hl2_src-leak-2017/src/materialsystem/shaderapidx9/vertexshaderdx8.cpp

3784 lines
116 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Vertex/Pixel Shaders
//
//===========================================================================//
#define DISABLE_PROTECTED_THINGS
#if ( defined(_WIN32) && !defined( _X360 ) )
#elif POSIX
#include <sys/types.h>
#include <sys/socket.h>
#include <netdb.h>
#include <netinet/in.h>
#include <netinet/tcp.h>
#include <errno.h>
#include <sys/ioctl.h>
#define closesocket close
#define WSAGetLastError() errno
#undef SOCKET
typedef int SOCKET;
#define SOCKET_ERROR (-1)
#define SD_SEND 0x01
#define INVALID_SOCKET (~0)
#endif
#include "togl/rendermechanism.h"
#include "vertexshaderdx8.h"
#include "tier1/utlsymbol.h"
#include "tier1/utlvector.h"
#include "tier1/utldict.h"
#include "tier1/utllinkedlist.h"
#include "tier1/utlbuffer.h"
#include "tier1/UtlStringMap.h"
#include "locald3dtypes.h"
#include "shaderapidx8_global.h"
#include "recording.h"
#include "tier0/vprof.h"
#include "materialsystem/imaterialsystem.h"
#include "materialsystem/imaterialsystemhardwareconfig.h"
#include "KeyValues.h"
#include "shaderapidx8.h"
#include "materialsystem/IShader.h"
#include "IShaderSystem.h"
#include "tier0/fasttimer.h"
#include <sys/stat.h>
#include <time.h>
#include <stdlib.h>
#include "filesystem.h"
#include "convar.h"
#include "materialsystem/shader_vcs_version.h"
#include "tier1/lzmaDecoder.h"
#include "tier1/utlmap.h"
#include "datacache/idatacache.h"
#include "tier1/diff.h"
#include "shaderdevicedx8.h"
#include "filesystem/IQueuedLoader.h"
#include "tier2/tier2.h"
#include "shaderapi/ishaderutil.h"
#include "tier0/icommandline.h"
#include "Color.h"
#include "tier0/dbg.h"
#ifdef REMOTE_DYNAMIC_SHADER_COMPILE
# if defined (POSIX)
# include <sys/types.h>
# include <sys/socket.h>
# else
# include <winsock2.h>
# include <ws2tcpip.h>
# endif
#endif
// NOTE: This has to be the last file included!
#include "tier0/memdbgon.h"
// It currently includes windows.h and we don't want that.
#ifdef USE_ACTUAL_DX
#include "../utils/bzip2/bzlib.h"
#else
int BZ2_bzBuffToBuffDecompress(
char* dest,
unsigned int* destLen,
char* source,
unsigned int sourceLen,
int small,
int verbosity
)
{
return 0;
}
#endif
static ConVar mat_remoteshadercompile( "mat_remoteshadercompile", "127.0.0.1", FCVAR_CHEAT );
//#define PROFILE_SHADER_CREATE
//#define NO_AMBIENT_CUBE
#define MAX_BONES 3
// debugging aid
#define MAX_SHADER_HISTORY 16
#if !defined( _X360 )
#define SHADER_FNAME_EXTENSION ".vcs"
#else
#define SHADER_FNAME_EXTENSION ".360.vcs"
#endif
#ifdef DYNAMIC_SHADER_COMPILE
volatile static char s_ShaderCompileString[]="dynamic_shader_compile_is_on";
#endif
#ifdef DYNAMIC_SHADER_COMPILE
static void MatFlushShaders( void );
#endif
// D3D to OpenGL translator
//static D3DToGL_ASM sg_D3DToOpenGLTranslator; // Remove the _ASM to switch to the new translator
//static D3DToGL sg_NewD3DToOpenGLTranslator; // Remove the _ASM to switch to the new translator
static const char *GetLightTypeName( VertexShaderLightTypes_t type )
{
static const char *s_VertexShaderLightTypeNames[] =
{
"LIGHT_NONE",
"LIGHT_SPOT",
"LIGHT_POINT",
"LIGHT_DIRECTIONAL",
"LIGHT_STATIC",
"LIGHT_AMBIENTCUBE",
};
return s_VertexShaderLightTypeNames[type+1];
}
#ifdef PROFILE_SHADER_CREATE
static FILE *GetDebugFileHandle( void )
{
static FILE *fp = NULL;
if( !fp )
{
fp = fopen( "shadercreate.txt", "w" );
Assert( fp );
}
return fp;
}
#endif // PROFILE_SHADER_CREATE
#ifdef DX_TO_GL_ABSTRACTION
// mat_autoload_glshaders instructs the engine to load a cached shader table at startup
// it will try for glshaders.cfg first, then fall back to glbaseshaders.cfg if not found
ConVar mat_autoload_glshaders( "mat_autoload_glshaders", "1" );
// mat_autosave_glshaders instructs the engine to save out the shader table at key points
// to the filename glshaders.cfg
//
ConVar mat_autosave_glshaders( "mat_autosave_glshaders", "1" );
#endif
//-----------------------------------------------------------------------------
// Explicit instantiation of shader buffer implementation
//-----------------------------------------------------------------------------
template class CShaderBuffer< ID3DXBuffer >;
//-----------------------------------------------------------------------------
// Used to find unique shaders
//-----------------------------------------------------------------------------
#ifdef MEASURE_DRIVER_ALLOCATIONS
static CUtlMap< CRC32_t, int, int > s_UniqueVS( 0, 0, DefLessFunc( CRC32_t ) );
static CUtlMap< CRC32_t, int, int > s_UniquePS( 0, 0, DefLessFunc( CRC32_t ) );
static CUtlMap< IDirect3DVertexShader9*, CRC32_t, int > s_VSLookup( 0, 0, DefLessFunc( IDirect3DVertexShader9* ) );
static CUtlMap< IDirect3DPixelShader9*, CRC32_t, int > s_PSLookup( 0, 0, DefLessFunc( IDirect3DPixelShader9* ) );
#endif
static int s_NumPixelShadersCreated = 0;
static int s_NumVertexShadersCreated = 0;
static void RegisterVS( const void* pShaderBits, int nShaderSize, IDirect3DVertexShader9* pShader )
{
#ifdef MEASURE_DRIVER_ALLOCATIONS
CRC32_t crc;
CRC32_Init( &crc );
CRC32_ProcessBuffer( &crc, pShaderBits, nShaderSize );
CRC32_Final( &crc );
s_VSLookup.Insert( pShader, crc );
int nIndex = s_UniqueVS.Find( crc );
if ( nIndex != s_UniqueVS.InvalidIndex() )
{
++s_UniqueVS[nIndex];
}
else
{
int nMemUsed = 23 * 1024;
s_UniqueVS.Insert( crc, 1 );
VPROF_INCREMENT_GROUP_COUNTER( "unique vs count", COUNTER_GROUP_NO_RESET, 1 );
VPROF_INCREMENT_GROUP_COUNTER( "vs driver mem", COUNTER_GROUP_NO_RESET, nMemUsed );
VPROF_INCREMENT_GROUP_COUNTER( "total driver mem", COUNTER_GROUP_NO_RESET, nMemUsed );
}
#endif
}
static void RegisterPS( const void* pShaderBits, int nShaderSize, IDirect3DPixelShader9* pShader )
{
#ifdef MEASURE_DRIVER_ALLOCATIONS
CRC32_t crc;
CRC32_Init( &crc );
CRC32_ProcessBuffer( &crc, pShaderBits, nShaderSize );
CRC32_Final( &crc );
s_PSLookup.Insert( pShader, crc );
int nIndex = s_UniquePS.Find( crc );
if ( nIndex != s_UniquePS.InvalidIndex() )
{
++s_UniquePS[nIndex];
}
else
{
int nMemUsed = 400;
s_UniquePS.Insert( crc, 1 );
VPROF_INCREMENT_GROUP_COUNTER( "unique ps count", COUNTER_GROUP_NO_RESET, 1 );
VPROF_INCREMENT_GROUP_COUNTER( "ps driver mem", COUNTER_GROUP_NO_RESET, nMemUsed );
VPROF_INCREMENT_GROUP_COUNTER( "total driver mem", COUNTER_GROUP_NO_RESET, nMemUsed );
}
#endif
}
static void UnregisterVS( IDirect3DVertexShader9* pShader )
{
#ifdef MEASURE_DRIVER_ALLOCATIONS
int nCRCIndex = s_VSLookup.Find( pShader );
if ( nCRCIndex == s_VSLookup.InvalidIndex() )
return;
CRC32_t crc = s_VSLookup[nCRCIndex];
s_VSLookup.RemoveAt( nCRCIndex );
int nIndex = s_UniqueVS.Find( crc );
if ( nIndex != s_UniqueVS.InvalidIndex() )
{
if ( --s_UniqueVS[nIndex] <= 0 )
{
int nMemUsed = 23 * 1024;
VPROF_INCREMENT_GROUP_COUNTER( "unique vs count", COUNTER_GROUP_NO_RESET, -1 );
VPROF_INCREMENT_GROUP_COUNTER( "vs driver mem", COUNTER_GROUP_NO_RESET, -nMemUsed );
VPROF_INCREMENT_GROUP_COUNTER( "total driver mem", COUNTER_GROUP_NO_RESET, -nMemUsed );
s_UniqueVS.Remove( nIndex );
}
}
#endif
}
static void UnregisterPS( IDirect3DPixelShader9* pShader )
{
#ifdef MEASURE_DRIVER_ALLOCATIONS
int nCRCIndex = s_PSLookup.Find( pShader );
if ( nCRCIndex == s_PSLookup.InvalidIndex() )
return;
CRC32_t crc = s_PSLookup[nCRCIndex];
s_PSLookup.RemoveAt( nCRCIndex );
int nIndex = s_UniquePS.Find( crc );
if ( nIndex != s_UniquePS.InvalidIndex() )
{
if ( --s_UniquePS[nIndex] <= 0 )
{
int nMemUsed = 400;
VPROF_INCREMENT_GROUP_COUNTER( "unique ps count", COUNTER_GROUP_NO_RESET, -1 );
VPROF_INCREMENT_GROUP_COUNTER( "ps driver mem", COUNTER_GROUP_NO_RESET, -nMemUsed );
VPROF_INCREMENT_GROUP_COUNTER( "total driver mem", COUNTER_GROUP_NO_RESET, -nMemUsed );
s_UniquePS.Remove( nIndex );
}
}
#endif
}
//-----------------------------------------------------------------------------
// The lovely low-level dx call to create a vertex shader
//-----------------------------------------------------------------------------
static HardwareShader_t CreateD3DVertexShader( DWORD *pByteCode, int numBytes, const char *pShaderName, char *debugLabel = NULL )
{
MEM_ALLOC_D3D_CREDIT();
if ( !pByteCode )
{
Assert( 0 );
return INVALID_HARDWARE_SHADER;
}
// Compute the vertex specification
HardwareShader_t hShader;
#ifdef DX_TO_GL_ABSTRACTION
HRESULT hr = Dx9Device()->CreateVertexShader( pByteCode, (IDirect3DVertexShader9 **)&hShader, pShaderName, debugLabel );
#else
if ( IsEmulatingGL() )
{
DWORD dwVersion = D3DXGetShaderVersion( pByteCode );
REFERENCE( dwVersion );
Assert ( D3DSHADER_VERSION_MAJOR( dwVersion ) == 2 );
}
#if defined(_X360) || !defined(DX_TO_GL_ABSTRACTION)
HRESULT hr = Dx9Device()->CreateVertexShader( pByteCode, (IDirect3DVertexShader9 **)&hShader );
#else
HRESULT hr = Dx9Device()->CreateVertexShader( pByteCode, (IDirect3DVertexShader9 **)&hShader, pShaderName );
#endif
#endif
// NOTE: This isn't recorded before the CreateVertexShader because
// we don't know the value of shader until after the CreateVertexShader.
RECORD_COMMAND( DX8_CREATE_VERTEX_SHADER, 3 );
RECORD_INT( ( int )hShader ); // hack hack hack
RECORD_INT( numBytes );
RECORD_STRUCT( pByteCode, numBytes );
if ( FAILED( hr ) )
{
Assert( 0 );
hShader = INVALID_HARDWARE_SHADER;
}
else
{
s_NumVertexShadersCreated++;
RegisterVS( pByteCode, numBytes, (IDirect3DVertexShader9 *)hShader );
}
return hShader;
}
static void PatchPixelShaderForAtiMsaaHack(DWORD *pShader, DWORD dwTexCoordMask)
{
if ( IsPC() )
{
bool bIsSampler, bIsTexCoord;
// Should be able to patch only ps2.0
if (*pShader != 0xFFFF0200)
return;
pShader++;
while (pShader)
{
switch (*pShader & D3DSI_OPCODE_MASK)
{
case D3DSIO_COMMENT:
// Process comment
pShader = pShader + (*pShader >> 16) + 1;
break;
case D3DSIO_END:
// End of shader
return;
case D3DSIO_DCL:
bIsSampler = (*(pShader + 1) & D3DSP_TEXTURETYPE_MASK) != D3DSTT_UNKNOWN;
bIsTexCoord = (((*(pShader + 2) & D3DSP_REGTYPE_MASK) >> D3DSP_REGTYPE_SHIFT) +
((*(pShader + 2) & D3DSP_REGTYPE_MASK2) >> D3DSP_REGTYPE_SHIFT2)) == D3DSPR_TEXTURE;
if (!bIsSampler && bIsTexCoord)
{
DWORD dwTexCoord = *(pShader + 2) & D3DSP_REGNUM_MASK;
DWORD mask = 0x01;
for (DWORD i = 0; i < 16; i++)
{
if (((dwTexCoordMask & mask) == mask) && (dwTexCoord == i))
{
// If found -- patch and get out
// *(pShader + 2) |= D3DSPDM_PARTIALPRECISION;
*(pShader + 2) |= D3DSPDM_MSAMPCENTROID;
break;
}
mask <<= 1;
}
}
// Intentionally fall through...
default:
// Skip instruction
pShader = pShader + ((*pShader & D3DSI_INSTLENGTH_MASK) >> D3DSI_INSTLENGTH_SHIFT) + 1;
}
}
}
}
static ConVar mat_force_ps_patch( "mat_force_ps_patch", "0" );
static ConVar mat_disable_ps_patch( "mat_disable_ps_patch", "0", FCVAR_ALLOWED_IN_COMPETITIVE );
//-----------------------------------------------------------------------------
// The lovely low-level dx call to create a pixel shader
//-----------------------------------------------------------------------------
static HardwareShader_t CreateD3DPixelShader( DWORD *pByteCode, unsigned int nCentroidMask, int numBytes, const char* pShaderName, char *debugLabel = NULL )
{
MEM_ALLOC_D3D_CREDIT();
if ( !pByteCode )
return INVALID_HARDWARE_SHADER;
if ( IsPC() && nCentroidMask &&
( HardwareConfig()->NeedsATICentroidHack() ||
mat_force_ps_patch.GetInt() ) )
{
if ( !mat_disable_ps_patch.GetInt() )
{
PatchPixelShaderForAtiMsaaHack( pByteCode, nCentroidMask );
}
}
HardwareShader_t shader;
#if defined( DX_TO_GL_ABSTRACTION )
#if defined( OSX )
HRESULT hr = Dx9Device()->CreatePixelShader( pByteCode, ( IDirect3DPixelShader ** )&shader, pShaderName, debugLabel );
#else
HRESULT hr = Dx9Device()->CreatePixelShader( pByteCode, ( IDirect3DPixelShader ** )&shader, pShaderName, debugLabel, &nCentroidMask );
#endif
#else
if ( IsEmulatingGL() )
{
DWORD dwVersion;
dwVersion = D3DXGetShaderVersion( pByteCode );
Assert ( D3DSHADER_VERSION_MAJOR( dwVersion ) == 2 );
}
#if defined(_X360) || !defined(DX_TO_GL_ABSTRACTION)
HRESULT hr = Dx9Device()->CreatePixelShader( pByteCode, ( IDirect3DPixelShader ** )&shader );
#else
HRESULT hr = Dx9Device()->CreatePixelShader( pByteCode, ( IDirect3DPixelShader ** )&shader, pShaderName );
#endif
#endif
// NOTE: We have to do this after creating the pixel shader since we don't know
// lookup.m_PixelShader yet!!!!!!!
RECORD_COMMAND( DX8_CREATE_PIXEL_SHADER, 3 );
RECORD_INT( ( int )shader ); // hack hack hack
RECORD_INT( numBytes );
RECORD_STRUCT( pByteCode, numBytes );
if ( FAILED( hr ) )
{
Assert(0);
shader = INVALID_HARDWARE_SHADER;
}
else
{
s_NumPixelShadersCreated++;
RegisterPS( pByteCode, numBytes, ( IDirect3DPixelShader9* )shader );
}
return shader;
}
template<class T> int BinarySearchCombos( uint32 nStaticComboID, int nCombos, T const *pRecords )
{
// Use binary search - data is sorted
int nLowerIdx = 1;
int nUpperIdx = nCombos;
for (;;)
{
if ( nUpperIdx < nLowerIdx )
return -1;
int nMiddleIndex = ( nLowerIdx + nUpperIdx ) / 2;
uint32 nProbe = pRecords[nMiddleIndex-1].m_nStaticComboID;
if ( nStaticComboID < nProbe )
{
nUpperIdx = nMiddleIndex - 1;
}
else
{
if ( nStaticComboID > nProbe )
nLowerIdx = nMiddleIndex + 1;
else
return nMiddleIndex - 1;
}
}
}
inline int FindShaderStaticCombo( uint32 nStaticComboID, const ShaderHeader_t& header, StaticComboRecord_t *pRecords )
{
if ( header.m_nVersion < 5 )
return -1;
return BinarySearchCombos( nStaticComboID, header.m_nNumStaticCombos, pRecords );
}
// cache redundant i/o fetched components of the vcs files
struct ShaderFileCache_t
{
CUtlSymbol m_Name;
CUtlSymbol m_Filename;
ShaderHeader_t m_Header;
bool m_bVertexShader;
// valid for diff version only - contains the microcode used as the reference for diff algorithm
CUtlBuffer m_ReferenceCombo;
// valid for ver5 only - contains the directory
CUtlVector< StaticComboRecord_t > m_StaticComboRecords;
CUtlVector< StaticComboAliasRecord_t > m_StaticComboDupRecords;
ShaderFileCache_t()
{
// invalid until version established
m_Header.m_nVersion = 0;
}
bool IsValid() const
{
return m_Header.m_nVersion != 0;
}
bool IsOldVersion() const
{
return m_Header.m_nVersion < 5;
}
int IsVersion6() const
{
return ( m_Header.m_nVersion == 6 );
}
int FindCombo( uint32 nStaticComboID )
{
int nSearchAliases = BinarySearchCombos( nStaticComboID, m_StaticComboDupRecords.Count(), m_StaticComboDupRecords.Base() );
if ( nSearchAliases != -1 )
nStaticComboID = m_StaticComboDupRecords[nSearchAliases].m_nSourceStaticCombo;
return FindShaderStaticCombo( nStaticComboID, m_Header, m_StaticComboRecords.Base() );
}
bool operator==( const ShaderFileCache_t& a ) const
{
return m_Name == a.m_Name && m_bVertexShader == a.m_bVertexShader;
}
};
//-----------------------------------------------------------------------------
// Vertex + pixel shader manager
//-----------------------------------------------------------------------------
class CShaderManager : public IShaderManager
{
public:
CShaderManager();
virtual ~CShaderManager();
// Methods of IShaderManager
virtual void Init();
virtual void Shutdown();
virtual IShaderBuffer *CompileShader( const char *pProgram, size_t nBufLen, const char *pShaderVersion );
virtual VertexShaderHandle_t CreateVertexShader( IShaderBuffer* pShaderBuffer );
virtual void DestroyVertexShader( VertexShaderHandle_t hShader );
virtual PixelShaderHandle_t CreatePixelShader( IShaderBuffer* pShaderBuffer );
virtual void DestroyPixelShader( PixelShaderHandle_t hShader );
virtual VertexShader_t CreateVertexShader( const char *pVertexShaderFile, int nStaticVshIndex = 0, char *debugLabel = NULL );
virtual PixelShader_t CreatePixelShader( const char *pPixelShaderFile, int nStaticPshIndex = 0, char *debugLabel = NULL );
virtual void SetVertexShader( VertexShader_t shader );
virtual void SetPixelShader( PixelShader_t shader );
virtual void BindVertexShader( VertexShaderHandle_t shader );
virtual void BindPixelShader( PixelShaderHandle_t shader );
virtual void *GetCurrentVertexShader();
virtual void *GetCurrentPixelShader();
virtual void ResetShaderState();
void FlushShaders();
virtual void ClearVertexAndPixelShaderRefCounts();
virtual void PurgeUnusedVertexAndPixelShaders();
void SpewVertexAndPixelShaders();
const char *GetActiveVertexShaderName();
const char *GetActivePixelShaderName();
bool CreateDynamicCombos_Ver4( void *pContext, uint8 *pComboBuffer );
bool CreateDynamicCombos_Ver5( void *pContext, uint8 *pComboBuffer, char *debugLabel = NULL );
#if defined( DX_TO_GL_ABSTRACTION )
virtual void DoStartupShaderPreloading();
#endif
static void QueuedLoaderCallback( void *pContext, void *pContext2, const void *pData, int nSize, LoaderError_t loaderError );
private:
typedef CUtlFixedLinkedList< IDirect3DVertexShader9* >::IndexType_t VertexShaderIndex_t;
typedef CUtlFixedLinkedList< IDirect3DPixelShader9* >::IndexType_t PixelShaderIndex_t;
struct ShaderStaticCombos_t
{
int m_nCount;
// Can't use CUtlVector here since you CUtlLinkedList<CUtlVector<>> doesn't work.
HardwareShader_t *m_pHardwareShaders;
struct ShaderCreationData_t
{
CUtlVector<uint8> ByteCode;
uint32 iCentroidMask;
};
ShaderCreationData_t *m_pCreationData;
};
struct ShaderLookup_t
{
CUtlSymbol m_Name;
int m_nStaticIndex;
ShaderStaticCombos_t m_ShaderStaticCombos;
DWORD m_Flags;
int m_nRefCount;
unsigned int m_hShaderFileCache;
// for queued loading, bias an aligned optimal buffer forward to correct location
int m_nDataOffset;
// diff version, valid during load only
ShaderDictionaryEntry_t *m_pComboDictionary;
ShaderLookup_t()
{
m_Flags = 0;
m_nRefCount = 0;
m_ShaderStaticCombos.m_nCount = 0;
m_ShaderStaticCombos.m_pHardwareShaders = 0;
m_ShaderStaticCombos.m_pCreationData = 0;
m_pComboDictionary = NULL;
}
void IncRefCount()
{
m_nRefCount++;
}
bool operator==( const ShaderLookup_t& a ) const
{
return m_Name == a.m_Name && m_nStaticIndex == a.m_nStaticIndex;
}
};
#ifdef DYNAMIC_SHADER_COMPILE
struct Combo_t
{
CUtlSymbol m_ComboName;
int m_nMin;
int m_nMax;
};
struct ShaderCombos_t
{
CUtlVector<Combo_t> m_StaticCombos;
CUtlVector<Combo_t> m_DynamicCombos;
int GetNumDynamicCombos( void ) const
{
int combos = 1;
int i;
for( i = 0; i < m_DynamicCombos.Count(); i++ )
{
combos *= ( m_DynamicCombos[i].m_nMax - m_DynamicCombos[i].m_nMin + 1 );
}
return combos;
}
int GetNumStaticCombos( void ) const
{
int combos = 1;
int i;
for( i = 0; i < m_StaticCombos.Count(); i++ )
{
combos *= ( m_StaticCombos[i].m_nMax - m_StaticCombos[i].m_nMin + 1 );
}
return combos;
}
};
#endif
private:
void CreateStaticShaders();
void DestroyStaticShaders();
#if defined ( DYNAMIC_SHADER_COMPILE ) && defined( REMOTE_DYNAMIC_SHADER_COMPILE )
void InitRemoteShaderCompile();
void DeinitRemoteShaderCompile();
#endif
// The low-level dx call to set the vertex shader state
void SetVertexShaderState( HardwareShader_t shader, DataCacheHandle_t hCachedShader = DC_INVALID_HANDLE );
// The low-level dx call to set the pixel shader state
void SetPixelShaderState( HardwareShader_t shader, DataCacheHandle_t hCachedShader = DC_INVALID_HANDLE );
// Destroys all shaders
void DestroyAllShaders();
// Destroy a particular vertex shader
void DestroyVertexShader( VertexShader_t shader );
// Destroy a particular pixel shader
void DestroyPixelShader( PixelShader_t shader );
bool LoadAndCreateShaders( ShaderLookup_t &lookup, bool bVertexShader, char *debugLabel = NULL );
FileHandle_t OpenFileAndLoadHeader( const char *pFileName, ShaderHeader_t *pHeader );
#ifdef DYNAMIC_SHADER_COMPILE
bool LoadAndCreateShaders_Dynamic( ShaderLookup_t &lookup, bool bVertexShader );
const ShaderCombos_t *FindOrCreateShaderCombos( const char *pShaderName );
HardwareShader_t CompileShader( const char *pShaderName, int nStaticIndex, int nDynamicIndex, bool bVertexShader );
#endif
void DisassembleShader( ShaderLookup_t *pLookup, int dynamicCombo, uint8 *pByteCode );
void WriteTranslatedFile( ShaderLookup_t *pLookup, int dynamicCombo, char *pFileContents, char *pFileExtension );
// DX_TO_GL_ABSTRACTION only, no-op otherwise
void SaveShaderCache( char *cacheName ); // query GLM pair cache for all active shader pairs and write them to disk in named file
bool LoadShaderCache( char *cacheName ); // read named file, establish compiled shader sets for each vertex+static and pixel+static, then link pairs as listed in table
// return true on success, false if file not found
// old void WarmShaderCache();
CUtlFixedLinkedList< ShaderLookup_t > m_VertexShaderDict;
CUtlFixedLinkedList< ShaderLookup_t > m_PixelShaderDict;
CUtlSymbolTable m_ShaderSymbolTable;
#ifdef DYNAMIC_SHADER_COMPILE
typedef HRESULT (__stdcall *ShaderCompileFromFileFunc_t)( LPCSTR pSrcFile, CONST D3DXMACRO* pDefines,
LPD3DXINCLUDE pInclude, LPCSTR pFunctionName, LPCSTR pProfile, DWORD Flags,
LPD3DXBUFFER* ppShader, LPD3DXBUFFER * ppErrorMsgs, LPD3DXCONSTANTTABLE * ppConstantTable );
CUtlStringMap<ShaderCombos_t> m_ShaderNameToCombos;
CSysModule *m_pShaderCompiler30;
ShaderCompileFromFileFunc_t m_ShaderCompileFileFunc30;
#endif
// The current vertex and pixel shader
HardwareShader_t m_HardwareVertexShader;
HardwareShader_t m_HardwarePixelShader;
CUtlFixedLinkedList< IDirect3DVertexShader9* > m_RawVertexShaderDict;
CUtlFixedLinkedList< IDirect3DPixelShader9* > m_RawPixelShaderDict;
CUtlFixedLinkedList< ShaderFileCache_t > m_ShaderFileCache;
// false, creates during init.
// true, creates on access, helps reduce d3d memory for tools, but causes i/o hitches.
bool m_bCreateShadersOnDemand;
#if defined( _DEBUG )
// for debugging (can't resolve UtlSym)
// need some history because 360 d3d has rips related to sequencing
char vshDebugName[MAX_SHADER_HISTORY][64];
int vshDebugIndex;
char pshDebugName[MAX_SHADER_HISTORY][64];
int pshDebugIndex;
#endif
#if defined ( DYNAMIC_SHADER_COMPILE ) && defined( REMOTE_DYNAMIC_SHADER_COMPILE )
SOCKET m_RemoteShaderCompileSocket;
#endif
};
//-----------------------------------------------------------------------------
// Singleton accessor
//-----------------------------------------------------------------------------
static CShaderManager s_ShaderManager;
IShaderManager *g_pShaderManager = &s_ShaderManager;
//-----------------------------------------------------------------------------
// Constructor, destructor
//-----------------------------------------------------------------------------
CShaderManager::CShaderManager() :
m_ShaderSymbolTable( 0, 32, true /* caseInsensitive */ ),
m_VertexShaderDict( 32 ),
m_PixelShaderDict( 32 ),
m_ShaderFileCache( 32 )
{
m_bCreateShadersOnDemand = false;
#ifdef DYNAMIC_SHADER_COMPILE
m_pShaderCompiler30 = 0;
m_ShaderCompileFileFunc30 = 0;
#ifdef REMOTE_DYNAMIC_SHADER_COMPILE
m_RemoteShaderCompileSocket = INVALID_SOCKET;
#endif
#endif
#ifdef _DEBUG
vshDebugIndex = 0;
pshDebugIndex = 0;
#endif
}
CShaderManager::~CShaderManager()
{
#if defined ( DYNAMIC_SHADER_COMPILE ) && defined( REMOTE_DYNAMIC_SHADER_COMPILE )
DeinitRemoteShaderCompile();
#endif
}
#define REMOTE_SHADER_COMPILE_PORT "20000"
#if defined ( DYNAMIC_SHADER_COMPILE ) && defined( REMOTE_DYNAMIC_SHADER_COMPILE )
void CShaderManager::InitRemoteShaderCompile()
{
DeinitRemoteShaderCompile();
int nResult = 0;
#ifdef _WIN32
WSADATA wsaData;
nResult = WSAStartup( 0x101, &wsaData );
if ( nResult != 0 )
{
Warning( "CShaderManager::Init - Could not init socket for remote dynamic shader compilation\n" );
}
#endif
struct addrinfo hints;
ZeroMemory( &hints, sizeof(hints) );
hints.ai_family = AF_UNSPEC;
hints.ai_socktype = SOCK_STREAM;
hints.ai_protocol = IPPROTO_TCP;
// Resolve the server address and port
struct addrinfo *result = NULL;
nResult = getaddrinfo( mat_remoteshadercompile.GetString(), REMOTE_SHADER_COMPILE_PORT, &hints, &result );
if ( nResult != 0 )
{
Warning( "getaddrinfo failed: %d\n", nResult );
#ifdef _WIN32
WSACleanup();
#endif
Assert( 0 );
}
// Attempt to connect to an address until one succeeds
for( struct addrinfo *ptr = result; ptr != NULL; ptr = ptr->ai_next )
{
// Create a SOCKET for connecting to remote shader compilation server
m_RemoteShaderCompileSocket = socket( ptr->ai_family, ptr->ai_socktype, ptr->ai_protocol );
if ( m_RemoteShaderCompileSocket == INVALID_SOCKET )
{
Warning( "Error at socket(): %ld\n", WSAGetLastError() );
freeaddrinfo( result );
#ifdef _WIN32
WSACleanup();
#endif
Assert( 0 );
continue;
}
// Connect to server.
nResult = connect( m_RemoteShaderCompileSocket, ptr->ai_addr, (int)ptr->ai_addrlen);
if ( nResult == SOCKET_ERROR )
{
closesocket( m_RemoteShaderCompileSocket );
m_RemoteShaderCompileSocket = INVALID_SOCKET;
continue;
}
break;
}
freeaddrinfo( result );
if ( m_RemoteShaderCompileSocket == INVALID_SOCKET )
{
Warning( "Unable to connect to remote shader compilation server!\n" );
#ifdef _WIN32
WSACleanup();
#endif
Assert ( 0 );
}
}
void CShaderManager::DeinitRemoteShaderCompile()
{
if ( m_RemoteShaderCompileSocket != INVALID_SOCKET )
{
if ( shutdown( m_RemoteShaderCompileSocket, SD_SEND ) == SOCKET_ERROR )
{
Warning( "Remote shader compilation shutdown failed: %d\n", WSAGetLastError() );
}
closesocket( m_RemoteShaderCompileSocket );
m_RemoteShaderCompileSocket = INVALID_SOCKET;
}
}
#endif // defined ( DYNAMIC_SHADER_COMPILE ) && defined( REMOTE_DYNAMIC_SHADER_COMPILE )
//-----------------------------------------------------------------------------
// Initialization, shutdown
//-----------------------------------------------------------------------------
void CShaderManager::Init()
{
// incompatible with the 360, violates loading system
// only used by PC to help tools reduce d3d footprint
m_bCreateShadersOnDemand = IsPC() && ( ShaderUtil()->InEditorMode() || CommandLine()->CheckParm( "-shadersondemand" ) );
#ifdef DYNAMIC_SHADER_COMPILE
if( !IsX360() )
{
#ifdef REMOTE_DYNAMIC_SHADER_COMPILE
InitRemoteShaderCompile();
#else // REMOTE_DYNAMIC_SHADER_COMPILE
#ifdef _DEBUG
m_pShaderCompiler30 = Sys_LoadModule( "d3dx9d_33.dll" );
#endif
if (!m_pShaderCompiler30)
{
m_pShaderCompiler30 = Sys_LoadModule( "d3dx9_33.dll" );
}
if ( m_pShaderCompiler30 )
{
m_ShaderCompileFileFunc30 = (ShaderCompileFromFileFunc_t)GetProcAddress( (HMODULE)m_pShaderCompiler30, "D3DXCompileShaderFromFileA" );
}
#endif
}
#endif // DYNAMIC_SHADER_COMPILE
CreateStaticShaders();
}
void CShaderManager::Shutdown()
{
#ifdef DYNAMIC_SHADER_COMPILE
if ( m_pShaderCompiler30 )
{
Sys_UnloadModule( m_pShaderCompiler30 );
m_pShaderCompiler30 = 0;
m_ShaderCompileFileFunc30 = 0;
}
#endif
#ifdef DX_TO_GL_ABSTRACTION
if (mat_autosave_glshaders.GetInt())
{
SaveShaderCache("glshaders.cfg");
}
#endif
DestroyAllShaders();
DestroyStaticShaders();
}
//-----------------------------------------------------------------------------
// Compiles shaders
//-----------------------------------------------------------------------------
IShaderBuffer *CShaderManager::CompileShader( const char *pProgram, size_t nBufLen, const char *pShaderVersion )
{
int nCompileFlags = D3DXSHADER_AVOID_FLOW_CONTROL;
#ifdef _DEBUG
nCompileFlags |= D3DXSHADER_DEBUG;
#endif
LPD3DXBUFFER pCompiledShader, pErrorMessages;
HRESULT hr = D3DXCompileShader( pProgram, nBufLen,
NULL, NULL, "main", pShaderVersion, nCompileFlags,
&pCompiledShader, &pErrorMessages, NULL );
if ( FAILED( hr ) )
{
if ( pErrorMessages )
{
const char *pErrorMessage = (const char *)pErrorMessages->GetBufferPointer();
Warning( "Shader compilation failed! Reported the following errors:\n%s\n", pErrorMessage );
pErrorMessages->Release();
}
return NULL;
}
// NOTE: This uses small block heap allocator; so I'm not going
// to bother creating a memory pool.
CShaderBuffer< ID3DXBuffer > *pShaderBuffer = new CShaderBuffer< ID3DXBuffer >( pCompiledShader );
if ( pErrorMessages )
{
pErrorMessages->Release();
}
return pShaderBuffer;
}
VertexShaderHandle_t CShaderManager::CreateVertexShader( IShaderBuffer* pShaderBuffer )
{
// Create the vertex shader
IDirect3DVertexShader9 *pVertexShader = NULL;
#if defined(_X360) || !defined(DX_TO_GL_ABSTRACTION)
HRESULT hr = Dx9Device()->CreateVertexShader( (const DWORD*)pShaderBuffer->GetBits(), &pVertexShader );
#else
HRESULT hr = Dx9Device()->CreateVertexShader( (const DWORD*)pShaderBuffer->GetBits(), &pVertexShader, NULL );
#endif
if ( FAILED( hr ) || !pVertexShader )
return VERTEX_SHADER_HANDLE_INVALID;
s_NumVertexShadersCreated++;
RegisterVS( pShaderBuffer->GetBits(), pShaderBuffer->GetSize(), pVertexShader );
// Insert the shader into the dictionary of shaders
VertexShaderIndex_t i = m_RawVertexShaderDict.AddToTail( pVertexShader );
return (VertexShaderHandle_t)i;
}
void CShaderManager::DestroyVertexShader( VertexShaderHandle_t hShader )
{
if ( hShader == VERTEX_SHADER_HANDLE_INVALID )
return;
VertexShaderIndex_t i = (VertexShaderIndex_t)hShader;
IDirect3DVertexShader9 *pVertexShader = m_RawVertexShaderDict[ i ];
UnregisterVS( pVertexShader );
VerifyEquals( (int)pVertexShader->Release(), 0 );
m_RawVertexShaderDict.Remove( i );
}
PixelShaderHandle_t CShaderManager::CreatePixelShader( IShaderBuffer* pShaderBuffer )
{
// Create the vertex shader
IDirect3DPixelShader9 *pPixelShader = NULL;
#if defined(_X360) || !defined(DX_TO_GL_ABSTRACTION)
HRESULT hr = Dx9Device()->CreatePixelShader( (const DWORD*)pShaderBuffer->GetBits(), &pPixelShader );
#else
HRESULT hr = Dx9Device()->CreatePixelShader( (const DWORD*)pShaderBuffer->GetBits(), &pPixelShader, NULL );
#endif
if ( FAILED( hr ) || !pPixelShader )
return PIXEL_SHADER_HANDLE_INVALID;
s_NumPixelShadersCreated++;
RegisterPS( pShaderBuffer->GetBits(), pShaderBuffer->GetSize(), pPixelShader );
// Insert the shader into the dictionary of shaders
PixelShaderIndex_t i = m_RawPixelShaderDict.AddToTail( pPixelShader );
return (PixelShaderHandle_t)i;
}
void CShaderManager::DestroyPixelShader( PixelShaderHandle_t hShader )
{
if ( hShader == PIXEL_SHADER_HANDLE_INVALID )
return;
PixelShaderIndex_t i = (PixelShaderIndex_t)hShader;
IDirect3DPixelShader9 *pPixelShader = m_RawPixelShaderDict[ i ];
UnregisterPS( pPixelShader );
VerifyEquals( (int)pPixelShader->Release(), 0 );
m_RawPixelShaderDict.Remove( i );
}
//-----------------------------------------------------------------------------
// Globals
//-----------------------------------------------------------------------------
HardwareShader_t s_pIllegalMaterialPS = INVALID_HARDWARE_SHADER;
//-----------------------------------------------------------------------------
// Static methods
//-----------------------------------------------------------------------------
void CShaderManager::CreateStaticShaders()
{
MEM_ALLOC_D3D_CREDIT();
if ( !HardwareConfig()->SupportsVertexAndPixelShaders() )
{
return;
}
if ( IsPC() )
{
// GR - hack for illegal materials
const DWORD psIllegalMaterial[] =
{
#ifdef DX_TO_GL_ABSTRACTION
// Use a PS 2.0 binary shader on DX_TO_GL_ABSTRACTION
0xffff0200, 0x05000051, 0xa00f0000, 0x3f800000,
0x00000000, 0x3f800000, 0x3f800000, 0x02000001,
0x800f0000, 0xa0e40000, 0x02000001, 0x800f0800,
0x80e40000, 0x0000ffff
#else
0xffff0101, 0x00000051, 0xa00f0000, 0x00000000, 0x3f800000, 0x00000000,
0x3f800000, 0x00000001, 0x800f0000, 0xa0e40000, 0x0000ffff
#endif
};
// create default shader
#if defined(_X360) || !defined(DX_TO_GL_ABSTRACTION)
Dx9Device()->CreatePixelShader( psIllegalMaterial, ( IDirect3DPixelShader9 ** )&s_pIllegalMaterialPS );
#else
Dx9Device()->CreatePixelShader( psIllegalMaterial, ( IDirect3DPixelShader9 ** )&s_pIllegalMaterialPS, NULL );
#endif
}
}
void CShaderManager::DestroyStaticShaders()
{
// GR - invalid material hack
// destroy internal shader
if ( s_pIllegalMaterialPS != INVALID_HARDWARE_SHADER )
{
( ( IDirect3DPixelShader9 * )s_pIllegalMaterialPS )->Release();
s_pIllegalMaterialPS = INVALID_HARDWARE_SHADER;
}
}
#ifdef DYNAMIC_SHADER_COMPILE
static const char *GetShaderSourcePath( void )
{
static char shaderDir[MAX_PATH];
// GR - just in case init this...
static bool bHaveShaderDir = false;
if( !bHaveShaderDir )
{
bHaveShaderDir = true;
# if ( defined( DYNAMIC_SHADER_COMPILE_CUSTOM_PATH ) )
{
Q_strncpy( shaderDir, DYNAMIC_SHADER_COMPILE_CUSTOM_PATH, MAX_PATH );
}
# else
{
# if ( defined( _X360 ) )
{
char hostName[128] = "";
const char *pHostName = CommandLine()->ParmValue( "-host" );
if ( !pHostName )
{
// the 360 machine name must be <HostPC>_360
DWORD length = sizeof( hostName );
DmGetXboxName( hostName, &length );
char *p = strstr( hostName, "_360" );
*p = '\0';
pHostName = hostName;
}
Q_snprintf( shaderDir, MAX_PATH, "net:\\smb\\%s\\stdshaders", pHostName );
}
# else
{
Q_strncpy( shaderDir, __FILE__, MAX_PATH );
Q_StripFilename( shaderDir );
Q_StripLastDir( shaderDir, MAX_PATH );
Q_strncat( shaderDir, "stdshaders", MAX_PATH, COPY_ALL_CHARACTERS );
}
# endif
}
# endif
}
return shaderDir;
}
#endif
#ifdef DYNAMIC_SHADER_COMPILE
const CShaderManager::ShaderCombos_t *CShaderManager::FindOrCreateShaderCombos( const char *pShaderName )
{
if( m_ShaderNameToCombos.Defined( pShaderName ) )
{
return &m_ShaderNameToCombos[pShaderName];
}
ShaderCombos_t &combos = m_ShaderNameToCombos[pShaderName];
char filename[MAX_PATH];
// try the vsh dir first.
Q_strncpy( filename, GetShaderSourcePath(), MAX_PATH );
Q_strncat( filename, "\\", MAX_PATH, COPY_ALL_CHARACTERS );
Q_strncat( filename, pShaderName, MAX_PATH, COPY_ALL_CHARACTERS );
Q_strncat( filename, ".vsh", MAX_PATH, COPY_ALL_CHARACTERS );
CUtlInplaceBuffer bffr( 0, 0, CUtlInplaceBuffer::TEXT_BUFFER );
bool bOpenResult = g_pFullFileSystem->ReadFile( filename, NULL, bffr );
if ( bOpenResult )
{
NULL;
}
else
{
// try the fxc dir.
Q_strncpy( filename, GetShaderSourcePath(), MAX_PATH );
Q_strncat( filename, "\\", MAX_PATH, COPY_ALL_CHARACTERS );
Q_strncat( filename, pShaderName, MAX_PATH, COPY_ALL_CHARACTERS );
Q_strncat( filename, ".fxc", MAX_PATH, COPY_ALL_CHARACTERS );
bOpenResult = g_pFullFileSystem->ReadFile( filename, NULL, bffr );
if ( !bOpenResult )
{
// Maybe this is a specific version [20 & 20b] -> [2x]
if ( Q_strlen( pShaderName ) >= 3 )
{
char *pszEndFilename = filename + strlen( filename );
if ( !Q_stricmp( pszEndFilename - 6, "30.fxc" ) )
{
// Total hack. Who knows what builds that 30 shader?
strcpy( pszEndFilename - 6, "20b.fxc" );
bOpenResult = g_pFullFileSystem->ReadFile( filename, NULL, bffr );
if ( !bOpenResult )
{
strcpy( pszEndFilename - 6, "2x.fxc" );
bOpenResult = g_pFullFileSystem->ReadFile( filename, NULL, bffr );
}
if ( !bOpenResult )
{
strcpy( pszEndFilename - 6, "20.fxc" );
bOpenResult = g_pFullFileSystem->ReadFile( filename, NULL, bffr );
}
}
else
{
if ( !stricmp( pszEndFilename - 6, "20.fxc" ) )
{
pszEndFilename[ -5 ] = 'x';
}
else if ( !stricmp( pszEndFilename - 7, "20b.fxc" ) )
{
strcpy( pszEndFilename - 7, "2x.fxc" );
--pszEndFilename;
}
else if ( !stricmp( pszEndFilename - 6, "11.fxc" ) )
{
strcpy( pszEndFilename - 6, "xx.fxc" );
}
bOpenResult = g_pFullFileSystem->ReadFile( filename, NULL, bffr );
if ( !bOpenResult )
{
if ( !stricmp( pszEndFilename - 6, "2x.fxc" ) )
{
pszEndFilename[ -6 ] = 'x';
bOpenResult = g_pFullFileSystem->ReadFile( filename, NULL, bffr );
}
}
}
}
}
if ( !bOpenResult )
{
Assert( 0 );
return NULL;
}
}
while( char *line = bffr.InplaceGetLinePtr() )
{
// dear god perl is better at this kind of shit!
int begin = 0;
int end = 0;
// check if the line starts with '//'
if( line[0] != '/' || line[1] != '/' )
{
continue;
}
// Check if line intended for platform lines
if( IsX360() )
{
if ( Q_stristr( line, "[PC]" ) )
continue;
}
else
{
if ( Q_stristr( line, "[360]" ) || Q_stristr( line, "[XBOX]" ) )
continue;
}
// Skip any lines intended for other shader version
if ( Q_stristr( pShaderName, "_ps20" ) && !Q_stristr( pShaderName, "_ps20b" ) &&
Q_stristr( line, "[ps" ) && !Q_stristr( line, "[ps20]" ) )
continue;
if ( Q_stristr( pShaderName, "_ps20b" ) &&
Q_stristr( line, "[ps" ) && !Q_stristr( line, "[ps20b]" ) )
continue;
if ( Q_stristr( pShaderName, "_ps30" ) &&
Q_stristr( line, "[ps" ) && !Q_stristr( line, "[ps30]" ) )
continue;
if ( Q_stristr( pShaderName, "_vs20" ) &&
Q_stristr( line, "[vs" ) && !Q_stristr( line, "[vs20]" ) )
continue;
if ( Q_stristr( pShaderName, "_vs30" ) &&
Q_stristr( line, "[vs" ) && !Q_stristr( line, "[vs30]" ) )
continue;
char *pScan = &line[2];
while( *pScan == ' ' || *pScan == '\t' )
{
pScan++;
}
bool bDynamic;
if( Q_strncmp( pScan, "DYNAMIC", 7 ) == 0 )
{
bDynamic = true;
pScan += 7;
}
else if( Q_strncmp( pScan, "STATIC", 6 ) == 0 )
{
bDynamic = false;
pScan += 6;
}
else
{
continue;
}
// skip whitespace
while( *pScan == ' ' || *pScan == '\t' )
{
pScan++;
}
// check for colon
if( *pScan != ':' )
{
continue;
}
pScan++;
// skip whitespace
while( *pScan == ' ' || *pScan == '\t' )
{
pScan++;
}
// check for quote
if( *pScan != '\"' )
{
continue;
}
pScan++;
char *pBeginningOfName = pScan;
while( 1 )
{
if( *pScan == '\0' )
{
break;
}
if( *pScan == '\"' )
{
break;
}
pScan++;
}
if( *pScan == '\0' )
{
continue;
}
// must have hit a quote. .done with string.
// slam a NULL at the end quote of the string so that we have the string at pBeginningOfName.
*pScan = '\0';
pScan++;
// skip whitespace
while( *pScan == ' ' || *pScan == '\t' )
{
pScan++;
}
// check for quote
if( *pScan != '\"' )
{
continue;
}
pScan++;
// make sure that we have a number after the quote.
if( !isdigit( *pScan ) )
{
continue;
}
while( isdigit( *pScan ) )
{
begin = begin * 10 + ( *pScan - '0' );
pScan++;
}
if( pScan[0] != '.' || pScan[1] != '.' )
{
continue;
}
pScan += 2;
// make sure that we have a number
if( !isdigit( *pScan ) )
{
continue;
}
while( isdigit( *pScan ) )
{
end = end * 10 + ( *pScan - '0' );
pScan++;
}
if( pScan[0] != '\"' )
{
continue;
}
// sweet freaking jesus. .done parsing the line.
// char buf[1024];
// sprintf( buf, "\"%s\" \"%s\" %d %d\n", bDynamic ? "DYNAMIC" : "STATIC", pBeginningOfName, begin, end );
// Plat_DebugString( buf );
Combo_t *pCombo = NULL;
if( bDynamic )
{
pCombo = &combos.m_DynamicCombos[combos.m_DynamicCombos.AddToTail()];
}
else
{
pCombo = &combos.m_StaticCombos[combos.m_StaticCombos.AddToTail()];
}
pCombo->m_ComboName = m_ShaderSymbolTable.AddString( pBeginningOfName );
pCombo->m_nMin = begin;
pCombo->m_nMax = end;
}
return &combos;
}
#endif // DYNAMIC_SHADER_COMPILE
#ifdef DYNAMIC_SHADER_COMPILE
#ifndef DX_TO_GL_ABSTRACTION
//-----------------------------------------------------------------------------
// Used to deal with include files
//-----------------------------------------------------------------------------
class CDxInclude : public ID3DXInclude
{
public:
CDxInclude( const char *pMainFileName );
#if defined( _X360 )
virtual HRESULT WINAPI Open( D3DXINCLUDE_TYPE IncludeType, LPCSTR pFileName, LPCVOID pParentData, LPCVOID * ppData, UINT * pBytes, LPSTR pFullPath, DWORD cbFullPath );
#else
STDMETHOD(Open)(THIS_ D3DXINCLUDE_TYPE IncludeType, LPCSTR pFileName, LPCVOID pParentData, LPCVOID *ppData, UINT *pBytes);
#endif
STDMETHOD(Close)(THIS_ LPCVOID pData);
private:
char m_pBasePath[MAX_PATH];
#if defined( _X360 )
char m_pFullPath[MAX_PATH];
#endif
};
CDxInclude::CDxInclude( const char *pMainFileName )
{
Q_ExtractFilePath( pMainFileName, m_pBasePath, sizeof(m_pBasePath) );
}
#if defined( _X360 )
HRESULT CDxInclude::Open( D3DXINCLUDE_TYPE IncludeType, LPCSTR pFileName, LPCVOID pParentData, LPCVOID * ppData, UINT * pBytes, LPSTR pFullPath, DWORD cbFullPath )
#else
HRESULT CDxInclude::Open( D3DXINCLUDE_TYPE IncludeType, LPCSTR pFileName, LPCVOID pParentData, LPCVOID * ppData, UINT * pBytes )
#endif
{
char pTemp[MAX_PATH];
if ( !Q_IsAbsolutePath( pFileName ) && ( IncludeType == D3DXINC_LOCAL ) )
{
Q_ComposeFileName( m_pBasePath, pFileName, pTemp, sizeof(pTemp) );
pFileName = pTemp;
}
CUtlBuffer buf( 0, 0, CUtlBuffer::TEXT_BUFFER );
if ( !g_pFullFileSystem->ReadFile( pFileName, NULL, buf ) )
return E_FAIL;
*pBytes = buf.TellMaxPut();
void *pMem = malloc( *pBytes );
memcpy( pMem, buf.Base(), *pBytes );
*ppData = pMem;
# if ( defined( _X360 ) )
{
Q_ComposeFileName( m_pBasePath, pFileName, m_pFullPath, sizeof(m_pFullPath) );
pFullPath = m_pFullPath;
cbFullPath = MAX_PATH;
}
# endif
return S_OK;
}
HRESULT CDxInclude::Close( LPCVOID pData )
{
void *pMem = const_cast<void*>( pData );
free( pMem );
return S_OK;
}
#endif // not DX_TO_GL_ABSTRACTION
static const char *FileNameToShaderModel( const char *pShaderName, bool bVertexShader )
{
// Figure out the shader model
const char *pShaderModel = NULL;
if( bVertexShader )
{
if( Q_stristr( pShaderName, "vs20" ) )
{
pShaderModel = "vs_2_0";
bVertexShader = true;
}
else if( Q_stristr( pShaderName, "vs11" ) )
{
pShaderModel = "vs_1_1";
bVertexShader = true;
}
else if( Q_stristr( pShaderName, "vs14" ) )
{
pShaderModel = "vs_1_1";
bVertexShader = true;
}
else if( Q_stristr( pShaderName, "vs30" ) )
{
pShaderModel = "vs_3_0";
bVertexShader = true;
}
else
{
#ifdef _DEBUG
Error( "Failed dynamic shader compiled\nBuild shaderapidx9.dll in debug to find problem\n" );
#else
Assert( 0 );
#endif
}
}
else
{
if( Q_stristr( pShaderName, "ps20b" ) )
{
pShaderModel = "ps_2_b";
}
else if( Q_stristr( pShaderName, "ps20" ) )
{
pShaderModel = "ps_2_0";
}
else if( Q_stristr( pShaderName, "ps11" ) )
{
pShaderModel = "ps_1_1";
}
else if( Q_stristr( pShaderName, "ps14" ) )
{
pShaderModel = "ps_1_4";
}
else if( Q_stristr( pShaderName, "ps30" ) )
{
pShaderModel = "ps_3_0";
}
else
{
#ifdef _DEBUG
Error( "Failed dynamic shader compiled\nBuild shaderapidx9.dll in debug to find problem\n" );
#else
Assert( 0 );
#endif
}
}
return pShaderModel;
}
#endif
#ifdef DYNAMIC_SHADER_COMPILE
#if defined( _X360 )
static ConVar mat_flushshaders_generate_updbs( "mat_flushshaders_generate_updbs", "0", 0, "Generates UPDBs whenever you flush shaders." );
#endif
HardwareShader_t CShaderManager::CompileShader( const char *pShaderName,
int nStaticIndex, int nDynamicIndex, bool bVertexShader )
{
VPROF_BUDGET( "CompileShader", "CompileShader" );
Assert( m_ShaderNameToCombos.Defined( pShaderName ) );
if( !m_ShaderNameToCombos.Defined( pShaderName ) )
{
return INVALID_HARDWARE_SHADER;
}
const ShaderCombos_t &combos = m_ShaderNameToCombos[pShaderName];
#ifdef _DEBUG
int numStaticCombos = combos.GetNumStaticCombos();
int numDynamicCombos = combos.GetNumDynamicCombos();
#endif
Assert( nStaticIndex % numDynamicCombos == 0 );
Assert( ( nStaticIndex % numDynamicCombos ) >= 0 && ( nStaticIndex % numDynamicCombos ) < numStaticCombos );
Assert( nDynamicIndex >= 0 && nDynamicIndex < numDynamicCombos );
# ifdef DYNAMIC_SHADER_COMPILE_VERBOSE
//Warning( "Compiling %s %s\n\tdynamic:", bVertexShader ? "vsh" : "psh", pShaderName );
Warning( "Compiling " );
if ( bVertexShader )
ConColorMsg( Color( 0, 255, 0, 255 ), "vsh - %s ", pShaderName );
else
ConColorMsg( Color( 0, 255, 255, 255 ), "psh - %s ", pShaderName );
Warning( "\n\tdynamic:" );
# endif
CUtlVector<D3DXMACRO> macros;
// plus 1 for null termination, plus 1 for #define SHADER_MODEL_*, and plus 1 for #define _X360 on 360
macros.SetCount( combos.m_DynamicCombos.Count() + combos.m_StaticCombos.Count() + 2 + ( IsX360() ? 1 : 0 ) );
int nCombo = nStaticIndex + nDynamicIndex;
int macroIndex = 0;
int i;
for( i = 0; i < combos.m_DynamicCombos.Count(); i++ )
{
int countForCombo = combos.m_DynamicCombos[i].m_nMax - combos.m_DynamicCombos[i].m_nMin + 1;
int val = nCombo % countForCombo + combos.m_DynamicCombos[i].m_nMin;
nCombo /= countForCombo;
macros[macroIndex].Name = m_ShaderSymbolTable.String( combos.m_DynamicCombos[i].m_ComboName );
char buf[16];
sprintf( buf, "%d", val );
CUtlSymbol valSymbol( buf );
macros[macroIndex].Definition = valSymbol.String();
# ifdef DYNAMIC_SHADER_COMPILE_VERBOSE
Warning( " %s=%s", macros[macroIndex].Name, macros[macroIndex].Definition );
# endif
macroIndex++;
}
# ifdef DYNAMIC_SHADER_COMPILE_VERBOSE
Warning( "\n\tstatic:" );
# endif
for( i = 0; i < combos.m_StaticCombos.Count(); i++ )
{
int countForCombo = combos.m_StaticCombos[i].m_nMax - combos.m_StaticCombos[i].m_nMin + 1;
int val = nCombo % countForCombo + combos.m_StaticCombos[i].m_nMin;
nCombo /= countForCombo;
macros[macroIndex].Name = m_ShaderSymbolTable.String( combos.m_StaticCombos[i].m_ComboName );
char buf[16];
sprintf( buf, "%d", val );
CUtlSymbol valSymbol( buf );
macros[macroIndex].Definition = valSymbol.String();
# ifdef DYNAMIC_SHADER_COMPILE_VERBOSE
Warning( " %s=%s", macros[macroIndex].Name, macros[macroIndex].Definition );
# endif
macroIndex++;
}
# ifdef DYNAMIC_SHADER_COMPILE_VERBOSE
Warning( "\n" );
# endif
char filename[MAX_PATH];
Q_strncpy( filename, GetShaderSourcePath(), MAX_PATH );
Q_strncat( filename, "\\", MAX_PATH, COPY_ALL_CHARACTERS );
Q_strncat( filename, pShaderName, MAX_PATH, COPY_ALL_CHARACTERS );
Q_strncat( filename, ".fxc", MAX_PATH, COPY_ALL_CHARACTERS );
const char *pShaderModel = FileNameToShaderModel( pShaderName, bVertexShader );
// define the shader model
char shaderModelDefineString[1024];
Q_snprintf( shaderModelDefineString, 1024, "SHADER_MODEL_%s", pShaderModel );
Q_strupr( shaderModelDefineString );
macros[macroIndex].Name = shaderModelDefineString;
macros[macroIndex].Definition = "1";
macroIndex++;
char x360DefineString[1024];
if( IsX360() )
{
Q_snprintf( x360DefineString, 1024, "_X360", pShaderModel );
Q_strupr( x360DefineString );
macros[macroIndex].Name = x360DefineString;
macros[macroIndex].Definition = "1";
macroIndex++;
}
// NULL terminate.
macros[macroIndex].Name = NULL;
macros[macroIndex].Definition = NULL;
// Instead of erroring out, infinite-loop on shader compilation
// (i.e. give developers a chance to fix the shader code w/out restarting the game)
#ifndef _DEBUG
int retriesLeft = 20;
retry_compile:
#endif
// Try and open the file to see if it exists
FileHandle_t fp = g_pFullFileSystem->Open( filename, "r" );
if ( fp == FILESYSTEM_INVALID_HANDLE )
{
// Maybe this is a specific version [20 & 20b] -> [2x]
if ( strlen( pShaderName ) >= 3 )
{
char *pszEndFilename = filename + strlen( filename );
if ( !Q_stricmp( pszEndFilename - 6, "30.fxc" ) )
{
strcpy( pszEndFilename - 6, "20b.fxc" );
fp = g_pFullFileSystem->Open( filename, "r" );
if ( fp == FILESYSTEM_INVALID_HANDLE )
{
strcpy( pszEndFilename - 6, "2x.fxc" );
fp = g_pFullFileSystem->Open( filename, "r" );
}
if ( fp == FILESYSTEM_INVALID_HANDLE )
{
strcpy( pszEndFilename - 6, "20.fxc" );
fp = g_pFullFileSystem->Open( filename, "r" );
}
}
else
{
if ( !Q_stricmp( pszEndFilename - 6, "20.fxc" ) )
{
pszEndFilename[ -5 ] = 'x';
fp = g_pFullFileSystem->Open( filename, "r" );
}
else if ( !Q_stricmp( pszEndFilename - 7, "20b.fxc" ) )
{
strcpy( pszEndFilename - 7, "2x.fxc" );
fp = g_pFullFileSystem->Open( filename, "r" );
}
else if ( !stricmp( pszEndFilename - 6, "11.fxc" ) )
{
strcpy( pszEndFilename - 6, "xx.fxc" );
fp = g_pFullFileSystem->Open( filename, "r" );
}
if ( fp == FILESYSTEM_INVALID_HANDLE )
{
if ( !stricmp( pszEndFilename - 6, "2x.fxc" ) )
{
pszEndFilename[ -6 ] = 'x';
fp = g_pFullFileSystem->Open( filename, "r" );
}
}
}
}
}
if ( fp != FILESYSTEM_INVALID_HANDLE )
{
g_pFullFileSystem->Close( fp );
}
#ifdef REMOTE_DYNAMIC_SHADER_COMPILE
#define SEND_BUF_SIZE 40000
#define RECV_BUF_SIZE 40000
// Remotely-compiled shader code
uint32 *pRemotelyCompiledShader = NULL;
uint32 nRemotelyCompiledShaderLength = 0;
if ( m_RemoteShaderCompileSocket == INVALID_SOCKET )
{
InitRemoteShaderCompile();
}
// In this case, we're going to use a remote service to do our compiling
if ( m_RemoteShaderCompileSocket != INVALID_SOCKET )
{
// Build up command list for remote shader compiler
char pSendbuf[SEND_BUF_SIZE], pRecvbuf[RECV_BUF_SIZE], pFixedFilename[MAX_PATH], buf[MAX_PATH];
V_FixupPathName( pFixedFilename, MAX_PATH, filename );
V_FileBase( pFixedFilename, buf, MAX_PATH ); // Just find base filename
V_strncat( buf, ".fxc", MAX_PATH );
V_snprintf( pSendbuf, SEND_BUF_SIZE, "%s\n", buf );
V_strncat( pSendbuf, pShaderModel, SEND_BUF_SIZE );
V_strncat( pSendbuf, "\n", SEND_BUF_SIZE );
V_snprintf( buf, MAX_PATH, "%d\n", macros.Count() );
V_strncat( pSendbuf, buf, SEND_BUF_SIZE );
for ( int i=0; i < macros.Count(); i++ )
{
V_snprintf( buf, MAX_PATH, "%s\n%s\n", macros[i].Name, macros[i].Definition );
V_strncat( pSendbuf, buf, SEND_BUF_SIZE );
}
V_strncat( pSendbuf, "", SEND_BUF_SIZE );
// Send commands to remote shader compiler
int nResult = send( m_RemoteShaderCompileSocket, pSendbuf, (int)strlen( pSendbuf ), 0 );
if ( nResult == SOCKET_ERROR )
{
Warning( "send failed: %d\n", WSAGetLastError() );
DeinitRemoteShaderCompile();
}
if ( m_RemoteShaderCompileSocket != INVALID_SOCKET )
{
// Block here until we get a result back from the server
nResult = recv( m_RemoteShaderCompileSocket, pRecvbuf, RECV_BUF_SIZE, 0 );
if ( nResult == 0 )
{
Warning( "Connection closed\n" );
DeinitRemoteShaderCompile();
}
else if ( nResult < 0 )
{
Warning( "recv failed: %d\n", WSAGetLastError() );
DeinitRemoteShaderCompile();
}
if ( m_RemoteShaderCompileSocket != INVALID_SOCKET )
{
// Grab the first 32 bits, which tell us what the rest of the data is
uint32 nCompileResultCode;
memcpy( &nCompileResultCode, pRecvbuf, sizeof( nCompileResultCode ) );
// If is zero, we have an error, so the rest of the data is a text string from the compiler
if ( nCompileResultCode == 0x00000000 )
{
Warning( "Remote shader compile error: %s\n", pRecvbuf+4 );
}
else // we have an actual binary shader blob coming back
{
nRemotelyCompiledShaderLength = nCompileResultCode;
pRemotelyCompiledShader = (uint32 *) pRecvbuf;
pRemotelyCompiledShader++;
}
}
}
} // End using remote compile service
#endif // REMOTE_DYNAMIC_SHADER_COMPILE
#if defined( DYNAMIC_SHADER_COMPILE )
bool bShadersNeedFlush = false;
#endif
#if defined( DYNAMIC_SHADER_COMPILE ) && !defined( REMOTE_DYNAMIC_SHADER_COMPILE )
LPD3DXBUFFER pShader = NULL;
LPD3DXBUFFER pErrorMessages = NULL;
HRESULT hr = S_OK;
bool b30Shader = !Q_stricmp( pShaderModel, "vs_3_0" ) || !Q_stricmp( pShaderModel, "ps_3_0" );
if ( m_ShaderCompileFileFunc30 && b30Shader )
{
CDxInclude dxInclude( filename );
hr = m_ShaderCompileFileFunc30( filename, macros.Base(), &dxInclude,
"main", pShaderModel, 0 /* DWORD Flags */, &pShader, &pErrorMessages, NULL /* LPD3DXCONSTANTTABLE *ppConstantTable */ );
}
else
{
# if ( !defined( _X360 ) )
{
if ( b30Shader )
{
Warning( "Compiling with a stale version of d3dx. Should have d3d9x_33.dll installed (Apr 2007)\n" );
}
hr = D3DXCompileShaderFromFile( filename, macros.Base(), NULL /* LPD3DXINCLUDE */,
"main", pShaderModel, 0 /* DWORD Flags */, &pShader, &pErrorMessages, NULL /* LPD3DXCONSTANTTABLE *ppConstantTable */ );
#ifdef REMOTE_DYNAMIC_SHADER_COMPILE
// If we're using the remote compiling service, let's double-check against a local compile
if ( ( m_RemoteShaderCompileSocket != INVALID_SOCKET ) && pRemotelyCompiledShader )
{
if ( ( memcmp( pRemotelyCompiledShader, pShader->GetBufferPointer(), pShader->GetBufferSize() ) != 0 ) ||
( pShader->GetBufferSize() != nRemotelyCompiledShaderLength) )
{
Warning( "Remote and local shaders don't match!\n" );
return INVALID_HARDWARE_SHADER;
}
}
#endif // REMOTE_DYNAMIC_SHADER_COMPILE
}
# else
{
D3DXSHADER_COMPILE_PARAMETERS compileParams;
memset( &compileParams, 0, sizeof( compileParams ) );
char pUPDBOutputFile[MAX_PATH] = ""; //where we write the file
char pUPDBPIXLookup[MAX_PATH] = ""; //where PIX (on a pc) looks for the file
compileParams.Flags |= D3DXSHADEREX_OPTIMIZE_UCODE;
if( mat_flushshaders_generate_updbs.GetBool() )
{
//UPDB generation for PIX debugging
compileParams.Flags |= D3DXSHADEREX_GENERATE_UPDB;
compileParams.UPDBPath = pUPDBPIXLookup;
Q_snprintf( pUPDBOutputFile, MAX_PATH, "%s\\UPDB_X360\\%s_S%d_D%d.updb", GetShaderSourcePath(), pShaderName, nStaticIndex, nDynamicIndex );
//replace "net:\smb" with another "\" turning the xbox network address format into the pc network address format
V_strcpy_safe( pUPDBPIXLookup, &pUPDBOutputFile[7] );
pUPDBPIXLookup[0] = '\\';
}
hr = D3DXCompileShaderFromFileEx( filename, macros.Base(), NULL /* LPD3DXINCLUDE */,
"main", pShaderModel, 0 /* DWORD Flags */, &pShader, &pErrorMessages, NULL /* LPD3DXCONSTANTTABLE *ppConstantTable */, &compileParams );
if( (pUPDBOutputFile[0] != '\0') && compileParams.pUPDBBuffer ) //Did we generate a updb?
{
CUtlBuffer outbuffer;
DWORD dataSize = compileParams.pUPDBBuffer->GetBufferSize();
outbuffer.EnsureCapacity( dataSize );
memcpy( outbuffer.Base(), compileParams.pUPDBBuffer->GetBufferPointer(), dataSize );
outbuffer.SeekPut( CUtlBuffer::SEEK_CURRENT, dataSize );
g_pFullFileSystem->WriteFile( pUPDBOutputFile, NULL, outbuffer );
compileParams.pUPDBBuffer->Release();
}
}
# endif
}
if ( hr != D3D_OK )
{
const char *pErrorMessageString = ( const char * )pErrorMessages->GetBufferPointer();
Plat_DebugString( pErrorMessageString );
Plat_DebugString( "\n" );
#ifndef _DEBUG
if ( retriesLeft-- > 0 )
{
DevMsg( 0, "Failed dynamic shader compiled - fix the shader while the debugger is at the breakpoint, then continue\n" );
DebuggerBreakIfDebugging();
#if defined( DYNAMIC_SHADER_COMPILE )
bShadersNeedFlush = true;
#endif
goto retry_compile;
}
if( !IsX360() ) //errors make the 360 puke and die. We have a better solution for this particular error
Error( "Failed dynamic shader compile\nBuild shaderapidx9.dll in debug to find problem\n" );
#else
Assert( 0 );
#endif // _DEBUG
return INVALID_HARDWARE_SHADER;
}
else
#endif // #if defined( DYNAMIC_SHADER_COMPILE ) && !defined( REMOTE_DYNAMIC_SHADER_COMPILE )
{
#ifdef DYNAMIC_SHADER_COMPILE_WRITE_ASSEMBLY
// enable to dump the disassembly for shader validation
char exampleCommandLine[2048];
Q_strncpy( exampleCommandLine, "// Run from stdshaders\n// ..\\..\\dx9sdk\\utilities\\fxc.exe ", sizeof( exampleCommandLine ) );
int i;
for( i = 0; macros[i].Name; i++ )
{
Q_strncat( exampleCommandLine, "/D", sizeof( exampleCommandLine ) );
Q_strncat( exampleCommandLine, macros[i].Name, sizeof( exampleCommandLine ) );
Q_strncat( exampleCommandLine, "=", sizeof( exampleCommandLine ) );
Q_strncat( exampleCommandLine, macros[i].Definition, sizeof( exampleCommandLine ) );
Q_strncat( exampleCommandLine, " ", sizeof( exampleCommandLine ) );
}
Q_strncat( exampleCommandLine, "/T", sizeof( exampleCommandLine ) );
Q_strncat( exampleCommandLine, pShaderModel, sizeof( exampleCommandLine ) );
Q_strncat( exampleCommandLine, " ", sizeof( exampleCommandLine ) );
Q_strncat( exampleCommandLine, filename, sizeof( exampleCommandLine ) );
Q_strncat( exampleCommandLine, "\n", sizeof( exampleCommandLine ) );
ID3DXBuffer *pd3dxBuffer;
HRESULT hr;
hr = D3DXDisassembleShader( ( DWORD* )pShader->GetBufferPointer(), false, NULL, &pd3dxBuffer );
Assert( hr == D3D_OK );
CUtlBuffer tempBuffer;
tempBuffer.SetBufferType( true, false );
int exampleCommandLineLength = strlen( exampleCommandLine );
tempBuffer.EnsureCapacity( pd3dxBuffer->GetBufferSize() + exampleCommandLineLength );
memcpy( tempBuffer.Base(), exampleCommandLine, exampleCommandLineLength );
memcpy( ( char * )tempBuffer.Base() + exampleCommandLineLength, pd3dxBuffer->GetBufferPointer(), pd3dxBuffer->GetBufferSize() );
tempBuffer.SeekPut( CUtlBuffer::SEEK_CURRENT, pd3dxBuffer->GetBufferSize() + exampleCommandLineLength );
char filename[MAX_PATH];
sprintf( filename, "%s_%d_%d.asm", pShaderName, nStaticIndex, nDynamicIndex );
g_pFullFileSystem->WriteFile( filename, "DEFAULT_WRITE_PATH", tempBuffer );
#endif
#ifdef REMOTE_DYNAMIC_SHADER_COMPILE
if ( bVertexShader )
{
return CreateD3DVertexShader( ( DWORD * )pRemotelyCompiledShader, nRemotelyCompiledShaderLength, pShaderName );
}
else
{
return CreateD3DPixelShader( ( DWORD * )pRemotelyCompiledShader, 0, nRemotelyCompiledShaderLength, pShaderName ); // hack hack hack! need to get centroid info from the source
}
#else // local compile, not remote
if ( bVertexShader )
{
return CreateD3DVertexShader( ( DWORD * )pShader->GetBufferPointer(), pShader->GetBufferSize(), pShaderName );
}
else
{
return CreateD3DPixelShader( ( DWORD * )pShader->GetBufferPointer(), 0, pShader->GetBufferSize(), pShaderName ); // hack hack hack! need to get centroid info from the source
}
#endif
#if defined( DYNAMIC_SHADER_COMPILE )
// We keep up with whether we hit a compile error above. If we did, then we likely need to recompile everything again since we could have changed global code.
if ( bShadersNeedFlush )
{
MatFlushShaders();
}
#endif
}
#ifndef REMOTE_DYNAMIC_SHADER_COMPILE
if ( pShader )
{
pShader->Release();
}
#endif
#if defined( DYNAMIC_SHADER_COMPILE ) && !defined( REMOTE_DYNAMIC_SHADER_COMPILE )
if ( pErrorMessages )
{
pErrorMessages->Release();
}
#endif
}
#endif
#ifdef DYNAMIC_SHADER_COMPILE
bool CShaderManager::LoadAndCreateShaders_Dynamic( ShaderLookup_t &lookup, bool bVertexShader )
{
const char *pName = m_ShaderSymbolTable.String( lookup.m_Name );
const ShaderCombos_t *pCombos = FindOrCreateShaderCombos( pName );
if ( !pCombos )
{
return false;
}
int numDynamicCombos = pCombos->GetNumDynamicCombos();
lookup.m_ShaderStaticCombos.m_pHardwareShaders = new HardwareShader_t[numDynamicCombos];
lookup.m_ShaderStaticCombos.m_nCount = numDynamicCombos;
lookup.m_ShaderStaticCombos.m_pCreationData = new ShaderStaticCombos_t::ShaderCreationData_t[numDynamicCombos];
int i;
for( i = 0; i < numDynamicCombos; i++ )
{
lookup.m_ShaderStaticCombos.m_pHardwareShaders[i] = INVALID_HARDWARE_SHADER;
}
return true;
}
#endif
//-----------------------------------------------------------------------------
// Open the shader file, optionally gets the header
//-----------------------------------------------------------------------------
FileHandle_t CShaderManager::OpenFileAndLoadHeader( const char *pFileName, ShaderHeader_t *pHeader )
{
FileHandle_t fp = g_pFullFileSystem->Open( pFileName, "rb", "GAME" );
if ( fp == FILESYSTEM_INVALID_HANDLE )
{
return FILESYSTEM_INVALID_HANDLE;
}
if ( pHeader )
{
// read the header
g_pFullFileSystem->Read( pHeader, sizeof( ShaderHeader_t ), fp );
switch ( pHeader->m_nVersion )
{
case 4:
// version with combos done as diffs vs a reference combo
// vsh/psh or older fxc
break;
case 5:
case 6:
// version with optimal dictionary and compressed combo block
break;
default:
Assert( 0 );
Warning( "Shader %s is the wrong version %d, expecting %d\n", pFileName, pHeader->m_nVersion, SHADER_VCS_VERSION_NUMBER );
g_pFullFileSystem->Close( fp );
return FILESYSTEM_INVALID_HANDLE;
}
}
return fp;
}
//---------------------------------------------------------------------------------------------------------
// Writes text files named for looked-up shaders. Used by GL shader translator to dump code for debugging
//---------------------------------------------------------------------------------------------------------
void CShaderManager::WriteTranslatedFile( ShaderLookup_t *pLookup, int dynamicCombo, char *pFileContents, char *pFileExtension )
{
const char *pName = m_ShaderSymbolTable.String( pLookup->m_Name );
int nNumChars = V_strlen( pFileContents );
CUtlBuffer tempBuffer;
tempBuffer.SetBufferType( true, false );
tempBuffer.EnsureCapacity( nNumChars );
memcpy( ( char * )tempBuffer.Base(), pFileContents, nNumChars );
tempBuffer.SeekPut( CUtlBuffer::SEEK_CURRENT, nNumChars );
char filename[MAX_PATH];
sprintf( filename, "%s_%d_%d.%s", pName, pLookup->m_nStaticIndex, dynamicCombo, pFileExtension );
g_pFullFileSystem->WriteFile( filename, "DEFAULT_WRITE_PATH", tempBuffer );
}
//-----------------------------------------------------------------------------
// Disassemble a shader for debugging. Writes .asm files.
//-----------------------------------------------------------------------------
void CShaderManager::DisassembleShader( ShaderLookup_t *pLookup, int dynamicCombo, uint8 *pByteCode )
{
#if defined( WRITE_ASSEMBLY )
const char *pName = m_ShaderSymbolTable.String( pLookup->m_Name );
ID3DXBuffer *pd3dxBuffer;
HRESULT hr;
hr = D3DXDisassembleShader( (DWORD*)pByteCode, false, NULL, &pd3dxBuffer );
Assert( hr == D3D_OK );
CUtlBuffer tempBuffer;
tempBuffer.SetBufferType( true, false );
tempBuffer.EnsureCapacity( pd3dxBuffer->GetBufferSize() );
memcpy( ( char * )tempBuffer.Base(), pd3dxBuffer->GetBufferPointer(), pd3dxBuffer->GetBufferSize() );
tempBuffer.SeekPut( CUtlBuffer::SEEK_CURRENT, pd3dxBuffer->GetBufferSize() );
char filename[MAX_PATH];
sprintf( filename, "%s_%d_%d.asm", pName, pLookup->m_nStaticIndex, dynamicCombo );
g_pFullFileSystem->WriteFile( filename, "DEFAULT_WRITE_PATH", tempBuffer );
#endif
}
//-----------------------------------------------------------------------------
// Create dynamic combos
//-----------------------------------------------------------------------------
bool CShaderManager::CreateDynamicCombos_Ver4( void *pContext, uint8 *pComboBuffer )
{
ShaderLookup_t* pLookup = (ShaderLookup_t *)pContext;
ShaderFileCache_t *pFileCache = &m_ShaderFileCache[pLookup->m_hShaderFileCache];
ShaderHeader_t *pHeader = &pFileCache->m_Header;
int nReferenceComboSizeForDiffs = ((ShaderHeader_t_v4 *)pHeader)->m_nDiffReferenceSize;
uint8 *pReferenceShader = NULL;
uint8 *pDiffOutputBuffer = NULL;
if ( nReferenceComboSizeForDiffs )
{
// reference combo is *always* the largest combo, so safe worst case size for uncompression buffer
pReferenceShader = (uint8 *)pFileCache->m_ReferenceCombo.Base();
pDiffOutputBuffer = (uint8 *)_alloca( nReferenceComboSizeForDiffs );
}
// build this shader's dynamic combos
bool bOK = true;
int nStartingOffset = 0;
for ( int i = 0; i < pHeader->m_nDynamicCombos; i++ )
{
if ( pLookup->m_pComboDictionary[i].m_Offset == -1 )
{
// skipped
continue;
}
if ( !nStartingOffset )
{
nStartingOffset = pLookup->m_pComboDictionary[i].m_Offset;
}
// offsets better be sequentially ascending
Assert( nStartingOffset <= pLookup->m_pComboDictionary[i].m_Offset );
if ( pLookup->m_pComboDictionary[i].m_Size <= 0 )
{
// skipped
continue;
}
// get the right byte code from the monolithic buffer
uint8 *pByteCode = (uint8 *)pComboBuffer + pLookup->m_nDataOffset + pLookup->m_pComboDictionary[i].m_Offset - nStartingOffset;
int nByteCodeSize = pLookup->m_pComboDictionary[i].m_Size;
if ( pReferenceShader )
{
// reference combo better be the largest combo, otherwise memory corruption
Assert( nReferenceComboSizeForDiffs >= nByteCodeSize );
// use the differencing algorithm to recover the full shader
int nOriginalSize;
ApplyDiffs(
pReferenceShader,
pByteCode,
nReferenceComboSizeForDiffs,
nByteCodeSize,
nOriginalSize,
pDiffOutputBuffer,
nReferenceComboSizeForDiffs );
pByteCode = pDiffOutputBuffer;
nByteCodeSize = nOriginalSize;
}
#if defined( WRITE_ASSEMBLY )
DisassembleShader( pLookup, i, pByteCode );
#endif
HardwareShader_t hardwareShader = INVALID_HARDWARE_SHADER;
if ( IsPC() && m_bCreateShadersOnDemand )
{
// cache the code off for later
pLookup->m_ShaderStaticCombos.m_pCreationData[i].ByteCode.SetSize( nByteCodeSize );
V_memcpy( pLookup->m_ShaderStaticCombos.m_pCreationData[i].ByteCode.Base(), pByteCode, nByteCodeSize );
pLookup->m_ShaderStaticCombos.m_pCreationData[i].iCentroidMask = pFileCache->m_bVertexShader ? 0 : pHeader->m_nCentroidMask;
}
else
{
const char *pShaderName = m_ShaderSymbolTable.String( pLookup->m_Name );
if ( pFileCache->m_bVertexShader )
{
hardwareShader = CreateD3DVertexShader( reinterpret_cast< DWORD *>( pByteCode ), nByteCodeSize, pShaderName );
}
else
{
hardwareShader = CreateD3DPixelShader( reinterpret_cast< DWORD *>( pByteCode ), pHeader->m_nCentroidMask, nByteCodeSize, pShaderName );
}
if ( hardwareShader == INVALID_HARDWARE_SHADER )
{
Assert( 0 );
bOK = false;
break;
}
}
pLookup->m_ShaderStaticCombos.m_pHardwareShaders[i] = hardwareShader;
}
delete [] pLookup->m_pComboDictionary;
pLookup->m_pComboDictionary = NULL;
return bOK;
}
//-----------------------------------------------------------------------------
// Create dynamic combos
//-----------------------------------------------------------------------------
static uint32 NextULONG( uint8 * &pData )
{
// handle unaligned read
uint32 nRet;
memcpy( &nRet, pData, sizeof( nRet ) );
pData += sizeof( nRet );
return nRet;
}
bool CShaderManager::CreateDynamicCombos_Ver5( void *pContext, uint8 *pComboBuffer, char *debugLabel )
{
ShaderLookup_t* pLookup = (ShaderLookup_t *)pContext;
ShaderFileCache_t *pFileCache = &m_ShaderFileCache[pLookup->m_hShaderFileCache];
uint8 *pCompressedShaders = pComboBuffer + pLookup->m_nDataOffset;
uint8 *pUnpackBuffer = new uint8[MAX_SHADER_UNPACKED_BLOCK_SIZE];
char *debugLabelPtr = debugLabel; // can be moved to point at something else if need be
// 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 );
uint32 nShaderSize = NextULONG( pReadPtr );
#if defined( WRITE_ASSEMBLY )
DisassembleShader( pLookup, nCombo_ID, pReadPtr );
#endif
HardwareShader_t hardwareShader = INVALID_HARDWARE_SHADER;
int iIndex = nCombo_ID;
if ( iIndex >= pLookup->m_nStaticIndex )
iIndex -= pLookup->m_nStaticIndex; // ver5 stores combos as full combo, ver6 as dynamic combo # only
if ( IsPC() && m_bCreateShadersOnDemand )
{
// cache the code off for later
pLookup->m_ShaderStaticCombos.m_pCreationData[iIndex].ByteCode.SetSize( nShaderSize );
V_memcpy( pLookup->m_ShaderStaticCombos.m_pCreationData[iIndex].ByteCode.Base(), pReadPtr, nShaderSize );
pLookup->m_ShaderStaticCombos.m_pCreationData[iIndex].iCentroidMask = pFileCache->m_bVertexShader ? 0 : pFileCache->m_Header.m_nCentroidMask;
}
else
{
const char *pShaderName = m_ShaderSymbolTable.String( pLookup->m_Name );
if ( pFileCache->m_bVertexShader )
{
#if 0
// this is all test code
CUtlBuffer bufGLCode( 1000, 50000, CUtlBuffer::TEXT_BUFFER );
CUtlBuffer bufNewGLCode( 1000, 50000, CUtlBuffer::TEXT_BUFFER );
CUtlBuffer bufGLSLCode( 1000, 50000, CUtlBuffer::TEXT_BUFFER );
bool bVertexShader;
uint32 nOptions = 0;
nOptions |= D3DToGL_OptionUseEnvParams;
nOptions |= D3DToGL_OptionDoFixupZ;
nOptions |= D3DToGL_OptionDoFixupY;
//options |= D3DToGL_OptionSpew;
// sg_D3DToOpenGLTranslator.TranslateShader( (uint32 *) pReadPtr, (char *)bufGLCode.Base(), bufGLCode.Size(), &bVertexShader, nOptions, -1, debugLabel );
// sg_NewD3DToOpenGLTranslator.TranslateShader( (uint32 *) pReadPtr, &bufNewGLCode, &bVertexShader, nOptions, -1, debugLabel );
// bool bDumpGLSL = false;
// if ( !stricmp( "vs-file vertexlit_and_unlit_generic_bump_vs20 vs-index 144", debugLabel ) && ( iIndex == 0 ) )
// {
// DisassembleShader( pLookup, iIndex, pReadPtr ); // Direct3D
// bDumpGLSL = true;
// }
// GLSL options
nOptions |= D3DToGL_OptionGLSL; // | D3DToGL_AddHexComments | D3DToGL_PutHexCommentsAfterLines;
if ( !IsOSX() )
{
nOptions |= D3DToGL_OptionAllowStaticControlFlow;
}
sg_NewD3DToOpenGLTranslator.TranslateShader( (uint32 *) pReadPtr, &bufGLSLCode, &bVertexShader, nOptions, -1, 0, debugLabel );
Assert( bVertexShader );
// Test to make sure these are identical
// if ( bDumpGLSL )//V_strcmp( (char *)bufGLCode.Base(), (char *)bufNewGLCode.Base() ) )
// {
// WriteTranslatedFile( pLookup, iIndex, (char *)bufGLCode.Base(), "avp" ); // Old
// WriteTranslatedFile( pLookup, iIndex, (char *)bufNewGLCode.Base(), "avp2" ); // New
WriteTranslatedFile( pLookup, iIndex, (char *)bufGLSLCode.Base(), "glsl_v" ); // GLSL
// DisassembleShader( pLookup, iIndex, pReadPtr ); // Direct3D
// }
#if defined( WRITE_ASSEMBLY )
WriteTranslatedFile( pLookup, iIndex, (char *)bufGLCode.Base(), "avp" );
#endif
#endif // 0
#ifdef DX_TO_GL_ABSTRACTION
// munge the debug label a bit to aid in decoding... catenate the iIndex on the end
char temp[1024];
sprintf(temp, "%s vs-combo %d", (debugLabel)?debugLabel:"none", iIndex );
debugLabelPtr = temp;
#endif
// pass binary code to d3d interface, on GL it will invoke the translator back to asm
hardwareShader = CreateD3DVertexShader( reinterpret_cast< DWORD *>( pReadPtr ), nShaderSize, pShaderName, debugLabelPtr );
}
else
{
#if 0
// this is all test code
// CUtlBuffer bufGLCode( 1000, 50000, CUtlBuffer::TEXT_BUFFER );
// CUtlBuffer bufNewGLCode( 1000, 50000, CUtlBuffer::TEXT_BUFFER );
CUtlBuffer bufGLSLCode( 1000, 50000, CUtlBuffer::TEXT_BUFFER );
bool bVertexShader;
uint32 nOptions = D3DToGL_OptionUseEnvParams;
// sg_D3DToOpenGLTranslator.TranslateShader( (uint32 *) pReadPtr, (char *)bufGLCode.Base(), bufGLCode.Size(), &bVertexShader, D3DToGL_OptionUseEnvParams, -1, debugLabel );
// sg_NewD3DToOpenGLTranslator.TranslateShader( (uint32 *) pReadPtr, &bufNewGLCode, &bVertexShader, D3DToGL_OptionUseEnvParams, -1, debugLabel );
// GLSL options
nOptions |= D3DToGL_OptionGLSL;// | D3DToGL_OptionSRGBWriteSuffix | D3DToGL_AddHexComments | D3DToGL_PutHexCommentsAfterLines;
if ( !IsOSX() )
{
nOptions |= D3DToGL_OptionAllowStaticControlFlow;
}
sg_NewD3DToOpenGLTranslator.TranslateShader( (uint32 *) pReadPtr, &bufGLSLCode, &bVertexShader, nOptions, -1, 0, debugLabel );
Assert( !bVertexShader );
// Test to make sure these are identical
// if ( V_strcmp( (char *)bufGLCode.Base(), (char *)bufNewGLCode.Base() ) )
// {
// WriteTranslatedFile( pLookup, iIndex, (char *)bufGLCode.Base(), "afp" ); // Old
// WriteTranslatedFile( pLookup, iIndex, (char *)bufNewGLCode.Base(), "afp2" ); // New
WriteTranslatedFile( pLookup, iIndex, (char *)bufGLSLCode.Base(), "glsl_p" ); // GLSL
// DisassembleShader( pLookup, iIndex, pReadPtr ); // Direct3D
// }
#if defined( WRITE_ASSEMBLY )
WriteTranslatedFile( pLookup, iIndex, (char *)bufGLCode.Base(), "afp" );
#endif
#endif // 0
#ifdef DX_TO_GL_ABSTRACTION
// munge the debug label a bit to aid in decoding... catenate the iIndex on the end
char temp[1024];
sprintf(temp, "%s ps-combo %d", (debugLabel)?debugLabel:"", iIndex );
debugLabelPtr = temp;
#endif
// pass binary code to d3d interface, on GL it will invoke the translator back to asm
hardwareShader = CreateD3DPixelShader( reinterpret_cast< DWORD *>( pReadPtr ), pFileCache->m_Header.m_nCentroidMask, nShaderSize, pShaderName, debugLabelPtr );
}
if ( hardwareShader == INVALID_HARDWARE_SHADER )
{
Warning( "failed to create shader\n" );
Assert( 0 );
bOK = false;
break;
}
}
pLookup->m_ShaderStaticCombos.m_pHardwareShaders[iIndex] = hardwareShader;
pReadPtr += nShaderSize;
}
}
delete[] pUnpackBuffer;
return bOK;
}
//-----------------------------------------------------------------------------
// Static method, called by thread, don't call anything non-threadsafe from handler!!!
//-----------------------------------------------------------------------------
void CShaderManager::QueuedLoaderCallback( void *pContext, void *pContext2, const void *pData, int nSize, LoaderError_t loaderError )
{
ShaderLookup_t* pLookup = (ShaderLookup_t *)pContext;
bool bOK = ( loaderError == LOADERERROR_NONE );
if ( bOK )
{
if ( pContext2 )
{
// presence denotes diff version
bOK = s_ShaderManager.CreateDynamicCombos_Ver4( pContext, (uint8 *)pData );
}
else
{
bOK = s_ShaderManager.CreateDynamicCombos_Ver5( pContext, (uint8 *)pData );
}
}
if ( !bOK )
{
pLookup->m_Flags |= SHADER_FAILED_LOAD;
}
}
//-----------------------------------------------------------------------------
// Loads all shaders
//-----------------------------------------------------------------------------
bool CShaderManager::LoadAndCreateShaders( ShaderLookup_t &lookup, bool bVertexShader, char *debugLabel )
{
const char *pName = m_ShaderSymbolTable.String( lookup.m_Name );
// find it in the cache
// a cache hit prevents costly i/o for static components, i.e. header, ref combo, etc.
ShaderFileCache_t fileCacheLookup;
fileCacheLookup.m_Name = lookup.m_Name;
fileCacheLookup.m_bVertexShader = bVertexShader;
int fileCacheIndex = m_ShaderFileCache.Find( fileCacheLookup );
if ( fileCacheIndex == m_ShaderFileCache.InvalidIndex() )
{
// not found, create a new entry
fileCacheIndex = m_ShaderFileCache.AddToTail();
}
lookup.m_hShaderFileCache = fileCacheIndex;
// fetch from cache
ShaderFileCache_t *pFileCache = &m_ShaderFileCache[fileCacheIndex];
ShaderHeader_t *pHeader = &pFileCache->m_Header;
FileHandle_t hFile = FILESYSTEM_INVALID_HANDLE;
if ( pFileCache->IsValid() )
{
// using cached header, just open file, no read of header needed
hFile = OpenFileAndLoadHeader( m_ShaderSymbolTable.String( pFileCache->m_Filename ), NULL );
if ( hFile == FILESYSTEM_INVALID_HANDLE )
{
// shouldn't happen
Assert( 0 );
return false;
}
}
else
{
V_memset( pHeader, 0, sizeof( ShaderHeader_t ) );
// try the vsh/psh dir first
char filename[MAX_PATH];
Q_snprintf( filename, MAX_PATH, "shaders\\%s\\%s" SHADER_FNAME_EXTENSION, bVertexShader ? "vsh" : "psh", pName );
hFile = OpenFileAndLoadHeader( filename, pHeader );
if ( hFile == FILESYSTEM_INVALID_HANDLE )
{
#ifdef DYNAMIC_SHADER_COMPILE
// Dynamically compile if it's HLSL.
if ( LoadAndCreateShaders_Dynamic( lookup, bVertexShader ) )
{
return true;
}
else
{
return false;
}
#endif
// next, try the fxc dir
Q_snprintf( filename, MAX_PATH, "shaders\\fxc\\%s" SHADER_FNAME_EXTENSION, pName );
hFile = OpenFileAndLoadHeader( filename, pHeader );
if ( hFile == FILESYSTEM_INVALID_HANDLE )
{
lookup.m_Flags |= SHADER_FAILED_LOAD;
Warning( "Couldn't load %s shader %s\n", bVertexShader ? "vertex" : "pixel", pName );
return false;
}
}
lookup.m_Flags = pHeader->m_nFlags;
pFileCache->m_Name = lookup.m_Name;
pFileCache->m_Filename = m_ShaderSymbolTable.AddString( filename );
pFileCache->m_bVertexShader = bVertexShader;
if ( pFileCache->IsOldVersion() )
{
int referenceComboSize = ((ShaderHeader_t_v4 *)pHeader)->m_nDiffReferenceSize;
if ( referenceComboSize )
{
// cache the reference combo
pFileCache->m_ReferenceCombo.EnsureCapacity( referenceComboSize );
g_pFullFileSystem->Read( pFileCache->m_ReferenceCombo.Base(), referenceComboSize, hFile );
}
}
else
{
// cache the dictionary
pFileCache->m_StaticComboRecords.EnsureCount( pHeader->m_nNumStaticCombos );
g_pFullFileSystem->Read( pFileCache->m_StaticComboRecords.Base(), pHeader->m_nNumStaticCombos * sizeof( StaticComboRecord_t ), hFile );
if ( pFileCache->IsVersion6() )
{
// read static combo alias records
int nNumDups;
g_pFullFileSystem->Read( &nNumDups, sizeof( nNumDups ), hFile );
if ( nNumDups )
{
pFileCache->m_StaticComboDupRecords.EnsureCount( nNumDups );
g_pFullFileSystem->Read( pFileCache->m_StaticComboDupRecords.Base(), nNumDups * sizeof( StaticComboAliasRecord_t ), hFile );
}
}
}
}
// FIXME: should make lookup and ShaderStaticCombos_t are pool allocated.
int i;
lookup.m_ShaderStaticCombos.m_nCount = pHeader->m_nDynamicCombos;
lookup.m_ShaderStaticCombos.m_pHardwareShaders = new HardwareShader_t[pHeader->m_nDynamicCombos];
if ( IsPC() && m_bCreateShadersOnDemand )
{
lookup.m_ShaderStaticCombos.m_pCreationData = new ShaderStaticCombos_t::ShaderCreationData_t[pHeader->m_nDynamicCombos];
}
for ( i = 0; i < pHeader->m_nDynamicCombos; i++ )
{
lookup.m_ShaderStaticCombos.m_pHardwareShaders[i] = INVALID_HARDWARE_SHADER;
}
int nStartingOffset = 0;
int nEndingOffset = 0;
if ( pFileCache->IsOldVersion() )
{
int nDictionaryOffset = sizeof( ShaderHeader_t ) + ((ShaderHeader_t_v4 *)pHeader)->m_nDiffReferenceSize;
// read in shader's dynamic combos directory
lookup.m_pComboDictionary = new ShaderDictionaryEntry_t[pHeader->m_nDynamicCombos];
g_pFullFileSystem->Seek( hFile, nDictionaryOffset + lookup.m_nStaticIndex * sizeof( ShaderDictionaryEntry_t ), FILESYSTEM_SEEK_HEAD );
g_pFullFileSystem->Read( lookup.m_pComboDictionary, pHeader->m_nDynamicCombos * sizeof( ShaderDictionaryEntry_t ), hFile );
// want single read of all this shader's dynamic combos into a target buffer
// shaders are written sequentially, determine starting offset and length
for ( i = 0; i < pHeader->m_nDynamicCombos; i++ )
{
if ( lookup.m_pComboDictionary[i].m_Offset == -1 )
{
// skipped
continue;
}
// ensure offsets are in fact sequentially ascending
Assert( lookup.m_pComboDictionary[i].m_Offset >= nStartingOffset && lookup.m_pComboDictionary[i].m_Size >= 0 );
if ( !nStartingOffset )
{
nStartingOffset = lookup.m_pComboDictionary[i].m_Offset;
}
nEndingOffset = lookup.m_pComboDictionary[i].m_Offset + lookup.m_pComboDictionary[i].m_Size;
}
if ( !nStartingOffset )
{
g_pFullFileSystem->Close( hFile );
Warning( "Shader '%s' - All dynamic combos skipped. This is bad!\n", m_ShaderSymbolTable.String( pFileCache->m_Filename ) );
return false;
}
}
else
{
int nStaticComboIdx = pFileCache->FindCombo( lookup.m_nStaticIndex / pFileCache->m_Header.m_nDynamicCombos );
if ( nStaticComboIdx == -1 )
{
g_pFullFileSystem->Close( hFile );
lookup.m_Flags |= SHADER_FAILED_LOAD;
Warning( "Shader '%s' - Couldn't load combo %d of shader (dyn=%d)\n", m_ShaderSymbolTable.String( pFileCache->m_Filename ), lookup.m_nStaticIndex, pFileCache->m_Header.m_nDynamicCombos );
return false;
}
nStartingOffset = pFileCache->m_StaticComboRecords[nStaticComboIdx].m_nFileOffset;
nEndingOffset = pFileCache->m_StaticComboRecords[nStaticComboIdx+1].m_nFileOffset;
}
// align offsets for unbuffered optimal i/o - fastest i/o possible
unsigned nOffsetAlign, nSizeAlign, nBufferAlign;
g_pFullFileSystem->GetOptimalIOConstraints( hFile, &nOffsetAlign, &nSizeAlign, &nBufferAlign );
unsigned int nAlignedOffset = AlignValue( ( nStartingOffset - nOffsetAlign ) + 1, nOffsetAlign );
unsigned int nAlignedBytesToRead = AlignValue( nEndingOffset - nAlignedOffset, nSizeAlign );
// used for adjusting provided buffer to actual data
lookup.m_nDataOffset = nStartingOffset - nAlignedOffset;
bool bOK = true;
if ( IsX360() && g_pQueuedLoader->IsMapLoading() )
{
LoaderJob_t loaderJob;
loaderJob.m_pFilename = m_ShaderSymbolTable.String( pFileCache->m_Filename );
loaderJob.m_pPathID = "GAME";
loaderJob.m_pCallback = QueuedLoaderCallback;
loaderJob.m_pContext = (void *)&lookup;
loaderJob.m_pContext2 = (void *)pFileCache->IsOldVersion();
loaderJob.m_Priority = LOADERPRIORITY_DURINGPRELOAD;
loaderJob.m_nBytesToRead = nAlignedBytesToRead;
loaderJob.m_nStartOffset = nAlignedOffset;
g_pQueuedLoader->AddJob( &loaderJob );
}
else
{
//printf("\n CShaderManager::LoadAndCreateShaders - reading %d bytes from file offset %d", nAlignedBytesToRead, nAlignedOffset);
// single optimal read of all dynamic combos into monolithic buffer
uint8 *pOptimalBuffer = (uint8 *)g_pFullFileSystem->AllocOptimalReadBuffer( hFile, nAlignedBytesToRead, nAlignedOffset );
g_pFullFileSystem->Seek( hFile, nAlignedOffset, FILESYSTEM_SEEK_HEAD );
g_pFullFileSystem->Read( pOptimalBuffer, nAlignedBytesToRead, hFile );
if ( pFileCache->IsOldVersion() )
{
bOK = CreateDynamicCombos_Ver4( &lookup, pOptimalBuffer );
}
else
{
bOK = CreateDynamicCombos_Ver5( &lookup, pOptimalBuffer, debugLabel );
}
g_pFullFileSystem->FreeOptimalReadBuffer( pOptimalBuffer );
}
g_pFullFileSystem->Close( hFile );
if ( !bOK )
{
lookup.m_Flags |= SHADER_FAILED_LOAD;
}
return bOK;
}
//----------------------------------------------------------------------------------old code
#if 0
// Set this convar internally to build or add to the shader cache file
// We really only expect this to work on DX_TO_GL_ABSTRACTION
ConVar mat_cacheshaders( "mat_cacheshaders", "0", FCVAR_DEVELOPMENTONLY );
#define SHADER_CACHE_FILE "shader_cache.cfg"
#define PROGRAM_CACHE_FILE "program_cache.cfg"
static void WriteToShaderCache( const char *pShaderName, const int nIndex )
{
#ifndef DX_TO_GL_ABSTRACTION
return;
#endif
KeyValues *pShaderCache = new KeyValues( "shadercache" );
// we don't load anything, it starts empty.. pShaderCache->LoadFromFile( g_pFullFileSystem, SHADER_CACHE_FILE, "MOD" );
if ( !pShaderCache )
{
Warning( "Could not write to shader cache file!\n" );
return;
}
// Subkey for specific shader
KeyValues *pShaderKey = pShaderCache->FindKey( pShaderName, true );
Assert( pShaderKey );
bool bFound = false;
int nKeys = 0;
char szIndex[8];
FOR_EACH_VALUE( pShaderKey, pValues )
{
if ( pValues->GetInt() == nIndex )
{
bFound = true;
}
nKeys++;
}
if ( !bFound )
{
V_snprintf( szIndex, 8, "%d", nKeys );
pShaderKey->SetInt( szIndex, nIndex );
}
pShaderCache->SaveToFile( g_pFullFileSystem, SHADER_CACHE_FILE, "MOD" );
pShaderCache->deleteThis();
}
void CShaderManager::WarmShaderCache()
{
#ifndef DX_TO_GL_ABSTRACTION
return;
#endif
// Don't access the cache if we're building it!
if ( mat_cacheshaders.GetBool() )
return;
// Don't warm the cache if we're just going to monkey with the shaders anyway
#ifdef DYNAMIC_SHADER_COMPILE
return;
#endif
double st = Sys_FloatTime();
//
// First we warm SHADERS ===============================================
//
KeyValues *pShaderCache = new KeyValues( "shadercache" );
pShaderCache->LoadFromFile( g_pFullFileSystem, SHADER_CACHE_FILE, "MOD" );
if ( !pShaderCache )
{
Warning( "Could not find shader cache file!\n" );
return;
}
// Run through each shader in the cache
FOR_EACH_SUBKEY( pShaderCache, pShaderKey )
{
const char *pShaderName = pShaderKey->GetName();
bool bVertexShader = Q_stristr( pShaderName, "_vs20" ) || Q_stristr( pShaderName, "_vs30" );
FOR_EACH_VALUE( pShaderKey, pValue )
{
char temp[1024];
int staticIndex = pValue->GetInt();
if ( bVertexShader )
{
V_snprintf( temp, sizeof(temp), "vs-file %s vs-index %d", pShaderName, staticIndex );
CreateVertexShader( pShaderName, staticIndex, temp );
}
else
{
V_snprintf( temp, sizeof(temp), "ps-file %s ps-index %d", pShaderName, staticIndex );
CreatePixelShader( pShaderName, staticIndex, temp );
}
}
}
pShaderCache->deleteThis();
//
// Next, we warm PROGRAMS (which are pairs of shaders) =================
//
KeyValues *pProgramCache = new KeyValues( "programcache" );
pProgramCache->LoadFromFile( g_pFullFileSystem, PROGRAM_CACHE_FILE, "MOD" );
if ( !pProgramCache )
{
Warning( "Could not find program cache file!\n" );
return;
}
// Run through each program in the cache
FOR_EACH_SUBKEY( pProgramCache, pProgramKey )
{
KeyValues *pValue = pProgramKey->GetFirstValue();
const char *pVertexShaderName = pValue->GetString();
pValue = pValue->GetNextValue();
const char *pPixelShaderName = pValue->GetString();
pValue = pValue->GetNextValue();
int nVertexShaderStaticIndex = pValue->GetInt();
pValue = pValue->GetNextValue();
int nPixelShaderStaticIndex = pValue->GetInt();
pValue = pValue->GetNextValue();
int nVertexShaderDynamicIndex = pValue->GetInt();
pValue = pValue->GetNextValue();
int nPixelShaderDynamicIndex = pValue->GetInt();
ShaderLookup_t vshLookup;
vshLookup.m_Name = m_ShaderSymbolTable.AddString( pVertexShaderName ); // TODO: use String() here and catch this odd case
vshLookup.m_nStaticIndex = nVertexShaderStaticIndex;
VertexShader_t vertexShader = m_VertexShaderDict.Find( vshLookup );
ShaderLookup_t pshLookup;
pshLookup.m_Name = m_ShaderSymbolTable.AddString( pPixelShaderName );
pshLookup.m_nStaticIndex = nPixelShaderStaticIndex;
PixelShader_t pixelShader = m_PixelShaderDict.Find( pshLookup );
// If we found both shaders, do the link!
if ( ( vertexShader != m_VertexShaderDict.InvalidIndex() ) && ( pixelShader != m_PixelShaderDict.InvalidIndex() ) )
{
#ifdef DX_TO_GL_ABSTRACTION
//HardwareShader_t hardwareVertexShader = vshLookup.m_ShaderStaticCombos.m_pHardwareShaders[nVertexShaderDynamicIndex];
//HardwareShader_t hardwarePixelShader = pshLookup.m_ShaderStaticCombos.m_pHardwareShaders[nPixelShaderDynamicIndex];
HardwareShader_t hardwareVertexShader = m_VertexShaderDict[vertexShader].m_ShaderStaticCombos.m_pHardwareShaders[nVertexShaderDynamicIndex];
HardwareShader_t hardwarePixelShader = m_PixelShaderDict[pixelShader].m_ShaderStaticCombos.m_pHardwareShaders[nPixelShaderDynamicIndex];
if ( ( hardwareVertexShader != INVALID_HARDWARE_SHADER ) && ( hardwarePixelShader != INVALID_HARDWARE_SHADER ) )
{
if ( S_OK != Dx9Device()->LinkShaderPair( (IDirect3DVertexShader9 *)hardwareVertexShader, (IDirect3DPixelShader9 *)hardwarePixelShader ) )
{
Warning( "Could not link OpenGL shaders: %s (%d, %d) : %s (%d, %d)\n", pVertexShaderName, nVertexShaderStaticIndex, nVertexShaderDynamicIndex, pPixelShaderName, nPixelShaderStaticIndex, nPixelShaderDynamicIndex );
}
}
#endif
}
else
{
Warning( "Invalid shader linkage: %s (%d, %d) : %s (%d, %d)\n", pVertexShaderName, nVertexShaderStaticIndex, nVertexShaderDynamicIndex, pPixelShaderName, nPixelShaderStaticIndex, nPixelShaderDynamicIndex );
}
}
pProgramCache->deleteThis();
float elapsed = ( float )( Sys_FloatTime() - st ) * 1000.0;
DevMsg( "WarmShaderCache took %.3f msec\n", elapsed );
}
#endif
//----------------------------------------------------------------------------------old code
#ifdef DX_TO_GL_ABSTRACTION
// if shaders are changed in a way that requires the client-side cache to be invalidated,
// increment this string - such changes include combo changes (skips, adding combos)
const char *k_pszShaderCacheRootKey = "glshadercachev002";
#endif
void CShaderManager::SaveShaderCache( char *cacheName )
{
#ifdef DX_TO_GL_ABSTRACTION // must ifdef, it uses calls which don't exist in the real DX9 interface
KeyValues *pProgramCache = new KeyValues( k_pszShaderCacheRootKey );
if ( !pProgramCache )
{
Warning( "Could not write to program cache file!\n" );
return;
}
int i=0;
GLMShaderPairInfo info;
do
{
Dx9Device()->QueryShaderPair( i, &info );
if (info.m_status==1)
{
// found one
// extract values of interest which represent a pair of shaders
if (info.m_vsName[0] && info.m_psName[0] && (info.m_vsDynamicIndex > -1) && (info.m_psDynamicIndex > -1) )
{
// make up a key - this thing is really a list of tuples, so need not be keyed by anything particular
KeyValues *pProgramKey = pProgramCache->CreateNewKey();
Assert( pProgramKey );
pProgramKey->SetString ( "vs", info.m_vsName );
pProgramKey->SetString ( "ps", info.m_psName );
pProgramKey->SetInt ( "vs_static", info.m_vsStaticIndex );
pProgramKey->SetInt ( "ps_static", info.m_psStaticIndex );
pProgramKey->SetInt ( "vs_dynamic", info.m_vsDynamicIndex );
pProgramKey->SetInt ( "ps_dynamic", info.m_psDynamicIndex );
}
}
i++;
} while( info.m_status >= 0 );
pProgramCache->SaveToFile( g_pFullFileSystem, cacheName, "MOD" );
pProgramCache->deleteThis();
// done! whew
#endif
}
bool CShaderManager::LoadShaderCache( char *cacheName )
{
#ifdef DX_TO_GL_ABSTRACTION
KeyValues *pProgramCache = new KeyValues( "" );
bool found = pProgramCache->LoadFromFile( g_pFullFileSystem, cacheName, "MOD" );
if ( !found )
{
Warning( "Could not load program cache file %s\n", cacheName );
return false;
}
if ( Q_stricmp( pProgramCache->GetName(), k_pszShaderCacheRootKey ) )
{
Warning( "Ignoring out-of-date shader cache (%s) with root key %s\n", cacheName, pProgramCache->GetName() );
return false;
}
int nTotalLinkedShaders = 0;
int nTotalKeyValues = 0;
// walk the table..
FOR_EACH_SUBKEY( pProgramCache, pProgramKey )
{
nTotalKeyValues++;
// extract values decribing the specific active pair
// then see if either stage needs a compilation done
// then proceed to link
KeyValues *pValue = pProgramKey->GetFirstValue();
if (!pValue)
continue;
const char *pVertexShaderName = pValue->GetString();
pValue = pValue->GetNextValue();
if (!pValue)
continue;
const char *pPixelShaderName = pValue->GetString();
pValue = pValue->GetNextValue();
if (!pValue)
continue;
int nVertexShaderStaticIndex = pValue->GetInt();
pValue = pValue->GetNextValue();
if (!pValue)
continue;
int nPixelShaderStaticIndex = pValue->GetInt();
pValue = pValue->GetNextValue();
if (!pValue)
continue;
int nVertexShaderDynamicIndex = pValue->GetInt();
pValue = pValue->GetNextValue();
if (!pValue)
continue;
int nPixelShaderDynamicIndex = pValue->GetInt();
ShaderLookup_t vshLookup;
vshLookup.m_Name = m_ShaderSymbolTable.AddString( pVertexShaderName ); // TODO: use String() here and catch this odd case
vshLookup.m_nStaticIndex = nVertexShaderStaticIndex;
VertexShader_t vertexShader = m_VertexShaderDict.Find( vshLookup );
// if the VS was not found - now is the time to build it
if( vertexShader == m_VertexShaderDict.InvalidIndex())
{
char temp[1024];
V_snprintf( temp, sizeof(temp), "vs-file %s vs-index %d", pVertexShaderName, nVertexShaderStaticIndex );
CreateVertexShader( pVertexShaderName, nVertexShaderStaticIndex, temp );
// this one should not fail
vertexShader = m_VertexShaderDict.Find( vshLookup );
Assert( vertexShader != m_VertexShaderDict.InvalidIndex());
}
ShaderLookup_t pshLookup;
pshLookup.m_Name = m_ShaderSymbolTable.AddString( pPixelShaderName );
pshLookup.m_nStaticIndex = nPixelShaderStaticIndex;
PixelShader_t pixelShader = m_PixelShaderDict.Find( pshLookup );
if( pixelShader == m_PixelShaderDict.InvalidIndex())
{
char temp[1024];
V_snprintf( temp, sizeof(temp), "ps-file %s ps-index %d", pPixelShaderName, nPixelShaderStaticIndex );
CreatePixelShader( pPixelShaderName, nPixelShaderStaticIndex, temp );
// this one should not fail
pixelShader = m_PixelShaderDict.Find( pshLookup );
Assert( pixelShader != m_PixelShaderDict.InvalidIndex());
}
// If we found both shaders, do the link!
if ( ( vertexShader != m_VertexShaderDict.InvalidIndex() ) && ( pixelShader != m_PixelShaderDict.InvalidIndex() ) )
{
// double check that the hardware shader arrays are actually instantiated.. bail on the attempt if not (odd...)
if (m_VertexShaderDict[vertexShader].m_ShaderStaticCombos.m_pHardwareShaders && m_PixelShaderDict[pixelShader].m_ShaderStaticCombos.m_pHardwareShaders)
{
// and sanity check the indices..
if ( (nVertexShaderDynamicIndex>=0) && (nPixelShaderDynamicIndex>=0) )
{
HardwareShader_t hardwareVertexShader = m_VertexShaderDict[vertexShader].m_ShaderStaticCombos.m_pHardwareShaders[nVertexShaderDynamicIndex];
HardwareShader_t hardwarePixelShader = m_PixelShaderDict[pixelShader].m_ShaderStaticCombos.m_pHardwareShaders[nPixelShaderDynamicIndex];
if ( ( hardwareVertexShader != INVALID_HARDWARE_SHADER ) && ( hardwarePixelShader != INVALID_HARDWARE_SHADER ) )
{
if ( S_OK != Dx9Device()->LinkShaderPair( (IDirect3DVertexShader9 *)hardwareVertexShader, (IDirect3DPixelShader9 *)hardwarePixelShader ) )
{
Warning( "Could not link OpenGL shaders: %s (%d, %d) : %s (%d, %d)\n", pVertexShaderName, nVertexShaderStaticIndex, nVertexShaderDynamicIndex, pPixelShaderName, nPixelShaderStaticIndex, nPixelShaderDynamicIndex );
}
else
{
nTotalLinkedShaders++;
}
}
}
else
{
Warning( "nVertexShaderDynamicIndex or nPixelShaderDynamicIndex was negative\n" );
}
}
else
{
Warning( "m_pHardwareShaders was null\n" );
}
}
else
{
Warning( "Invalid shader linkage: %s (%d, %d) : %s (%d, %d)\n", pVertexShaderName, nVertexShaderStaticIndex, nVertexShaderDynamicIndex, pPixelShaderName, nPixelShaderStaticIndex, nPixelShaderDynamicIndex );
}
}
Msg( "Loaded program cache file \"%s\", total keyvalues: %i, total successfully linked: %i\n", cacheName, nTotalKeyValues, nTotalLinkedShaders );
return true;
#else
return false; // have to return a value on Windows build to appease compiler
#endif
}
//-----------------------------------------------------------------------------
// Creates and destroys vertex shaders
//-----------------------------------------------------------------------------
VertexShader_t CShaderManager::CreateVertexShader( const char *pFileName, int nStaticVshIndex, char *debugLabel )
{
MEM_ALLOC_CREDIT();
if ( !pFileName )
{
return INVALID_SHADER;
}
#if 0 //old
if ( mat_cacheshaders.GetBool() )
{
WriteToShaderCache( pFileName, nStaticVshIndex );
}
#endif
VertexShader_t shader;
ShaderLookup_t lookup;
lookup.m_Name = m_ShaderSymbolTable.AddString( pFileName );
lookup.m_nStaticIndex = nStaticVshIndex;
shader = m_VertexShaderDict.Find( lookup );
if ( shader == m_VertexShaderDict.InvalidIndex() )
{
//printf("\nCShaderManager::CreateVertexShader( filename = %s, staticVshIndex = %d - not in cache", pFileName, nStaticVshIndex );
shader = m_VertexShaderDict.AddToTail( lookup );
if ( !LoadAndCreateShaders( m_VertexShaderDict[shader], true, debugLabel ) )
{
return INVALID_SHADER;
}
}
m_VertexShaderDict[shader].IncRefCount();
return shader;
}
//-----------------------------------------------------------------------------
// Create pixel shader
//-----------------------------------------------------------------------------
PixelShader_t CShaderManager::CreatePixelShader( const char *pFileName, int nStaticPshIndex, char *debugLabel )
{
MEM_ALLOC_CREDIT();
if ( !pFileName )
{
return INVALID_SHADER;
}
#if 0 //old
if ( mat_cacheshaders.GetBool() )
{
WriteToShaderCache( pFileName, nStaticPshIndex );
}
#endif
PixelShader_t shader;
ShaderLookup_t lookup;
lookup.m_Name = m_ShaderSymbolTable.AddString( pFileName );
lookup.m_nStaticIndex = nStaticPshIndex;
shader = m_PixelShaderDict.Find( lookup );
if ( shader == m_PixelShaderDict.InvalidIndex() )
{
shader = m_PixelShaderDict.AddToTail( lookup );
if ( !LoadAndCreateShaders( m_PixelShaderDict[shader], false, debugLabel ) )
{
return INVALID_SHADER;
}
}
m_PixelShaderDict[shader].IncRefCount();
return shader;
}
//-----------------------------------------------------------------------------
// Clear the refCounts to zero
//-----------------------------------------------------------------------------
void CShaderManager::ClearVertexAndPixelShaderRefCounts()
{
for ( VertexShader_t vshIndex = m_VertexShaderDict.Head();
vshIndex != m_VertexShaderDict.InvalidIndex();
vshIndex = m_VertexShaderDict.Next( vshIndex ) )
{
m_VertexShaderDict[vshIndex].m_nRefCount = 0;
}
for ( PixelShader_t pshIndex = m_PixelShaderDict.Head();
pshIndex != m_PixelShaderDict.InvalidIndex();
pshIndex = m_PixelShaderDict.Next( pshIndex ) )
{
m_PixelShaderDict[pshIndex].m_nRefCount = 0;
}
}
//-----------------------------------------------------------------------------
// Destroy all shaders that have no reference
//-----------------------------------------------------------------------------
void CShaderManager::PurgeUnusedVertexAndPixelShaders()
{
#ifdef DX_TO_GL_ABSTRACTION
if (mat_autosave_glshaders.GetInt())
{
SaveShaderCache("glshaders.cfg");
}
return; // don't purge shaders, it's too costly to put them back
#endif
// iterate vertex shaders
for ( VertexShader_t vshIndex = m_VertexShaderDict.Head(); vshIndex != m_VertexShaderDict.InvalidIndex(); )
{
Assert( m_VertexShaderDict[vshIndex].m_nRefCount >= 0 );
// Get the next one before we potentially delete the current one.
VertexShader_t next = m_VertexShaderDict.Next( vshIndex );
if ( m_VertexShaderDict[vshIndex].m_nRefCount <= 0 )
{
DestroyVertexShader( vshIndex );
}
vshIndex = next;
}
// iterate pixel shaders
for ( PixelShader_t pshIndex = m_PixelShaderDict.Head(); pshIndex != m_PixelShaderDict.InvalidIndex(); )
{
Assert( m_PixelShaderDict[pshIndex].m_nRefCount >= 0 );
// Get the next one before we potentially delete the current one.
PixelShader_t next = m_PixelShaderDict.Next( pshIndex );
if ( m_PixelShaderDict[pshIndex].m_nRefCount <= 0 )
{
DestroyPixelShader( pshIndex );
}
pshIndex = next;
}
}
void* CShaderManager::GetCurrentVertexShader()
{
return (void*)m_HardwareVertexShader;
}
void* CShaderManager::GetCurrentPixelShader()
{
return (void*)m_HardwarePixelShader;
}
//-----------------------------------------------------------------------------
// The low-level dx call to set the vertex shader state
//-----------------------------------------------------------------------------
void CShaderManager::SetVertexShaderState( HardwareShader_t shader, DataCacheHandle_t hCachedShader )
{
if ( m_HardwareVertexShader != shader )
{
RECORD_COMMAND( DX8_SET_VERTEX_SHADER, 1 );
RECORD_INT( ( int )shader ); // hack hack hack
Dx9Device()->SetVertexShader( (IDirect3DVertexShader9*)shader );
m_HardwareVertexShader = shader;
}
}
void CShaderManager::BindVertexShader( VertexShaderHandle_t hVertexShader )
{
HardwareShader_t hHardwareShader = m_RawVertexShaderDict[ (VertexShaderIndex_t)hVertexShader] ;
SetVertexShaderState( hHardwareShader );
}
//-----------------------------------------------------------------------------
// Sets a particular vertex shader as the current shader
//-----------------------------------------------------------------------------
void CShaderManager::SetVertexShader( VertexShader_t shader )
{
// Determine which vertex shader to use...
if ( shader == INVALID_SHADER )
{
SetVertexShaderState( 0 );
return;
}
int vshIndex = m_nVertexShaderIndex;
Assert( vshIndex >= 0 );
if( vshIndex < 0 )
{
vshIndex = 0;
}
ShaderLookup_t &vshLookup = m_VertexShaderDict[shader];
// Warning( "vsh: %s static: %d dynamic: %d\n", m_ShaderSymbolTable.String( vshLookup.m_Name ),
// vshLookup.m_nStaticIndex, m_nVertexShaderIndex );
#ifdef DYNAMIC_SHADER_COMPILE
HardwareShader_t &dxshader = m_VertexShaderDict[shader].m_ShaderStaticCombos.m_pHardwareShaders[vshIndex];
if ( dxshader == INVALID_HARDWARE_SHADER )
{
// compile it since we haven't already!
dxshader = CompileShader( m_ShaderSymbolTable.String( vshLookup.m_Name ), vshLookup.m_nStaticIndex, vshIndex, true );
Assert( dxshader != INVALID_HARDWARE_SHADER );
if( IsX360() )
{
//360 does not respond well at all to bad shaders or Error() calls. So we're staying here until we get something that compiles
while( dxshader == INVALID_HARDWARE_SHADER )
{
Warning( "A dynamically compiled vertex shader has failed to build. Pausing for 5 seconds and attempting rebuild.\n" );
#ifdef _WIN32
Sleep( 5000 );
#elif POSIX
usleep( 5000 );
#endif
dxshader = CompileShader( m_ShaderSymbolTable.String( vshLookup.m_Name ), vshLookup.m_nStaticIndex, vshIndex, true );
}
}
}
#else
if ( vshLookup.m_Flags & SHADER_FAILED_LOAD )
{
Assert( 0 );
return;
}
#ifdef _DEBUG
vshDebugIndex = (vshDebugIndex + 1) % MAX_SHADER_HISTORY;
Q_strncpy( vshDebugName[vshDebugIndex], m_ShaderSymbolTable.String( vshLookup.m_Name ), sizeof( vshDebugName[0] ) );
#endif
Assert( vshIndex < vshLookup.m_ShaderStaticCombos.m_nCount );
HardwareShader_t dxshader = vshLookup.m_ShaderStaticCombos.m_pHardwareShaders[vshIndex];
#endif
if ( IsPC() && ( dxshader == INVALID_HARDWARE_SHADER ) && m_bCreateShadersOnDemand )
{
#ifdef DYNAMIC_SHADER_COMPILE
ShaderStaticCombos_t::ShaderCreationData_t *pCreationData = &m_VertexShaderDict[shader].m_ShaderStaticCombos.m_pCreationData[vshIndex];
#else
ShaderStaticCombos_t::ShaderCreationData_t *pCreationData = &vshLookup.m_ShaderStaticCombos.m_pCreationData[vshIndex];
#endif
dxshader = CreateD3DVertexShader( ( DWORD * )pCreationData->ByteCode.Base(), pCreationData->ByteCode.Count(), m_ShaderSymbolTable.String( vshLookup.m_Name ) );
#ifdef DYNAMIC_SHADER_COMPILE
// copy the compiled shader handle back to wherever it's supposed to be stored
m_VertexShaderDict[shader].m_ShaderStaticCombos.m_pHardwareShaders[vshIndex] = dxshader;
#else
vshLookup.m_ShaderStaticCombos.m_pHardwareShaders[vshIndex] = dxshader;
#endif
}
Assert( dxshader );
#ifndef DYNAMIC_SHADER_COMPILE
if( !dxshader )
{
Error( "!!!!!Using invalid shader combo!!!!! Consult a programmer and tell them to build debug materialsystem.dll and stdshader*.dll. Run with \"mat_bufferprimitives 0\" and look for CMaterial in the call stack and see what m_pDebugName is. You are likely using a shader combo that has been skipped.\n" );
}
#endif
SetVertexShaderState( dxshader );
}
//-----------------------------------------------------------------------------
// The low-level dx call to set the pixel shader state
//-----------------------------------------------------------------------------
void CShaderManager::SetPixelShaderState( HardwareShader_t shader, DataCacheHandle_t hCachedShader )
{
if ( m_HardwarePixelShader != shader )
{
Dx9Device()->SetPixelShader( (IDirect3DPixelShader*)shader );
m_HardwarePixelShader = shader;
}
}
void CShaderManager::BindPixelShader( PixelShaderHandle_t hPixelShader )
{
HardwareShader_t hHardwareShader = m_RawPixelShaderDict[ (PixelShaderIndex_t)hPixelShader ];
SetPixelShaderState( hHardwareShader );
}
//-----------------------------------------------------------------------------
// Sets a particular pixel shader as the current shader
//-----------------------------------------------------------------------------
void CShaderManager::SetPixelShader( PixelShader_t shader )
{
if ( shader == INVALID_SHADER )
{
SetPixelShaderState( 0 );
return;
}
int pshIndex = m_nPixelShaderIndex;
Assert( pshIndex >= 0 );
ShaderLookup_t &pshLookup = m_PixelShaderDict[shader];
// Warning( "psh: %s static: %d dynamic: %d\n", m_ShaderSymbolTable.String( pshLookup.m_Name ),
// pshLookup.m_nStaticIndex, m_nPixelShaderIndex );
#ifdef DYNAMIC_SHADER_COMPILE
HardwareShader_t &dxshader = m_PixelShaderDict[shader].m_ShaderStaticCombos.m_pHardwareShaders[pshIndex];
if ( dxshader == INVALID_HARDWARE_SHADER )
{
// compile it since we haven't already!
dxshader = CompileShader( m_ShaderSymbolTable.String( pshLookup.m_Name ), pshLookup.m_nStaticIndex, pshIndex, false );
// Assert( dxshader != INVALID_HARDWARE_SHADER );
if( IsX360() )
{
//360 does not respond well at all to bad shaders or Error() calls. So we're staying here until we get something that compiles
while( dxshader == INVALID_HARDWARE_SHADER )
{
Warning( "A dynamically compiled pixel shader has failed to build. Pausing for 5 seconds and attempting rebuild.\n" );
#ifdef _WIN32
Sleep( 5000 );
#elif POSIX
usleep( 5000 );
#endif
dxshader = CompileShader( m_ShaderSymbolTable.String( pshLookup.m_Name ), pshLookup.m_nStaticIndex, pshIndex, false );
}
}
}
#else
if ( pshLookup.m_Flags & SHADER_FAILED_LOAD )
{
Assert( 0 );
return;
}
#ifdef _DEBUG
pshDebugIndex = (pshDebugIndex + 1) % MAX_SHADER_HISTORY;
Q_strncpy( pshDebugName[pshDebugIndex], m_ShaderSymbolTable.String( pshLookup.m_Name ), sizeof( pshDebugName[0] ) );
#endif
HardwareShader_t dxshader = pshLookup.m_ShaderStaticCombos.m_pHardwareShaders[pshIndex];
#endif
if ( IsPC() && ( dxshader == INVALID_HARDWARE_SHADER ) && m_bCreateShadersOnDemand )
{
#ifdef DYNAMIC_SHADER_COMPILE
ShaderStaticCombos_t::ShaderCreationData_t *pCreationData = &m_PixelShaderDict[shader].m_ShaderStaticCombos.m_pCreationData[pshIndex];
#else
ShaderStaticCombos_t::ShaderCreationData_t *pCreationData = &pshLookup.m_ShaderStaticCombos.m_pCreationData[pshIndex];
#endif
const char *pShaderName = m_ShaderSymbolTable.String( pshLookup.m_Name );
dxshader = CreateD3DPixelShader( ( DWORD * )pCreationData->ByteCode.Base(), pCreationData->iCentroidMask, pCreationData->ByteCode.Count(), pShaderName );
#ifdef DYNAMIC_SHADER_COMPILE
// copy the compiled shader handle back to wherever it's supposed to be stored
m_PixelShaderDict[shader].m_ShaderStaticCombos.m_pHardwareShaders[pshIndex] = dxshader;
#else
pshLookup.m_ShaderStaticCombos.m_pHardwareShaders[pshIndex] = dxshader;
#endif
}
AssertMsg( dxshader != INVALID_HARDWARE_SHADER, "Failed to set pixel shader." );
SetPixelShaderState( dxshader );
}
//-----------------------------------------------------------------------------
// Resets the shader state
//-----------------------------------------------------------------------------
void CShaderManager::ResetShaderState()
{
// This will force the calls to SetVertexShader + SetPixelShader to actually set the state
m_HardwareVertexShader = (HardwareShader_t)-1;
m_HardwarePixelShader = (HardwareShader_t)-1;
SetVertexShader( INVALID_SHADER );
SetPixelShader( INVALID_SHADER );
}
//-----------------------------------------------------------------------------
// Destroy a particular vertex shader
//-----------------------------------------------------------------------------
void CShaderManager::DestroyVertexShader( VertexShader_t shader )
{
ShaderStaticCombos_t &combos = m_VertexShaderDict[shader].m_ShaderStaticCombos;
int i;
for ( i = 0; i < combos.m_nCount; i++ )
{
if ( combos.m_pHardwareShaders[i] != INVALID_HARDWARE_SHADER )
{
IDirect3DVertexShader9* pShader = ( IDirect3DVertexShader9 * )combos.m_pHardwareShaders[i];
UnregisterVS( pShader );
#ifdef DBGFLAG_ASSERT
int nRetVal =
#endif
pShader->Release();
Assert( nRetVal == 0 );
}
}
delete [] combos.m_pHardwareShaders;
combos.m_pHardwareShaders = NULL;
if ( combos.m_pCreationData != NULL )
{
delete [] combos.m_pCreationData;
combos.m_pCreationData = NULL;
}
m_VertexShaderDict.Remove( shader );
}
//-----------------------------------------------------------------------------
// Destroy a particular pixel shader
//-----------------------------------------------------------------------------
void CShaderManager::DestroyPixelShader( PixelShader_t pixelShader )
{
ShaderStaticCombos_t &combos = m_PixelShaderDict[pixelShader].m_ShaderStaticCombos;
int i;
for ( i = 0; i < combos.m_nCount; i++ )
{
if ( combos.m_pHardwareShaders[i] != INVALID_HARDWARE_SHADER )
{
IDirect3DPixelShader* pShader = ( IDirect3DPixelShader * )combos.m_pHardwareShaders[i];
UnregisterPS( pShader );
#ifdef DBGFLAG_ASSERT
int nRetVal =
#endif
pShader->Release();
Assert( nRetVal == 0 );
}
}
delete [] combos.m_pHardwareShaders;
combos.m_pHardwareShaders = NULL;
if ( combos.m_pCreationData != NULL )
{
delete [] combos.m_pCreationData;
combos.m_pCreationData = NULL;
}
m_PixelShaderDict.Remove( pixelShader );
}
//-----------------------------------------------------------------------------
// Destroys all shaders
//-----------------------------------------------------------------------------
void CShaderManager::DestroyAllShaders( void )
{
// Remarking this out because it's conflicting with dxabstract's shutdown resource leak detection code (we leak thousands of shaders at shutdown with this in place).
// I see no reason why we would want to do this in D3D9 but not GL?
//#ifdef DX_TO_GL_ABSTRACTION
// return;
//#endif
for ( VertexShader_t vshIndex = m_VertexShaderDict.Head();
vshIndex != m_VertexShaderDict.InvalidIndex(); )
{
Assert( m_VertexShaderDict[vshIndex].m_nRefCount >= 0 );
VertexShader_t next = m_VertexShaderDict.Next( vshIndex );
DestroyVertexShader( vshIndex );
vshIndex = next;
}
for ( PixelShader_t pshIndex = m_PixelShaderDict.Head();
pshIndex != m_PixelShaderDict.InvalidIndex(); )
{
Assert( m_PixelShaderDict[pshIndex].m_nRefCount >= 0 );
PixelShader_t next = m_PixelShaderDict.Next( pshIndex );
DestroyPixelShader( pshIndex );
pshIndex = next;
}
// invalidate the file cache
m_ShaderFileCache.Purge();
}
//-----------------------------------------------------------------------------
// print all vertex and pixel shaders along with refcounts to the console
//-----------------------------------------------------------------------------
void CShaderManager::SpewVertexAndPixelShaders( void )
{
// only spew a populated shader file cache
Msg( "\nShader File Cache:\n" );
for ( int cacheIndex = m_ShaderFileCache.Head();
cacheIndex != m_ShaderFileCache.InvalidIndex();
cacheIndex = m_ShaderFileCache.Next( cacheIndex ) )
{
ShaderFileCache_t *pCache = &m_ShaderFileCache[cacheIndex];
Msg( "Total Combos:%9d Static:%9d Dynamic:%7d SeekTable:%7d Ver:%d '%s'\n",
pCache->m_Header.m_nTotalCombos,
pCache->m_Header.m_nTotalCombos/pCache->m_Header.m_nDynamicCombos,
pCache->m_Header.m_nDynamicCombos,
pCache->IsOldVersion() ? 0 : pCache->m_Header.m_nNumStaticCombos,
pCache->m_Header.m_nVersion,
m_ShaderSymbolTable.String( pCache->m_Filename ) );
}
Msg( "\n" );
// spew vertex shader dictionary
int totalVertexShaders = 0;
int totalVertexShaderSets = 0;
for ( VertexShader_t vshIndex = m_VertexShaderDict.Head();
vshIndex != m_VertexShaderDict.InvalidIndex();
vshIndex = m_VertexShaderDict.Next( vshIndex ) )
{
const ShaderLookup_t &lookup = m_VertexShaderDict[vshIndex];
const char *pName = m_ShaderSymbolTable.String( lookup.m_Name );
Msg( "vsh 0x%8.8x: static combo:%9d dynamic combos:%6d refcount:%4d \"%s\"\n", vshIndex,
( int )lookup.m_nStaticIndex, ( int )lookup.m_ShaderStaticCombos.m_nCount,
lookup.m_nRefCount, pName );
totalVertexShaders += lookup.m_ShaderStaticCombos.m_nCount;
totalVertexShaderSets++;
}
// spew pixel shader dictionary
int totalPixelShaders = 0;
int totalPixelShaderSets = 0;
for ( PixelShader_t pshIndex = m_PixelShaderDict.Head();
pshIndex != m_PixelShaderDict.InvalidIndex();
pshIndex = m_PixelShaderDict.Next( pshIndex ) )
{
const ShaderLookup_t &lookup = m_PixelShaderDict[pshIndex];
const char *pName = m_ShaderSymbolTable.String( lookup.m_Name );
Msg( "psh 0x%8.8x: static combo:%9d dynamic combos:%6d refcount:%4d \"%s\"\n", pshIndex,
( int )lookup.m_nStaticIndex, ( int )lookup.m_ShaderStaticCombos.m_nCount,
lookup.m_nRefCount, pName );
totalPixelShaders += lookup.m_ShaderStaticCombos.m_nCount;
totalPixelShaderSets++;
}
Msg( "Total unique vertex shaders: %d\n", totalVertexShaders );
Msg( "Total vertex shader sets: %d\n", totalVertexShaderSets );
Msg( "Total unique pixel shaders: %d\n", totalPixelShaders );
Msg( "Total pixel shader sets: %d\n", totalPixelShaderSets );
}
CON_COMMAND( mat_spewvertexandpixelshaders, "Print all vertex and pixel shaders currently loaded to the console" )
{
( ( CShaderManager * )ShaderManager() )->SpewVertexAndPixelShaders();
}
const char *CShaderManager::GetActiveVertexShaderName()
{
#if !defined( _DEBUG )
return "";
#else
if ( !m_HardwareVertexShader )
{
return "NULL";
}
return vshDebugName[vshDebugIndex];
#endif
}
const char *CShaderManager::GetActivePixelShaderName()
{
#if !defined( _DEBUG )
return "";
#else
if ( !m_HardwarePixelShader )
{
return "NULL";
}
return pshDebugName[pshDebugIndex];
#endif
}
#ifdef DYNAMIC_SHADER_COMPILE
void CShaderManager::FlushShaders( void )
{
for( VertexShader_t shader = m_VertexShaderDict.Head();
shader != m_VertexShaderDict.InvalidIndex();
shader = m_VertexShaderDict.Next( shader ) )
{
int i;
ShaderStaticCombos_t &combos = m_VertexShaderDict[shader].m_ShaderStaticCombos;
for( i = 0; i < combos.m_nCount; i++ )
{
if( combos.m_pHardwareShaders[i] != INVALID_HARDWARE_SHADER )
{
#ifdef _DEBUG
int nRetVal=
#endif
( ( IDirect3DVertexShader9 * )combos.m_pHardwareShaders[i] )->Release();
Assert( nRetVal == 0 );
}
combos.m_pHardwareShaders[i] = INVALID_HARDWARE_SHADER;
}
}
for( PixelShader_t shader = m_PixelShaderDict.Head();
shader != m_PixelShaderDict.InvalidIndex();
shader = m_PixelShaderDict.Next( shader ) )
{
int i;
ShaderStaticCombos_t &combos = m_PixelShaderDict[shader].m_ShaderStaticCombos;
for( i = 0; i < combos.m_nCount; i++ )
{
if( combos.m_pHardwareShaders[i] != INVALID_HARDWARE_SHADER )
{
#ifdef _DEBUG
int nRetVal =
#endif
( ( IDirect3DPixelShader * )combos.m_pHardwareShaders[i] )->Release();
Assert( nRetVal == 0 );
}
combos.m_pHardwareShaders[i] = INVALID_HARDWARE_SHADER;
}
}
// invalidate the file cache
m_ShaderFileCache.Purge();
}
#endif
#ifdef DYNAMIC_SHADER_COMPILE
static void MatFlushShaders( void )
{
#if defined( _X360 )
XBX_rSyncShaderCache();
#endif
( ( CShaderManager * )ShaderManager() )->FlushShaders();
}
#endif
#ifdef DYNAMIC_SHADER_COMPILE
CON_COMMAND( mat_flushshaders, "flush all hardware shaders when using DYNAMIC_SHADER_COMPILE" )
{
MatFlushShaders();
}
#endif
CON_COMMAND( mat_shadercount, "display count of all shaders and reset that count" )
{
Warning( "Num Pixel Shaders = %d Vertex Shaders=%d\n", s_NumPixelShadersCreated, s_NumVertexShadersCreated );
s_NumVertexShadersCreated = 0;
s_NumPixelShadersCreated = 0;
}
#if defined( DX_TO_GL_ABSTRACTION )
void CShaderManager::DoStartupShaderPreloading()
{
if (mat_autoload_glshaders.GetInt())
{
double flStartTime = Plat_FloatTime();
s_NumVertexShadersCreated = s_NumPixelShadersCreated = 0;
// try base file
#ifdef OSX
if ( !LoadShaderCache("glbaseshaders_osx.cfg") ) // factory cache
#else
if ( !LoadShaderCache("glbaseshaders.cfg") ) // factory cache
#endif
{
Warning( "Could not find base GL shader cache file\n" );
}
if ( !LoadShaderCache("glshaders.cfg") ) // user mutable cache
{
Warning( "Could not find user GL shader cache file\n" );
}
double flEndTime = Plat_FloatTime();
Msg( "Precache: Took %d ms, Vertex %d, Pixel %d\n", ( int )( ( flEndTime - flStartTime ) * 1000.0 ), s_NumVertexShadersCreated, s_NumPixelShadersCreated );
}
}
#endif