hTexture ) { Assert( hTexture != INVALID_SHADERAPI_TEXTURE_HANDLE ); if ( hTexture != INVALID_SHADERAPI_TEXTURE_HANDLE ) { m_Storage.PutInt( CBCMD_BIND_SHADERAPI_TEXTURE_HANDLE ); m_Storage.PutInt( nSampler ); m_Storage.PutInt( hTexture ); } } FORCEINLINE void BindTexture( CBaseVSShader *pShader, Sampler_t nSampler, int nTextureVar, int nFrameVar ) { ShaderAPITextureHandle_t hTexture = pShader->GetShaderAPITextureBindHandle( nTextureVar, nFrameVar ); BindTexture( nSampler, hTexture ); } FORCEINLINE void BindMultiTexture( CBaseVSShader *pShader, Sampler_t nSampler1, Sampler_t nSampler2, int nTextureVar, int nFrameVar ) { ShaderAPITextureHandle_t hTexture = pShader->GetShaderAPITextureBindHandle( nTextureVar, nFrameVar, 0 ); BindTexture( nSampler1, hTexture ); hTexture = pShader->GetShaderAPITextureBindHandle( nTextureVar, nFrameVar, 1 ); BindTexture( nSampler2, hTexture ); } FORCEINLINE void SetPixelShaderIndex( int nIndex ) { m_Storage.PutInt( CBCMD_SET_PSHINDEX ); m_Storage.PutInt( nIndex ); } FORCEINLINE void SetVertexShaderIndex( int nIndex ) { m_Storage.PutInt( CBCMD_SET_VSHINDEX ); m_Storage.PutInt( nIndex ); } FORCEINLINE void SetDepthFeatheringPixelShaderConstant( int iConstant, float fDepthBlendScale ) { m_Storage.PutInt( CBCMD_SET_DEPTH_FEATHERING_CONST ); m_Storage.PutInt( iConstant ); m_Storage.PutFloat( fDepthBlendScale ); } FORCEINLINE void Goto( uint8 *pCmdBuf ) { m_Storage.PutInt( CBCMD_JUMP ); m_Storage.PutPtr( pCmdBuf ); } FORCEINLINE void Call( uint8 *pCmdBuf ) { m_Storage.PutInt( CBCMD_JSR ); m_Storage.PutPtr( pCmdBuf ); } FORCEINLINE void Reset( void ) { m_Storage.Reset(); } FORCEINLINE size_t Size( void ) const { return m_Storage.Size(); } FORCEINLINE uint8 *Base( void ) { return m_Storage.Base(); } }; #endif // commandbuilder_h