diff options
| author | Jørgen P. Tjernø <[email protected]> | 2013-12-03 10:34:08 -0800 |
|---|---|---|
| committer | Jørgen P. Tjernø <[email protected]> | 2013-12-03 10:34:08 -0800 |
| commit | 27d9df18d1a0181ed1650b408881d4f1a3fdc642 (patch) | |
| tree | d1aa382400728154d53809033b4a7eb10144ae16 /mp/src | |
| parent | Merge pull request #147 from alanedwardes/vbsp-fixes (diff) | |
| download | source-sdk-2013-27d9df18d1a0181ed1650b408881d4f1a3fdc642.tar.xz source-sdk-2013-27d9df18d1a0181ed1650b408881d4f1a3fdc642.zip | |
Fix some accidental new-line stomping.
Diffstat (limited to 'mp/src')
| -rw-r--r-- | mp/src/public/togl/osx/cglmbuffer.h | 194 | ||||
| -rw-r--r-- | mp/src/public/togl/osx/cglmfbo.h | 180 | ||||
| -rw-r--r-- | mp/src/public/togl/osx/cglmprogram.h | 578 | ||||
| -rw-r--r-- | mp/src/public/togl/osx/cglmquery.h | 168 | ||||
| -rw-r--r-- | mp/src/public/togl/osx/cglmtex.h | 544 | ||||
| -rw-r--r-- | mp/src/public/togl/osx/dxabstract.h | 1606 | ||||
| -rw-r--r-- | mp/src/public/togl/osx/glfuncs.h | 366 | ||||
| -rw-r--r-- | mp/src/public/togl/osx/glmdisplay.h | 352 | ||||
| -rw-r--r-- | mp/src/public/togl/osx/glmgr.h | 2174 | ||||
| -rw-r--r-- | mp/src/public/togl/osx/glmgrbasics.h | 596 | ||||
| -rw-r--r-- | mp/src/public/togl/osx/glmgrext.h | 184 | ||||
| -rw-r--r-- | mp/src/tier1/qsort_s.cpp | 222 |
12 files changed, 3582 insertions, 3582 deletions
diff --git a/mp/src/public/togl/osx/cglmbuffer.h b/mp/src/public/togl/osx/cglmbuffer.h index 24a0b0fa..0b161000 100644 --- a/mp/src/public/togl/osx/cglmbuffer.h +++ b/mp/src/public/togl/osx/cglmbuffer.h @@ -1,99 +1,99 @@ //========= Copyright Valve Corporation, All rights reserved. ============// -//
-// cglmprogram.h
-// GLMgr buffers (index / vertex)
-// ... maybe add PBO later as well
-//===============================================================================
-
-#ifndef CGLMBUFFER_H
-#define CGLMBUFFER_H
-
-#pragma once
-
-// ext links
-
-// http://www.opengl.org/registry/specs/ARB/vertex_buffer_object.txt
-
-//===============================================================================
-
-// tokens not in the SDK headers
-
-//#ifndef GL_DEPTH_STENCIL_ATTACHMENT_EXT
-// #define GL_DEPTH_STENCIL_ATTACHMENT_EXT 0x84F9
-//#endif
-
-//===============================================================================
-
-// forward declarations
-
-class GLMContext;
-
-enum EGLMBufferType
-{
- kGLMVertexBuffer,
- kGLMIndexBuffer,
- kGLMUniformBuffer, // for bindable uniform
- kGLMPixelBuffer, // for PBO
-
- kGLMNumBufferTypes
-};
-
- // pass this in "options" to constructor to make a dynamic buffer
-#define GLMBufferOptionDynamic 0x00000001
-
-struct GLMBuffLockParams
-{
- uint m_offset;
- uint m_size;
- bool m_nonblocking;
- bool m_discard;
-};
-
-class CGLMBuffer
-{
-
-public:
- void Lock( GLMBuffLockParams *params, char **addressOut );
- void Unlock( void );
-
-//protected:
- friend class GLMContext; // only GLMContext can make CGLMBuffer objects
- friend class GLMTester;
- friend class IDirect3D9;
- friend class IDirect3DDevice9;
-
- CGLMBuffer ( GLMContext *ctx, EGLMBufferType type, uint size, uint options );
- ~CGLMBuffer ( );
-
- void SetModes ( bool asyncMap, bool explicitFlush, bool force = false );
- void FlushRange ( uint offset, uint size );
-
- GLMContext *m_ctx; // link back to parent context
- EGLMBufferType m_type;
- uint m_size;
- GLenum m_buffGLTarget; // GL_ARRAY_BUFFER_ARB / GL_ELEMENT_BUFFER_ARB
- GLuint m_name; // name of this program in the context
- uint m_revision; // bump anytime the size changes or buffer is orphaned
- bool m_enableAsyncMap; // mirror of the buffer state
- bool m_enableExplicitFlush; // mirror of the buffer state
-
- bool m_bound; // true if bound to context
- bool m_mapped; // is it currently mapped
- uint m_dirtyMinOffset; // when equal, range is empty
- uint m_dirtyMaxOffset;
-
- float *m_lastMappedAddress;
-
- // --------------------- pseudo-VBO support below here (explicitly for dynamic index buffers)
- bool m_pseudo; // true if the m_name is 0, and the backing is plain RAM
-
- // in pseudo mode, there is just one RAM buffer that acts as the backing.
- // expectation is that this mode would only be used for dynamic indices.
- // since indices have to be consumed (copied to command stream) prior to return from a drawing call,
- // there's no need to do any fencing or multibuffering. orphaning in particular becomes a no-op.
-
- char *m_pseudoBuf; // storage for pseudo buffer
-};
-
-
+// +// cglmprogram.h +// GLMgr buffers (index / vertex) +// ... maybe add PBO later as well +//=============================================================================== + +#ifndef CGLMBUFFER_H +#define CGLMBUFFER_H + +#pragma once + +// ext links + +// http://www.opengl.org/registry/specs/ARB/vertex_buffer_object.txt + +//=============================================================================== + +// tokens not in the SDK headers + +//#ifndef GL_DEPTH_STENCIL_ATTACHMENT_EXT +// #define GL_DEPTH_STENCIL_ATTACHMENT_EXT 0x84F9 +//#endif + +//=============================================================================== + +// forward declarations + +class GLMContext; + +enum EGLMBufferType +{ + kGLMVertexBuffer, + kGLMIndexBuffer, + kGLMUniformBuffer, // for bindable uniform + kGLMPixelBuffer, // for PBO + + kGLMNumBufferTypes +}; + + // pass this in "options" to constructor to make a dynamic buffer +#define GLMBufferOptionDynamic 0x00000001 + +struct GLMBuffLockParams +{ + uint m_offset; + uint m_size; + bool m_nonblocking; + bool m_discard; +}; + +class CGLMBuffer +{ + +public: + void Lock( GLMBuffLockParams *params, char **addressOut ); + void Unlock( void ); + +//protected: + friend class GLMContext; // only GLMContext can make CGLMBuffer objects + friend class GLMTester; + friend class IDirect3D9; + friend class IDirect3DDevice9; + + CGLMBuffer ( GLMContext *ctx, EGLMBufferType type, uint size, uint options ); + ~CGLMBuffer ( ); + + void SetModes ( bool asyncMap, bool explicitFlush, bool force = false ); + void FlushRange ( uint offset, uint size ); + + GLMContext *m_ctx; // link back to parent context + EGLMBufferType m_type; + uint m_size; + GLenum m_buffGLTarget; // GL_ARRAY_BUFFER_ARB / GL_ELEMENT_BUFFER_ARB + GLuint m_name; // name of this program in the context + uint m_revision; // bump anytime the size changes or buffer is orphaned + bool m_enableAsyncMap; // mirror of the buffer state + bool m_enableExplicitFlush; // mirror of the buffer state + + bool m_bound; // true if bound to context + bool m_mapped; // is it currently mapped + uint m_dirtyMinOffset; // when equal, range is empty + uint m_dirtyMaxOffset; + + float *m_lastMappedAddress; + + // --------------------- pseudo-VBO support below here (explicitly for dynamic index buffers) + bool m_pseudo; // true if the m_name is 0, and the backing is plain RAM + + // in pseudo mode, there is just one RAM buffer that acts as the backing. + // expectation is that this mode would only be used for dynamic indices. + // since indices have to be consumed (copied to command stream) prior to return from a drawing call, + // there's no need to do any fencing or multibuffering. orphaning in particular becomes a no-op. + + char *m_pseudoBuf; // storage for pseudo buffer +}; + + #endif
\ No newline at end of file diff --git a/mp/src/public/togl/osx/cglmfbo.h b/mp/src/public/togl/osx/cglmfbo.h index c94bac70..ccf3e970 100644 --- a/mp/src/public/togl/osx/cglmfbo.h +++ b/mp/src/public/togl/osx/cglmfbo.h @@ -1,91 +1,91 @@ //========= Copyright Valve Corporation, All rights reserved. ============// -//
-// cglmfbo.h
-// GLMgr FBO's (render targets)
-//
-//===============================================================================
-
-#ifndef CGLMFBO_H
-#define CGLMFBO_H
-
-#pragma once
-
-#include "togl/rendermechanism.h"
-
-// good FBO references / recaps
-// http://www.songho.ca/opengl/gl_fbo.html
-// http://www.gamedev.net/reference/articles/article2331.asp
-
-// ext links
-
-// http://www.opengl.org/registry/specs/EXT/framebuffer_object.txt
-// http://www.opengl.org/registry/specs/EXT/framebuffer_multisample.txt
-
-//===============================================================================
-
-// tokens not in the SDK headers
-
-#ifndef GL_DEPTH_STENCIL_ATTACHMENT_EXT
- #define GL_DEPTH_STENCIL_ATTACHMENT_EXT 0x84F9
-#endif
-
-//===============================================================================
-
-// forward declarations
-
-class GLMContext;
-
-// implicitly 16 maximum color attachments possible
-enum EGLMFBOAttachment {
- kAttColor0, kAttColor1, kAttColor2, kAttColor3,
- kAttColor4, kAttColor5, kAttColor6, kAttColor7,
- kAttColor8, kAttColor9, kAttColor10, kAttColor11,
- kAttColor12, kAttColor13, kAttColor14, kAttColor15,
- kAttDepth, kAttStencil, kAttDepthStencil,
- kAttCount
-};
-
-struct GLMFBOTexAttachParams
-{
- CGLMTex *m_tex;
- int m_face; // keep zero if not cube map
- int m_mip; // keep zero if notmip mapped
- int m_zslice; // keep zero if not a 3D tex
-};
-
-class CGLMFBO
-{
-
-public:
-
-protected:
- friend class GLMContext; // only GLMContext can make CGLMFBO objects
- friend class GLMTester;
- friend class CGLMTex;
-
- friend class IDirect3D9;
- friend class IDirect3DDevice9;
-
- CGLMFBO( GLMContext *ctx );
- ~CGLMFBO( );
-
- void TexAttach( GLMFBOTexAttachParams *params, EGLMFBOAttachment attachIndex, GLenum fboBindPoint = GL_FRAMEBUFFER_EXT );
- void TexDetach( EGLMFBOAttachment attachIndex, GLenum fboBindPoint = GL_FRAMEBUFFER_EXT );
- // you can also pass GL_READ_FRAMEBUFFER_EXT or GL_DRAW_FRAMEBUFFER_EXT to selectively bind the receiving FBO to one or the other.
-
- void TexScrub( CGLMTex *tex );
- // search and destroy any attachment for the named texture
-
- bool IsReady( void ); // aka FBO completeness check - ready to draw
-
- GLMContext *m_ctx; // link back to parent context
-
- GLuint m_name; // name of this FBO in the context
-
- GLMFBOTexAttachParams m_attach[ kAttCount ]; // indexed by EGLMFBOAttachment
-
- int m_sizeX,m_sizeY;
-};
-
-
-#endif
+// +// cglmfbo.h +// GLMgr FBO's (render targets) +// +//=============================================================================== + +#ifndef CGLMFBO_H +#define CGLMFBO_H + +#pragma once + +#include "togl/rendermechanism.h" + +// good FBO references / recaps +// http://www.songho.ca/opengl/gl_fbo.html +// http://www.gamedev.net/reference/articles/article2331.asp + +// ext links + +// http://www.opengl.org/registry/specs/EXT/framebuffer_object.txt +// http://www.opengl.org/registry/specs/EXT/framebuffer_multisample.txt + +//=============================================================================== + +// tokens not in the SDK headers + +#ifndef GL_DEPTH_STENCIL_ATTACHMENT_EXT + #define GL_DEPTH_STENCIL_ATTACHMENT_EXT 0x84F9 +#endif + +//=============================================================================== + +// forward declarations + +class GLMContext; + +// implicitly 16 maximum color attachments possible +enum EGLMFBOAttachment { + kAttColor0, kAttColor1, kAttColor2, kAttColor3, + kAttColor4, kAttColor5, kAttColor6, kAttColor7, + kAttColor8, kAttColor9, kAttColor10, kAttColor11, + kAttColor12, kAttColor13, kAttColor14, kAttColor15, + kAttDepth, kAttStencil, kAttDepthStencil, + kAttCount +}; + +struct GLMFBOTexAttachParams +{ + CGLMTex *m_tex; + int m_face; // keep zero if not cube map + int m_mip; // keep zero if notmip mapped + int m_zslice; // keep zero if not a 3D tex +}; + +class CGLMFBO +{ + +public: + +protected: + friend class GLMContext; // only GLMContext can make CGLMFBO objects + friend class GLMTester; + friend class CGLMTex; + + friend class IDirect3D9; + friend class IDirect3DDevice9; + + CGLMFBO( GLMContext *ctx ); + ~CGLMFBO( ); + + void TexAttach( GLMFBOTexAttachParams *params, EGLMFBOAttachment attachIndex, GLenum fboBindPoint = GL_FRAMEBUFFER_EXT ); + void TexDetach( EGLMFBOAttachment attachIndex, GLenum fboBindPoint = GL_FRAMEBUFFER_EXT ); + // you can also pass GL_READ_FRAMEBUFFER_EXT or GL_DRAW_FRAMEBUFFER_EXT to selectively bind the receiving FBO to one or the other. + + void TexScrub( CGLMTex *tex ); + // search and destroy any attachment for the named texture + + bool IsReady( void ); // aka FBO completeness check - ready to draw + + GLMContext *m_ctx; // link back to parent context + + GLuint m_name; // name of this FBO in the context + + GLMFBOTexAttachParams m_attach[ kAttCount ]; // indexed by EGLMFBOAttachment + + int m_sizeX,m_sizeY; +}; + + +#endif diff --git a/mp/src/public/togl/osx/cglmprogram.h b/mp/src/public/togl/osx/cglmprogram.h index 3b1b4d86..ee7f4de2 100644 --- a/mp/src/public/togl/osx/cglmprogram.h +++ b/mp/src/public/togl/osx/cglmprogram.h @@ -1,291 +1,291 @@ //========= Copyright Valve Corporation, All rights reserved. ============// -//
-// cglmprogram.h
-// GLMgr programs (ARBVP/ARBfp)
-//
-//===============================================================================
-
-#ifndef CGLMPROGRAM_H
-#define CGLMPROGRAM_H
-
-#include <sys/stat.h>
-
-#pragma once
-
-// good ARB program references
-// http://petewarden.com/notes/archives/2005/05/fragment_progra_2.html
-// http://petewarden.com/notes/archives/2005/06/fragment_progra_3.html
-
-// ext links
-
-// http://www.opengl.org/registry/specs/ARB/vertex_program.txt
-// http://www.opengl.org/registry/specs/ARB/fragment_program.txt
-// http://www.opengl.org/registry/specs/EXT/gpu_program_parameters.txt
-
-
-//===============================================================================
-
-// tokens not in the SDK headers
-
-//#ifndef GL_DEPTH_STENCIL_ATTACHMENT_EXT
-// #define GL_DEPTH_STENCIL_ATTACHMENT_EXT 0x84F9
-//#endif
-
-//===============================================================================
-
-// forward declarations
-
-class GLMContext;
-class CGLMShaderPair;
-class CGLMShaderPairCache;
-
-// CGLMProgram can contain two flavors of the same program, one in assembler, one in GLSL.
-// these flavors are pretty different in terms of the API's that are used to activate them -
-// for example, assembler programs can just get bound to the context, whereas GLSL programs
-// have to be linked. To some extent we try to hide that detail inside GLM.
-
-// for now, make CGLMProgram a container, it does not set policy or hold a preference as to which
-// flavor you want to use. GLMContext has to handle that.
-
-enum EGLMProgramType
-{
- kGLMVertexProgram,
- kGLMFragmentProgram,
-
- kGLMNumProgramTypes
-};
-
-enum EGLMProgramLang
-{
- kGLMARB,
- kGLMGLSL,
-
- kGLMNumProgramLangs
-};
-
-struct GLMShaderDesc
-{
- union
- {
- GLuint arb; // ARB program object name
- GLhandleARB glsl; // GLSL shader object handle (void*)
- } m_object;
-
- // these can change if shader text is edited
- bool m_textPresent; // is this flavor(lang) of text present in the buffer?
- int m_textOffset; // where is it
- int m_textLength; // how big
-
- bool m_compiled; // has this text been through a compile attempt
- bool m_valid; // and if so, was the compile successful
-
- int m_slowMark; // has it been flagged during a non native draw batch before. increment every time it's slow.
-
- int m_highWater; // vount of vec4's in the major uniform array ("vc" on vs, "pc" on ps)
- // written by dxabstract.... gross!
-};
-
-GLenum GLMProgTypeToARBEnum( EGLMProgramType type ); // map vert/frag to ARB asm bind target
-GLenum GLMProgTypeToGLSLEnum( EGLMProgramType type ); // map vert/frag to ARB asm bind target
-
-class CGLMProgram
-{
-public:
- friend class CGLMShaderPairCache;
- friend class CGLMShaderPair;
- friend class GLMContext; // only GLMContext can make CGLMProgram objects
- friend class GLMTester;
- friend class IDirect3D9;
- friend class IDirect3DDevice9;
-
- //===============================
-
- // constructor is very light, it just makes one empty program object per flavor.
- CGLMProgram( GLMContext *ctx, EGLMProgramType type );
- ~CGLMProgram( );
-
- void SetProgramText ( char *text ); // import text to GLM object - invalidate any prev compiled program
-
- bool CompileActiveSources ( void ); // compile only the flavors that were provided.
- bool Compile ( EGLMProgramLang lang );
- bool CheckValidity ( EGLMProgramLang lang );
-
- void LogSlow ( EGLMProgramLang lang ); // detailed spew when called for first time; one liner or perhaps silence after that
-
- void GetLabelIndexCombo ( char *labelOut, int labelOutMaxChars, int *indexOut, int *comboOut );
- void GetComboIndexNameString ( char *stringOut, int stringOutMaxChars ); // mmmmmmmm-nnnnnnnn-filename
-
-#if GLMDEBUG
- bool PollForChanges( void ); // check mirror for changes.
- void ReloadStringFromEditable( void ); // populate m_string from editable item (react to change)
- bool SyncWithEditable( void );
-#endif
-
- //===============================
-
- // common stuff
-
- GLMContext *m_ctx; // link back to parent context
-
- EGLMProgramType m_type; // vertex or pixel
-
- uint m_serial; // serial number for hashing
-
- char *m_text; // copy of text passed into constructor. Can change if editable shaders is enabled.
- // note - it can contain multiple flavors, so use CGLMTextSectioner to scan it and locate them
-#if GLMDEBUG
- CGLMEditableTextItem *m_editable; // editable text item for debugging
-#endif
-
- GLMShaderDesc m_descs[ kGLMNumProgramLangs ];
-
- uint m_samplerMask; // (1<<n) mask of sampler active locs, if this is a fragment shader (dxabstract sets this field)
-};
-
-//===============================================================================
-
-struct GLMShaderPairInfo
-{
- int m_status; // -1 means req'd index was out of bounds (loop stop..) 0 means not present. 1 means present/active.
-
- char m_vsName[ 128 ];
- int m_vsStaticIndex;
- int m_vsDynamicIndex;
-
- char m_psName[ 128 ];
- int m_psStaticIndex;
- int m_psDynamicIndex;
-};
-
-
-class CGLMShaderPair // a container for a linked GLSL shader pair, and metadata obtained post-link
-{
-
-public:
-
- friend class CGLMProgram;
- friend class GLMContext;
- friend class CGLMShaderPairCache;
-
- //===============================
-
- // constructor just sets up a GLSL program object and leaves it empty.
- CGLMShaderPair( GLMContext *ctx );
- ~CGLMShaderPair( );
-
- bool SetProgramPair ( CGLMProgram *vp, CGLMProgram *fp );
- // true result means successful link and query
-
- bool RefreshProgramPair ( void );
- // re-link and re-query the uniforms
-
- //===============================
-
- // common stuff
-
- GLMContext *m_ctx; // link back to parent context
-
- CGLMProgram *m_vertexProg;
- CGLMProgram *m_fragmentProg;
-
- GLhandleARB m_program; // linked program object
-
- // need meta data for attribs / samplers / params
- // actually we only need it for samplers and params.
- // attributes are hardwired.
-
- // vertex stage uniforms
- GLint m_locVertexParams; // "vc" per dx9asmtogl2 convention
- GLint m_locVertexInteger0; // "i0"
- GLint m_locVertexBool0; // "b0"
- GLint m_locVertexBool1; // "b1"
- GLint m_locVertexBool2; // "b2"
- GLint m_locVertexBool3; // "b3"
-
- // fragment stage uniforms
- GLint m_locFragmentParams; // "pc" per dx9asmtogl2 convention
- GLint m_locFragmentFakeSRGBEnable; // "flSRGBWrite" - set to 1.0 to effect sRGB encoding on output
- float m_fakeSRGBEnableValue; // shadow to avoid redundant sets of the m_locFragmentFakeSRGBEnable uniform
- // init it to -1.0 at link or relink, so it will trip on any legit incoming value (0.0 or 1.0)
-
- GLint m_locSamplers[ 16 ]; // "sampler0 ... sampler1..."
-
- // other stuff
- bool m_valid; // true on successful link
- bool m_samplersFixed; // set on first draw (can't write the uniforms until the program is in use, and we don't want to mess with cur program inside cglmprogram)
- uint m_revision; // if this pair is relinked, bump this number.
-};
-
-//===============================================================================
-
-// N-row, M-way associative cache with LRU per row.
-// still needs some metric dump ability and some parameter tuning.
-// extra credit would be to make an auto-tuner.
-
-struct CGLMPairCacheEntry
-{
- long long m_lastMark; // a mark of zero means an empty entry
- CGLMProgram *m_vertexProg;
- CGLMProgram *m_fragmentProg;
- uint m_extraKeyBits;
- CGLMShaderPair *m_pair;
-};
-
-class CGLMShaderPairCache // cache for linked GLSL shader pairs
-{
-
-public:
-
-protected:
- friend class CGLMShaderPair;
- friend class CGLMProgram;
- friend class GLMContext;
-
- //===============================
-
- CGLMShaderPairCache( GLMContext *ctx );
- ~CGLMShaderPairCache( );
-
- CGLMShaderPair *SelectShaderPair ( CGLMProgram *vp, CGLMProgram *fp, uint extraKeyBits );
- void QueryShaderPair ( int index, GLMShaderPairInfo *infoOut );
-
- // shoot down linked pairs that use the program in the arg
- // return true if any had to be skipped due to conflict with currently bound pair
- bool PurgePairsWithShader( CGLMProgram *prog );
-
- // purge everything (when would GLM know how to do this ? at context destroy time, but any other times?)
- // return true if any had to be skipped due to conflict with currently bound pair
- bool Purge ( void );
-
- // stats
- void DumpStats ( void );
-
- //===============================
-
- uint HashRowIndex ( CGLMProgram *vp, CGLMProgram *fp, uint extraKeyBits );
- CGLMPairCacheEntry* HashRowPtr ( uint hashRowIndex );
- void HashRowProbe ( CGLMPairCacheEntry *row, CGLMProgram *vp, CGLMProgram *fp, uint extraKeyBits, int *hitwayOut, int *emptywayOut, int *oldestwayOut );
- //===============================
-
- // common stuff
-
- GLMContext *m_ctx; // link back to parent context
-
- long long m_mark;
-
- uint m_rowsLg2;
- uint m_rows;
-
- uint m_waysLg2;
- uint m_ways;
-
- uint m_entryCount;
-
- CGLMPairCacheEntry *m_entries; // array[ m_rows ][ m_ways ]
-
- uint *m_evictions; // array[ m_rows ];
- uint *m_hits; // array[ m_rows ];
-};
-
-
+// +// cglmprogram.h +// GLMgr programs (ARBVP/ARBfp) +// +//=============================================================================== + +#ifndef CGLMPROGRAM_H +#define CGLMPROGRAM_H + +#include <sys/stat.h> + +#pragma once + +// good ARB program references +// http://petewarden.com/notes/archives/2005/05/fragment_progra_2.html +// http://petewarden.com/notes/archives/2005/06/fragment_progra_3.html + +// ext links + +// http://www.opengl.org/registry/specs/ARB/vertex_program.txt +// http://www.opengl.org/registry/specs/ARB/fragment_program.txt +// http://www.opengl.org/registry/specs/EXT/gpu_program_parameters.txt + + +//=============================================================================== + +// tokens not in the SDK headers + +//#ifndef GL_DEPTH_STENCIL_ATTACHMENT_EXT +// #define GL_DEPTH_STENCIL_ATTACHMENT_EXT 0x84F9 +//#endif + +//=============================================================================== + +// forward declarations + +class GLMContext; +class CGLMShaderPair; +class CGLMShaderPairCache; + +// CGLMProgram can contain two flavors of the same program, one in assembler, one in GLSL. +// these flavors are pretty different in terms of the API's that are used to activate them - +// for example, assembler programs can just get bound to the context, whereas GLSL programs +// have to be linked. To some extent we try to hide that detail inside GLM. + +// for now, make CGLMProgram a container, it does not set policy or hold a preference as to which +// flavor you want to use. GLMContext has to handle that. + +enum EGLMProgramType +{ + kGLMVertexProgram, + kGLMFragmentProgram, + + kGLMNumProgramTypes +}; + +enum EGLMProgramLang +{ + kGLMARB, + kGLMGLSL, + + kGLMNumProgramLangs +}; + +struct GLMShaderDesc +{ + union + { + GLuint arb; // ARB program object name + GLhandleARB glsl; // GLSL shader object handle (void*) + } m_object; + + // these can change if shader text is edited + bool m_textPresent; // is this flavor(lang) of text present in the buffer? + int m_textOffset; // where is it + int m_textLength; // how big + + bool m_compiled; // has this text been through a compile attempt + bool m_valid; // and if so, was the compile successful + + int m_slowMark; // has it been flagged during a non native draw batch before. increment every time it's slow. + + int m_highWater; // vount of vec4's in the major uniform array ("vc" on vs, "pc" on ps) + // written by dxabstract.... gross! +}; + +GLenum GLMProgTypeToARBEnum( EGLMProgramType type ); // map vert/frag to ARB asm bind target +GLenum GLMProgTypeToGLSLEnum( EGLMProgramType type ); // map vert/frag to ARB asm bind target + +class CGLMProgram +{ +public: + friend class CGLMShaderPairCache; + friend class CGLMShaderPair; + friend class GLMContext; // only GLMContext can make CGLMProgram objects + friend class GLMTester; + friend class IDirect3D9; + friend class IDirect3DDevice9; + + //=============================== + + // constructor is very light, it just makes one empty program object per flavor. + CGLMProgram( GLMContext *ctx, EGLMProgramType type ); + ~CGLMProgram( ); + + void SetProgramText ( char *text ); // import text to GLM object - invalidate any prev compiled program + + bool CompileActiveSources ( void ); // compile only the flavors that were provided. + bool Compile ( EGLMProgramLang lang ); + bool CheckValidity ( EGLMProgramLang lang ); + + void LogSlow ( EGLMProgramLang lang ); // detailed spew when called for first time; one liner or perhaps silence after that + + void GetLabelIndexCombo ( char *labelOut, int labelOutMaxChars, int *indexOut, int *comboOut ); + void GetComboIndexNameString ( char *stringOut, int stringOutMaxChars ); // mmmmmmmm-nnnnnnnn-filename + +#if GLMDEBUG + bool PollForChanges( void ); // check mirror for changes. + void ReloadStringFromEditable( void ); // populate m_string from editable item (react to change) + bool SyncWithEditable( void ); +#endif + + //=============================== + + // common stuff + + GLMContext *m_ctx; // link back to parent context + + EGLMProgramType m_type; // vertex or pixel + + uint m_serial; // serial number for hashing + + char *m_text; // copy of text passed into constructor. Can change if editable shaders is enabled. + // note - it can contain multiple flavors, so use CGLMTextSectioner to scan it and locate them +#if GLMDEBUG + CGLMEditableTextItem *m_editable; // editable text item for debugging +#endif + + GLMShaderDesc m_descs[ kGLMNumProgramLangs ]; + + uint m_samplerMask; // (1<<n) mask of sampler active locs, if this is a fragment shader (dxabstract sets this field) +}; + +//=============================================================================== + +struct GLMShaderPairInfo +{ + int m_status; // -1 means req'd index was out of bounds (loop stop..) 0 means not present. 1 means present/active. + + char m_vsName[ 128 ]; + int m_vsStaticIndex; + int m_vsDynamicIndex; + + char m_psName[ 128 ]; + int m_psStaticIndex; + int m_psDynamicIndex; +}; + + +class CGLMShaderPair // a container for a linked GLSL shader pair, and metadata obtained post-link +{ + +public: + + friend class CGLMProgram; + friend class GLMContext; + friend class CGLMShaderPairCache; + + //=============================== + + // constructor just sets up a GLSL program object and leaves it empty. + CGLMShaderPair( GLMContext *ctx ); + ~CGLMShaderPair( ); + + bool SetProgramPair ( CGLMProgram *vp, CGLMProgram *fp ); + // true result means successful link and query + + bool RefreshProgramPair ( void ); + // re-link and re-query the uniforms + + //=============================== + + // common stuff + + GLMContext *m_ctx; // link back to parent context + + CGLMProgram *m_vertexProg; + CGLMProgram *m_fragmentProg; + + GLhandleARB m_program; // linked program object + + // need meta data for attribs / samplers / params + // actually we only need it for samplers and params. + // attributes are hardwired. + + // vertex stage uniforms + GLint m_locVertexParams; // "vc" per dx9asmtogl2 convention + GLint m_locVertexInteger0; // "i0" + GLint m_locVertexBool0; // "b0" + GLint m_locVertexBool1; // "b1" + GLint m_locVertexBool2; // "b2" + GLint m_locVertexBool3; // "b3" + + // fragment stage uniforms + GLint m_locFragmentParams; // "pc" per dx9asmtogl2 convention + GLint m_locFragmentFakeSRGBEnable; // "flSRGBWrite" - set to 1.0 to effect sRGB encoding on output + float m_fakeSRGBEnableValue; // shadow to avoid redundant sets of the m_locFragmentFakeSRGBEnable uniform + // init it to -1.0 at link or relink, so it will trip on any legit incoming value (0.0 or 1.0) + + GLint m_locSamplers[ 16 ]; // "sampler0 ... sampler1..." + + // other stuff + bool m_valid; // true on successful link + bool m_samplersFixed; // set on first draw (can't write the uniforms until the program is in use, and we don't want to mess with cur program inside cglmprogram) + uint m_revision; // if this pair is relinked, bump this number. +}; + +//=============================================================================== + +// N-row, M-way associative cache with LRU per row. +// still needs some metric dump ability and some parameter tuning. +// extra credit would be to make an auto-tuner. + +struct CGLMPairCacheEntry +{ + long long m_lastMark; // a mark of zero means an empty entry + CGLMProgram *m_vertexProg; + CGLMProgram *m_fragmentProg; + uint m_extraKeyBits; + CGLMShaderPair *m_pair; +}; + +class CGLMShaderPairCache // cache for linked GLSL shader pairs +{ + +public: + +protected: + friend class CGLMShaderPair; + friend class CGLMProgram; + friend class GLMContext; + + //=============================== + + CGLMShaderPairCache( GLMContext *ctx ); + ~CGLMShaderPairCache( ); + + CGLMShaderPair *SelectShaderPair ( CGLMProgram *vp, CGLMProgram *fp, uint extraKeyBits ); + void QueryShaderPair ( int index, GLMShaderPairInfo *infoOut ); + + // shoot down linked pairs that use the program in the arg + // return true if any had to be skipped due to conflict with currently bound pair + bool PurgePairsWithShader( CGLMProgram *prog ); + + // purge everything (when would GLM know how to do this ? at context destroy time, but any other times?) + // return true if any had to be skipped due to conflict with currently bound pair + bool Purge ( void ); + + // stats + void DumpStats ( void ); + + //=============================== + + uint HashRowIndex ( CGLMProgram *vp, CGLMProgram *fp, uint extraKeyBits ); + CGLMPairCacheEntry* HashRowPtr ( uint hashRowIndex ); + void HashRowProbe ( CGLMPairCacheEntry *row, CGLMProgram *vp, CGLMProgram *fp, uint extraKeyBits, int *hitwayOut, int *emptywayOut, int *oldestwayOut ); + //=============================== + + // common stuff + + GLMContext *m_ctx; // link back to parent context + + long long m_mark; + + uint m_rowsLg2; + uint m_rows; + + uint m_waysLg2; + uint m_ways; + + uint m_entryCount; + + CGLMPairCacheEntry *m_entries; // array[ m_rows ][ m_ways ] + + uint *m_evictions; // array[ m_rows ]; + uint *m_hits; // array[ m_rows ]; +}; + + #endif
\ No newline at end of file diff --git a/mp/src/public/togl/osx/cglmquery.h b/mp/src/public/togl/osx/cglmquery.h index 21e16893..1f5b1676 100644 --- a/mp/src/public/togl/osx/cglmquery.h +++ b/mp/src/public/togl/osx/cglmquery.h @@ -1,85 +1,85 @@ //========= Copyright Valve Corporation, All rights reserved. ============// -//
-// cglmquery.h
-// GLMgr queries
-//
-//===============================================================================
-
-#ifndef CGLMQUERY_H
-#define CGLMQUERY_H
-
-#pragma once
-
-//===============================================================================
-
-// forward declarations
-
-class GLMContext;
-class CGLMQuery;
-
-//===============================================================================
-
-enum EGLMQueryType
-{
- EOcclusion,
- EFence,
- EGLMQueryCount
-};
-
-struct GLMQueryParams
-{
- EGLMQueryType m_type;
-};
-
-class CGLMQuery
-{
- // leave everything public til it's running
-public:
- friend class GLMContext; // only GLMContext can make CGLMTex objects
- friend class IDirect3DDevice9;
- friend class IDirect3DQuery9;
-
- GLMContext *m_ctx; // link back to parent context
- GLMQueryParams m_params; // params created with
-
- GLuint m_name; // name of the query object per se - could be fence, could be query object ... NOT USED WITH GL_ARB_sync!
-#ifdef HAVE_GL_ARB_SYNC
- GLsync m_syncobj; // GL_ARB_sync object. NOT USED WITH GL_NV_fence or GL_APPLE_fence!
-#else
- GLuint m_syncobj;
-#endif
-
- bool m_started;
- bool m_stopped;
- bool m_done;
-
- bool m_nullQuery; // was gl_nullqueries true at Start time - if so, continue to act like a null query through Stop/IsDone/Complete time
- // restated - only Start should examine the convar.
-
- CGLMQuery( GLMContext *ctx, GLMQueryParams *params );
- ~CGLMQuery( );
-
- // for an occlusion query:
- // Start = BeginQuery query-start goes into stream
- // Stop = EndQuery query-end goes into stream - a fence is also set so we can probe for completion
- // IsDone = TestFence use the added fence to ask if query-end has passed (i.e. will Complete block?)
- // Complete = GetQueryObjectuivARB(uint id, enum pname, uint *params) - extract the sample count
-
- // for a fence query:
- // Start = SetFence fence goes into command stream
- // Stop = NOP fences are self finishing - no need to call Stop on a fence
- // IsDone = TestFence ask if fence passed
- // Complete = FinishFence
-
- void Start ( void );
- void Stop ( void );
- bool IsDone ( void );
- void Complete ( uint *result );
-
- // accessors for the started/stopped state
- bool IsStarted ( void );
- bool IsStopped ( void );
-};
-
-
-#endif
+// +// cglmquery.h +// GLMgr queries +// +//=============================================================================== + +#ifndef CGLMQUERY_H +#define CGLMQUERY_H + +#pragma once + +//=============================================================================== + +// forward declarations + +class GLMContext; +class CGLMQuery; + +//=============================================================================== + +enum EGLMQueryType +{ + EOcclusion, + EFence, + EGLMQueryCount +}; + +struct GLMQueryParams +{ + EGLMQueryType m_type; +}; + +class CGLMQuery +{ + // leave everything public til it's running +public: + friend class GLMContext; // only GLMContext can make CGLMTex objects + friend class IDirect3DDevice9; + friend class IDirect3DQuery9; + + GLMContext *m_ctx; // link back to parent context + GLMQueryParams m_params; // params created with + + GLuint m_name; // name of the query object per se - could be fence, could be query object ... NOT USED WITH GL_ARB_sync! +#ifdef HAVE_GL_ARB_SYNC + GLsync m_syncobj; // GL_ARB_sync object. NOT USED WITH GL_NV_fence or GL_APPLE_fence! +#else + GLuint m_syncobj; +#endif + + bool m_started; + bool m_stopped; + bool m_done; + + bool m_nullQuery; // was gl_nullqueries true at Start time - if so, continue to act like a null query through Stop/IsDone/Complete time + // restated - only Start should examine the convar. + + CGLMQuery( GLMContext *ctx, GLMQueryParams *params ); + ~CGLMQuery( ); + + // for an occlusion query: + // Start = BeginQuery query-start goes into stream + // Stop = EndQuery query-end goes into stream - a fence is also set so we can probe for completion + // IsDone = TestFence use the added fence to ask if query-end has passed (i.e. will Complete block?) + // Complete = GetQueryObjectuivARB(uint id, enum pname, uint *params) - extract the sample count + + // for a fence query: + // Start = SetFence fence goes into command stream + // Stop = NOP fences are self finishing - no need to call Stop on a fence + // IsDone = TestFence ask if fence passed + // Complete = FinishFence + + void Start ( void ); + void Stop ( void ); + bool IsDone ( void ); + void Complete ( uint *result ); + + // accessors for the started/stopped state + bool IsStarted ( void ); + bool IsStopped ( void ); +}; + + +#endif diff --git a/mp/src/public/togl/osx/cglmtex.h b/mp/src/public/togl/osx/cglmtex.h index ce6b6596..813395c7 100644 --- a/mp/src/public/togl/osx/cglmtex.h +++ b/mp/src/public/togl/osx/cglmtex.h @@ -1,273 +1,273 @@ //========= Copyright Valve Corporation, All rights reserved. ============// -//
-// cglmtex.h
-// GLMgr textures
-//
-//===============================================================================
-
-#ifndef CGLMTEX_H
-#define CGLMTEX_H
-
-#pragma once
-
-#include "tier1/utlhash.h"
-#include "tier1/utlmap.h"
-
-//===============================================================================
-
-// forward declarations
-
-class GLMContext;
-class GLMTester;
-class CGLMTexLayoutTable;
-class CGLMTex;
-class CGLMFBO;
-
-class IDirect3DSurface9;
-
-//===============================================================================
-
-struct GLMTexFormatDesc
-{
- char *m_formatSummary; // for debug visibility
-
- D3DFORMAT m_d3dFormat; // what D3D knows it as; see public/bitmap/imageformat.h
-
- GLenum m_glIntFormat; // GL internal format
- GLenum m_glIntFormatSRGB; // internal format if SRGB flavor
- GLenum m_glDataFormat; // GL data format
- GLenum m_glDataType; // GL data type
-
- int m_chunkSize; // 1 or 4 - 4 is used for compressed textures
- int m_bytesPerSquareChunk; // how many bytes for the smallest quantum (m_chunkSize x m_chunkSize)
- // this description lets us calculate size cleanly without conditional logic for compression
-};
-const GLMTexFormatDesc *GetFormatDesc( D3DFORMAT format );
-
-//===============================================================================
-
-// utility function for generating slabs of texels. mostly for test.
-typedef struct
-{
- // in
- D3DFORMAT m_format;
- void *m_dest; // dest address
- int m_chunkCount; // square chunk count (single texels or compressed blocks)
- int m_byteCountLimit; // caller expectation of max number of bytes to write out
- float r,g,b,a; // color desired
-
- // out
- int m_bytesWritten;
-} GLMGenTexelParams;
-
-// return true if successful
-bool GLMGenTexels( GLMGenTexelParams *params );
-
-
-//===============================================================================
-
-struct GLMTexLayoutSlice
-{
- int m_xSize,m_ySize,m_zSize; //texel dimensions of this slice
- int m_storageOffset; //where in the storage slab does this slice live
- int m_storageSize; //how much storage does this slice occupy
-};
-
-enum EGLMTexFlags
-{
- kGLMTexMipped = 0x01,
- kGLMTexMippedAuto = 0x02,
- kGLMTexRenderable = 0x04,
- kGLMTexIsStencil = 0x08,
- kGLMTexIsDepth = 0x10,
- kGLMTexSRGB = 0x20,
- kGLMTexMultisampled = 0x40, // has an RBO backing it. Cannot combine with Mipped, MippedAuto. One slice maximum, only targeting GL_TEXTURE_2D.
- // actually not 100% positive on the mipmapping, the RBO itself can't be mipped, but the resulting texture could
- // have mipmaps generated.
-};
-
-//===============================================================================
-
-struct GLMTexLayoutKey
-{
- // input values: held const, these are the hash key for the form map
- GLenum m_texGLTarget; // flavor of texture: GL_TEXTURE_2D, GL_TEXTURE_3D, GLTEXTURE_CUBE_MAP
- D3DFORMAT m_texFormat; // D3D texel format
- unsigned long m_texFlags; // mipped, autogen mips, render target, ... ?
- unsigned long m_texSamples; // zero for a plain tex, 2/4/6/8 for "MSAA tex" (RBO backed)
- int m_xSize,m_ySize,m_zSize; // size of base mip
-};
-
-bool LessFunc_GLMTexLayoutKey( const GLMTexLayoutKey &a, const GLMTexLayoutKey &b );
-
-#define GLM_TEX_MAX_MIPS 14
-#define GLM_TEX_MAX_FACES 6
-#define GLM_TEX_MAX_SLICES (GLM_TEX_MAX_MIPS * GLM_TEX_MAX_FACES)
-
-struct GLMTexLayout
-{
- char *m_layoutSummary; // for debug visibility
-
- // const inputs used for hashing
- GLMTexLayoutKey m_key;
-
- // refcount
- int m_refCount;
-
- // derived values:
- GLMTexFormatDesc *m_format; // format specific info
- int m_mipCount; // derived by starying at base size and working down towards 1x1
- int m_faceCount; // 1 for 2d/3d, 6 for cubemap
- int m_sliceCount; // product of faces and mips
- int m_storageTotalSize; // size of storage slab required
-
- // slice array
- GLMTexLayoutSlice m_slices[0]; // dynamically allocated 2-d array [faces][mips]
-};
-
-
-class CGLMTexLayoutTable
-{
-public:
- CGLMTexLayoutTable();
-
- GLMTexLayout *NewLayoutRef( GLMTexLayoutKey *key ); // pass in a pointer to layout key - receive ptr to completed layout
- void DelLayoutRef( GLMTexLayout *layout ); // pass in pointer to completed layout. refcount is dropped.
-
- void DumpStats( void );
-protected:
- CUtlMap< GLMTexLayoutKey, GLMTexLayout* > m_layoutMap;
-};
-
-//===============================================================================
-
-// a sampler specifies desired state for drawing on a given sampler index
-// this is the combination of a texture choice and a set of sampler parameters
-// see http://msdn.microsoft.com/en-us/library/bb172602(VS.85).aspx
-
-
-struct GLMTexSamplingParams
-{
- GLenum m_addressModes[3]; // S, T, R
- GLfloat m_borderColor[4]; // R,G,B,A
-
- GLenum m_magFilter;
- GLenum m_minFilter;
-
- GLfloat m_mipmapBias;
- GLint m_minMipLevel;
- GLint m_maxMipLevel;
- GLint m_maxAniso;
- GLenum m_compareMode; // only used for depth and stencil type textures
- bool m_srgb; // srgb texture read...
-};
-
-struct GLMTexLockParams
-{
- // input params which identify the slice of interest
- CGLMTex *m_tex;
- int m_face;
- int m_mip;
-
- // identifies the region of the slice
- GLMRegion m_region;
-
- // tells GLM to force re-read of the texels back from GL
- // i.e. "I know I stepped on those texels with a draw or blit - the GLM copy is stale"
- bool m_readback;
-};
-
-struct GLMTexLockDesc
-{
- GLMTexLockParams m_req; // form of the lock request
-
- bool m_active; // set true at lock time. cleared at unlock time.
-
- int m_sliceIndex; // which slice in the layout
- int m_sliceBaseOffset; // where is that in the texture data
- int m_sliceRegionOffset; // offset to the start (lowest address corner) of the region requested
-};
-
-//===============================================================================
-
-#define GLM_SAMPLER_COUNT 16
-
-typedef CBitVec<GLM_SAMPLER_COUNT> CTexBindMask;
-
-enum EGLMTexSliceFlag
-{
- kSliceValid = 0x01, // slice has been teximage'd in whole at least once - set to 0 initially
- kSliceStorageValid = 0x02, // if backing store is available, this slice's data is a valid copy - set to 0 initially
- kSliceLocked = 0x04, // are one or more locks outstanding on this slice
- kSliceFullyDirty = 0x08, // does the slice need to be fully downloaded at unlock time (disregard dirty rects)
-};
-
-class CGLMTex
-{
-
-public:
-
- void Lock( GLMTexLockParams *params, char** addressOut, int* yStrideOut, int *zStrideOut );
- void Unlock( GLMTexLockParams *params );
-
-protected:
- friend class GLMContext; // only GLMContext can make CGLMTex objects
- friend class GLMTester;
- friend class CGLMFBO;
-
- friend class IDirect3DDevice9;
- friend class IDirect3DBaseTexture9;
- friend class IDirect3DTexture9;
- friend class IDirect3DSurface9;
- friend class IDirect3DCubeTexture9;
- friend class IDirect3DVolumeTexture9;
-
- CGLMTex( GLMContext *ctx, GLMTexLayout *layout, GLMTexSamplingParams *sampling, char *debugLabel = NULL );
- ~CGLMTex( );
-
- int CalcSliceIndex( int face, int mip );
- void CalcTexelDataOffsetAndStrides( int sliceIndex, int x, int y, int z, int *offsetOut, int *yStrideOut, int *zStrideOut );
-
- void ApplySamplingParams( GLMTexSamplingParams *params, bool noCheck=FALSE );
-
- void ReadTexels( GLMTexLockDesc *desc, bool readWholeSlice=true );
- void WriteTexels( GLMTexLockDesc *desc, bool writeWholeSlice=true, bool noDataWrite=false );
- // last param lets us send NULL data ptr (only legal with uncompressed formats, beware)
- // this helps out ResetSRGB.
-
- void ResetSRGB( bool srgb, bool noDataWrite );
- // re-specify texture format to match desired sRGB form
- // noWrite means send NULL for texel source addresses instead of actual data - ideal for RT's
-
- GLMTexLayout *m_layout; // layout of texture (shared across all tex with same layout)
- int m_minActiveMip;//index of lowest mip that has been written. used to drive setting of GL_TEXTURE_MAX_LEVEL.
- int m_maxActiveMip;//index of highest mip that has been written. used to drive setting of GL_TEXTURE_MAX_LEVEL.
-
- GLMTexSamplingParams m_sampling; // mirror of sampling params currently embodied in the texture
- // (consult this at draw time, in order to know if changes need to be made)
-
- GLMContext *m_ctx; // link back to parent context
-
- GLuint m_texName; // name of this texture in the context
- bool m_texClientStorage; // was CS selecetd for texture
- bool m_texPreloaded; // has it been kicked into VRAM with GLMContext::PreloadTex yet
-
- GLuint m_rboName; // name of MSAA RBO backing the tex if MSAA enabled (or zero)
- bool m_rboDirty; // has RBO been drawn on - i.e. needs to be blitted back to texture if texture is going to be sampled from
-
- CTexBindMask m_bindPoints; // true for each place in the parent ctx where currently
- // bound (indexed via EGLMTexCtxBindingIndex)
-
- int m_rtAttachCount; // how many RT's have this texture attached somewhere
-
- char *m_backing; // backing storage if available
-
- int m_lockCount; // lock reqs are stored in the GLMContext for tracking
-
- CUtlVector<unsigned char> m_sliceFlags;
-
- char *m_debugLabel; // strdup() of debugLabel passed in, or NULL
-};
-
-
-#endif
+// +// cglmtex.h +// GLMgr textures +// +//=============================================================================== + +#ifndef CGLMTEX_H +#define CGLMTEX_H + +#pragma once + +#include "tier1/utlhash.h" +#include "tier1/utlmap.h" + +//=============================================================================== + +// forward declarations + +class GLMContext; +class GLMTester; +class CGLMTexLayoutTable; +class CGLMTex; +class CGLMFBO; + +class IDirect3DSurface9; + +//=============================================================================== + +struct GLMTexFormatDesc +{ + char *m_formatSummary; // for debug visibility + + D3DFORMAT m_d3dFormat; // what D3D knows it as; see public/bitmap/imageformat.h + + GLenum m_glIntFormat; // GL internal format + GLenum m_glIntFormatSRGB; // internal format if SRGB flavor + GLenum m_glDataFormat; // GL data format + GLenum m_glDataType; // GL data type + + int m_chunkSize; // 1 or 4 - 4 is used for compressed textures + int m_bytesPerSquareChunk; // how many bytes for the smallest quantum (m_chunkSize x m_chunkSize) + // this description lets us calculate size cleanly without conditional logic for compression +}; +const GLMTexFormatDesc *GetFormatDesc( D3DFORMAT format ); + +//=============================================================================== + +// utility function for generating slabs of texels. mostly for test. +typedef struct +{ + // in + D3DFORMAT m_format; + void *m_dest; // dest address + int m_chunkCount; // square chunk count (single texels or compressed blocks) + int m_byteCountLimit; // caller expectation of max number of bytes to write out + float r,g,b,a; // color desired + + // out + int m_bytesWritten; +} GLMGenTexelParams; + +// return true if successful +bool GLMGenTexels( GLMGenTexelParams *params ); + + +//=============================================================================== + +struct GLMTexLayoutSlice +{ + int m_xSize,m_ySize,m_zSize; //texel dimensions of this slice + int m_storageOffset; //where in the storage slab does this slice live + int m_storageSize; //how much storage does this slice occupy +}; + +enum EGLMTexFlags +{ + kGLMTexMipped = 0x01, + kGLMTexMippedAuto = 0x02, + kGLMTexRenderable = 0x04, + kGLMTexIsStencil = 0x08, + kGLMTexIsDepth = 0x10, + kGLMTexSRGB = 0x20, + kGLMTexMultisampled = 0x40, // has an RBO backing it. Cannot combine with Mipped, MippedAuto. One slice maximum, only targeting GL_TEXTURE_2D. + // actually not 100% positive on the mipmapping, the RBO itself can't be mipped, but the resulting texture could + // have mipmaps generated. +}; + +//=============================================================================== + +struct GLMTexLayoutKey +{ + // input values: held const, these are the hash key for the form map + GLenum m_texGLTarget; // flavor of texture: GL_TEXTURE_2D, GL_TEXTURE_3D, GLTEXTURE_CUBE_MAP + D3DFORMAT m_texFormat; // D3D texel format + unsigned long m_texFlags; // mipped, autogen mips, render target, ... ? + unsigned long m_texSamples; // zero for a plain tex, 2/4/6/8 for "MSAA tex" (RBO backed) + int m_xSize,m_ySize,m_zSize; // size of base mip +}; + +bool LessFunc_GLMTexLayoutKey( const GLMTexLayoutKey &a, const GLMTexLayoutKey &b ); + +#define GLM_TEX_MAX_MIPS 14 +#define GLM_TEX_MAX_FACES 6 +#define GLM_TEX_MAX_SLICES (GLM_TEX_MAX_MIPS * GLM_TEX_MAX_FACES) + +struct GLMTexLayout +{ + char *m_layoutSummary; // for debug visibility + + // const inputs used for hashing + GLMTexLayoutKey m_key; + + // refcount + int m_refCount; + + // derived values: + GLMTexFormatDesc *m_format; // format specific info + int m_mipCount; // derived by starying at base size and working down towards 1x1 + int m_faceCount; // 1 for 2d/3d, 6 for cubemap + int m_sliceCount; // product of faces and mips + int m_storageTotalSize; // size of storage slab required + + // slice array + GLMTexLayoutSlice m_slices[0]; // dynamically allocated 2-d array [faces][mips] +}; + + +class CGLMTexLayoutTable +{ +public: + CGLMTexLayoutTable(); + + GLMTexLayout *NewLayoutRef( GLMTexLayoutKey *key ); // pass in a pointer to layout key - receive ptr to completed layout + void DelLayoutRef( GLMTexLayout *layout ); // pass in pointer to completed layout. refcount is dropped. + + void DumpStats( void ); +protected: + CUtlMap< GLMTexLayoutKey, GLMTexLayout* > m_layoutMap; +}; + +//=============================================================================== + +// a sampler specifies desired state for drawing on a given sampler index +// this is the combination of a texture choice and a set of sampler parameters +// see http://msdn.microsoft.com/en-us/library/bb172602(VS.85).aspx + + +struct GLMTexSamplingParams +{ + GLenum m_addressModes[3]; // S, T, R + GLfloat m_borderColor[4]; // R,G,B,A + + GLenum m_magFilter; + GLenum m_minFilter; + + GLfloat m_mipmapBias; + GLint m_minMipLevel; + GLint m_maxMipLevel; + GLint m_maxAniso; + GLenum m_compareMode; // only used for depth and stencil type textures + bool m_srgb; // srgb texture read... +}; + +struct GLMTexLockParams +{ + // input params which identify the slice of interest + CGLMTex *m_tex; + int m_face; + int m_mip; + + // identifies the region of the slice + GLMRegion m_region; + + // tells GLM to force re-read of the texels back from GL + // i.e. "I know I stepped on those texels with a draw or blit - the GLM copy is stale" + bool m_readback; +}; + +struct GLMTexLockDesc +{ + GLMTexLockParams m_req; // form of the lock request + + bool m_active; // set true at lock time. cleared at unlock time. + + int m_sliceIndex; // which slice in the layout + int m_sliceBaseOffset; // where is that in the texture data + int m_sliceRegionOffset; // offset to the start (lowest address corner) of the region requested +}; + +//=============================================================================== + +#define GLM_SAMPLER_COUNT 16 + +typedef CBitVec<GLM_SAMPLER_COUNT> CTexBindMask; + +enum EGLMTexSliceFlag +{ + kSliceValid = 0x01, // slice has been teximage'd in whole at least once - set to 0 initially + kSliceStorageValid = 0x02, // if backing store is available, this slice's data is a valid copy - set to 0 initially + kSliceLocked = 0x04, // are one or more locks outstanding on this slice + kSliceFullyDirty = 0x08, // does the slice need to be fully downloaded at unlock time (disregard dirty rects) +}; + +class CGLMTex +{ + +public: + + void Lock( GLMTexLockParams *params, char** addressOut, int* yStrideOut, int *zStrideOut ); + void Unlock( GLMTexLockParams *params ); + +protected: + friend class GLMContext; // only GLMContext can make CGLMTex objects + friend class GLMTester; + friend class CGLMFBO; + + friend class IDirect3DDevice9; + friend class IDirect3DBaseTexture9; + friend class IDirect3DTexture9; + friend class IDirect3DSurface9; + friend class IDirect3DCubeTexture9; + friend class IDirect3DVolumeTexture9; + + CGLMTex( GLMContext *ctx, GLMTexLayout *layout, GLMTexSamplingParams *sampling, char *debugLabel = NULL ); + ~CGLMTex( ); + + int CalcSliceIndex( int face, int mip ); + void CalcTexelDataOffsetAndStrides( int sliceIndex, int x, int y, int z, int *offsetOut, int *yStrideOut, int *zStrideOut ); + + void ApplySamplingParams( GLMTexSamplingParams *params, bool noCheck=FALSE ); + + void ReadTexels( GLMTexLockDesc *desc, bool readWholeSlice=true ); + void WriteTexels( GLMTexLockDesc *desc, bool writeWholeSlice=true, bool noDataWrite=false ); + // last param lets us send NULL data ptr (only legal with uncompressed formats, beware) + // this helps out ResetSRGB. + + void ResetSRGB( bool srgb, bool noDataWrite ); + // re-specify texture format to match desired sRGB form + // noWrite means send NULL for texel source addresses instead of actual data - ideal for RT's + + GLMTexLayout *m_layout; // layout of texture (shared across all tex with same layout) + int m_minActiveMip;//index of lowest mip that has been written. used to drive setting of GL_TEXTURE_MAX_LEVEL. + int m_maxActiveMip;//index of highest mip that has been written. used to drive setting of GL_TEXTURE_MAX_LEVEL. + + GLMTexSamplingParams m_sampling; // mirror of sampling params currently embodied in the texture + // (consult this at draw time, in order to know if changes need to be made) + + GLMContext *m_ctx; // link back to parent context + + GLuint m_texName; // name of this texture in the context + bool m_texClientStorage; // was CS selecetd for texture + bool m_texPreloaded; // has it been kicked into VRAM with GLMContext::PreloadTex yet + + GLuint m_rboName; // name of MSAA RBO backing the tex if MSAA enabled (or zero) + bool m_rboDirty; // has RBO been drawn on - i.e. needs to be blitted back to texture if texture is going to be sampled from + + CTexBindMask m_bindPoints; // true for each place in the parent ctx where currently + // bound (indexed via EGLMTexCtxBindingIndex) + + int m_rtAttachCount; // how many RT's have this texture attached somewhere + + char *m_backing; // backing storage if available + + int m_lockCount; // lock reqs are stored in the GLMContext for tracking + + CUtlVector<unsigned char> m_sliceFlags; + + char *m_debugLabel; // strdup() of debugLabel passed in, or NULL +}; + + +#endif diff --git a/mp/src/public/togl/osx/dxabstract.h b/mp/src/public/togl/osx/dxabstract.h index 50676e04..92f6bc32 100644 --- a/mp/src/public/togl/osx/dxabstract.h +++ b/mp/src/public/togl/osx/dxabstract.h @@ -1,804 +1,804 @@ //========= Copyright Valve Corporation, All rights reserved. ============// -//
-//
-//
-//==================================================================================================
-
-#ifndef DXABSTRACT_H
-#define DXABSTRACT_H
-#ifdef _WIN32
-#pragma once
-#endif
-
-#include "togl/rendermechanism.h"
-
-#include "materialsystem/ishader.h"
-
-// Uncomment this on Windows if you want to compile the Windows GL version.
-// #undef USE_ACTUAL_DX
-
-#ifdef USE_ACTUAL_DX
-
-#ifndef WIN32
-#error sorry man
-#endif
-#ifdef _X360
-#include "d3d9.h"
-#include "d3dx9.h"
-#else
-#include <windows.h>
-#include "../../dx9sdk/include/d3d9.h"
-#include "../../dx9sdk/include/d3dx9.h"
-#endif
-typedef HWND VD3DHWND;
-
-#else
-
-#ifdef WIN32
-#error Gl on win32?
-#endif
-
-#include "tier0/platform.h"
-
-#ifndef DX_TO_GL_ABSTRACTION
-#define DX_TO_GL_ABSTRACTION
-#endif
-
-#include "bitmap/imageformat.h"
-#include "togl/rendermechanism.h"
-
-#ifdef OSX
-extern "C" void Debugger(void);
-#endif
-
-// turn this on to get refcount logging from IUnknown
-#define IUNKNOWN_ALLOC_SPEW 0
-#define IUNKNOWN_ALLOC_SPEW_MARK_ALL 0
-
-
-// ------------------------------------------------------------------------------------------------------------------------------ //
-// DEFINES
-// ------------------------------------------------------------------------------------------------------------------------------ //
-
-typedef void* VD3DHWND;
-typedef void* VD3DHANDLE;
-
-
-TOGL_INTERFACE void toglGetClientRect( VD3DHWND hWnd, RECT *destRect );
-
-struct TOGL_CLASS IUnknown
-{
- int m_refcount[2];
- bool m_mark;
-
- IUnknown( void )
- {
- m_refcount[0] = 1;
- m_refcount[1] = 0;
- m_mark = (IUNKNOWN_ALLOC_SPEW_MARK_ALL != 0); // either all are marked, or only the ones that have SetMark(true) called on them
-
- #if IUNKNOWN_ALLOC_SPEW
- if (m_mark)
- {
- GLMPRINTF(("-A- IUnew (%08x) refc -> (%d,%d) ",this,m_refcount[0],m_refcount[1]));
- }
- #endif
- };
-
- virtual ~IUnknown( void )
- {
- #if IUNKNOWN_ALLOC_SPEW
- if (m_mark)
- {
- GLMPRINTF(("-A- IUdel (%08x) ",this ));
- }
- #endif
- };
-
- void AddRef( int which=0, char *comment = NULL )
- {
- Assert( which >= 0 );
- Assert( which < 2 );
- m_refcount[which]++;
-
- #if IUNKNOWN_ALLOC_SPEW
- if (m_mark)
- {
- GLMPRINTF(("-A- IUAddRef (%08x,%d) refc -> (%d,%d) [%s]",this,which,m_refcount[0],m_refcount[1],comment?comment:"...")) ;
- if (!comment)
- {
- GLMPRINTF(("")) ; // place to hang a breakpoint
- }
- }
- #endif
- };
-
- ULONG __stdcall Release( int which=0, char *comment = NULL )
- {
- Assert( which >= 0 );
- Assert( which < 2 );
-
- //int oldrefcs[2] = { m_refcount[0], m_refcount[1] };
- bool deleting = false;
-
- m_refcount[which]--;
- if ( (!m_refcount[0]) && (!m_refcount[1]) )
- {
- deleting = true;
- }
-
- #if IUNKNOWN_ALLOC_SPEW
- if (m_mark)
- {
- GLMPRINTF(("-A- IURelease (%08x,%d) refc -> (%d,%d) [%s] %s",this,which,m_refcount[0],m_refcount[1],comment?comment:"...",deleting?"->DELETING":""));
- if (!comment)
- {
- GLMPRINTF(("")) ; // place to hang a breakpoint
- }
- }
- #endif
-
- if (deleting)
- {
- if (m_mark)
- {
- GLMPRINTF(("")) ; // place to hang a breakpoint
- }
- delete this;
- return 0;
- }
- else
- {
- return m_refcount[0];
- }
- };
-
- void SetMark( bool markValue, char *comment=NULL )
- {
- #if IUNKNOWN_ALLOC_SPEW
- if (!m_mark && markValue) // leading edge detect
- {
- // print the same thing that the constructor would have printed if it had been marked from the beginning
- // i.e. it's anticipated that callers asking for marking will do so right at create time
- GLMPRINTF(("-A- IUSetMark (%08x) refc -> (%d,%d) (%s) ",this,m_refcount[0],m_refcount[1],comment?comment:"..."));
- }
- #endif
-
- m_mark = markValue;
- }
-};
-
-
-// ------------------------------------------------------------------------------------------------------------------------------ //
-// INTERFACES
-// ------------------------------------------------------------------------------------------------------------------------------ //
-
-struct TOGL_CLASS IDirect3DResource9 : public IUnknown
-{
- IDirect3DDevice9 *m_device; // parent device
- D3DRESOURCETYPE m_restype;
-
- DWORD SetPriority(DWORD PriorityNew);
-};
-
-struct TOGL_CLASS IDirect3DBaseTexture9 : public IDirect3DResource9 // "A Texture.."
-{
- D3DSURFACE_DESC m_descZero; // desc of top level.
- CGLMTex *m_tex; // a CGLMTex can represent all forms of tex
- int m_srgbFlipCount;
-
- virtual ~IDirect3DBaseTexture9();
- D3DRESOURCETYPE GetType();
- DWORD GetLevelCount();
- HRESULT GetLevelDesc(UINT Level,D3DSURFACE_DESC *pDesc);
-};
-
-struct TOGL_CLASS IDirect3DTexture9 : public IDirect3DBaseTexture9 // "Texture 2D"
-{
- IDirect3DSurface9 *m_surfZero; // surf of top level.
-
- virtual ~IDirect3DTexture9();
-
- HRESULT LockRect(UINT Level,D3DLOCKED_RECT* pLockedRect,CONST RECT* pRect,DWORD Flags);
- HRESULT UnlockRect(UINT Level);
- HRESULT GetSurfaceLevel(UINT Level,IDirect3DSurface9** ppSurfaceLevel);
-};
-
-struct TOGL_CLASS IDirect3DCubeTexture9 : public IDirect3DBaseTexture9 // "Texture Cube Map"
-{
- IDirect3DSurface9 *m_surfZero[6]; // surfs of top level.
-
- virtual ~IDirect3DCubeTexture9();
-
- HRESULT GetCubeMapSurface(D3DCUBEMAP_FACES FaceType,UINT Level,IDirect3DSurface9** ppCubeMapSurface);
- HRESULT GetLevelDesc(UINT Level,D3DSURFACE_DESC *pDesc);
-};
-
-struct TOGL_CLASS IDirect3DVolumeTexture9 : public IDirect3DBaseTexture9 // "Texture 3D"
-{
- IDirect3DSurface9 *m_surfZero; // surf of top level.
- D3DVOLUME_DESC m_volDescZero; // volume desc top level
-
- virtual ~IDirect3DVolumeTexture9();
-
- HRESULT LockBox(UINT Level,D3DLOCKED_BOX* pLockedVolume,CONST D3DBOX* pBox,DWORD Flags);
- HRESULT UnlockBox(UINT Level);
- HRESULT GetLevelDesc( UINT level, D3DVOLUME_DESC *pDesc );
-};
-
-
-// for the moment, a "D3D surface" is modeled as a GLM tex, a face, and a mip.
-// no Create method, these are filled in by the various create surface methods.
-
-struct TOGL_CLASS IDirect3DSurface9 : public IDirect3DResource9
-{
- virtual ~IDirect3DSurface9();
-
- HRESULT LockRect(D3DLOCKED_RECT* pLockedRect,CONST RECT* pRect,DWORD Flags);
- HRESULT UnlockRect();
- HRESULT GetDesc(D3DSURFACE_DESC *pDesc);
-
- D3DSURFACE_DESC m_desc;
- CGLMTex *m_tex;
- int m_face;
- int m_mip;
-};
-
-
-
-struct TOGL_CLASS IDirect3D9 : public IUnknown
-{
-public:
- virtual ~IDirect3D9();
-
- UINT GetAdapterCount(); //cheese: returns 1
-
- HRESULT GetDeviceCaps (UINT Adapter,D3DDEVTYPE DeviceType,D3DCAPS9* pCaps);
- HRESULT GetAdapterIdentifier (UINT Adapter,DWORD Flags,D3DADAPTER_IDENTIFIER9* pIdentifier);
- HRESULT CheckDeviceFormat (UINT Adapter,D3DDEVTYPE DeviceType,D3DFORMAT AdapterFormat,DWORD Usage,D3DRESOURCETYPE RType,D3DFORMAT CheckFormat);
- UINT GetAdapterModeCount (UINT Adapter,D3DFORMAT Format);
- HRESULT EnumAdapterModes (UINT Adapter,D3DFORMAT Format,UINT Mode,D3DDISPLAYMODE* pMode);
- HRESULT CheckDeviceType (UINT Adapter,D3DDEVTYPE DevType,D3DFORMAT AdapterFormat,D3DFORMAT BackBufferFormat,BOOL bWindowed);
- HRESULT GetAdapterDisplayMode (UINT Adapter,D3DDISPLAYMODE* pMode);
- HRESULT CheckDepthStencilMatch (UINT Adapter,D3DDEVTYPE DeviceType,D3DFORMAT AdapterFormat,D3DFORMAT RenderTargetFormat,D3DFORMAT DepthStencilFormat);
- HRESULT CheckDeviceMultiSampleType (UINT Adapter,D3DDEVTYPE DeviceType,D3DFORMAT SurfaceFormat,BOOL Windowed,D3DMULTISAMPLE_TYPE MultiSampleType,DWORD* pQualityLevels);
-
- HRESULT CreateDevice (UINT Adapter,D3DDEVTYPE DeviceType,VD3DHWND hFocusWindow,DWORD BehaviorFlags,D3DPRESENT_PARAMETERS* pPresentationParameters,IDirect3DDevice9** ppReturnedDeviceInterface);
-};
-
-struct TOGL_CLASS IDirect3DSwapChain9 : public IUnknown
-{
-};
-
-
-
- // typedef enum D3DDECLUSAGE
- // {
- // D3DDECLUSAGE_POSITION = 0,
- // D3DDECLUSAGE_BLENDWEIGHT = 1,
- // D3DDECLUSAGE_BLENDINDICES = 2,
- // D3DDECLUSAGE_NORMAL = 3,
- // D3DDECLUSAGE_PSIZE = 4,
- // D3DDECLUSAGE_TEXCOORD = 5,
- // D3DDECLUSAGE_TANGENT = 6,
- // D3DDECLUSAGE_BINORMAL = 7,
- // D3DDECLUSAGE_TESSFACTOR = 8,
- // D3DDECLUSAGE_POSITIONT = 9,
- // D3DDECLUSAGE_COLOR = 10,
- // D3DDECLUSAGE_FOG = 11,
- // D3DDECLUSAGE_DEPTH = 12,
- // D3DDECLUSAGE_SAMPLE = 13,
- // } D3DDECLUSAGE, *LPD3DDECLUSAGE;
- // Constants
- //
- // D3DDECLUSAGE_POSITION
- // Position data ranging from (-1,-1) to (1,1). Use D3DDECLUSAGE_POSITION with
- // a usage index of 0 to specify untransformed position for fixed function
- // vertex processing and the n-patch tessellator. Use D3DDECLUSAGE_POSITION
- // with a usage index of 1 to specify untransformed position in the fixed
- // function vertex shader for vertex tweening.
- //
- // D3DDECLUSAGE_BLENDWEIGHT
- // Blending weight data. Use D3DDECLUSAGE_BLENDWEIGHT with a usage index of 0
- // to specify the blend weights used in indexed and nonindexed vertex
- // blending.
- //
- // D3DDECLUSAGE_BLENDINDICES
- // Blending indices data. Use D3DDECLUSAGE_BLENDINDICES with a usage index of
- // 0 to specify matrix indices for indexed paletted skinning.
- //
- // D3DDECLUSAGE_NORMAL
- // Vertex normal data. Use D3DDECLUSAGE_NORMAL with a usage index of 0 to
- // specify vertex normals for fixed function vertex processing and the n-patch
- // tessellator. Use D3DDECLUSAGE_NORMAL with a usage index of 1 to specify
- // vertex normals for fixed function vertex processing for vertex tweening.
- //
- // D3DDECLUSAGE_PSIZE
- // Point size data. Use D3DDECLUSAGE_PSIZE with a usage index of 0 to specify
- // the point-size attribute used by the setup engine of the rasterizer to
- // expand a point into a quad for the point-sprite functionality.
- //
- // D3DDECLUSAGE_TEXCOORD
- // Texture coordinate data. Use D3DDECLUSAGE_TEXCOORD, n to specify texture
- // coordinates in fixed function vertex processing and in pixel shaders prior
- // to ps_3_0. These can be used to pass user defined data.
- //
- // D3DDECLUSAGE_TANGENT
- // Vertex tangent data.
- //
- // D3DDECLUSAGE_BINORMAL
- // Vertex binormal data.
- //
- // D3DDECLUSAGE_TESSFACTOR
- // Single positive floating point value. Use D3DDECLUSAGE_TESSFACTOR with a
- // usage index of 0 to specify a tessellation factor used in the tessellation
- // unit to control the rate of tessellation. For more information about the
- // data type, see D3DDECLTYPE_FLOAT1.
- //
- // D3DDECLUSAGE_POSITIONT
- // Vertex data contains transformed position data ranging from (0,0) to
- // (viewport width, viewport height). Use D3DDECLUSAGE_POSITIONT with a usage
- // index of 0 to specify transformed position. When a declaration containing
- // this is set, the pipeline does not perform vertex processing.
- //
- // D3DDECLUSAGE_COLOR
- // Vertex data contains diffuse or specular color. Use D3DDECLUSAGE_COLOR with
- // a usage index of 0 to specify the diffuse color in the fixed function
- // vertex shader and pixel shaders prior to ps_3_0. Use D3DDECLUSAGE_COLOR
- // with a usage index of 1 to specify the specular color in the fixed function
- // vertex shader and pixel shaders prior to ps_3_0.
- //
- // D3DDECLUSAGE_FOG
- // Vertex data contains fog data. Use D3DDECLUSAGE_FOG with a usage index of 0
- // to specify a fog blend value used after pixel shading finishes. This
- // applies to pixel shaders prior to version ps_3_0.
- //
- // D3DDECLUSAGE_DEPTH
- // Vertex data contains depth data.
- //
- // D3DDECLUSAGE_SAMPLE
- // Vertex data contains sampler data. Use D3DDECLUSAGE_SAMPLE with a usage
- // index of 0 to specify the displacement value to look up. It can be used
- // only with D3DDECLUSAGE_LOOKUPPRESAMPLED or D3DDECLUSAGE_LOOKUP.
-
- //note the form of the list terminator..
-
- // #define D3DDECL_END() {0xFF,0,D3DDECLTYPE_UNUSED,0,0,0}
- // typedef struct _D3DVERTEXELEMENT9
- // {
- // WORD Stream; // Stream index
- // WORD Offset; // Offset in the stream in bytes
- // BYTE Type; // Data type
- // BYTE Method; // Processing method
- // BYTE Usage; // Semantics
- // BYTE UsageIndex; // Semantic index
- // } D3DVERTEXELEMENT9, *LPD3DVERTEXELEMENT9;
-
-#define MAX_D3DVERTEXELEMENTS 16
-
-struct TOGL_CLASS IDirect3DVertexDeclaration9 : public IUnknown
-{
-//public:
- uint m_elemCount;
- D3DVERTEXELEMENT9_GL m_elements[ MAX_D3DVERTEXELEMENTS ];
-
- virtual ~IDirect3DVertexDeclaration9();
-};
-
-struct TOGL_CLASS IDirect3DQuery9 : public IDirect3DResource9 //was IUnknown
-{
-//public:
- D3DQUERYTYPE m_type; // D3DQUERYTYPE_OCCLUSION or D3DQUERYTYPE_EVENT
- GLMContext *m_ctx;
- CGLMQuery *m_query;
-
- virtual ~IDirect3DQuery9();
-
- HRESULT Issue(DWORD dwIssueFlags);
- HRESULT GetData(void* pData,DWORD dwSize,DWORD dwGetDataFlags);
-};
-
-struct TOGL_CLASS IDirect3DVertexBuffer9 : public IDirect3DResource9 //was IUnknown
-{
-//public:
- GLMContext *m_ctx;
- CGLMBuffer *m_vtxBuffer;
- D3DVERTEXBUFFER_DESC m_vtxDesc; // to satisfy GetDesc
-
- virtual ~IDirect3DVertexBuffer9();
- HRESULT Lock(UINT OffsetToLock,UINT SizeToLock,void** ppbData,DWORD Flags);
- HRESULT Unlock();
- HRESULT UnlockActualSize( uint nActualSize, const void *pActualData = NULL );
-
-};
-
-struct TOGL_CLASS IDirect3DIndexBuffer9 : public IDirect3DResource9 //was IUnknown
-{
-//public:
- GLMContext *m_ctx;
- CGLMBuffer *m_idxBuffer;
- D3DINDEXBUFFER_DESC m_idxDesc; // to satisfy GetDesc
-
- virtual ~IDirect3DIndexBuffer9();
-
- HRESULT Lock(UINT OffsetToLock,UINT SizeToLock,void** ppbData,DWORD Flags);
- HRESULT Unlock();
- HRESULT UnlockActualSize( uint nActualSize, const void *pActualData = NULL );
- HRESULT GetDesc(D3DINDEXBUFFER_DESC *pDesc);
-};
-
-struct TOGL_CLASS IDirect3DPixelShader9 : public IDirect3DResource9 //was IUnknown
-{
-//public:
- CGLMProgram *m_pixProgram;
- uint m_pixHighWater; // count of active constant slots referenced by shader.
- uint m_pixSamplerMask; // (1<<n) mask of samplers referemnced by this pixel shader
- // this can help FlushSamplers avoid SRGB flipping on textures not being referenced...
-
- virtual ~IDirect3DPixelShader9();
-};
-
-struct TOGL_CLASS IDirect3DVertexShader9 : public IDirect3DResource9 //was IUnknown
-{
-//public:
- CGLMProgram *m_vtxProgram;
- uint m_vtxHighWater; // count of active constant slots referenced by shader.
- unsigned char m_vtxAttribMap[16]; // high nibble is usage, low nibble is usageindex, array position is attrib number
-
- virtual ~IDirect3DVertexShader9();
-
-};
-
-struct TOGL_CLASS ID3DXMatrixStack : public IUnknown
-{
-//public:
- CUtlVector<D3DMATRIX> m_stack;
- int m_stackTop; // top of stack is at the highest index, this is that index. push increases, pop decreases.
-
- HRESULT Create( void );
-
- D3DXMATRIX* GetTop();
- void Push();
- void Pop();
- void LoadIdentity();
- void LoadMatrix( const D3DXMATRIX *pMat );
- void MultMatrix( const D3DXMATRIX *pMat );
- void MultMatrixLocal( const D3DXMATRIX *pMat );
- HRESULT ScaleLocal(FLOAT x, FLOAT y, FLOAT z);
-
- // Left multiply the current matrix with the computed rotation
- // matrix, counterclockwise about the given axis with the given angle.
- // (rotation is about the local origin of the object)
- HRESULT RotateAxisLocal(CONST D3DXVECTOR3* pV, FLOAT Angle);
-
- // Left multiply the current matrix with the computed translation
- // matrix. (transformation is about the local origin of the object)
- HRESULT TranslateLocal(FLOAT x, FLOAT y, FLOAT z);
-};
-typedef ID3DXMatrixStack* LPD3DXMATRIXSTACK;
-
-struct TOGL_CLASS IDirect3DDevice9 : public IUnknown
-{
-public:
- // members
-
- IDirect3DDevice9Params m_params; // mirror of the creation inputs
-
- // D3D flavor stuff
- IDirect3DSurface9 *m_rtSurfaces[16]; // current color RT surfaces. [0] is initially == m_defaultColorSurface
- IDirect3DSurface9 *m_dsSurface; // current DS RT surface. can be changed!
-
- IDirect3DSurface9 *m_defaultColorSurface; // default color surface.
- IDirect3DSurface9 *m_defaultDepthStencilSurface; // queried by GetDepthStencilSurface.
-
- IDirect3DVertexDeclaration9 *m_vertDecl; // Set by SetVertexDeclaration...
- D3DStreamDesc m_streams[ D3D_MAX_STREAMS ]; // Set by SetStreamSource..
- D3DIndexDesc m_indices; // Set by SetIndices..
-
- IDirect3DVertexShader9 *m_vertexShader; // Set by SetVertexShader...
- IDirect3DPixelShader9 *m_pixelShader; // Set by SetPixelShader...
-
- IDirect3DBaseTexture9 *m_textures[16]; // set by SetTexture... NULL if stage inactive
- D3DSamplerDesc m_samplers[16]; // set by SetSamplerState..
- // GLM flavor stuff
- GLMContext *m_ctx;
- CGLMFBO *m_drawableFBO; // this FBO should have all the attachments set to match m_rtSurfaces and m_dsSurface.
-
- // GL state
- struct
- {
- // render state buckets
- GLAlphaTestEnable_t m_AlphaTestEnable;
- GLAlphaTestFunc_t m_AlphaTestFunc;
-
- GLAlphaToCoverageEnable_t m_AlphaToCoverageEnable;
-
- GLDepthTestEnable_t m_DepthTestEnable;
- GLDepthMask_t m_DepthMask;
- GLDepthFunc_t m_DepthFunc;
-
- GLClipPlaneEnable_t m_ClipPlaneEnable[kGLMUserClipPlanes];
- GLClipPlaneEquation_t m_ClipPlaneEquation[kGLMUserClipPlanes];
-
- GLColorMaskSingle_t m_ColorMaskSingle;
- GLColorMaskMultiple_t m_ColorMaskMultiple;
-
- GLCullFaceEnable_t m_CullFaceEnable;
- GLCullFrontFace_t m_CullFrontFace;
- GLPolygonMode_t m_PolygonMode;
- GLDepthBias_t m_DepthBias;
- GLScissorEnable_t m_ScissorEnable;
- GLScissorBox_t m_ScissorBox;
- GLViewportBox_t m_ViewportBox;
- GLViewportDepthRange_t m_ViewportDepthRange;
-
- GLBlendEnable_t m_BlendEnable;
- GLBlendFactor_t m_BlendFactor;
- GLBlendEquation_t m_BlendEquation;
- GLBlendColor_t m_BlendColor;
- GLBlendEnableSRGB_t m_BlendEnableSRGB;
-
- GLStencilTestEnable_t m_StencilTestEnable;
- GLStencilFunc_t m_StencilFunc;
- GLStencilOp_t m_StencilOp;
- GLStencilWriteMask_t m_StencilWriteMask;
-
- GLClearColor_t m_ClearColor;
- GLClearDepth_t m_ClearDepth;
- GLClearStencil_t m_ClearStencil;
-
- bool m_FogEnable; // not really pushed to GL, just latched here
-
- // samplers
- GLMTexSamplingParams m_samplers[ 16 ];
-
- // bindings...hmmm...
-
- // dirty-bits
- uint m_stateDirtyMask; // covers the state blocks, indexed by 1<<n, n = EGLMStateBlockType
- uint m_samplerDirtyMask; // covers the samplers, indexed 1<<n, n = sampler index
- } gl;
-
- // methods
-
-public:
- virtual ~IDirect3DDevice9();
-
- // Create call invoked from IDirect3D9
- HRESULT Create( IDirect3DDevice9Params *params );
-
- //
- // Basics
- //
- HRESULT Reset(D3DPRESENT_PARAMETERS* pPresentationParameters);
- HRESULT SetViewport(CONST D3DVIEWPORT9* pViewport);
- HRESULT GetViewport(D3DVIEWPORT9* pViewport);
- HRESULT BeginScene();
- HRESULT Clear(DWORD Count,CONST D3DRECT* pRects,DWORD Flags,D3DCOLOR Color,float Z,DWORD Stencil);
- HRESULT EndScene();
- HRESULT Present(CONST RECT* pSourceRect,CONST RECT* pDestRect,VD3DHWND hDestWindowOverride,CONST RGNDATA* pDirtyRegion);
-
- // textures
- HRESULT CreateTexture(UINT Width,UINT Height,UINT Levels,DWORD Usage,D3DFORMAT Format,D3DPOOL Pool,IDirect3DTexture9** ppTexture,VD3DHANDLE* pSharedHandle, char *debugLabel=NULL);
- HRESULT CreateCubeTexture(UINT EdgeLength,UINT Levels,DWORD Usage,D3DFORMAT Format,D3DPOOL Pool,IDirect3DCubeTexture9** ppCubeTexture,VD3DHANDLE* pSharedHandle, char *debugLabel=NULL);
- HRESULT CreateVolumeTexture(UINT Width,UINT Height,UINT Depth,UINT Levels,DWORD Usage,D3DFORMAT Format,D3DPOOL Pool,IDirect3DVolumeTexture9** ppVolumeTexture,VD3DHANDLE* pSharedHandle, char *debugLabel=NULL);
-
- HRESULT SetTexture(DWORD Stage,IDirect3DBaseTexture9* pTexture);
- HRESULT GetTexture(DWORD Stage,IDirect3DBaseTexture9** ppTexture);
-
- // render targets, color and depthstencil, surfaces, blit
- HRESULT CreateRenderTarget(UINT Width,UINT Height,D3DFORMAT Format,D3DMULTISAMPLE_TYPE MultiSample,DWORD MultisampleQuality,BOOL Lockable,IDirect3DSurface9** ppSurface,VD3DHANDLE* pSharedHandle, char *debugLabel=NULL);
- HRESULT SetRenderTarget(DWORD RenderTargetIndex,IDirect3DSurface9* pRenderTarget);
- HRESULT GetRenderTarget(DWORD RenderTargetIndex,IDirect3DSurface9** ppRenderTarget);
-
- HRESULT CreateOffscreenPlainSurface(UINT Width,UINT Height,D3DFORMAT Format,D3DPOOL Pool,IDirect3DSurface9** ppSurface,VD3DHANDLE* pSharedHandle);
-
- HRESULT CreateDepthStencilSurface(UINT Width,UINT Height,D3DFORMAT Format,D3DMULTISAMPLE_TYPE MultiSample,DWORD MultisampleQuality,BOOL Discard,IDirect3DSurface9** ppSurface,VD3DHANDLE* pSharedHandle);
- HRESULT SetDepthStencilSurface(IDirect3DSurface9* pNewZStencil);
- HRESULT GetDepthStencilSurface(IDirect3DSurface9** ppZStencilSurface);
-
- HRESULT GetRenderTargetData(IDirect3DSurface9* pRenderTarget,IDirect3DSurface9* pDestSurface); // ? is anyone using this ?
- HRESULT GetFrontBufferData(UINT iSwapChain,IDirect3DSurface9* pDestSurface);
- HRESULT StretchRect(IDirect3DSurface9* pSourceSurface,CONST RECT* pSourceRect,IDirect3DSurface9* pDestSurface,CONST RECT* pDestRect,D3DTEXTUREFILTERTYPE Filter);
-
- // pixel shaders
- HRESULT CreatePixelShader(CONST DWORD* pFunction,IDirect3DPixelShader9** ppShader, const char *pShaderName, char *debugLabel = NULL);
- HRESULT SetPixelShader(IDirect3DPixelShader9* pShader);
- HRESULT SetPixelShaderConstantF(UINT StartRegister,CONST float* pConstantData,UINT Vector4fCount);
- HRESULT SetPixelShaderConstantB(UINT StartRegister,CONST BOOL* pConstantData,UINT BoolCount);
- HRESULT SetPixelShaderConstantI(UINT StartRegister,CONST int* pConstantData,UINT Vector4iCount);
-
- // vertex shaders
- HRESULT CreateVertexShader(CONST DWORD* pFunction,IDirect3DVertexShader9** ppShader, const char *pShaderName, char *debugLabel = NULL);
- HRESULT SetVertexShader(IDirect3DVertexShader9* pShader);
- HRESULT SetVertexShaderConstantF(UINT StartRegister,CONST float* pConstantData,UINT Vector4fCount);
- HRESULT SetVertexShaderConstantB(UINT StartRegister,CONST BOOL* pConstantData,UINT BoolCount);
- HRESULT SetVertexShaderConstantI(UINT StartRegister,CONST int* pConstantData,UINT Vector4iCount);
-
- // POSIX only - preheating for a specific vertex/pixel shader pair - trigger GLSL link inside GLM
- HRESULT LinkShaderPair( IDirect3DVertexShader9* vs, IDirect3DPixelShader9* ps );
- HRESULT QueryShaderPair( int index, GLMShaderPairInfo *infoOut );
-
- // vertex buffers
- HRESULT CreateVertexDeclaration(CONST D3DVERTEXELEMENT9* pVertexElements,IDirect3DVertexDeclaration9** ppDecl);
- HRESULT SetVertexDeclaration(IDirect3DVertexDeclaration9* pDecl);
-
- HRESULT SetFVF(DWORD FVF); // we might not be using these ?
- HRESULT GetFVF(DWORD* pFVF);
-
- HRESULT CreateVertexBuffer(UINT Length,DWORD Usage,DWORD FVF,D3DPOOL Pool,IDirect3DVertexBuffer9** ppVertexBuffer,VD3DHANDLE* pSharedHandle);
- HRESULT SetStreamSource(UINT StreamNumber,IDirect3DVertexBuffer9* pStreamData,UINT OffsetInBytes,UINT Stride);
-
- // index buffers
- HRESULT CreateIndexBuffer(UINT Length,DWORD Usage,D3DFORMAT Format,D3DPOOL Pool,IDirect3DIndexBuffer9** ppIndexBuffer,VD3DHANDLE* pSharedHandle);
- HRESULT SetIndices(IDirect3DIndexBuffer9* pIndexData);
-
- // response to retired objects (when refcount goes to zero and they self-delete..)
- void ReleasedTexture ( IDirect3DBaseTexture9 *baseTex ); // called from texture destructor - need to scrub samplers
- void ReleasedSurface ( IDirect3DSurface9 *surface ); // called from any surface destructor - need to scrub RT table if an RT
- void ReleasedPixelShader ( IDirect3DPixelShader9 *pixelShader ); // called from IDirect3DPixelShader9 destructor
- void ReleasedVertexShader ( IDirect3DVertexShader9 *vertexShader ); // called from IDirect3DVertexShader9 destructor
- void ReleasedVertexBuffer ( IDirect3DVertexBuffer9 *vertexBuffer ); // called from IDirect3DVertexBuffer9 destructor
- void ReleasedIndexBuffer ( IDirect3DIndexBuffer9 *indexBuffer ); // called from IDirect3DIndexBuffer9 destructor
- void ReleasedQuery ( IDirect3DQuery9 *query ); // called from IDirect3DQuery9 destructor
-
- // State management.
- HRESULT SetRenderStateInline(D3DRENDERSTATETYPE State,DWORD Value);
- HRESULT SetRenderStateConstInline(D3DRENDERSTATETYPE State,DWORD Value);
- HRESULT SetRenderState(D3DRENDERSTATETYPE State,DWORD Value);
- HRESULT SetSamplerState(DWORD Sampler,D3DSAMPLERSTATETYPE Type,DWORD Value);
-
-
- // Flushing changes to GL
- HRESULT FlushStates( uint mask );
- HRESULT FlushSamplers( uint mask ); // push SetRenderState and SetSamplerState changes
- HRESULT FlushIndexBindings( void ); // push index buffer (set index ptr)
- HRESULT FlushVertexBindings( uint baseVertexIndex ); // push vertex streams (set attrib ptrs)
- HRESULT FlushGLM( void );
-
- // Draw.
- HRESULT DrawPrimitive(D3DPRIMITIVETYPE PrimitiveType,UINT StartVertex,UINT PrimitiveCount);
- HRESULT DrawIndexedPrimitive(D3DPRIMITIVETYPE PrimitiveType,INT BaseVertexIndex,UINT MinVertexIndex,UINT NumVertices,UINT startIndex,UINT primCount);
- HRESULT DrawIndexedPrimitiveUP(D3DPRIMITIVETYPE PrimitiveType,UINT MinVertexIndex,UINT NumVertices,UINT PrimitiveCount,CONST void* pIndexData,D3DFORMAT IndexDataFormat,CONST void* pVertexStreamZeroData,UINT VertexStreamZeroStride);
-
- // misc
- BOOL ShowCursor(BOOL bShow);
- HRESULT ValidateDevice(DWORD* pNumPasses);
- HRESULT SetMaterial(CONST D3DMATERIAL9* pMaterial);
- HRESULT LightEnable(DWORD Index,BOOL Enable);
- HRESULT SetScissorRect(CONST RECT* pRect);
- HRESULT CreateQuery(D3DQUERYTYPE Type,IDirect3DQuery9** ppQuery);
- HRESULT GetDeviceCaps(D3DCAPS9* pCaps);
- HRESULT TestCooperativeLevel();
- HRESULT EvictManagedResources();
- HRESULT SetLight(DWORD Index,CONST D3DLIGHT9*);
- void SetGammaRamp(UINT iSwapChain,DWORD Flags,CONST D3DGAMMARAMP* pRamp);
-
- void SaveGLState();
- void RestoreGLState();
-
- // Talk to JasonM about this one. It's tricky in GL.
- HRESULT SetClipPlane(DWORD Index,CONST float* pPlane);
-
- //
- //
- // **** FIXED FUNCTION STUFF - None of this stuff needs support in GL.
- //
- //
- HRESULT SetTransform(D3DTRANSFORMSTATETYPE State,CONST D3DMATRIX* pMatrix);
- HRESULT SetTextureStageState(DWORD Stage,D3DTEXTURESTAGESTATETYPE Type,DWORD Value);
-
- void AcquireThreadOwnership( );
- void ReleaseThreadOwnership( );
- inline DWORD GetCurrentOwnerThreadId() const { return m_ctx->m_nCurOwnerThreadId; }
-
-};
-
-struct ID3DXInclude
-{
- virtual HRESULT Open(D3DXINCLUDE_TYPE IncludeType, LPCSTR pFileName, LPCVOID pParentData, LPCVOID *ppData, UINT *pBytes) = 0;
- virtual HRESULT Close(LPCVOID pData) = 0;
-};
-typedef ID3DXInclude* LPD3DXINCLUDE;
-
-
-struct TOGL_CLASS ID3DXBuffer : public IUnknown
-{
- void* GetBufferPointer();
- DWORD GetBufferSize();
-};
-
-typedef ID3DXBuffer* LPD3DXBUFFER;
-
-class TOGL_CLASS ID3DXConstantTable : public IUnknown
-{
-};
-typedef ID3DXConstantTable* LPD3DXCONSTANTTABLE;
-
-
-
-// ------------------------------------------------------------------------------------------------------------------------------ //
-// D3DX stuff.
-// ------------------------------------------------------------------------------------------------------------------------------ //
-
-TOGL_INTERFACE const char* D3DXGetPixelShaderProfile( IDirect3DDevice9 *pDevice );
-
-
-TOGL_INTERFACE D3DXMATRIX* D3DXMatrixMultiply( D3DXMATRIX *pOut, CONST D3DXMATRIX *pM1, CONST D3DXMATRIX *pM2 );
-TOGL_INTERFACE D3DXVECTOR3* D3DXVec3TransformCoord( D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV, CONST D3DXMATRIX *pM );
-
-TOGL_INTERFACE HRESULT D3DXCreateMatrixStack( DWORD Flags, LPD3DXMATRIXSTACK* ppStack);
-TOGL_INTERFACE void D3DXMatrixIdentity( D3DXMATRIX * );
-
-TOGL_INTERFACE D3DXINLINE D3DXVECTOR3* D3DXVec3Subtract( D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV1, CONST D3DXVECTOR3 *pV2 )
-{
- pOut->x = pV1->x - pV2->x;
- pOut->y = pV1->y - pV2->y;
- pOut->z = pV1->z - pV2->z;
- return pOut;
-}
-
-TOGL_INTERFACE D3DXINLINE D3DXVECTOR3* D3DXVec3Cross( D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV1, CONST D3DXVECTOR3 *pV2 )
-{
- D3DXVECTOR3 v;
-
- v.x = pV1->y * pV2->z - pV1->z * pV2->y;
- v.y = pV1->z * pV2->x - pV1->x * pV2->z;
- v.z = pV1->x * pV2->y - pV1->y * pV2->x;
-
- *pOut = v;
- return pOut;
-}
-
-TOGL_INTERFACE D3DXINLINE FLOAT D3DXVec3Dot( CONST D3DXVECTOR3 *pV1, CONST D3DXVECTOR3 *pV2 )
-{
- return pV1->x * pV2->x + pV1->y * pV2->y + pV1->z * pV2->z;
-}
-
-TOGL_INTERFACE D3DXMATRIX* D3DXMatrixInverse( D3DXMATRIX *pOut, FLOAT *pDeterminant, CONST D3DXMATRIX *pM );
-
-TOGL_INTERFACE D3DXMATRIX* D3DXMatrixTranspose( D3DXMATRIX *pOut, CONST D3DXMATRIX *pM );
-
-TOGL_INTERFACE D3DXPLANE* D3DXPlaneNormalize( D3DXPLANE *pOut, CONST D3DXPLANE *pP);
-
-TOGL_INTERFACE D3DXVECTOR4* D3DXVec4Transform( D3DXVECTOR4 *pOut, CONST D3DXVECTOR4 *pV, CONST D3DXMATRIX *pM );
-
-
-TOGL_INTERFACE D3DXVECTOR4* D3DXVec4Normalize( D3DXVECTOR4 *pOut, CONST D3DXVECTOR4 *pV );
-
-TOGL_INTERFACE D3DXMATRIX* D3DXMatrixTranslation( D3DXMATRIX *pOut, FLOAT x, FLOAT y, FLOAT z );
-
-// Build an ortho projection matrix. (right-handed)
-TOGL_INTERFACE D3DXMATRIX* D3DXMatrixOrthoOffCenterRH( D3DXMATRIX *pOut, FLOAT l, FLOAT r, FLOAT b, FLOAT t, FLOAT zn,FLOAT zf );
-
-TOGL_INTERFACE D3DXMATRIX* D3DXMatrixPerspectiveRH( D3DXMATRIX *pOut, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf );
-
-TOGL_INTERFACE D3DXMATRIX* D3DXMatrixPerspectiveOffCenterRH( D3DXMATRIX *pOut, FLOAT l, FLOAT r, FLOAT b, FLOAT t, FLOAT zn, FLOAT zf );
-
-// Transform a plane by a matrix. The vector (a,b,c) must be normal.
-// M should be the inverse transpose of the transformation desired.
-TOGL_INTERFACE D3DXPLANE* D3DXPlaneTransform( D3DXPLANE *pOut, CONST D3DXPLANE *pP, CONST D3DXMATRIX *pM );
-
-TOGL_INTERFACE IDirect3D9 *Direct3DCreate9(UINT SDKVersion);
-
-TOGL_INTERFACE void D3DPERF_SetOptions( DWORD dwOptions );
-
-TOGL_INTERFACE HRESULT D3DXCompileShader(
- LPCSTR pSrcData,
- UINT SrcDataLen,
- CONST D3DXMACRO* pDefines,
- LPD3DXINCLUDE pInclude,
- LPCSTR pFunctionName,
- LPCSTR pProfile,
- DWORD Flags,
- LPD3DXBUFFER* ppShader,
- LPD3DXBUFFER* ppErrorMsgs,
- LPD3DXCONSTANTTABLE* ppConstantTable);
-
-
-#endif // USE_ACTUAL_DX
-
-// fake D3D usage constant for SRGB tex creation
-#define D3DUSAGE_TEXTURE_SRGB (0x80000000L)
-
-#endif // DXABSTRACT_H
+// +// +// +//================================================================================================== + +#ifndef DXABSTRACT_H +#define DXABSTRACT_H +#ifdef _WIN32 +#pragma once +#endif + +#include "togl/rendermechanism.h" + +#include "materialsystem/ishader.h" + +// Uncomment this on Windows if you want to compile the Windows GL version. +// #undef USE_ACTUAL_DX + +#ifdef USE_ACTUAL_DX + +#ifndef WIN32 +#error sorry man +#endif +#ifdef _X360 +#include "d3d9.h" +#include "d3dx9.h" +#else +#include <windows.h> +#include "../../dx9sdk/include/d3d9.h" +#include "../../dx9sdk/include/d3dx9.h" +#endif +typedef HWND VD3DHWND; + +#else + +#ifdef WIN32 +#error Gl on win32? +#endif + +#include "tier0/platform.h" + +#ifndef DX_TO_GL_ABSTRACTION +#define DX_TO_GL_ABSTRACTION +#endif + +#include "bitmap/imageformat.h" +#include "togl/rendermechanism.h" + +#ifdef OSX +extern "C" void Debugger(void); +#endif + +// turn this on to get refcount logging from IUnknown +#define IUNKNOWN_ALLOC_SPEW 0 +#define IUNKNOWN_ALLOC_SPEW_MARK_ALL 0 + + +// ------------------------------------------------------------------------------------------------------------------------------ // +// DEFINES +// ------------------------------------------------------------------------------------------------------------------------------ // + +typedef void* VD3DHWND; +typedef void* VD3DHANDLE; + + +TOGL_INTERFACE void toglGetClientRect( VD3DHWND hWnd, RECT *destRect ); + +struct TOGL_CLASS IUnknown +{ + int m_refcount[2]; + bool m_mark; + + IUnknown( void ) + { + m_refcount[0] = 1; + m_refcount[1] = 0; + m_mark = (IUNKNOWN_ALLOC_SPEW_MARK_ALL != 0); // either all are marked, or only the ones that have SetMark(true) called on them + + #if IUNKNOWN_ALLOC_SPEW + if (m_mark) + { + GLMPRINTF(("-A- IUnew (%08x) refc -> (%d,%d) ",this,m_refcount[0],m_refcount[1])); + } + #endif + }; + + virtual ~IUnknown( void ) + { + #if IUNKNOWN_ALLOC_SPEW + if (m_mark) + { + GLMPRINTF(("-A- IUdel (%08x) ",this )); + } + #endif + }; + + void AddRef( int which=0, char *comment = NULL ) + { + Assert( which >= 0 ); + Assert( which < 2 ); + m_refcount[which]++; + + #if IUNKNOWN_ALLOC_SPEW + if (m_mark) + { + GLMPRINTF(("-A- IUAddRef (%08x,%d) refc -> (%d,%d) [%s]",this,which,m_refcount[0],m_refcount[1],comment?comment:"...")) ; + if (!comment) + { + GLMPRINTF(("")) ; // place to hang a breakpoint + } + } + #endif + }; + + ULONG __stdcall Release( int which=0, char *comment = NULL ) + { + Assert( which >= 0 ); + Assert( which < 2 ); + + //int oldrefcs[2] = { m_refcount[0], m_refcount[1] }; + bool deleting = false; + + m_refcount[which]--; + if ( (!m_refcount[0]) && (!m_refcount[1]) ) + { + deleting = true; + } + + #if IUNKNOWN_ALLOC_SPEW + if (m_mark) + { + GLMPRINTF(("-A- IURelease (%08x,%d) refc -> (%d,%d) [%s] %s",this,which,m_refcount[0],m_refcount[1],comment?comment:"...",deleting?"->DELETING":"")); + if (!comment) + { + GLMPRINTF(("")) ; // place to hang a breakpoint + } + } + #endif + + if (deleting) + { + if (m_mark) + { + GLMPRINTF(("")) ; // place to hang a breakpoint + } + delete this; + return 0; + } + else + { + return m_refcount[0]; + } + }; + + void SetMark( bool markValue, char *comment=NULL ) + { + #if IUNKNOWN_ALLOC_SPEW + if (!m_mark && markValue) // leading edge detect + { + // print the same thing that the constructor would have printed if it had been marked from the beginning + // i.e. it's anticipated that callers asking for marking will do so right at create time + GLMPRINTF(("-A- IUSetMark (%08x) refc -> (%d,%d) (%s) ",this,m_refcount[0],m_refcount[1],comment?comment:"...")); + } + #endif + + m_mark = markValue; + } +}; + + +// ------------------------------------------------------------------------------------------------------------------------------ // +// INTERFACES +// ------------------------------------------------------------------------------------------------------------------------------ // + +struct TOGL_CLASS IDirect3DResource9 : public IUnknown +{ + IDirect3DDevice9 *m_device; // parent device + D3DRESOURCETYPE m_restype; + + DWORD SetPriority(DWORD PriorityNew); +}; + +struct TOGL_CLASS IDirect3DBaseTexture9 : public IDirect3DResource9 // "A Texture.." +{ + D3DSURFACE_DESC m_descZero; // desc of top level. + CGLMTex *m_tex; // a CGLMTex can represent all forms of tex + int m_srgbFlipCount; + + virtual ~IDirect3DBaseTexture9(); + D3DRESOURCETYPE GetType(); + DWORD GetLevelCount(); + HRESULT GetLevelDesc(UINT Level,D3DSURFACE_DESC *pDesc); +}; + +struct TOGL_CLASS IDirect3DTexture9 : public IDirect3DBaseTexture9 // "Texture 2D" +{ + IDirect3DSurface9 *m_surfZero; // surf of top level. + + virtual ~IDirect3DTexture9(); + + HRESULT LockRect(UINT Level,D3DLOCKED_RECT* pLockedRect,CONST RECT* pRect,DWORD Flags); + HRESULT UnlockRect(UINT Level); + HRESULT GetSurfaceLevel(UINT Level,IDirect3DSurface9** ppSurfaceLevel); +}; + +struct TOGL_CLASS IDirect3DCubeTexture9 : public IDirect3DBaseTexture9 // "Texture Cube Map" +{ + IDirect3DSurface9 *m_surfZero[6]; // surfs of top level. + + virtual ~IDirect3DCubeTexture9(); + + HRESULT GetCubeMapSurface(D3DCUBEMAP_FACES FaceType,UINT Level,IDirect3DSurface9** ppCubeMapSurface); + HRESULT GetLevelDesc(UINT Level,D3DSURFACE_DESC *pDesc); +}; + +struct TOGL_CLASS IDirect3DVolumeTexture9 : public IDirect3DBaseTexture9 // "Texture 3D" +{ + IDirect3DSurface9 *m_surfZero; // surf of top level. + D3DVOLUME_DESC m_volDescZero; // volume desc top level + + virtual ~IDirect3DVolumeTexture9(); + + HRESULT LockBox(UINT Level,D3DLOCKED_BOX* pLockedVolume,CONST D3DBOX* pBox,DWORD Flags); + HRESULT UnlockBox(UINT Level); + HRESULT GetLevelDesc( UINT level, D3DVOLUME_DESC *pDesc ); +}; + + +// for the moment, a "D3D surface" is modeled as a GLM tex, a face, and a mip. +// no Create method, these are filled in by the various create surface methods. + +struct TOGL_CLASS IDirect3DSurface9 : public IDirect3DResource9 +{ + virtual ~IDirect3DSurface9(); + + HRESULT LockRect(D3DLOCKED_RECT* pLockedRect,CONST RECT* pRect,DWORD Flags); + HRESULT UnlockRect(); + HRESULT GetDesc(D3DSURFACE_DESC *pDesc); + + D3DSURFACE_DESC m_desc; + CGLMTex *m_tex; + int m_face; + int m_mip; +}; + + + +struct TOGL_CLASS IDirect3D9 : public IUnknown +{ +public: + virtual ~IDirect3D9(); + + UINT GetAdapterCount(); //cheese: returns 1 + + HRESULT GetDeviceCaps (UINT Adapter,D3DDEVTYPE DeviceType,D3DCAPS9* pCaps); + HRESULT GetAdapterIdentifier (UINT Adapter,DWORD Flags,D3DADAPTER_IDENTIFIER9* pIdentifier); + HRESULT CheckDeviceFormat (UINT Adapter,D3DDEVTYPE DeviceType,D3DFORMAT AdapterFormat,DWORD Usage,D3DRESOURCETYPE RType,D3DFORMAT CheckFormat); + UINT GetAdapterModeCount (UINT Adapter,D3DFORMAT Format); + HRESULT EnumAdapterModes (UINT Adapter,D3DFORMAT Format,UINT Mode,D3DDISPLAYMODE* pMode); + HRESULT CheckDeviceType (UINT Adapter,D3DDEVTYPE DevType,D3DFORMAT AdapterFormat,D3DFORMAT BackBufferFormat,BOOL bWindowed); + HRESULT GetAdapterDisplayMode (UINT Adapter,D3DDISPLAYMODE* pMode); + HRESULT CheckDepthStencilMatch (UINT Adapter,D3DDEVTYPE DeviceType,D3DFORMAT AdapterFormat,D3DFORMAT RenderTargetFormat,D3DFORMAT DepthStencilFormat); + HRESULT CheckDeviceMultiSampleType (UINT Adapter,D3DDEVTYPE DeviceType,D3DFORMAT SurfaceFormat,BOOL Windowed,D3DMULTISAMPLE_TYPE MultiSampleType,DWORD* pQualityLevels); + + HRESULT CreateDevice (UINT Adapter,D3DDEVTYPE DeviceType,VD3DHWND hFocusWindow,DWORD BehaviorFlags,D3DPRESENT_PARAMETERS* pPresentationParameters,IDirect3DDevice9** ppReturnedDeviceInterface); +}; + +struct TOGL_CLASS IDirect3DSwapChain9 : public IUnknown +{ +}; + + + + // typedef enum D3DDECLUSAGE + // { + // D3DDECLUSAGE_POSITION = 0, + // D3DDECLUSAGE_BLENDWEIGHT = 1, + // D3DDECLUSAGE_BLENDINDICES = 2, + // D3DDECLUSAGE_NORMAL = 3, + // D3DDECLUSAGE_PSIZE = 4, + // D3DDECLUSAGE_TEXCOORD = 5, + // D3DDECLUSAGE_TANGENT = 6, + // D3DDECLUSAGE_BINORMAL = 7, + // D3DDECLUSAGE_TESSFACTOR = 8, + // D3DDECLUSAGE_POSITIONT = 9, + // D3DDECLUSAGE_COLOR = 10, + // D3DDECLUSAGE_FOG = 11, + // D3DDECLUSAGE_DEPTH = 12, + // D3DDECLUSAGE_SAMPLE = 13, + // } D3DDECLUSAGE, *LPD3DDECLUSAGE; + // Constants + // + // D3DDECLUSAGE_POSITION + // Position data ranging from (-1,-1) to (1,1). Use D3DDECLUSAGE_POSITION with + // a usage index of 0 to specify untransformed position for fixed function + // vertex processing and the n-patch tessellator. Use D3DDECLUSAGE_POSITION + // with a usage index of 1 to specify untransformed position in the fixed + // function vertex shader for vertex tweening. + // + // D3DDECLUSAGE_BLENDWEIGHT + // Blending weight data. Use D3DDECLUSAGE_BLENDWEIGHT with a usage index of 0 + // to specify the blend weights used in indexed and nonindexed vertex + // blending. + // + // D3DDECLUSAGE_BLENDINDICES + // Blending indices data. Use D3DDECLUSAGE_BLENDINDICES with a usage index of + // 0 to specify matrix indices for indexed paletted skinning. + // + // D3DDECLUSAGE_NORMAL + // Vertex normal data. Use D3DDECLUSAGE_NORMAL with a usage index of 0 to + // specify vertex normals for fixed function vertex processing and the n-patch + // tessellator. Use D3DDECLUSAGE_NORMAL with a usage index of 1 to specify + // vertex normals for fixed function vertex processing for vertex tweening. + // + // D3DDECLUSAGE_PSIZE + // Point size data. Use D3DDECLUSAGE_PSIZE with a usage index of 0 to specify + // the point-size attribute used by the setup engine of the rasterizer to + // expand a point into a quad for the point-sprite functionality. + // + // D3DDECLUSAGE_TEXCOORD + // Texture coordinate data. Use D3DDECLUSAGE_TEXCOORD, n to specify texture + // coordinates in fixed function vertex processing and in pixel shaders prior + // to ps_3_0. These can be used to pass user defined data. + // + // D3DDECLUSAGE_TANGENT + // Vertex tangent data. + // + // D3DDECLUSAGE_BINORMAL + // Vertex binormal data. + // + // D3DDECLUSAGE_TESSFACTOR + // Single positive floating point value. Use D3DDECLUSAGE_TESSFACTOR with a + // usage index of 0 to specify a tessellation factor used in the tessellation + // unit to control the rate of tessellation. For more information about the + // data type, see D3DDECLTYPE_FLOAT1. + // + // D3DDECLUSAGE_POSITIONT + // Vertex data contains transformed position data ranging from (0,0) to + // (viewport width, viewport height). Use D3DDECLUSAGE_POSITIONT with a usage + // index of 0 to specify transformed position. When a declaration containing + // this is set, the pipeline does not perform vertex processing. + // + // D3DDECLUSAGE_COLOR + // Vertex data contains diffuse or specular color. Use D3DDECLUSAGE_COLOR with + // a usage index of 0 to specify the diffuse color in the fixed function + // vertex shader and pixel shaders prior to ps_3_0. Use D3DDECLUSAGE_COLOR + // with a usage index of 1 to specify the specular color in the fixed function + // vertex shader and pixel shaders prior to ps_3_0. + // + // D3DDECLUSAGE_FOG + // Vertex data contains fog data. Use D3DDECLUSAGE_FOG with a usage index of 0 + // to specify a fog blend value used after pixel shading finishes. This + // applies to pixel shaders prior to version ps_3_0. + // + // D3DDECLUSAGE_DEPTH + // Vertex data contains depth data. + // + // D3DDECLUSAGE_SAMPLE + // Vertex data contains sampler data. Use D3DDECLUSAGE_SAMPLE with a usage + // index of 0 to specify the displacement value to look up. It can be used + // only with D3DDECLUSAGE_LOOKUPPRESAMPLED or D3DDECLUSAGE_LOOKUP. + + //note the form of the list terminator.. + + // #define D3DDECL_END() {0xFF,0,D3DDECLTYPE_UNUSED,0,0,0} + // typedef struct _D3DVERTEXELEMENT9 + // { + // WORD Stream; // Stream index + // WORD Offset; // Offset in the stream in bytes + // BYTE Type; // Data type + // BYTE Method; // Processing method + // BYTE Usage; // Semantics + // BYTE UsageIndex; // Semantic index + // } D3DVERTEXELEMENT9, *LPD3DVERTEXELEMENT9; + +#define MAX_D3DVERTEXELEMENTS 16 + +struct TOGL_CLASS IDirect3DVertexDeclaration9 : public IUnknown +{ +//public: + uint m_elemCount; + D3DVERTEXELEMENT9_GL m_elements[ MAX_D3DVERTEXELEMENTS ]; + + virtual ~IDirect3DVertexDeclaration9(); +}; + +struct TOGL_CLASS IDirect3DQuery9 : public IDirect3DResource9 //was IUnknown +{ +//public: + D3DQUERYTYPE m_type; // D3DQUERYTYPE_OCCLUSION or D3DQUERYTYPE_EVENT + GLMContext *m_ctx; + CGLMQuery *m_query; + + virtual ~IDirect3DQuery9(); + + HRESULT Issue(DWORD dwIssueFlags); + HRESULT GetData(void* pData,DWORD dwSize,DWORD dwGetDataFlags); +}; + +struct TOGL_CLASS IDirect3DVertexBuffer9 : public IDirect3DResource9 //was IUnknown +{ +//public: + GLMContext *m_ctx; + CGLMBuffer *m_vtxBuffer; + D3DVERTEXBUFFER_DESC m_vtxDesc; // to satisfy GetDesc + + virtual ~IDirect3DVertexBuffer9(); + HRESULT Lock(UINT OffsetToLock,UINT SizeToLock,void** ppbData,DWORD Flags); + HRESULT Unlock(); + HRESULT UnlockActualSize( uint nActualSize, const void *pActualData = NULL ); + +}; + +struct TOGL_CLASS IDirect3DIndexBuffer9 : public IDirect3DResource9 //was IUnknown +{ +//public: + GLMContext *m_ctx; + CGLMBuffer *m_idxBuffer; + D3DINDEXBUFFER_DESC m_idxDesc; // to satisfy GetDesc + + virtual ~IDirect3DIndexBuffer9(); + + HRESULT Lock(UINT OffsetToLock,UINT SizeToLock,void** ppbData,DWORD Flags); + HRESULT Unlock(); + HRESULT UnlockActualSize( uint nActualSize, const void *pActualData = NULL ); + HRESULT GetDesc(D3DINDEXBUFFER_DESC *pDesc); +}; + +struct TOGL_CLASS IDirect3DPixelShader9 : public IDirect3DResource9 //was IUnknown +{ +//public: + CGLMProgram *m_pixProgram; + uint m_pixHighWater; // count of active constant slots referenced by shader. + uint m_pixSamplerMask; // (1<<n) mask of samplers referemnced by this pixel shader + // this can help FlushSamplers avoid SRGB flipping on textures not being referenced... + + virtual ~IDirect3DPixelShader9(); +}; + +struct TOGL_CLASS IDirect3DVertexShader9 : public IDirect3DResource9 //was IUnknown +{ +//public: + CGLMProgram *m_vtxProgram; + uint m_vtxHighWater; // count of active constant slots referenced by shader. + unsigned char m_vtxAttribMap[16]; // high nibble is usage, low nibble is usageindex, array position is attrib number + + virtual ~IDirect3DVertexShader9(); + +}; + +struct TOGL_CLASS ID3DXMatrixStack : public IUnknown +{ +//public: + CUtlVector<D3DMATRIX> m_stack; + int m_stackTop; // top of stack is at the highest index, this is that index. push increases, pop decreases. + + HRESULT Create( void ); + + D3DXMATRIX* GetTop(); + void Push(); + void Pop(); + void LoadIdentity(); + void LoadMatrix( const D3DXMATRIX *pMat ); + void MultMatrix( const D3DXMATRIX *pMat ); + void MultMatrixLocal( const D3DXMATRIX *pMat ); + HRESULT ScaleLocal(FLOAT x, FLOAT y, FLOAT z); + + // Left multiply the current matrix with the computed rotation + // matrix, counterclockwise about the given axis with the given angle. + // (rotation is about the local origin of the object) + HRESULT RotateAxisLocal(CONST D3DXVECTOR3* pV, FLOAT Angle); + + // Left multiply the current matrix with the computed translation + // matrix. (transformation is about the local origin of the object) + HRESULT TranslateLocal(FLOAT x, FLOAT y, FLOAT z); +}; +typedef ID3DXMatrixStack* LPD3DXMATRIXSTACK; + +struct TOGL_CLASS IDirect3DDevice9 : public IUnknown +{ +public: + // members + + IDirect3DDevice9Params m_params; // mirror of the creation inputs + + // D3D flavor stuff + IDirect3DSurface9 *m_rtSurfaces[16]; // current color RT surfaces. [0] is initially == m_defaultColorSurface + IDirect3DSurface9 *m_dsSurface; // current DS RT surface. can be changed! + + IDirect3DSurface9 *m_defaultColorSurface; // default color surface. + IDirect3DSurface9 *m_defaultDepthStencilSurface; // queried by GetDepthStencilSurface. + + IDirect3DVertexDeclaration9 *m_vertDecl; // Set by SetVertexDeclaration... + D3DStreamDesc m_streams[ D3D_MAX_STREAMS ]; // Set by SetStreamSource.. + D3DIndexDesc m_indices; // Set by SetIndices.. + + IDirect3DVertexShader9 *m_vertexShader; // Set by SetVertexShader... + IDirect3DPixelShader9 *m_pixelShader; // Set by SetPixelShader... + + IDirect3DBaseTexture9 *m_textures[16]; // set by SetTexture... NULL if stage inactive + D3DSamplerDesc m_samplers[16]; // set by SetSamplerState.. + // GLM flavor stuff + GLMContext *m_ctx; + CGLMFBO *m_drawableFBO; // this FBO should have all the attachments set to match m_rtSurfaces and m_dsSurface. + + // GL state + struct + { + // render state buckets + GLAlphaTestEnable_t m_AlphaTestEnable; + GLAlphaTestFunc_t m_AlphaTestFunc; + + GLAlphaToCoverageEnable_t m_AlphaToCoverageEnable; + + GLDepthTestEnable_t m_DepthTestEnable; + GLDepthMask_t m_DepthMask; + GLDepthFunc_t m_DepthFunc; + + GLClipPlaneEnable_t m_ClipPlaneEnable[kGLMUserClipPlanes]; + GLClipPlaneEquation_t m_ClipPlaneEquation[kGLMUserClipPlanes]; + + GLColorMaskSingle_t m_ColorMaskSingle; + GLColorMaskMultiple_t m_ColorMaskMultiple; + + GLCullFaceEnable_t m_CullFaceEnable; + GLCullFrontFace_t m_CullFrontFace; + GLPolygonMode_t m_PolygonMode; + GLDepthBias_t m_DepthBias; + GLScissorEnable_t m_ScissorEnable; + GLScissorBox_t m_ScissorBox; + GLViewportBox_t m_ViewportBox; + GLViewportDepthRange_t m_ViewportDepthRange; + + GLBlendEnable_t m_BlendEnable; + GLBlendFactor_t m_BlendFactor; + GLBlendEquation_t m_BlendEquation; + GLBlendColor_t m_BlendColor; + GLBlendEnableSRGB_t m_BlendEnableSRGB; + + GLStencilTestEnable_t m_StencilTestEnable; + GLStencilFunc_t m_StencilFunc; + GLStencilOp_t m_StencilOp; + GLStencilWriteMask_t m_StencilWriteMask; + + GLClearColor_t m_ClearColor; + GLClearDepth_t m_ClearDepth; + GLClearStencil_t m_ClearStencil; + + bool m_FogEnable; // not really pushed to GL, just latched here + + // samplers + GLMTexSamplingParams m_samplers[ 16 ]; + + // bindings...hmmm... + + // dirty-bits + uint m_stateDirtyMask; // covers the state blocks, indexed by 1<<n, n = EGLMStateBlockType + uint m_samplerDirtyMask; // covers the samplers, indexed 1<<n, n = sampler index + } gl; + + // methods + +public: + virtual ~IDirect3DDevice9(); + + // Create call invoked from IDirect3D9 + HRESULT Create( IDirect3DDevice9Params *params ); + + // + // Basics + // + HRESULT Reset(D3DPRESENT_PARAMETERS* pPresentationParameters); + HRESULT SetViewport(CONST D3DVIEWPORT9* pViewport); + HRESULT GetViewport(D3DVIEWPORT9* pViewport); + HRESULT BeginScene(); + HRESULT Clear(DWORD Count,CONST D3DRECT* pRects,DWORD Flags,D3DCOLOR Color,float Z,DWORD Stencil); + HRESULT EndScene(); + HRESULT Present(CONST RECT* pSourceRect,CONST RECT* pDestRect,VD3DHWND hDestWindowOverride,CONST RGNDATA* pDirtyRegion); + + // textures + HRESULT CreateTexture(UINT Width,UINT Height,UINT Levels,DWORD Usage,D3DFORMAT Format,D3DPOOL Pool,IDirect3DTexture9** ppTexture,VD3DHANDLE* pSharedHandle, char *debugLabel=NULL); + HRESULT CreateCubeTexture(UINT EdgeLength,UINT Levels,DWORD Usage,D3DFORMAT Format,D3DPOOL Pool,IDirect3DCubeTexture9** ppCubeTexture,VD3DHANDLE* pSharedHandle, char *debugLabel=NULL); + HRESULT CreateVolumeTexture(UINT Width,UINT Height,UINT Depth,UINT Levels,DWORD Usage,D3DFORMAT Format,D3DPOOL Pool,IDirect3DVolumeTexture9** ppVolumeTexture,VD3DHANDLE* pSharedHandle, char *debugLabel=NULL); + + HRESULT SetTexture(DWORD Stage,IDirect3DBaseTexture9* pTexture); + HRESULT GetTexture(DWORD Stage,IDirect3DBaseTexture9** ppTexture); + + // render targets, color and depthstencil, surfaces, blit + HRESULT CreateRenderTarget(UINT Width,UINT Height,D3DFORMAT Format,D3DMULTISAMPLE_TYPE MultiSample,DWORD MultisampleQuality,BOOL Lockable,IDirect3DSurface9** ppSurface,VD3DHANDLE* pSharedHandle, char *debugLabel=NULL); + HRESULT SetRenderTarget(DWORD RenderTargetIndex,IDirect3DSurface9* pRenderTarget); + HRESULT GetRenderTarget(DWORD RenderTargetIndex,IDirect3DSurface9** ppRenderTarget); + + HRESULT CreateOffscreenPlainSurface(UINT Width,UINT Height,D3DFORMAT Format,D3DPOOL Pool,IDirect3DSurface9** ppSurface,VD3DHANDLE* pSharedHandle); + + HRESULT CreateDepthStencilSurface(UINT Width,UINT Height,D3DFORMAT Format,D3DMULTISAMPLE_TYPE MultiSample,DWORD MultisampleQuality,BOOL Discard,IDirect3DSurface9** ppSurface,VD3DHANDLE* pSharedHandle); + HRESULT SetDepthStencilSurface(IDirect3DSurface9* pNewZStencil); + HRESULT GetDepthStencilSurface(IDirect3DSurface9** ppZStencilSurface); + + HRESULT GetRenderTargetData(IDirect3DSurface9* pRenderTarget,IDirect3DSurface9* pDestSurface); // ? is anyone using this ? + HRESULT GetFrontBufferData(UINT iSwapChain,IDirect3DSurface9* pDestSurface); + HRESULT StretchRect(IDirect3DSurface9* pSourceSurface,CONST RECT* pSourceRect,IDirect3DSurface9* pDestSurface,CONST RECT* pDestRect,D3DTEXTUREFILTERTYPE Filter); + + // pixel shaders + HRESULT CreatePixelShader(CONST DWORD* pFunction,IDirect3DPixelShader9** ppShader, const char *pShaderName, char *debugLabel = NULL); + HRESULT SetPixelShader(IDirect3DPixelShader9* pShader); + HRESULT SetPixelShaderConstantF(UINT StartRegister,CONST float* pConstantData,UINT Vector4fCount); + HRESULT SetPixelShaderConstantB(UINT StartRegister,CONST BOOL* pConstantData,UINT BoolCount); + HRESULT SetPixelShaderConstantI(UINT StartRegister,CONST int* pConstantData,UINT Vector4iCount); + + // vertex shaders + HRESULT CreateVertexShader(CONST DWORD* pFunction,IDirect3DVertexShader9** ppShader, const char *pShaderName, char *debugLabel = NULL); + HRESULT SetVertexShader(IDirect3DVertexShader9* pShader); + HRESULT SetVertexShaderConstantF(UINT StartRegister,CONST float* pConstantData,UINT Vector4fCount); + HRESULT SetVertexShaderConstantB(UINT StartRegister,CONST BOOL* pConstantData,UINT BoolCount); + HRESULT SetVertexShaderConstantI(UINT StartRegister,CONST int* pConstantData,UINT Vector4iCount); + + // POSIX only - preheating for a specific vertex/pixel shader pair - trigger GLSL link inside GLM + HRESULT LinkShaderPair( IDirect3DVertexShader9* vs, IDirect3DPixelShader9* ps ); + HRESULT QueryShaderPair( int index, GLMShaderPairInfo *infoOut ); + + // vertex buffers + HRESULT CreateVertexDeclaration(CONST D3DVERTEXELEMENT9* pVertexElements,IDirect3DVertexDeclaration9** ppDecl); + HRESULT SetVertexDeclaration(IDirect3DVertexDeclaration9* pDecl); + + HRESULT SetFVF(DWORD FVF); // we might not be using these ? + HRESULT GetFVF(DWORD* pFVF); + + HRESULT CreateVertexBuffer(UINT Length,DWORD Usage,DWORD FVF,D3DPOOL Pool,IDirect3DVertexBuffer9** ppVertexBuffer,VD3DHANDLE* pSharedHandle); + HRESULT SetStreamSource(UINT StreamNumber,IDirect3DVertexBuffer9* pStreamData,UINT OffsetInBytes,UINT Stride); + + // index buffers + HRESULT CreateIndexBuffer(UINT Length,DWORD Usage,D3DFORMAT Format,D3DPOOL Pool,IDirect3DIndexBuffer9** ppIndexBuffer,VD3DHANDLE* pSharedHandle); + HRESULT SetIndices(IDirect3DIndexBuffer9* pIndexData); + + // response to retired objects (when refcount goes to zero and they self-delete..) + void ReleasedTexture ( IDirect3DBaseTexture9 *baseTex ); // called from texture destructor - need to scrub samplers + void ReleasedSurface ( IDirect3DSurface9 *surface ); // called from any surface destructor - need to scrub RT table if an RT + void ReleasedPixelShader ( IDirect3DPixelShader9 *pixelShader ); // called from IDirect3DPixelShader9 destructor + void ReleasedVertexShader ( IDirect3DVertexShader9 *vertexShader ); // called from IDirect3DVertexShader9 destructor + void ReleasedVertexBuffer ( IDirect3DVertexBuffer9 *vertexBuffer ); // called from IDirect3DVertexBuffer9 destructor + void ReleasedIndexBuffer ( IDirect3DIndexBuffer9 *indexBuffer ); // called from IDirect3DIndexBuffer9 destructor + void ReleasedQuery ( IDirect3DQuery9 *query ); // called from IDirect3DQuery9 destructor + + // State management. + HRESULT SetRenderStateInline(D3DRENDERSTATETYPE State,DWORD Value); + HRESULT SetRenderStateConstInline(D3DRENDERSTATETYPE State,DWORD Value); + HRESULT SetRenderState(D3DRENDERSTATETYPE State,DWORD Value); + HRESULT SetSamplerState(DWORD Sampler,D3DSAMPLERSTATETYPE Type,DWORD Value); + + + // Flushing changes to GL + HRESULT FlushStates( uint mask ); + HRESULT FlushSamplers( uint mask ); // push SetRenderState and SetSamplerState changes + HRESULT FlushIndexBindings( void ); // push index buffer (set index ptr) + HRESULT FlushVertexBindings( uint baseVertexIndex ); // push vertex streams (set attrib ptrs) + HRESULT FlushGLM( void ); + + // Draw. + HRESULT DrawPrimitive(D3DPRIMITIVETYPE PrimitiveType,UINT StartVertex,UINT PrimitiveCount); + HRESULT DrawIndexedPrimitive(D3DPRIMITIVETYPE PrimitiveType,INT BaseVertexIndex,UINT MinVertexIndex,UINT NumVertices,UINT startIndex,UINT primCount); + HRESULT DrawIndexedPrimitiveUP(D3DPRIMITIVETYPE PrimitiveType,UINT MinVertexIndex,UINT NumVertices,UINT PrimitiveCount,CONST void* pIndexData,D3DFORMAT IndexDataFormat,CONST void* pVertexStreamZeroData,UINT VertexStreamZeroStride); + + // misc + BOOL ShowCursor(BOOL bShow); + HRESULT ValidateDevice(DWORD* pNumPasses); + HRESULT SetMaterial(CONST D3DMATERIAL9* pMaterial); + HRESULT LightEnable(DWORD Index,BOOL Enable); + HRESULT SetScissorRect(CONST RECT* pRect); + HRESULT CreateQuery(D3DQUERYTYPE Type,IDirect3DQuery9** ppQuery); + HRESULT GetDeviceCaps(D3DCAPS9* pCaps); + HRESULT TestCooperativeLevel(); + HRESULT EvictManagedResources(); + HRESULT SetLight(DWORD Index,CONST D3DLIGHT9*); + void SetGammaRamp(UINT iSwapChain,DWORD Flags,CONST D3DGAMMARAMP* pRamp); + + void SaveGLState(); + void RestoreGLState(); + + // Talk to JasonM about this one. It's tricky in GL. + HRESULT SetClipPlane(DWORD Index,CONST float* pPlane); + + // + // + // **** FIXED FUNCTION STUFF - None of this stuff needs support in GL. + // + // + HRESULT SetTransform(D3DTRANSFORMSTATETYPE State,CONST D3DMATRIX* pMatrix); + HRESULT SetTextureStageState(DWORD Stage,D3DTEXTURESTAGESTATETYPE Type,DWORD Value); + + void AcquireThreadOwnership( ); + void ReleaseThreadOwnership( ); + inline DWORD GetCurrentOwnerThreadId() const { return m_ctx->m_nCurOwnerThreadId; } + +}; + +struct ID3DXInclude +{ + virtual HRESULT Open(D3DXINCLUDE_TYPE IncludeType, LPCSTR pFileName, LPCVOID pParentData, LPCVOID *ppData, UINT *pBytes) = 0; + virtual HRESULT Close(LPCVOID pData) = 0; +}; +typedef ID3DXInclude* LPD3DXINCLUDE; + + +struct TOGL_CLASS ID3DXBuffer : public IUnknown +{ + void* GetBufferPointer(); + DWORD GetBufferSize(); +}; + +typedef ID3DXBuffer* LPD3DXBUFFER; + +class TOGL_CLASS ID3DXConstantTable : public IUnknown +{ +}; +typedef ID3DXConstantTable* LPD3DXCONSTANTTABLE; + + + +// ------------------------------------------------------------------------------------------------------------------------------ // +// D3DX stuff. +// ------------------------------------------------------------------------------------------------------------------------------ // + +TOGL_INTERFACE const char* D3DXGetPixelShaderProfile( IDirect3DDevice9 *pDevice ); + + +TOGL_INTERFACE D3DXMATRIX* D3DXMatrixMultiply( D3DXMATRIX *pOut, CONST D3DXMATRIX *pM1, CONST D3DXMATRIX *pM2 ); +TOGL_INTERFACE D3DXVECTOR3* D3DXVec3TransformCoord( D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV, CONST D3DXMATRIX *pM ); + +TOGL_INTERFACE HRESULT D3DXCreateMatrixStack( DWORD Flags, LPD3DXMATRIXSTACK* ppStack); +TOGL_INTERFACE void D3DXMatrixIdentity( D3DXMATRIX * ); + +TOGL_INTERFACE D3DXINLINE D3DXVECTOR3* D3DXVec3Subtract( D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV1, CONST D3DXVECTOR3 *pV2 ) +{ + pOut->x = pV1->x - pV2->x; + pOut->y = pV1->y - pV2->y; + pOut->z = pV1->z - pV2->z; + return pOut; +} + +TOGL_INTERFACE D3DXINLINE D3DXVECTOR3* D3DXVec3Cross( D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV1, CONST D3DXVECTOR3 *pV2 ) +{ + D3DXVECTOR3 v; + + v.x = pV1->y * pV2->z - pV1->z * pV2->y; + v.y = pV1->z * pV2->x - pV1->x * pV2->z; + v.z = pV1->x * pV2->y - pV1->y * pV2->x; + + *pOut = v; + return pOut; +} + +TOGL_INTERFACE D3DXINLINE FLOAT D3DXVec3Dot( CONST D3DXVECTOR3 *pV1, CONST D3DXVECTOR3 *pV2 ) +{ + return pV1->x * pV2->x + pV1->y * pV2->y + pV1->z * pV2->z; +} + +TOGL_INTERFACE D3DXMATRIX* D3DXMatrixInverse( D3DXMATRIX *pOut, FLOAT *pDeterminant, CONST D3DXMATRIX *pM ); + +TOGL_INTERFACE D3DXMATRIX* D3DXMatrixTranspose( D3DXMATRIX *pOut, CONST D3DXMATRIX *pM ); + +TOGL_INTERFACE D3DXPLANE* D3DXPlaneNormalize( D3DXPLANE *pOut, CONST D3DXPLANE *pP); + +TOGL_INTERFACE D3DXVECTOR4* D3DXVec4Transform( D3DXVECTOR4 *pOut, CONST D3DXVECTOR4 *pV, CONST D3DXMATRIX *pM ); + + +TOGL_INTERFACE D3DXVECTOR4* D3DXVec4Normalize( D3DXVECTOR4 *pOut, CONST D3DXVECTOR4 *pV ); + +TOGL_INTERFACE D3DXMATRIX* D3DXMatrixTranslation( D3DXMATRIX *pOut, FLOAT x, FLOAT y, FLOAT z ); + +// Build an ortho projection matrix. (right-handed) +TOGL_INTERFACE D3DXMATRIX* D3DXMatrixOrthoOffCenterRH( D3DXMATRIX *pOut, FLOAT l, FLOAT r, FLOAT b, FLOAT t, FLOAT zn,FLOAT zf ); + +TOGL_INTERFACE D3DXMATRIX* D3DXMatrixPerspectiveRH( D3DXMATRIX *pOut, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf ); + +TOGL_INTERFACE D3DXMATRIX* D3DXMatrixPerspectiveOffCenterRH( D3DXMATRIX *pOut, FLOAT l, FLOAT r, FLOAT b, FLOAT t, FLOAT zn, FLOAT zf ); + +// Transform a plane by a matrix. The vector (a,b,c) must be normal. +// M should be the inverse transpose of the transformation desired. +TOGL_INTERFACE D3DXPLANE* D3DXPlaneTransform( D3DXPLANE *pOut, CONST D3DXPLANE *pP, CONST D3DXMATRIX *pM ); + +TOGL_INTERFACE IDirect3D9 *Direct3DCreate9(UINT SDKVersion); + +TOGL_INTERFACE void D3DPERF_SetOptions( DWORD dwOptions ); + +TOGL_INTERFACE HRESULT D3DXCompileShader( + LPCSTR pSrcData, + UINT SrcDataLen, + CONST D3DXMACRO* pDefines, + LPD3DXINCLUDE pInclude, + LPCSTR pFunctionName, + LPCSTR pProfile, + DWORD Flags, + LPD3DXBUFFER* ppShader, + LPD3DXBUFFER* ppErrorMsgs, + LPD3DXCONSTANTTABLE* ppConstantTable); + + +#endif // USE_ACTUAL_DX + +// fake D3D usage constant for SRGB tex creation +#define D3DUSAGE_TEXTURE_SRGB (0x80000000L) + +#endif // DXABSTRACT_H diff --git a/mp/src/public/togl/osx/glfuncs.h b/mp/src/public/togl/osx/glfuncs.h index b0be737c..78184bef 100644 --- a/mp/src/public/togl/osx/glfuncs.h +++ b/mp/src/public/togl/osx/glfuncs.h @@ -1,184 +1,184 @@ //========= Copyright Valve Corporation, All rights reserved. ============// -// !!! FIXME: Some of these aren't base OpenGL...pick out the extensions.
-// !!! FIXME: Also, look up these -1, -1 versions numbers.
-GL_FUNC(OpenGL,true,GLenum,glGetError,(void),())
-GL_FUNC_VOID(OpenGL,true,glActiveTexture,(GLenum a),(a))
-GL_FUNC_VOID(OpenGL,true,glAlphaFunc,(GLenum a,GLclampf b),(a,b))
-GL_FUNC_VOID(OpenGL,true,glAttachObjectARB,(GLhandleARB a,GLhandleARB b),(a,b))
-GL_FUNC_VOID(OpenGL,true,glBegin,(GLenum a),(a))
-GL_FUNC_VOID(OpenGL,true,glBindAttribLocationARB,(GLhandleARB a,GLuint b,const GLcharARB *c),(a,b,c))
-GL_FUNC_VOID(OpenGL,true,glBindBufferARB,(GLenum a,GLuint b),(a,b))
-GL_FUNC_VOID(OpenGL,true,glBindProgramARB,(GLenum a,GLuint b),(a,b))
-GL_FUNC_VOID(OpenGL,true,glBindTexture,(GLenum a,GLuint b),(a,b))
-GL_FUNC_VOID(OpenGL,true,glBlendColor,(GLclampf a,GLclampf b,GLclampf c,GLclampf d),(a,b,c,d))
-GL_FUNC_VOID(OpenGL,true,glBlendEquation,(GLenum a),(a))
-GL_FUNC_VOID(OpenGL,true,glBlendFunc,(GLenum a,GLenum b),(a,b))
-GL_FUNC_VOID(OpenGL,true,glBufferDataARB,(GLenum a,GLsizeiptrARB b,const GLvoid *c,GLenum d),(a,b,c,d))
-GL_FUNC_VOID(OpenGL,true,glClear,(GLbitfield a),(a))
-GL_FUNC_VOID(OpenGL,true,glClearColor,(GLclampf a,GLclampf b,GLclampf c,GLclampf d),(a,b,c,d))
-GL_FUNC_VOID(OpenGL,true,glClearDepth,(GLclampd a),(a))
-GL_FUNC_VOID(OpenGL,true,glClearStencil,(GLint a),(a))
-GL_FUNC_VOID(OpenGL,true,glClipPlane,(GLenum a,const GLdouble *b),(a,b))
-GL_FUNC_VOID(OpenGL,true,glColorMask,(GLboolean a,GLboolean b,GLboolean c,GLboolean d),(a,b,c,d))
-GL_FUNC_VOID(OpenGL,true,glCompileShaderARB,(GLhandleARB a),(a))
-GL_FUNC_VOID(OpenGL,true,glCompressedTexImage2D,(GLenum a,GLint b,GLenum c,GLsizei d,GLsizei e,GLint f,GLsizei g,const GLvoid *h),(a,b,c,d,e,f,g,h))
-GL_FUNC_VOID(OpenGL,true,glCompressedTexImage3D,(GLenum a,GLint b,GLenum c,GLsizei d,GLsizei e,GLsizei f,GLint g,GLsizei h,const GLvoid *i),(a,b,c,d,e,f,g,h,i))
-GL_FUNC(OpenGL,true,GLhandleARB,glCreateProgramObjectARB,(void),())
-GL_FUNC(OpenGL,true,GLhandleARB,glCreateShaderObjectARB,(GLenum a),(a))
-GL_FUNC_VOID(OpenGL,true,glDeleteBuffersARB,(GLsizei a,const GLuint *b),(a,b))
-GL_FUNC_VOID(OpenGL,true,glDeleteObjectARB,(GLhandleARB a),(a))
-GL_FUNC_VOID(OpenGL,true,glDeleteProgramsARB,(GLsizei a,const GLuint *b),(a,b))
-GL_FUNC_VOID(OpenGL,true,glDeleteQueriesARB,(GLsizei a,const GLuint *b),(a,b))
-GL_FUNC_VOID(OpenGL,true,glDeleteShader,(GLuint a),(a))
-GL_FUNC_VOID(OpenGL,true,glDeleteTextures,(GLsizei a,const GLuint *b),(a,b))
-GL_FUNC_VOID(OpenGL,true,glDepthFunc,(GLenum a),(a))
-GL_FUNC_VOID(OpenGL,true,glDepthMask,(GLboolean a),(a))
-GL_FUNC_VOID(OpenGL,true,glDepthRange,(GLclampd a,GLclampd b),(a,b))
-GL_FUNC_VOID(OpenGL,true,glDetachObjectARB,(GLhandleARB a,GLhandleARB b),(a,b))
-GL_FUNC_VOID(OpenGL,true,glDisable,(GLenum a),(a))
-GL_FUNC_VOID(OpenGL,true,glDisableVertexAttribArray,(GLuint a),(a))
-GL_FUNC_VOID(OpenGL,true,glDrawArrays,(GLenum a,GLint b,GLsizei c),(a,b,c))
-GL_FUNC_VOID(OpenGL,true,glDrawBuffer,(GLenum a),(a))
-GL_FUNC_VOID(OpenGL,true,glDrawRangeElements,(GLenum a,GLuint b,GLuint c,GLsizei d,GLenum e,const GLvoid *f),(a,b,c,d,e,f))
-GL_FUNC_VOID(OpenGL,true,glEnable,(GLenum a),(a))
-GL_FUNC_VOID(OpenGL,true,glEnableVertexAttribArray,(GLuint a),(a))
-GL_FUNC_VOID(OpenGL,true,glEnd,(void),())
-GL_FUNC_VOID(OpenGL,true,glFinish,(void),())
-GL_FUNC_VOID(OpenGL,true,glFlush,(void),())
-GL_FUNC_VOID(OpenGL,true,glFrontFace,(GLenum a),(a))
-GL_FUNC_VOID(OpenGL,true,glGenBuffersARB,(GLsizei a,GLuint *b),(a,b))
-GL_FUNC_VOID(OpenGL,true,glGenProgramsARB,(GLsizei a,GLuint *b),(a,b))
-GL_FUNC_VOID(OpenGL,true,glGenQueriesARB,(GLsizei a,GLuint *b),(a,b))
-GL_FUNC_VOID(OpenGL,true,glGenTextures,(GLsizei a,GLuint *b),(a,b))
-GL_FUNC_VOID(OpenGL,true,glGetBooleanv,(GLenum a,GLboolean *b),(a,b))
-GL_FUNC_VOID(OpenGL,true,glGetCompressedTexImage,(GLenum a,GLint b,GLvoid *c),(a,b,c))
-GL_FUNC_VOID(OpenGL,true,glGetDoublev,(GLenum a,GLdouble *b),(a,b))
-GL_FUNC_VOID(OpenGL,true,glGetFloatv,(GLenum a,GLfloat *b),(a,b))
-GL_FUNC_VOID(OpenGL,true,glGetInfoLogARB,(GLhandleARB a,GLsizei b,GLsizei *c,GLcharARB *d),(a,b,c,d))
-GL_FUNC_VOID(OpenGL,true,glGetIntegerv,(GLenum a,GLint *b),(a,b))
-GL_FUNC_VOID(OpenGL,true,glGetObjectParameterivARB,(GLhandleARB a,GLenum b,GLint *c),(a,b,c))
-GL_FUNC_VOID(OpenGL,true,glGetProgramivARB,(GLenum a,GLenum b,GLint *c),(a,b,c))
-GL_FUNC(OpenGL,true,const GLubyte *,glGetString,(GLenum a),(a))
-GL_FUNC_VOID(OpenGL,true,glGetTexImage,(GLenum a,GLint b,GLenum c,GLenum d,GLvoid *e),(a,b,c,d,e))
-GL_FUNC(OpenGL,true,GLint,glGetUniformLocationARB,(GLhandleARB a,const GLcharARB *b),(a,b))
-GL_FUNC(OpenGL,true,GLboolean,glIsEnabled,(GLenum a),(a))
-GL_FUNC(OpenGL,true,GLboolean,glIsTexture,(GLuint a),(a))
-GL_FUNC_VOID(OpenGL,true,glLinkProgramARB,(GLhandleARB a),(a))
-GL_FUNC(OpenGL,true,GLvoid*,glMapBufferARB,(GLenum a,GLenum b),(a,b))
-GL_FUNC_VOID(OpenGL,true,glOrtho,(GLdouble a,GLdouble b,GLdouble c,GLdouble d,GLdouble e,GLdouble f),(a,b,c,d,e,f))
-GL_FUNC_VOID(OpenGL,true,glPixelStorei,(GLenum a,GLint b),(a,b))
-GL_FUNC_VOID(OpenGL,true,glPolygonMode,(GLenum a,GLenum b),(a,b))
-GL_FUNC_VOID(OpenGL,true,glPolygonOffset,(GLfloat a,GLfloat b),(a,b))
-GL_FUNC_VOID(OpenGL,true,glPopAttrib,(void),())
-GL_FUNC_VOID(OpenGL,true,glProgramStringARB,(GLenum a,GLenum b,GLsizei c,const GLvoid *d),(a,b,c,d))
-GL_FUNC_VOID(OpenGL,true,glPushAttrib,(GLbitfield a),(a))
-GL_FUNC_VOID(OpenGL,true,glReadBuffer,(GLenum a),(a))
-GL_FUNC_VOID(OpenGL,true,glScissor,(GLint a,GLint b,GLsizei c,GLsizei d),(a,b,c,d))
-GL_FUNC_VOID(OpenGL,true,glShaderSourceARB,(GLhandleARB a,GLsizei b,const GLcharARB **c,const GLint *d),(a,b,c,d))
-GL_FUNC_VOID(OpenGL,true,glStencilFunc,(GLenum a,GLint b,GLuint c),(a,b,c))
-GL_FUNC_VOID(OpenGL,true,glStencilMask,(GLuint a),(a))
-GL_FUNC_VOID(OpenGL,true,glStencilOp,(GLenum a,GLenum b,GLenum c),(a,b,c))
-GL_FUNC_VOID(OpenGL,true,glTexCoord2f,(GLfloat a,GLfloat b),(a,b))
-GL_FUNC_VOID(OpenGL,true,glTexImage2D,(GLenum a,GLint b,GLint c,GLsizei d,GLsizei e,GLint f,GLenum g,GLenum h,const GLvoid *i),(a,b,c,d,e,f,g,h,i))
-GL_FUNC_VOID(OpenGL,true,glTexImage3D,(GLenum a,GLint b,GLint c,GLsizei d,GLsizei e,GLsizei f,GLint g,GLenum h,GLenum i,const GLvoid *j),(a,b,c,d,e,f,g,h,i,j))
-GL_FUNC_VOID(OpenGL,true,glTexParameterfv,(GLenum a,GLenum b,const GLfloat *c),(a,b,c))
-GL_FUNC_VOID(OpenGL,true,glTexParameteri,(GLenum a,GLenum b,GLint c),(a,b,c))
-GL_FUNC_VOID(OpenGL,true,glTexSubImage2D,(GLenum a,GLint b,GLint c,GLint d,GLsizei e,GLsizei f,GLenum g,GLenum h,const GLvoid *i),(a,b,c,d,e,f,g,h,i))
-GL_FUNC_VOID(OpenGL,true,glUniform1f,(GLint a,GLfloat b),(a,b))
-GL_FUNC_VOID(OpenGL,true,glUniform1i,(GLint a,GLint b),(a,b))
-GL_FUNC_VOID(OpenGL,true,glUniform1iARB,(GLint a,GLint b),(a,b))
-GL_FUNC_VOID(OpenGL,true,glUniform4fv,(GLint a,GLsizei b,const GLfloat *c),(a,b,c))
-GL_FUNC(OpenGL,true,GLboolean,glUnmapBuffer,(GLenum a),(a))
-GL_FUNC_VOID(OpenGL,true,glUseProgram,(GLuint a),(a))
-GL_FUNC_VOID(OpenGL,true,glVertex3f,(GLfloat a,GLfloat b,GLfloat c),(a,b,c))
-GL_FUNC_VOID(OpenGL,true,glVertexAttribPointer,(GLuint a,GLint b,GLenum c,GLboolean d,GLsizei e,const GLvoid *f),(a,b,c,d,e,f))
-GL_FUNC_VOID(OpenGL,true,glViewport,(GLint a,GLint b,GLsizei c,GLsizei d),(a,b,c,d))
-GL_FUNC_VOID(OpenGL,true,glEnableClientState,(GLenum a),(a))
-GL_FUNC_VOID(OpenGL,true,glDisableClientState,(GLenum a),(a))
-GL_FUNC_VOID(OpenGL,true,glClientActiveTexture,(GLenum a),(a))
-GL_FUNC_VOID(OpenGL,true,glVertexPointer,(GLint a,GLenum b,GLsizei c,const GLvoid *d),(a,b,c,d))
-GL_FUNC_VOID(OpenGL,true,glTexCoordPointer,(GLint a,GLenum b,GLsizei c,const GLvoid *d),(a,b,c,d))
-GL_FUNC_VOID(OpenGL,true,glProgramEnvParameters4fvEXT,(GLenum a,GLuint b,GLsizei c,const GLfloat *d),(a,b,c,d))
-GL_FUNC_VOID(OpenGL,true,glColor4sv,(const GLshort *a),(a))
-GL_FUNC_VOID(OpenGL,true,glStencilOpSeparate,(GLenum a,GLenum b,GLenum c,GLenum d),(a,b,c,d))
-GL_FUNC_VOID(OpenGL,true,glStencilFuncSeparate,(GLenum a,GLenum b,GLint c,GLuint d),(a,b,c,d))
-GL_FUNC_VOID(OpenGL,true,glGetTexLevelParameteriv,(GLenum a,GLint b,GLenum c,GLint *d),(a,b,c,d))
-GL_FUNC_VOID(OpenGL,true,glColor4f,(GLfloat a,GLfloat b,GLfloat c,GLfloat d),(a,b,c,d))
-GL_EXT(GL_EXT_framebuffer_object,-1,-1)
-GL_FUNC_VOID(GL_EXT_framebuffer_object,false,glBindFramebufferEXT,(GLenum a,GLuint b),(a,b))
-GL_FUNC_VOID(GL_EXT_framebuffer_object,false,glBindRenderbufferEXT,(GLenum a,GLuint b),(a,b))
-GL_FUNC(GL_EXT_framebuffer_object,false,GLenum,glCheckFramebufferStatusEXT,(GLenum a),(a))
-GL_FUNC_VOID(GL_EXT_framebuffer_object,false,glDeleteRenderbuffersEXT,(GLsizei a,const GLuint *b),(a,b))
-GL_FUNC_VOID(GL_EXT_framebuffer_object,false,glFramebufferRenderbufferEXT,(GLenum a,GLenum b,GLenum c,GLuint d),(a,b,c,d))
-GL_FUNC_VOID(GL_EXT_framebuffer_object,false,glFramebufferTexture2DEXT,(GLenum a,GLenum b,GLenum c,GLuint d,GLint e),(a,b,c,d,e))
-GL_FUNC_VOID(GL_EXT_framebuffer_object,false,glFramebufferTexture3DEXT,(GLenum a,GLenum b,GLenum c,GLuint d,GLint e,GLint f),(a,b,c,d,e,f))
-GL_FUNC_VOID(GL_EXT_framebuffer_object,false,glGenFramebuffersEXT,(GLsizei a,GLuint *b),(a,b))
-GL_FUNC_VOID(GL_EXT_framebuffer_object,false,glGenRenderbuffersEXT,(GLsizei a,GLuint *b),(a,b))
-GL_FUNC_VOID(GL_EXT_framebuffer_object,false,glDeleteFramebuffersEXT,(GLsizei a,const GLuint *b),(a,b))
-GL_EXT(GL_EXT_framebuffer_blit,-1,-1)
-GL_FUNC_VOID(GL_EXT_framebuffer_blit,false,glBlitFramebufferEXT,(GLint a,GLint b,GLint c,GLint d,GLint e,GLint f,GLint g,GLint h,GLbitfield i,GLenum j),(a,b,c,d,e,f,g,h,i,j))
-GL_EXT(GL_EXT_framebuffer_multisample,-1,-1)
-GL_FUNC_VOID(GL_EXT_framebuffer_multisample,false,glRenderbufferStorageMultisampleEXT,(GLenum a,GLsizei b,GLenum c,GLsizei d,GLsizei e),(a,b,c,d,e))
-GL_EXT(GL_APPLE_fence,-1,-1)
-GL_FUNC(GL_APPLE_fence,false,GLboolean,glTestFenceAPPLE,(GLuint a),(a))
-GL_FUNC_VOID(GL_APPLE_fence,false,glSetFenceAPPLE,(GLuint a),(a))
-GL_FUNC_VOID(GL_APPLE_fence,false,glFinishFenceAPPLE,(GLuint a),(a))
-GL_FUNC_VOID(GL_APPLE_fence,false,glDeleteFencesAPPLE,(GLsizei a,const GLuint *b),(a,b))
-GL_FUNC_VOID(GL_APPLE_fence,false,glGenFencesAPPLE,(GLsizei a,GLuint *b),(a,b))
-GL_EXT(GL_NV_fence,-1,-1)
-GL_FUNC(GL_NV_fence,false,GLboolean,glTestFenceNV,(GLuint a),(a))
-GL_FUNC_VOID(GL_NV_fence,false,glSetFenceNV,(GLuint a,GLenum b),(a,b))
-GL_FUNC_VOID(GL_NV_fence,false,glFinishFenceNV,(GLuint a),(a))
-GL_FUNC_VOID(GL_NV_fence,false,glDeleteFencesNV,(GLsizei a,const GLuint *b),(a,b))
-GL_FUNC_VOID(GL_NV_fence,false,glGenFencesNV,(GLsizei a,GLuint *b),(a,b))
-GL_EXT(GL_ARB_sync,3,2)
-#ifdef HAVE_GL_ARB_SYNC
-GL_FUNC_VOID(GL_ARB_sync,false,glGetSynciv,(GLsync a, GLenum b, GLsizei c, GLsizei *d, GLint *e),(a,b,c,d,e))
-GL_FUNC(GL_ARB_sync,false,GLenum,glClientWaitSync,(GLsync a, GLbitfield b, GLuint64 c),(a,b,c))
-GL_FUNC_VOID(GL_ARB_sync,false,glWaitSync,(GLsync a, GLbitfield b, GLuint64 c),(a,b,c))
-GL_FUNC_VOID(GL_ARB_sync,false,glDeleteSync,(GLsync a),(a))
-GL_FUNC(GL_ARB_sync,false,GLsync,glFenceSync,(GLenum a, GLbitfield b),(a,b))
-#endif
-GL_EXT(GL_EXT_draw_buffers2,-1,-1)
-GL_FUNC_VOID(GL_EXT_draw_buffers2,false,glColorMaskIndexedEXT,(GLuint a,GLboolean b,GLboolean c,GLboolean d,GLboolean e),(a,b,c,d,e))
-GL_FUNC_VOID(GL_EXT_draw_buffers2,false,glEnableIndexedEXT,(GLenum a,GLuint b),(a,b))
-GL_FUNC_VOID(GL_EXT_draw_buffers2,false,glDisableIndexedEXT,(GLenum a,GLuint b),(a,b))
-GL_FUNC_VOID(GL_EXT_draw_buffers2,false,glGetBooleanIndexedvEXT,(GLenum a,GLuint b,GLboolean *c),(a,b,c))
-GL_EXT(GL_EXT_bindable_uniform,-1,-1)
-GL_FUNC_VOID(GL_EXT_bindable_uniform,false,glUniformBufferEXT,(GLuint a,GLint b,GLuint c),(a,b,c))
-GL_EXT(GL_APPLE_flush_buffer_range,-1,-1)
-GL_FUNC_VOID(GL_APPLE_flush_buffer_range,false,glBufferParameteriAPPLE,(GLenum a,GLenum b,GLint c),(a,b,c))
-GL_FUNC_VOID(GL_APPLE_flush_buffer_range,false,glFlushMappedBufferRangeAPPLE,(GLenum a,GLintptr b,GLsizeiptr c),(a,b,c))
-GL_EXT(GL_ARB_map_buffer_range,-1,-1)
-GL_FUNC(GL_ARB_map_buffer_range,false,void*,glMapBufferRange,(GLenum a,GLintptr b,GLsizeiptr c,GLbitfield d),(a,b,c,d))
-GL_FUNC_VOID(GL_ARB_map_buffer_range,false,glFlushMappedBufferRange,(GLenum a,GLintptr b,GLsizeiptr c),(a,b,c))
-GL_EXT(GL_ARB_occlusion_query,-1,-1)
-GL_FUNC_VOID(GL_ARB_occlusion_query,false,glBeginQueryARB,(GLenum a,GLuint b),(a,b))
-GL_FUNC_VOID(GL_ARB_occlusion_query,false,glEndQueryARB,(GLenum a),(a))
-GL_FUNC_VOID(GL_ARB_occlusion_query,false,glGetQueryObjectivARB,(GLuint a,GLenum b,GLint *c),(a,b,c))
-GL_FUNC_VOID(GL_ARB_occlusion_query,false,glGetQueryObjectuivARB,(GLuint a,GLenum b,GLuint *c),(a,b,c))
-GL_EXT(GL_APPLE_texture_range,-1,-1)
-GL_FUNC_VOID(GL_APPLE_texture_range,false,glTextureRangeAPPLE,(GLenum a,GLsizei b,void *c),(a,b,c))
-GL_FUNC_VOID(GL_APPLE_texture_range,false,glGetTexParameterPointervAPPLE,(GLenum a,GLenum b,void* *c),(a,b,c))
-GL_EXT(GL_APPLE_client_storage,-1,-1)
-GL_EXT(GL_ARB_uniform_buffer,-1,-1)
-GL_EXT(GL_ARB_vertex_array_bgra,-1,-1)
-GL_EXT(GL_EXT_vertex_array_bgra,-1,-1)
-GL_EXT(GL_ARB_framebuffer_object,3,0)
-GL_FUNC_VOID(GL_ARB_framebuffer_object,false,glBindFramebuffer,(GLenum a,GLuint b),(a,b))
-GL_FUNC_VOID(GL_ARB_framebuffer_object,false,glBindRenderbuffer,(GLenum a,GLuint b),(a,b))
-GL_FUNC(GL_ARB_framebuffer_object,false,GLenum,glCheckFramebufferStatus,(GLenum a),(a))
-GL_FUNC_VOID(GL_ARB_framebuffer_object,false,glDeleteRenderbuffers,(GLsizei a,const GLuint *b),(a,b))
-GL_FUNC_VOID(GL_ARB_framebuffer_object,false,glFramebufferRenderbuffer,(GLenum a,GLenum b,GLenum c,GLuint d),(a,b,c,d))
-GL_FUNC_VOID(GL_ARB_framebuffer_object,false,glFramebufferTexture2D,(GLenum a,GLenum b,GLenum c,GLuint d,GLint e),(a,b,c,d,e))
-GL_FUNC_VOID(GL_ARB_framebuffer_object,false,glFramebufferTexture3D,(GLenum a,GLenum b,GLenum c,GLuint d,GLint e,GLint f),(a,b,c,d,e,f))
-GL_FUNC_VOID(GL_ARB_framebuffer_object,false,glGenFramebuffers,(GLsizei a,GLuint *b),(a,b))
-GL_FUNC_VOID(GL_ARB_framebuffer_object,false,glGenRenderbuffers,(GLsizei a,GLuint *b),(a,b))
-GL_FUNC_VOID(GL_ARB_framebuffer_object,false,glDeleteFramebuffers,(GLsizei a,const GLuint *b),(a,b))
-GL_FUNC_VOID(GL_ARB_framebuffer_object,false,glBlitFramebuffer,(GLint a,GLint b,GLint c,GLint d,GLint e,GLint f,GLint g,GLint h,GLbitfield i,GLenum j),(a,b,c,d,e,f,g,h,i,j))
-GL_FUNC_VOID(GL_ARB_framebuffer_object,false,glRenderbufferStorageMultisample,(GLenum a,GLsizei b,GLenum c,GLsizei d,GLsizei e),(a,b,c,d,e))
-GL_EXT(GL_GREMEDY_string_marker,-1,-1)
-GL_FUNC_VOID(GL_GREMEDY_string_marker,false,glStringMarkerGREMEDY,(GLsizei a,const void *b),(a,b))
-GL_FUNC_VOID(OpenGL,true,glPushClientAttrib,(GLbitfield a),(a))
-GL_FUNC_VOID(OpenGL,true,glPopClientAttrib,(void),())
-
+// !!! FIXME: Some of these aren't base OpenGL...pick out the extensions. +// !!! FIXME: Also, look up these -1, -1 versions numbers. +GL_FUNC(OpenGL,true,GLenum,glGetError,(void),()) +GL_FUNC_VOID(OpenGL,true,glActiveTexture,(GLenum a),(a)) +GL_FUNC_VOID(OpenGL,true,glAlphaFunc,(GLenum a,GLclampf b),(a,b)) +GL_FUNC_VOID(OpenGL,true,glAttachObjectARB,(GLhandleARB a,GLhandleARB b),(a,b)) +GL_FUNC_VOID(OpenGL,true,glBegin,(GLenum a),(a)) +GL_FUNC_VOID(OpenGL,true,glBindAttribLocationARB,(GLhandleARB a,GLuint b,const GLcharARB *c),(a,b,c)) +GL_FUNC_VOID(OpenGL,true,glBindBufferARB,(GLenum a,GLuint b),(a,b)) +GL_FUNC_VOID(OpenGL,true,glBindProgramARB,(GLenum a,GLuint b),(a,b)) +GL_FUNC_VOID(OpenGL,true,glBindTexture,(GLenum a,GLuint b),(a,b)) +GL_FUNC_VOID(OpenGL,true,glBlendColor,(GLclampf a,GLclampf b,GLclampf c,GLclampf d),(a,b,c,d)) +GL_FUNC_VOID(OpenGL,true,glBlendEquation,(GLenum a),(a)) +GL_FUNC_VOID(OpenGL,true,glBlendFunc,(GLenum a,GLenum b),(a,b)) +GL_FUNC_VOID(OpenGL,true,glBufferDataARB,(GLenum a,GLsizeiptrARB b,const GLvoid *c,GLenum d),(a,b,c,d)) +GL_FUNC_VOID(OpenGL,true,glClear,(GLbitfield a),(a)) +GL_FUNC_VOID(OpenGL,true,glClearColor,(GLclampf a,GLclampf b,GLclampf c,GLclampf d),(a,b,c,d)) +GL_FUNC_VOID(OpenGL,true,glClearDepth,(GLclampd a),(a)) +GL_FUNC_VOID(OpenGL,true,glClearStencil,(GLint a),(a)) +GL_FUNC_VOID(OpenGL,true,glClipPlane,(GLenum a,const GLdouble *b),(a,b)) +GL_FUNC_VOID(OpenGL,true,glColorMask,(GLboolean a,GLboolean b,GLboolean c,GLboolean d),(a,b,c,d)) +GL_FUNC_VOID(OpenGL,true,glCompileShaderARB,(GLhandleARB a),(a)) +GL_FUNC_VOID(OpenGL,true,glCompressedTexImage2D,(GLenum a,GLint b,GLenum c,GLsizei d,GLsizei e,GLint f,GLsizei g,const GLvoid *h),(a,b,c,d,e,f,g,h)) +GL_FUNC_VOID(OpenGL,true,glCompressedTexImage3D,(GLenum a,GLint b,GLenum c,GLsizei d,GLsizei e,GLsizei f,GLint g,GLsizei h,const GLvoid *i),(a,b,c,d,e,f,g,h,i)) +GL_FUNC(OpenGL,true,GLhandleARB,glCreateProgramObjectARB,(void),()) +GL_FUNC(OpenGL,true,GLhandleARB,glCreateShaderObjectARB,(GLenum a),(a)) +GL_FUNC_VOID(OpenGL,true,glDeleteBuffersARB,(GLsizei a,const GLuint *b),(a,b)) +GL_FUNC_VOID(OpenGL,true,glDeleteObjectARB,(GLhandleARB a),(a)) +GL_FUNC_VOID(OpenGL,true,glDeleteProgramsARB,(GLsizei a,const GLuint *b),(a,b)) +GL_FUNC_VOID(OpenGL,true,glDeleteQueriesARB,(GLsizei a,const GLuint *b),(a,b)) +GL_FUNC_VOID(OpenGL,true,glDeleteShader,(GLuint a),(a)) +GL_FUNC_VOID(OpenGL,true,glDeleteTextures,(GLsizei a,const GLuint *b),(a,b)) +GL_FUNC_VOID(OpenGL,true,glDepthFunc,(GLenum a),(a)) +GL_FUNC_VOID(OpenGL,true,glDepthMask,(GLboolean a),(a)) +GL_FUNC_VOID(OpenGL,true,glDepthRange,(GLclampd a,GLclampd b),(a,b)) +GL_FUNC_VOID(OpenGL,true,glDetachObjectARB,(GLhandleARB a,GLhandleARB b),(a,b)) +GL_FUNC_VOID(OpenGL,true,glDisable,(GLenum a),(a)) +GL_FUNC_VOID(OpenGL,true,glDisableVertexAttribArray,(GLuint a),(a)) +GL_FUNC_VOID(OpenGL,true,glDrawArrays,(GLenum a,GLint b,GLsizei c),(a,b,c)) +GL_FUNC_VOID(OpenGL,true,glDrawBuffer,(GLenum a),(a)) +GL_FUNC_VOID(OpenGL,true,glDrawRangeElements,(GLenum a,GLuint b,GLuint c,GLsizei d,GLenum e,const GLvoid *f),(a,b,c,d,e,f)) +GL_FUNC_VOID(OpenGL,true,glEnable,(GLenum a),(a)) +GL_FUNC_VOID(OpenGL,true,glEnableVertexAttribArray,(GLuint a),(a)) +GL_FUNC_VOID(OpenGL,true,glEnd,(void),()) +GL_FUNC_VOID(OpenGL,true,glFinish,(void),()) +GL_FUNC_VOID(OpenGL,true,glFlush,(void),()) +GL_FUNC_VOID(OpenGL,true,glFrontFace,(GLenum a),(a)) +GL_FUNC_VOID(OpenGL,true,glGenBuffersARB,(GLsizei a,GLuint *b),(a,b)) +GL_FUNC_VOID(OpenGL,true,glGenProgramsARB,(GLsizei a,GLuint *b),(a,b)) +GL_FUNC_VOID(OpenGL,true,glGenQueriesARB,(GLsizei a,GLuint *b),(a,b)) +GL_FUNC_VOID(OpenGL,true,glGenTextures,(GLsizei a,GLuint *b),(a,b)) +GL_FUNC_VOID(OpenGL,true,glGetBooleanv,(GLenum a,GLboolean *b),(a,b)) +GL_FUNC_VOID(OpenGL,true,glGetCompressedTexImage,(GLenum a,GLint b,GLvoid *c),(a,b,c)) +GL_FUNC_VOID(OpenGL,true,glGetDoublev,(GLenum a,GLdouble *b),(a,b)) +GL_FUNC_VOID(OpenGL,true,glGetFloatv,(GLenum a,GLfloat *b),(a,b)) +GL_FUNC_VOID(OpenGL,true,glGetInfoLogARB,(GLhandleARB a,GLsizei b,GLsizei *c,GLcharARB *d),(a,b,c,d)) +GL_FUNC_VOID(OpenGL,true,glGetIntegerv,(GLenum a,GLint *b),(a,b)) +GL_FUNC_VOID(OpenGL,true,glGetObjectParameterivARB,(GLhandleARB a,GLenum b,GLint *c),(a,b,c)) +GL_FUNC_VOID(OpenGL,true,glGetProgramivARB,(GLenum a,GLenum b,GLint *c),(a,b,c)) +GL_FUNC(OpenGL,true,const GLubyte *,glGetString,(GLenum a),(a)) +GL_FUNC_VOID(OpenGL,true,glGetTexImage,(GLenum a,GLint b,GLenum c,GLenum d,GLvoid *e),(a,b,c,d,e)) +GL_FUNC(OpenGL,true,GLint,glGetUniformLocationARB,(GLhandleARB a,const GLcharARB *b),(a,b)) +GL_FUNC(OpenGL,true,GLboolean,glIsEnabled,(GLenum a),(a)) +GL_FUNC(OpenGL,true,GLboolean,glIsTexture,(GLuint a),(a)) +GL_FUNC_VOID(OpenGL,true,glLinkProgramARB,(GLhandleARB a),(a)) +GL_FUNC(OpenGL,true,GLvoid*,glMapBufferARB,(GLenum a,GLenum b),(a,b)) +GL_FUNC_VOID(OpenGL,true,glOrtho,(GLdouble a,GLdouble b,GLdouble c,GLdouble d,GLdouble e,GLdouble f),(a,b,c,d,e,f)) +GL_FUNC_VOID(OpenGL,true,glPixelStorei,(GLenum a,GLint b),(a,b)) +GL_FUNC_VOID(OpenGL,true,glPolygonMode,(GLenum a,GLenum b),(a,b)) +GL_FUNC_VOID(OpenGL,true,glPolygonOffset,(GLfloat a,GLfloat b),(a,b)) +GL_FUNC_VOID(OpenGL,true,glPopAttrib,(void),()) +GL_FUNC_VOID(OpenGL,true,glProgramStringARB,(GLenum a,GLenum b,GLsizei c,const GLvoid *d),(a,b,c,d)) +GL_FUNC_VOID(OpenGL,true,glPushAttrib,(GLbitfield a),(a)) +GL_FUNC_VOID(OpenGL,true,glReadBuffer,(GLenum a),(a)) +GL_FUNC_VOID(OpenGL,true,glScissor,(GLint a,GLint b,GLsizei c,GLsizei d),(a,b,c,d)) +GL_FUNC_VOID(OpenGL,true,glShaderSourceARB,(GLhandleARB a,GLsizei b,const GLcharARB **c,const GLint *d),(a,b,c,d)) +GL_FUNC_VOID(OpenGL,true,glStencilFunc,(GLenum a,GLint b,GLuint c),(a,b,c)) +GL_FUNC_VOID(OpenGL,true,glStencilMask,(GLuint a),(a)) +GL_FUNC_VOID(OpenGL,true,glStencilOp,(GLenum a,GLenum b,GLenum c),(a,b,c)) +GL_FUNC_VOID(OpenGL,true,glTexCoord2f,(GLfloat a,GLfloat b),(a,b)) +GL_FUNC_VOID(OpenGL,true,glTexImage2D,(GLenum a,GLint b,GLint c,GLsizei d,GLsizei e,GLint f,GLenum g,GLenum h,const GLvoid *i),(a,b,c,d,e,f,g,h,i)) +GL_FUNC_VOID(OpenGL,true,glTexImage3D,(GLenum a,GLint b,GLint c,GLsizei d,GLsizei e,GLsizei f,GLint g,GLenum h,GLenum i,const GLvoid *j),(a,b,c,d,e,f,g,h,i,j)) +GL_FUNC_VOID(OpenGL,true,glTexParameterfv,(GLenum a,GLenum b,const GLfloat *c),(a,b,c)) +GL_FUNC_VOID(OpenGL,true,glTexParameteri,(GLenum a,GLenum b,GLint c),(a,b,c)) +GL_FUNC_VOID(OpenGL,true,glTexSubImage2D,(GLenum a,GLint b,GLint c,GLint d,GLsizei e,GLsizei f,GLenum g,GLenum h,const GLvoid *i),(a,b,c,d,e,f,g,h,i)) +GL_FUNC_VOID(OpenGL,true,glUniform1f,(GLint a,GLfloat b),(a,b)) +GL_FUNC_VOID(OpenGL,true,glUniform1i,(GLint a,GLint b),(a,b)) +GL_FUNC_VOID(OpenGL,true,glUniform1iARB,(GLint a,GLint b),(a,b)) +GL_FUNC_VOID(OpenGL,true,glUniform4fv,(GLint a,GLsizei b,const GLfloat *c),(a,b,c)) +GL_FUNC(OpenGL,true,GLboolean,glUnmapBuffer,(GLenum a),(a)) +GL_FUNC_VOID(OpenGL,true,glUseProgram,(GLuint a),(a)) +GL_FUNC_VOID(OpenGL,true,glVertex3f,(GLfloat a,GLfloat b,GLfloat c),(a,b,c)) +GL_FUNC_VOID(OpenGL,true,glVertexAttribPointer,(GLuint a,GLint b,GLenum c,GLboolean d,GLsizei e,const GLvoid *f),(a,b,c,d,e,f)) +GL_FUNC_VOID(OpenGL,true,glViewport,(GLint a,GLint b,GLsizei c,GLsizei d),(a,b,c,d)) +GL_FUNC_VOID(OpenGL,true,glEnableClientState,(GLenum a),(a)) +GL_FUNC_VOID(OpenGL,true,glDisableClientState,(GLenum a),(a)) +GL_FUNC_VOID(OpenGL,true,glClientActiveTexture,(GLenum a),(a)) +GL_FUNC_VOID(OpenGL,true,glVertexPointer,(GLint a,GLenum b,GLsizei c,const GLvoid *d),(a,b,c,d)) +GL_FUNC_VOID(OpenGL,true,glTexCoordPointer,(GLint a,GLenum b,GLsizei c,const GLvoid *d),(a,b,c,d)) +GL_FUNC_VOID(OpenGL,true,glProgramEnvParameters4fvEXT,(GLenum a,GLuint b,GLsizei c,const GLfloat *d),(a,b,c,d)) +GL_FUNC_VOID(OpenGL,true,glColor4sv,(const GLshort *a),(a)) +GL_FUNC_VOID(OpenGL,true,glStencilOpSeparate,(GLenum a,GLenum b,GLenum c,GLenum d),(a,b,c,d)) +GL_FUNC_VOID(OpenGL,true,glStencilFuncSeparate,(GLenum a,GLenum b,GLint c,GLuint d),(a,b,c,d)) +GL_FUNC_VOID(OpenGL,true,glGetTexLevelParameteriv,(GLenum a,GLint b,GLenum c,GLint *d),(a,b,c,d)) +GL_FUNC_VOID(OpenGL,true,glColor4f,(GLfloat a,GLfloat b,GLfloat c,GLfloat d),(a,b,c,d)) +GL_EXT(GL_EXT_framebuffer_object,-1,-1) +GL_FUNC_VOID(GL_EXT_framebuffer_object,false,glBindFramebufferEXT,(GLenum a,GLuint b),(a,b)) +GL_FUNC_VOID(GL_EXT_framebuffer_object,false,glBindRenderbufferEXT,(GLenum a,GLuint b),(a,b)) +GL_FUNC(GL_EXT_framebuffer_object,false,GLenum,glCheckFramebufferStatusEXT,(GLenum a),(a)) +GL_FUNC_VOID(GL_EXT_framebuffer_object,false,glDeleteRenderbuffersEXT,(GLsizei a,const GLuint *b),(a,b)) +GL_FUNC_VOID(GL_EXT_framebuffer_object,false,glFramebufferRenderbufferEXT,(GLenum a,GLenum b,GLenum c,GLuint d),(a,b,c,d)) +GL_FUNC_VOID(GL_EXT_framebuffer_object,false,glFramebufferTexture2DEXT,(GLenum a,GLenum b,GLenum c,GLuint d,GLint e),(a,b,c,d,e)) +GL_FUNC_VOID(GL_EXT_framebuffer_object,false,glFramebufferTexture3DEXT,(GLenum a,GLenum b,GLenum c,GLuint d,GLint e,GLint f),(a,b,c,d,e,f)) +GL_FUNC_VOID(GL_EXT_framebuffer_object,false,glGenFramebuffersEXT,(GLsizei a,GLuint *b),(a,b)) +GL_FUNC_VOID(GL_EXT_framebuffer_object,false,glGenRenderbuffersEXT,(GLsizei a,GLuint *b),(a,b)) +GL_FUNC_VOID(GL_EXT_framebuffer_object,false,glDeleteFramebuffersEXT,(GLsizei a,const GLuint *b),(a,b)) +GL_EXT(GL_EXT_framebuffer_blit,-1,-1) +GL_FUNC_VOID(GL_EXT_framebuffer_blit,false,glBlitFramebufferEXT,(GLint a,GLint b,GLint c,GLint d,GLint e,GLint f,GLint g,GLint h,GLbitfield i,GLenum j),(a,b,c,d,e,f,g,h,i,j)) +GL_EXT(GL_EXT_framebuffer_multisample,-1,-1) +GL_FUNC_VOID(GL_EXT_framebuffer_multisample,false,glRenderbufferStorageMultisampleEXT,(GLenum a,GLsizei b,GLenum c,GLsizei d,GLsizei e),(a,b,c,d,e)) +GL_EXT(GL_APPLE_fence,-1,-1) +GL_FUNC(GL_APPLE_fence,false,GLboolean,glTestFenceAPPLE,(GLuint a),(a)) +GL_FUNC_VOID(GL_APPLE_fence,false,glSetFenceAPPLE,(GLuint a),(a)) +GL_FUNC_VOID(GL_APPLE_fence,false,glFinishFenceAPPLE,(GLuint a),(a)) +GL_FUNC_VOID(GL_APPLE_fence,false,glDeleteFencesAPPLE,(GLsizei a,const GLuint *b),(a,b)) +GL_FUNC_VOID(GL_APPLE_fence,false,glGenFencesAPPLE,(GLsizei a,GLuint *b),(a,b)) +GL_EXT(GL_NV_fence,-1,-1) +GL_FUNC(GL_NV_fence,false,GLboolean,glTestFenceNV,(GLuint a),(a)) +GL_FUNC_VOID(GL_NV_fence,false,glSetFenceNV,(GLuint a,GLenum b),(a,b)) +GL_FUNC_VOID(GL_NV_fence,false,glFinishFenceNV,(GLuint a),(a)) +GL_FUNC_VOID(GL_NV_fence,false,glDeleteFencesNV,(GLsizei a,const GLuint *b),(a,b)) +GL_FUNC_VOID(GL_NV_fence,false,glGenFencesNV,(GLsizei a,GLuint *b),(a,b)) +GL_EXT(GL_ARB_sync,3,2) +#ifdef HAVE_GL_ARB_SYNC +GL_FUNC_VOID(GL_ARB_sync,false,glGetSynciv,(GLsync a, GLenum b, GLsizei c, GLsizei *d, GLint *e),(a,b,c,d,e)) +GL_FUNC(GL_ARB_sync,false,GLenum,glClientWaitSync,(GLsync a, GLbitfield b, GLuint64 c),(a,b,c)) +GL_FUNC_VOID(GL_ARB_sync,false,glWaitSync,(GLsync a, GLbitfield b, GLuint64 c),(a,b,c)) +GL_FUNC_VOID(GL_ARB_sync,false,glDeleteSync,(GLsync a),(a)) +GL_FUNC(GL_ARB_sync,false,GLsync,glFenceSync,(GLenum a, GLbitfield b),(a,b)) +#endif +GL_EXT(GL_EXT_draw_buffers2,-1,-1) +GL_FUNC_VOID(GL_EXT_draw_buffers2,false,glColorMaskIndexedEXT,(GLuint a,GLboolean b,GLboolean c,GLboolean d,GLboolean e),(a,b,c,d,e)) +GL_FUNC_VOID(GL_EXT_draw_buffers2,false,glEnableIndexedEXT,(GLenum a,GLuint b),(a,b)) +GL_FUNC_VOID(GL_EXT_draw_buffers2,false,glDisableIndexedEXT,(GLenum a,GLuint b),(a,b)) +GL_FUNC_VOID(GL_EXT_draw_buffers2,false,glGetBooleanIndexedvEXT,(GLenum a,GLuint b,GLboolean *c),(a,b,c)) +GL_EXT(GL_EXT_bindable_uniform,-1,-1) +GL_FUNC_VOID(GL_EXT_bindable_uniform,false,glUniformBufferEXT,(GLuint a,GLint b,GLuint c),(a,b,c)) +GL_EXT(GL_APPLE_flush_buffer_range,-1,-1) +GL_FUNC_VOID(GL_APPLE_flush_buffer_range,false,glBufferParameteriAPPLE,(GLenum a,GLenum b,GLint c),(a,b,c)) +GL_FUNC_VOID(GL_APPLE_flush_buffer_range,false,glFlushMappedBufferRangeAPPLE,(GLenum a,GLintptr b,GLsizeiptr c),(a,b,c)) +GL_EXT(GL_ARB_map_buffer_range,-1,-1) +GL_FUNC(GL_ARB_map_buffer_range,false,void*,glMapBufferRange,(GLenum a,GLintptr b,GLsizeiptr c,GLbitfield d),(a,b,c,d)) +GL_FUNC_VOID(GL_ARB_map_buffer_range,false,glFlushMappedBufferRange,(GLenum a,GLintptr b,GLsizeiptr c),(a,b,c)) +GL_EXT(GL_ARB_occlusion_query,-1,-1) +GL_FUNC_VOID(GL_ARB_occlusion_query,false,glBeginQueryARB,(GLenum a,GLuint b),(a,b)) +GL_FUNC_VOID(GL_ARB_occlusion_query,false,glEndQueryARB,(GLenum a),(a)) +GL_FUNC_VOID(GL_ARB_occlusion_query,false,glGetQueryObjectivARB,(GLuint a,GLenum b,GLint *c),(a,b,c)) +GL_FUNC_VOID(GL_ARB_occlusion_query,false,glGetQueryObjectuivARB,(GLuint a,GLenum b,GLuint *c),(a,b,c)) +GL_EXT(GL_APPLE_texture_range,-1,-1) +GL_FUNC_VOID(GL_APPLE_texture_range,false,glTextureRangeAPPLE,(GLenum a,GLsizei b,void *c),(a,b,c)) +GL_FUNC_VOID(GL_APPLE_texture_range,false,glGetTexParameterPointervAPPLE,(GLenum a,GLenum b,void* *c),(a,b,c)) +GL_EXT(GL_APPLE_client_storage,-1,-1) +GL_EXT(GL_ARB_uniform_buffer,-1,-1) +GL_EXT(GL_ARB_vertex_array_bgra,-1,-1) +GL_EXT(GL_EXT_vertex_array_bgra,-1,-1) +GL_EXT(GL_ARB_framebuffer_object,3,0) +GL_FUNC_VOID(GL_ARB_framebuffer_object,false,glBindFramebuffer,(GLenum a,GLuint b),(a,b)) +GL_FUNC_VOID(GL_ARB_framebuffer_object,false,glBindRenderbuffer,(GLenum a,GLuint b),(a,b)) +GL_FUNC(GL_ARB_framebuffer_object,false,GLenum,glCheckFramebufferStatus,(GLenum a),(a)) +GL_FUNC_VOID(GL_ARB_framebuffer_object,false,glDeleteRenderbuffers,(GLsizei a,const GLuint *b),(a,b)) +GL_FUNC_VOID(GL_ARB_framebuffer_object,false,glFramebufferRenderbuffer,(GLenum a,GLenum b,GLenum c,GLuint d),(a,b,c,d)) +GL_FUNC_VOID(GL_ARB_framebuffer_object,false,glFramebufferTexture2D,(GLenum a,GLenum b,GLenum c,GLuint d,GLint e),(a,b,c,d,e)) +GL_FUNC_VOID(GL_ARB_framebuffer_object,false,glFramebufferTexture3D,(GLenum a,GLenum b,GLenum c,GLuint d,GLint e,GLint f),(a,b,c,d,e,f)) +GL_FUNC_VOID(GL_ARB_framebuffer_object,false,glGenFramebuffers,(GLsizei a,GLuint *b),(a,b)) +GL_FUNC_VOID(GL_ARB_framebuffer_object,false,glGenRenderbuffers,(GLsizei a,GLuint *b),(a,b)) +GL_FUNC_VOID(GL_ARB_framebuffer_object,false,glDeleteFramebuffers,(GLsizei a,const GLuint *b),(a,b)) +GL_FUNC_VOID(GL_ARB_framebuffer_object,false,glBlitFramebuffer,(GLint a,GLint b,GLint c,GLint d,GLint e,GLint f,GLint g,GLint h,GLbitfield i,GLenum j),(a,b,c,d,e,f,g,h,i,j)) +GL_FUNC_VOID(GL_ARB_framebuffer_object,false,glRenderbufferStorageMultisample,(GLenum a,GLsizei b,GLenum c,GLsizei d,GLsizei e),(a,b,c,d,e)) +GL_EXT(GL_GREMEDY_string_marker,-1,-1) +GL_FUNC_VOID(GL_GREMEDY_string_marker,false,glStringMarkerGREMEDY,(GLsizei a,const void *b),(a,b)) +GL_FUNC_VOID(OpenGL,true,glPushClientAttrib,(GLbitfield a),(a)) +GL_FUNC_VOID(OpenGL,true,glPopClientAttrib,(void),()) + diff --git a/mp/src/public/togl/osx/glmdisplay.h b/mp/src/public/togl/osx/glmdisplay.h index c0d9e10b..cf3a3b90 100644 --- a/mp/src/public/togl/osx/glmdisplay.h +++ b/mp/src/public/togl/osx/glmdisplay.h @@ -1,177 +1,177 @@ //========= Copyright Valve Corporation, All rights reserved. ============// -//
-// glmdisplay.h
-// display related stuff - used by both GLMgr and the CocoaMgr
-//
-//===============================================================================
-
-#ifndef GLMDISPLAY_H
-#define GLMDISPLAY_H
-
-#pragma once
-
-#ifdef OSX
-#include <OpenGL/OpenGL.h>
-#include <OpenGL/gl.h>
-#include <OpenGL/glext.h>
-#include <OpenGL/CGLTypes.h>
-#include <OpenGL/CGLRenderers.h>
-#include <OpenGL/CGLCurrent.h>
-
-typedef uint32_t CGDirectDisplayID;
-typedef uint32_t CGOpenGLDisplayMask;
-typedef double CGRefreshRate;
-
-//#include <ApplicationServices/ApplicationServices.h>
-#elif defined(LINUX)
-#include "tier0/platform.h"
-#include <GL/gl.h>
-#include <GL/glext.h>
-#else
-#error
-#endif
-
-typedef void _PseudoNSGLContext; // aka NSOpenGLContext
-typedef _PseudoNSGLContext *PseudoNSGLContextPtr;
-
-struct GLMDisplayModeInfoFields
-{
- uint m_modePixelWidth;
- uint m_modePixelHeight;
- uint m_modeRefreshHz;
- // are we even going to talk about bit depth... not yet
-};
-
-struct GLMDisplayInfoFields
-{
-#ifdef OSX
- CGDirectDisplayID m_cgDisplayID;
- CGOpenGLDisplayMask m_glDisplayMask; // result of CGDisplayIDToOpenGLDisplayMask on the cg_displayID.
-#endif
- uint m_displayPixelWidth;
- uint m_displayPixelHeight;
-};
-
-struct GLMRendererInfoFields
-{
- /*properties of interest and their desired values.
-
- kCGLRPFullScreen = 54, true
- kCGLRPAccelerated = 73, true
- kCGLRPWindow = 80, true
-
- kCGLRPRendererID = 70, informational
- kCGLRPDisplayMask = 84, informational
- kCGLRPBufferModes = 100, informational
- kCGLRPColorModes = 103, informational
- kCGLRPAccumModes = 104, informational
- kCGLRPDepthModes = 105, informational
- kCGLRPStencilModes = 106, informational
- kCGLRPMaxAuxBuffers = 107, informational
- kCGLRPMaxSampleBuffers = 108, informational
- kCGLRPMaxSamples = 109, informational
- kCGLRPSampleModes = 110, informational
- kCGLRPSampleAlpha = 111, informational
- kCGLRPVideoMemory = 120, informational
- kCGLRPTextureMemory = 121, informational
- kCGLRPRendererCount = 128 number of renderers in the CGLRendererInfoObj under examination
-
- kCGLRPOffScreen = 53, D/C
- kCGLRPRobust = 75, FALSE or D/C - aka we're asking for no-fallback
- kCGLRPBackingStore = 76, D/C
- kCGLRPMPSafe = 78, D/C
- kCGLRPMultiScreen = 81, D/C
- kCGLRPCompliant = 83, D/C
- */
-
-
- //--------------------------- info we have from CGL renderer queries, IOKit, Gestalt
- //--------------------------- these are set up in the displayDB by CocoaMgr
- GLint m_fullscreen;
- GLint m_accelerated;
- GLint m_windowed;
-
- GLint m_rendererID;
- GLint m_displayMask;
- GLint m_bufferModes;
- GLint m_colorModes;
- GLint m_accumModes;
- GLint m_depthModes;
- GLint m_stencilModes;
-
- GLint m_maxAuxBuffers;
- GLint m_maxSampleBuffers;
- GLint m_maxSamples;
- GLint m_sampleModes;
- GLint m_sampleAlpha;
-
- GLint m_vidMemory;
- GLint m_texMemory;
-
- uint m_pciVendorID;
- uint m_pciDeviceID;
- char m_pciModelString[64];
- char m_driverInfoString[64];
-
- //--------------------------- OS version related - set up by CocoaMgr
-
- // OS version found
- uint m_osComboVersion; // 0x00XXYYZZ : XX major, YY minor, ZZ minor minor : 10.6.3 --> 0x000A0603. 10.5.8 --> 0x000A0508.
-
- //--------------------------- shorthands - also set up by CocoaMgr - driven by vendorid / deviceid
-
- bool m_ati;
- bool m_atiR5xx;
- bool m_atiR6xx;
- bool m_atiR7xx;
- bool m_atiR8xx;
- bool m_atiNewer;
-
- bool m_intel;
- bool m_intel95x;
- bool m_intel3100;
- bool m_intelNewer;
-
- bool m_nv;
- bool m_nvG7x;
- bool m_nvG8x;
- bool m_nvNewer;
-
- //--------------------------- context query results - left blank in the display DB - but valid in a GLMContext (call ctx->Caps() to get a const ref)
-
- // booleans
- bool m_hasGammaWrites; // aka glGetBooleanv(GL_FRAMEBUFFER_SRGB_CAPABLE_EXT) / glEnable(GL_FRAMEBUFFER_SRGB_EXT)
- bool m_hasMixedAttachmentSizes; // aka ARB_fbo in 10.6.3 - test for min OS vers, then exported ext string
- bool m_hasBGRA; // aka GL_BGRA vertex attribs in 10.6.3 - - test for min OS vers, then exported ext string
- bool m_hasNewFullscreenMode; // aka 10.6.x "big window" fullscreen mode
- bool m_hasNativeClipVertexMode; // aka GLSL gl_ClipVertex does not fall back to SW- OS version and folklore-based
- bool m_hasOcclusionQuery; // occlusion query: do you speak it ?!
- bool m_hasFramebufferBlit; // framebuffer blit: know what I'm sayin?!
- bool m_hasPerfPackage1; // means new MTGL, fast OQ, fast uniform upload, NV can resolve flipped (late summer 2010 post 10.6.4 update)
-
- // counts
- int m_maxAniso; // aniso limit - context query
-
- // other exts
- bool m_hasBindableUniforms;
- bool m_hasUniformBuffers;
-
- // runtime options that aren't negotiable once set
- bool m_hasDualShaders; // must supply CLI arg "-glmdualshaders" or we go GLSL only
-
- //--------------------------- " can'ts " - specific problems that need to be worked around
-
- bool m_cantBlitReliably; // Intel chipsets have problems blitting sRGB sometimes
- bool m_cantAttachSRGB; // NV G8x on 10.5.8 can't have srgb tex on FBO color - separate issue from hasGammaWrites
- bool m_cantResolveFlipped; // happens on NV in 10.6.4 and prior - console variable "gl_can_resolve_flipped" can overrule
- bool m_cantResolveScaled; // happens everywhere per GL spec but may be relaxed some day - console variable "gl_can_resolve_scaled" can overrule
- bool m_costlyGammaFlips; // this means that sRGB sampling state affects shader code gen, resulting in state-dependent code regen
-
-
- //--------------------------- " bads " - known bad drivers
- bool m_badDriver1064NV; // this is the bad NVIDIA driver on 10.6.4 - stutter, tex corruption, black screen issues
-};
-
-
-
-#endif
+// +// glmdisplay.h +// display related stuff - used by both GLMgr and the CocoaMgr +// +//=============================================================================== + +#ifndef GLMDISPLAY_H +#define GLMDISPLAY_H + +#pragma once + +#ifdef OSX +#include <OpenGL/OpenGL.h> +#include <OpenGL/gl.h> +#include <OpenGL/glext.h> +#include <OpenGL/CGLTypes.h> +#include <OpenGL/CGLRenderers.h> +#include <OpenGL/CGLCurrent.h> + +typedef uint32_t CGDirectDisplayID; +typedef uint32_t CGOpenGLDisplayMask; +typedef double CGRefreshRate; + +//#include <ApplicationServices/ApplicationServices.h> +#elif defined(LINUX) +#include "tier0/platform.h" +#include <GL/gl.h> +#include <GL/glext.h> +#else +#error +#endif + +typedef void _PseudoNSGLContext; // aka NSOpenGLContext +typedef _PseudoNSGLContext *PseudoNSGLContextPtr; + +struct GLMDisplayModeInfoFields +{ + uint m_modePixelWidth; + uint m_modePixelHeight; + uint m_modeRefreshHz; + // are we even going to talk about bit depth... not yet +}; + +struct GLMDisplayInfoFields +{ +#ifdef OSX + CGDirectDisplayID m_cgDisplayID; + CGOpenGLDisplayMask m_glDisplayMask; // result of CGDisplayIDToOpenGLDisplayMask on the cg_displayID. +#endif + uint m_displayPixelWidth; + uint m_displayPixelHeight; +}; + +struct GLMRendererInfoFields +{ + /*properties of interest and their desired values. + + kCGLRPFullScreen = 54, true + kCGLRPAccelerated = 73, true + kCGLRPWindow = 80, true + + kCGLRPRendererID = 70, informational + kCGLRPDisplayMask = 84, informational + kCGLRPBufferModes = 100, informational + kCGLRPColorModes = 103, informational + kCGLRPAccumModes = 104, informational + kCGLRPDepthModes = 105, informational + kCGLRPStencilModes = 106, informational + kCGLRPMaxAuxBuffers = 107, informational + kCGLRPMaxSampleBuffers = 108, informational + kCGLRPMaxSamples = 109, informational + kCGLRPSampleModes = 110, informational + kCGLRPSampleAlpha = 111, informational + kCGLRPVideoMemory = 120, informational + kCGLRPTextureMemory = 121, informational + kCGLRPRendererCount = 128 number of renderers in the CGLRendererInfoObj under examination + + kCGLRPOffScreen = 53, D/C + kCGLRPRobust = 75, FALSE or D/C - aka we're asking for no-fallback + kCGLRPBackingStore = 76, D/C + kCGLRPMPSafe = 78, D/C + kCGLRPMultiScreen = 81, D/C + kCGLRPCompliant = 83, D/C + */ + + + //--------------------------- info we have from CGL renderer queries, IOKit, Gestalt + //--------------------------- these are set up in the displayDB by CocoaMgr + GLint m_fullscreen; + GLint m_accelerated; + GLint m_windowed; + + GLint m_rendererID; + GLint m_displayMask; + GLint m_bufferModes; + GLint m_colorModes; + GLint m_accumModes; + GLint m_depthModes; + GLint m_stencilModes; + + GLint m_maxAuxBuffers; + GLint m_maxSampleBuffers; + GLint m_maxSamples; + GLint m_sampleModes; + GLint m_sampleAlpha; + + GLint m_vidMemory; + GLint m_texMemory; + + uint m_pciVendorID; + uint m_pciDeviceID; + char m_pciModelString[64]; + char m_driverInfoString[64]; + + //--------------------------- OS version related - set up by CocoaMgr + + // OS version found + uint m_osComboVersion; // 0x00XXYYZZ : XX major, YY minor, ZZ minor minor : 10.6.3 --> 0x000A0603. 10.5.8 --> 0x000A0508. + + //--------------------------- shorthands - also set up by CocoaMgr - driven by vendorid / deviceid + + bool m_ati; + bool m_atiR5xx; + bool m_atiR6xx; + bool m_atiR7xx; + bool m_atiR8xx; + bool m_atiNewer; + + bool m_intel; + bool m_intel95x; + bool m_intel3100; + bool m_intelNewer; + + bool m_nv; + bool m_nvG7x; + bool m_nvG8x; + bool m_nvNewer; + + //--------------------------- context query results - left blank in the display DB - but valid in a GLMContext (call ctx->Caps() to get a const ref) + + // booleans + bool m_hasGammaWrites; // aka glGetBooleanv(GL_FRAMEBUFFER_SRGB_CAPABLE_EXT) / glEnable(GL_FRAMEBUFFER_SRGB_EXT) + bool m_hasMixedAttachmentSizes; // aka ARB_fbo in 10.6.3 - test for min OS vers, then exported ext string + bool m_hasBGRA; // aka GL_BGRA vertex attribs in 10.6.3 - - test for min OS vers, then exported ext string + bool m_hasNewFullscreenMode; // aka 10.6.x "big window" fullscreen mode + bool m_hasNativeClipVertexMode; // aka GLSL gl_ClipVertex does not fall back to SW- OS version and folklore-based + bool m_hasOcclusionQuery; // occlusion query: do you speak it ?! + bool m_hasFramebufferBlit; // framebuffer blit: know what I'm sayin?! + bool m_hasPerfPackage1; // means new MTGL, fast OQ, fast uniform upload, NV can resolve flipped (late summer 2010 post 10.6.4 update) + + // counts + int m_maxAniso; // aniso limit - context query + + // other exts + bool m_hasBindableUniforms; + bool m_hasUniformBuffers; + + // runtime options that aren't negotiable once set + bool m_hasDualShaders; // must supply CLI arg "-glmdualshaders" or we go GLSL only + + //--------------------------- " can'ts " - specific problems that need to be worked around + + bool m_cantBlitReliably; // Intel chipsets have problems blitting sRGB sometimes + bool m_cantAttachSRGB; // NV G8x on 10.5.8 can't have srgb tex on FBO color - separate issue from hasGammaWrites + bool m_cantResolveFlipped; // happens on NV in 10.6.4 and prior - console variable "gl_can_resolve_flipped" can overrule + bool m_cantResolveScaled; // happens everywhere per GL spec but may be relaxed some day - console variable "gl_can_resolve_scaled" can overrule + bool m_costlyGammaFlips; // this means that sRGB sampling state affects shader code gen, resulting in state-dependent code regen + + + //--------------------------- " bads " - known bad drivers + bool m_badDriver1064NV; // this is the bad NVIDIA driver on 10.6.4 - stutter, tex corruption, black screen issues +}; + + + +#endif diff --git a/mp/src/public/togl/osx/glmgr.h b/mp/src/public/togl/osx/glmgr.h index 24f9a00d..cdf64206 100644 --- a/mp/src/public/togl/osx/glmgr.h +++ b/mp/src/public/togl/osx/glmgr.h @@ -1,1088 +1,1088 @@ //========= Copyright Valve Corporation, All rights reserved. ============// -//
-// glmgr.h
-// singleton class, common basis for managing GL contexts
-// responsible for tracking adapters and contexts
-//
-//===============================================================================
-
-#ifndef GLMGR_H
-#define GLMGR_H
-
-#pragma once
-
-#undef HAVE_GL_ARB_SYNC
-#ifdef LINUX
-#define HAVE_GL_ARB_SYNC 1
-#endif
-
-#include "glentrypoints.h"
-#include "glmdebug.h"
-#include "glmdisplay.h"
-#include "glmgrext.h"
-#include "glmgrbasics.h"
-#include "cglmtex.h"
-#include "cglmfbo.h"
-#include "cglmprogram.h"
-#include "cglmbuffer.h"
-#include "cglmquery.h"
-
-#include "tier0/vprof_telemetry.h"
-#include "materialsystem/ishader.h"
-#include "dxabstract_types.h"
-
-
-#ifdef LINUX
-#define Debugger DebuggerBreak
-#undef CurrentTime
-
-// prevent some conflicts in SDL headers...
-#undef M_PI
-#include <stdint.h>
-#ifndef _STDINT_H_
-#define _STDINT_H_ 1
-#endif
-
-#include "SDL/SDL.h"
-#endif
-
-//===============================================================================
-// glue to call out to Obj-C land (these are in glmgrcocoa.mm)
-#ifdef OSX
-PseudoNSGLContextPtr GetCurrentNSGLContext( );
-CGLContextObj GetCGLContextFromNSGL( PseudoNSGLContextPtr nsglCtx );
-#endif
-
-#include "tier0/dynfunction.h"
-
-//===============================================================================
-
-// parrot the D3D present parameters, more or less... "adapter" translates into "active display index" per the m_activeDisplayCount below.
-class GLMDisplayParams
-{
- public:
-
- // presumption, these indices are in sync with the current display DB that GLMgr has handy
- //int m_rendererIndex; // index of renderer (-1 if root context)
- //int m_displayIndex; // index of display in renderer - for FS
- //int m_modeIndex; // index of mode in display - for FS
-
- void *m_focusWindow; // (VD3DHWND aka WindowRef) - what window does this context display into
-
- bool m_fsEnable; // fullscreen on or not
- bool m_vsyncEnable; // vsync on or not
-
- // height and width have to match the display mode info if full screen.
-
- uint m_backBufferWidth; // pixel width (aka screen h-resolution if full screen)
- uint m_backBufferHeight; // pixel height (aka screen v-resolution if full screen)
- D3DFORMAT m_backBufferFormat; // pixel format
- uint m_multiSampleCount; // 0 means no MSAA, 2 means 2x MSAA, etc
- // uint m_multiSampleQuality; // no MSAA quality control yet
-
- bool m_enableAutoDepthStencil; // generally set to 'TRUE' per CShaderDeviceDx8::SetPresentParameters
- D3DFORMAT m_autoDepthStencilFormat;
-
- uint m_fsRefreshHz; // if full screen, this refresh rate (likely 0 for LCD's)
-
- //uint m_rootRendererID; // only used if m_rendererIndex is -1.
- //uint m_rootDisplayMask; // only used if m_rendererIndex is -1.
-
- bool m_mtgl; // enable multi threaded GL driver
-};
-
-//===============================================================================
-
-class GLMgr
-{
-public:
-
- //===========================================================================
- // class methods - singleton
- static void NewGLMgr( void ); // instantiate singleton..
- static GLMgr *aGLMgr( void ); // return singleton..
- static void DelGLMgr( void ); // tear down singleton..
-
- //===========================================================================
- // plain methods
-
- #if 0 // turned all these off while new approach is coded
- void RefreshDisplayDB( void ); // blow away old display DB, make a new one
- GLMDisplayDB *GetDisplayDB( void ); // get a ptr to the one GLMgr keeps. only valid til next refresh.
-
- // eligible renderers will be ranked by desirability starting at index 0 within the db
- // within each renderer, eligible displays will be ranked some kind of desirability (area? dist from menu bar?)
- // within each display, eligible modes will be ranked by descending areas
-
- // calls supplying indices are implicitly making reference to the current DB
- bool CaptureDisplay( int rendIndex, int displayIndex, bool captureAll ); // capture one display or all displays
- void ReleaseDisplays( void ); // release all captures
-
- int GetDisplayMode( int rendIndex, int displayIndex ); // retrieve current display res (returns modeIndex)
- void SetDisplayMode( GLMDisplayParams *params ); // set the display res (only useful for FS)
- #endif
-
- GLMContext *NewContext( GLMDisplayParams *params ); // this will have to change
- void DelContext( GLMContext *context );
-
- // with usage of CGLMacro.h we could dispense with the "current context" thing
- // and just declare a member variable of GLMContext, allowing each glXXX call to be routed directly
- // to the correct context
- void SetCurrentContext( GLMContext *context ); // make current in calling thread only
- GLMContext *GetCurrentContext( void );
-
-protected:
- friend class GLMContext;
-
- GLMgr();
- ~GLMgr();
-};
-
-
-//===========================================================================//
-
-// helper function to do enable or disable in one step
-inline void glSetEnable( GLenum which, bool enable )
-{
- if (enable)
- gGL->glEnable(which);
- else
- gGL->glDisable(which);
-}
-
-// helper function for int vs enum clarity
-inline void glGetEnumv( GLenum which, GLenum *dst )
-{
- gGL->glGetIntegerv( which, (int*)dst );
-}
-
-//===========================================================================//
-//
-// types to support the GLMContext
-//
-//===========================================================================//
-
-// Each state set/get path we are providing caching for, needs its own struct and a comparison operator.
-// we also provide an enum of how many such types there are, handy for building dirty masks etc.
-
-// shorthand macros
-#define EQ(fff) ( (src.fff) == (fff) )
-
-//rasterizer
-struct GLAlphaTestEnable_t { GLint enable; bool operator==(const GLAlphaTestEnable_t& src) const { return EQ(enable); } };
-struct GLAlphaTestFunc_t { GLenum func; GLclampf ref; bool operator==(const GLAlphaTestFunc_t& src) const { return EQ(func) && EQ(ref); } };
-struct GLCullFaceEnable_t { GLint enable; bool operator==(const GLCullFaceEnable_t& src) const { return EQ(enable); } };
-struct GLCullFrontFace_t { GLenum value; bool operator==(const GLCullFrontFace_t& src) const { return EQ(value); } };
-struct GLPolygonMode_t { GLenum values[2]; bool operator==(const GLPolygonMode_t& src) const { return EQ(values[0]) && EQ(values[1]); } };
-struct GLDepthBias_t { GLfloat factor; GLfloat units; bool operator==(const GLDepthBias_t& src) const { return EQ(factor) && EQ(units); } };
-struct GLScissorEnable_t { GLint enable; bool operator==(const GLScissorEnable_t& src) const { return EQ(enable); } };
-struct GLScissorBox_t { GLint x,y; GLsizei width, height; bool operator==(const GLScissorBox_t& src) const { return EQ(x) && EQ(y) && EQ(width) && EQ(height); } };
-struct GLAlphaToCoverageEnable_t{ GLint enable; bool operator==(const GLAlphaToCoverageEnable_t& src) const { return EQ(enable); } };
-struct GLViewportBox_t { GLint x,y; GLsizei width, height; bool operator==(const GLViewportBox_t& src) const { return EQ(x) && EQ(y) && EQ(width) && EQ(height); } };
-struct GLViewportDepthRange_t { GLdouble near,far; bool operator==(const GLViewportDepthRange_t& src) const { return EQ(near) && EQ(far); } };
-struct GLClipPlaneEnable_t { GLint enable; bool operator==(const GLClipPlaneEnable_t& src) const { return EQ(enable); } };
-struct GLClipPlaneEquation_t { GLfloat x,y,z,w; bool operator==(const GLClipPlaneEquation_t& src) const { return EQ(x) && EQ(y) && EQ(z) && EQ(w); } };
-
-//blend
-struct GLColorMaskSingle_t { char r,g,b,a; bool operator==(const GLColorMaskSingle_t& src) const { return EQ(r) && EQ(g) && EQ(b) && EQ(a); } };
-struct GLColorMaskMultiple_t { char r,g,b,a; bool operator==(const GLColorMaskMultiple_t& src) const { return EQ(r) && EQ(g) && EQ(b) && EQ(a); } };
-struct GLBlendEnable_t { GLint enable; bool operator==(const GLBlendEnable_t& src) const { return EQ(enable); } };
-struct GLBlendFactor_t { GLenum srcfactor,dstfactor; bool operator==(const GLBlendFactor_t& src) const { return EQ(srcfactor) && EQ(dstfactor); } };
-struct GLBlendEquation_t { GLenum equation; bool operator==(const GLBlendEquation_t& src) const { return EQ(equation); } };
-struct GLBlendColor_t { GLfloat r,g,b,a; bool operator==(const GLBlendColor_t& src) const { return EQ(r) && EQ(g) && EQ(b) && EQ(a); } };
-struct GLBlendEnableSRGB_t { GLint enable; bool operator==(const GLBlendEnableSRGB_t& src) const { return EQ(enable); } };
-
-//depth
-struct GLDepthTestEnable_t { GLint enable; bool operator==(const GLDepthTestEnable_t& src) const { return EQ(enable); } };
-struct GLDepthFunc_t { GLenum func; bool operator==(const GLDepthFunc_t& src) const { return EQ(func); } };
-struct GLDepthMask_t { char mask; bool operator==(const GLDepthMask_t& src) const { return EQ(mask); } };
-
-//stencil
-struct GLStencilTestEnable_t { GLint enable; bool operator==(const GLStencilTestEnable_t& src) const { return EQ(enable); } };
-struct GLStencilFunc_t { GLenum frontfunc, backfunc; GLint ref; GLuint mask; bool operator==(const GLStencilFunc_t& src) const { return EQ(frontfunc) && EQ(backfunc) && EQ(ref) && EQ(mask); } };
-struct GLStencilOp_t { GLenum sfail; GLenum dpfail; GLenum dppass; bool operator==(const GLStencilOp_t& src) const { return EQ(sfail) && EQ(dpfail) && EQ(dppass); } };
-struct GLStencilWriteMask_t { GLint mask; bool operator==(const GLStencilWriteMask_t& src) const { return EQ(mask); } };
-
-//clearing
-struct GLClearColor_t { GLfloat r,g,b,a; bool operator==(const GLClearColor_t& src) const { return EQ(r) && EQ(g) && EQ(b) && EQ(a); } };
-struct GLClearDepth_t { GLdouble d; bool operator==(const GLClearDepth_t& src) const { return EQ(d); } };
-struct GLClearStencil_t { GLint s; bool operator==(const GLClearStencil_t& src) const { return EQ(s); } };
-
-#undef EQ
-
-enum EGLMStateBlockType
-{
- kGLAlphaTestEnable,
- kGLAlphaTestFunc,
-
- kGLCullFaceEnable,
- kGLCullFrontFace,
-
- kGLPolygonMode,
-
- kGLDepthBias,
-
- kGLScissorEnable,
- kGLScissorBox,
-
- kGLViewportBox,
- kGLViewportDepthRange,
-
- kGLClipPlaneEnable,
- kGLClipPlaneEquation,
-
- kGLColorMaskSingle,
- kGLColorMaskMultiple,
-
- kGLBlendEnable,
- kGLBlendFactor,
- kGLBlendEquation,
- kGLBlendColor,
- kGLBlendEnableSRGB,
-
- kGLDepthTestEnable,
- kGLDepthFunc,
- kGLDepthMask,
-
- kGLStencilTestEnable,
- kGLStencilFunc,
- kGLStencilOp,
- kGLStencilWriteMask,
-
- kGLClearColor,
- kGLClearDepth,
- kGLClearStencil,
-
- kGLAlphaToCoverageEnable,
-
- kGLMStateBlockLimit
-};
-
-//===========================================================================//
-
-// templated functions representing GL R/W bottlenecks
-// one set of set/get/getdefault is instantiated for each of the GL*** types above.
-
-// use these from the non array state objects
-template<typename T> void GLContextSet( T *src );
-template<typename T> void GLContextGet( T *dst );
-template<typename T> void GLContextGetDefault( T *dst );
-
-// use these from the array state objects
-template<typename T> void GLContextSetIndexed( T *src, int index );
-template<typename T> void GLContextGetIndexed( T *dst, int index );
-template<typename T> void GLContextGetDefaultIndexed( T *dst, int index );
-
-//===========================================================================//
-
-// caching state object template. One of these is instantiated in the context per unique struct type above
-template<typename T> class GLState
-{
- public:
-
- GLState<T>()
- {
- dirty = false;
- memset( &data, 0, sizeof(data) );
- };
-
- // write: client src into cache
- // common case is both false. dirty is calculated, context write is deferred.
- void Write( T *src, bool noCompare=false, bool noDefer=false )
- {
- if (noCompare)
- {
- dirty = true;
- }
- else
- {
- // only == is implemented, so test for equal and negate
- // note, you only set dirty if mismatch, you never clear it until flush
- if ( !(data == *src) )
- {
- dirty = true;
- }
- }
-
- data = *src;
-
- if (noDefer)
- {
- Flush( true ); // dirty becomes false
- }
- };
-
- // write cache->context if dirty or forced.
- void Flush( bool noDefer=false )
- {
- if (dirty || noDefer)
- {
- GLContextSet( &data );
- GLMCheckError();
- // good place for some error checking here
- dirty = false;
- }
- };
-
- // default: write default value to cache, optionally write through
- void Default( bool noDefer=false )
- {
- GLContextGetDefault( &data ); // read default values directly to our cache copy
- dirty = true;
- Flush(noDefer);
- };
-
- // read: sel = 0 for cache, 1 for context
- void Read( T *dst, int sel )
- {
- if (sel==0)
- {
- *dst = data;
- }
- else
- {
- GLContextGet( dst );
- GLMCheckError();
- }
- };
-
- // check: verify that context equals cache, return true if mismatched or if illegal values seen
- bool Check ( void )
- {
- T temp;
- bool result;
-
- GLContextGet( &temp );
- GLMCheckError();
- result = !(temp == data);
- return result;
- };
-
- protected:
- T data;
- bool dirty;
-};
-
-// caching state object template - with multiple values behind it that are indexed
-template<typename T, int COUNT> class GLStateArray
-{
- public:
-
- GLStateArray<T,COUNT>()
- {
- memset( &dirty, 0, sizeof(dirty) );
- memset( &data, 0, sizeof(data) );
- };
-
- // write: client src into cache
- // common case is both false. dirty is calculated, context write is deferred.
- void WriteIndex( T *src, int index, bool noCompare=false, bool noDefer=false )
- {
- if (noCompare)
- {
- dirty[index] = true;
- }
- else
- {
- // only == is implemented, so test for equal and negate
- // note, you only set dirty if mismatch, you never clear it until flush
- if (! (data[index] == *src) )
- {
- dirty[index] = true;
- }
- }
-
- data[index] = *src;
-
- if (noDefer)
- {
- FlushIndex( index, true ); // dirty becomes false
- }
- };
-
- // write cache->context if dirty or forced.
- void FlushIndex( int index, bool noDefer=false )
- {
- if (dirty[index] || noDefer)
- {
- GLContextSetIndexed( &data[index], index );
- GLMCheckError();
- dirty[index] = false;
- }
- };
-
- // write all slots in the array
- void Flush( bool noDefer=false )
- {
- for( int i=0; i<COUNT; i++)
- {
- FlushIndex( i, noDefer );
- }
- }
-
- // default: write default value to cache, optionally write through
- void DefaultIndex( int index, bool noDefer=false )
- {
- GLContextGetDefaultIndexed( &data[index], index ); // read default values directly to our cache copy
- dirty[index] = true;
- Flush(noDefer);
- };
-
- void Default( void )
- {
- for( int i=0; i<COUNT; i++)
- {
- DefaultIndex( i );
- }
- }
-
- // read: sel = 0 for cache, 1 for context
- void ReadIndex( T *dst, int index, int sel )
- {
- if (sel==0)
- {
- *dst = data[index];
- }
- else
- {
- GLContextGetIndexed( dst, index );
- GLMCheckError();
- }
- };
-
- // check: verify that context equals cache, return true if mismatched or if illegal values seen
- bool CheckIndex( int index )
- {
- T temp;
- bool result;
-
- GLContextGetIndexed( &temp, index );
- GLMCheckError();
- result = !(temp == data[index]);
-
- return result;
- };
-
- bool Check( void )
- {
- T temp;
- bool result = false;
-
- for( int i=0; i<COUNT; i++)
- {
- result |= CheckIndex( i );
- }
-
- return result;
- };
-
- protected:
- T data [COUNT];
- bool dirty [COUNT];
-};
-
-
-//===========================================================================//
-
-struct GLMTexSampler
-{
- GLMTexSamplingParams m_samp;
- CGLMTex *m_drawTex; // tex which must be bound at time of draw
- CGLMTex *m_boundTex; // tex which is actually bound now (if does not match, a rebind is needed to draw)
-};
-
-#ifdef NEVER
-//===========================================================================//
-
-enum GLMVertexAttributeIndex
-{
- kGLMGenericAttr00 = 0,
- kGLMGenericAttr01,
- kGLMGenericAttr02,
- kGLMGenericAttr03,
- kGLMGenericAttr04,
- kGLMGenericAttr05,
- kGLMGenericAttr06,
- kGLMGenericAttr07,
- kGLMGenericAttr08,
- kGLMGenericAttr09,
- kGLMGenericAttr10,
- kGLMGenericAttr11,
- kGLMGenericAttr12,
- kGLMGenericAttr13,
- kGLMGenericAttr14,
- kGLMGenericAttr15,
-
- kGLMVertexAttributeIndexMax // ideally < 32
-};
-
-struct GLMVertexAttributeDesc // all the info you need to do vertex setup for one attribute
-{
- CGLMBuffer *m_buffer; // NULL allowed in which case m_offset is the full 32-bit pointer.. so you can draw from plain RAM if desired
- GLuint m_datasize; // comp count of the attribute (1-4)
- GLenum m_datatype; // data type of the attribute (GL_FLOAT, GL_UNSIGNED_BYTE, etc)
- GLuint m_stride;
- GLuint m_offset; // net offset to attribute 'zero' within the buffer.
- GLboolean m_normalized; // apply to any fixed point data that needs normalizing, esp color bytes
-
- // may need a seed value at some point to be able to disambiguate re-lifed buffers holding same pointer
- // simpler alternative is to do shoot-down inside the vertex/index buffer free calls.
- // I'd rather not have to have each attribute fiddling a ref count on the buffer to which it refers..
-
-#define EQ(fff) ( (src.fff) == (fff) )
- // test in decreasing order of likelihood of difference, but do not include the buffer revision as caller is not supplying it..
- bool operator==(const GLMVertexAttributeDesc& src) const { return EQ(m_buffer) && EQ(m_offset) && EQ(m_stride) && EQ(m_datatype) && EQ(m_normalized) && EQ(m_datasize); }
-#undef EQ
-
- uint m_bufferRevision; // only set in GLM context's copy, to disambiguate references that are same offset / same buffer but cross an orphan event
-};
-
-// GLMContext will maintain one of these structures inside the context to represent the current state.
-// Client can supply a new one when it wants to change the setup.
-//FIXME GLMContext can do the work to migrate from old setup to new setup as efficiently as possible (but it doesn't yet)
-#endif
-
-struct GLMVertexSetup
-{
- uint m_attrMask; // which attrs are enabled (1<<n) mask where n is a GLMVertexAttributeIndex.
-
- GLMVertexAttributeDesc m_attrs[ kGLMVertexAttributeIndexMax ];
-
- // copied in from dxabstract, not strictly needed for operation, helps debugging
- unsigned char m_vtxAttribMap[16];
-
- /* high nibble is usage per _D3DDECLUSAGE
- typedef enum _D3DDECLUSAGE
- {
- D3DDECLUSAGE_POSITION = 0,
- D3DDECLUSAGE_BLENDWEIGHT = 1,
- D3DDECLUSAGE_BLENDINDICES = 2,
- D3DDECLUSAGE_NORMAL = 3,
- D3DDECLUSAGE_PSIZE = 4,
- D3DDECLUSAGE_TEXCOORD = 5,
- D3DDECLUSAGE_TANGENT = 6,
- D3DDECLUSAGE_BINORMAL = 7,
- D3DDECLUSAGE_TESSFACTOR = 8,
- D3DDECLUSAGE_PLUGH = 9, // mystery value
- D3DDECLUSAGE_COLOR = 10,
- D3DDECLUSAGE_FOG = 11,
- D3DDECLUSAGE_DEPTH = 12,
- D3DDECLUSAGE_SAMPLE = 13,
- } D3DDECLUSAGE;
-
- low nibble is usageindex (i.e. POSITION0, POSITION1, etc)
- array position is attrib number.
- */
-};
-
-//===========================================================================//
-
-//FIXME magic numbers here
-
-#define kGLMProgramParamFloat4Limit 256
-#define kGLMProgramParamBoolLimit 16
-#define kGLMProgramParamInt4Limit 16
-
-#define kGLMVertexProgramParamFloat4Limit 256
-#define kGLMFragmentProgramParamFloat4Limit 32
-
-struct GLMProgramParamsF
-{
- float m_values[kGLMProgramParamFloat4Limit][4]; // float4's 256 of them
- uint m_dirtySlotCount; // index of slot past highest dirty (assume 0 for base of range)
-};
-
-struct GLMProgramParamsB
-{
- int m_values[kGLMProgramParamBoolLimit]; // bools, 4 of them
- uint m_dirtySlotCount;
-};
-
-struct GLMProgramParamsI
-{
- int m_values[kGLMProgramParamInt4Limit][4]; // int4s, 16 of them
- uint m_dirtySlotCount;
-};
-
-enum EGLMParamWriteMode
-{
- eParamWriteAllSlots, // glUniform4fv of the maximum size (not recommended if shader is down-sizing the decl)
- eParamWriteShaderSlots, // glUniform4fv of the active slot count ("highwater")
- eParamWriteShaderSlotsOptional, // glUniform4fv of the active slot count ("highwater") - but only if at least one has been written - it's optional
- eParamWriteDirtySlotRange // glUniform4fv of the 0-N range where N is highest dirty slot
-};
-
-enum EGLMAttribWriteMode
-{
- eAttribWriteAll,
- eAttribWriteDirty
-};
-
-//===========================================================================//
-
-#if GLMDEBUG
-enum EGLMDebugCallSite
-{
- eBeginFrame, // inside begin frame func - frame number has been inc'd, batch number should be -1
- eClear, // inside clear func
- eDrawElements, // inside repeat loop, prior to draw call - batch numberhas been inc'd
- eEndFrame, // end frame
- ePresent // before showing pixels
-};
-
-// caller should zero one of these out and fill in the m_caller before invoking the hook
-struct GLMDebugHookInfo
-{
- // info from the caller to the debug hook
- EGLMDebugCallSite m_caller;
-
-
- // state the hook uses to keep track of progress within a single run of the caller
- int m_iteration; // which call to the hook is this. if it's zero, it precedes any action in the caller.
-
-
- // bools used to communicate between caller and hook
- bool m_loop; // hook tells caller to loop around again (don't exit)
- bool m_holding; // current mood of hook, are we holding on this batch (i.e. rerun)
-
- // specific info for a draw call
- GLenum m_drawMode;
- GLuint m_drawStart;
- GLuint m_drawEnd;
- GLsizei m_drawCount;
- GLenum m_drawType;
- const GLvoid *m_drawIndices;
-};
-#endif
-
-//===========================================================================//
-
-#define kGLMUserClipPlanes 2
-#define kGLMScratchFBOCount 4
-
-class GLMContext
-{
- public:
- // set/check current context (perq for many other calls)
- void MakeCurrent( bool bRenderThread = false );
- void ReleaseCurrent( bool bRenderThread = false );
-
- // CheckCurrent has been removed (it no longer compiled). To minimize churn I'm leaving
- // the inline NOP version.
- // DO NOT change this to non-inlined. It's called all over the place from very hot codepaths.
- FORCEINLINE void CheckCurrent( void ) { }
-
- void PopulateCaps( void ); // fill out later portions of renderer info record which need context queries
- void DumpCaps( void ); // printf all the caps info (you can call this in release too)
- const GLMRendererInfoFields& Caps( void ); // peek at the caps record
-
- // state cache/mirror
- void SetDefaultStates( void );
- void FlushStates( bool noDefer = false );
- void VerifyStates( void );
-
- // textures
- // Lock and Unlock reqs go directly to the tex object
- CGLMTex *NewTex( GLMTexLayoutKey *key, char *debugLabel=NULL );
- void DelTex( CGLMTex *tex );
-
- // options for Blit (replacement for ResolveTex and BlitTex)
- // pass NULL for dstTex if you want to target GL_BACK with the blit. You get y-flip with that, don't change the dstrect yourself.
- void Blit2( CGLMTex *srcTex, GLMRect *srcRect, int srcFace, int srcMip, CGLMTex *dstTex, GLMRect *dstRect, int dstFace, int dstMip, uint filter );
-
- // tex blit (via FBO blit)
- void BlitTex( CGLMTex *srcTex, GLMRect *srcRect, int srcFace, int srcMip, CGLMTex *dstTex, GLMRect *dstRect, int dstFace, int dstMip, uint filter, bool useBlitFB = true );
-
- // MSAA resolve - we do this in GLMContext because it has to do a bunch of FBO/blit gymnastics
- void ResolveTex( CGLMTex *tex, bool forceDirty=false );
-
- // texture pre-load (residency forcing) - normally done one-time but you can force it
- void PreloadTex( CGLMTex *tex, bool force=false );
-
- // samplers
- void SetSamplerTex( int sampler, CGLMTex *tex );
- void SetSamplerParams( int sampler, GLMTexSamplingParams *params );
-
- // render targets (FBO's)
- CGLMFBO *NewFBO( void );
- void DelFBO( CGLMFBO *fbo );
- void SetDrawingFBO( CGLMFBO *fbo ); // as with samplers, the notion of the target FBO is latched til draw time and then checked
-
- // programs
- CGLMProgram *NewProgram( EGLMProgramType type, char *progString );
- void DelProgram( CGLMProgram *prog );
- void NullProgram( void ); // de-ac all shader state
-
- void SetDrawingProgram( EGLMProgramType type, CGLMProgram *prog ); // set NULL for no program
- void SetDrawingLang( EGLMProgramLang lang, bool immediate=false ); // choose ARB or GLSL. immediate=false defers lang change to top of frame
-
- void LinkShaderPair( CGLMProgram *vp, CGLMProgram *fp ); // ensure this combo has been linked and is in the GLSL pair cache
- void ClearShaderPairCache( void ); // call this to shoot down all the linked pairs
- void QueryShaderPair( int index, GLMShaderPairInfo *infoOut ); // this lets you query the shader pair cache for saving its state
-
- // buffers
- // Lock and Unlock reqs go directly to the buffer object
- CGLMBuffer *NewBuffer( EGLMBufferType type, uint size, uint options );
- void DelBuffer( CGLMBuffer *buff );
-
- void SetIndexBuffer( CGLMBuffer *buff );
- void SetVertexAttributes( GLMVertexSetup *setup );
- // note, no API is exposed for setting a single attribute source.
- // come prepared with a complete block of attributes to use.
-
- // Queries
- CGLMQuery *NewQuery( GLMQueryParams *params );
- void DelQuery( CGLMQuery *query );
-
- // "slot" means a vec4-sized thing
- // these write into .env parameter space
- void SetProgramParametersF( EGLMProgramType type, uint baseSlot, float *slotData, uint slotCount ); // take vec4f's
- void SetProgramParametersB( EGLMProgramType type, uint baseSlot, int *slotData, uint boolCount ); // take "BOOL" aka int
- void SetProgramParametersI( EGLMProgramType type, uint baseSlot, int *slotData, uint slotCount ); // take int4s
-
- // state sync
- void FlushDrawStates( bool shadersOn=true ); // pushes all drawing state - samplers, tex, programs, etc.
-
- // drawing
- void DrawRangeElements( GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const GLvoid *indices );
- void CheckNative( void );
-
- // clearing
- void Clear( bool color, unsigned long colorValue, bool depth, float depthValue, bool stencil, unsigned int stencilValue, GLScissorBox_t *rect = NULL );
-
- // display
- //void SetVSyncEnable( bool vsyncOn );
- //void SetFullScreen( bool fsOn, int screenIndex ); // will be latched for next BeginFrame
- //void ActivateFullScreen( bool fsOn, int screenIndex ); // will be called by BeginFrame
- bool SetDisplayParams( GLMDisplayParams *params ); // either the first time setup, or a change to new setup
-
- void Present( CGLMTex *tex ); // somewhat hardwired for the time being
-
- // mode switch / reset
- void Reset( void ); // not a lot of args for now..
-
- // writers for the state block inputs
-
- void WriteAlphaTestEnable ( GLAlphaTestEnable_t *src );
- void WriteAlphaTestFunc ( GLAlphaTestFunc_t *src );
- void WriteCullFaceEnable ( GLCullFaceEnable_t *src );
- void WriteCullFrontFace ( GLCullFrontFace_t *src );
- void WritePolygonMode ( GLPolygonMode_t *src );
- void WriteDepthBias ( GLDepthBias_t *src );
- void WriteClipPlaneEnable ( GLClipPlaneEnable_t *src, int which );
- void WriteClipPlaneEquation ( GLClipPlaneEquation_t *src, int which );
- void WriteScissorEnable ( GLScissorEnable_t *src );
- void WriteScissorBox ( GLScissorBox_t *src );
- void WriteAlphaToCoverageEnable ( GLAlphaToCoverageEnable_t *src );
- void WriteViewportBox ( GLViewportBox_t *src );
- void WriteViewportDepthRange ( GLViewportDepthRange_t *src );
- void WriteColorMaskSingle ( GLColorMaskSingle_t *src );
- void WriteColorMaskMultiple ( GLColorMaskMultiple_t *src, int which );
- void WriteBlendEnable ( GLBlendEnable_t *src );
- void WriteBlendFactor ( GLBlendFactor_t *src );
- void WriteBlendEquation ( GLBlendEquation_t *src );
- void WriteBlendColor ( GLBlendColor_t *src );
- void WriteBlendEnableSRGB ( GLBlendEnableSRGB_t *src );
- void WriteDepthTestEnable ( GLDepthTestEnable_t *src );
- void WriteDepthFunc ( GLDepthFunc_t *src );
- void WriteDepthMask ( GLDepthMask_t *src );
- void WriteStencilTestEnable ( GLStencilTestEnable_t *src );
- void WriteStencilFunc ( GLStencilFunc_t *src );
- void WriteStencilOp ( GLStencilOp_t *src, int which );
- void WriteStencilWriteMask ( GLStencilWriteMask_t *src );
- void WriteClearColor ( GLClearColor_t *src );
- void WriteClearDepth ( GLClearDepth_t *src );
- void WriteClearStencil ( GLClearStencil_t *src );
-
-
- // debug stuff
- void BeginFrame( void );
- void EndFrame( void );
-
- // new interactive debug stuff
-#if GLMDEBUG
- void DebugDump( GLMDebugHookInfo *info, uint options, uint vertDumpMode );
- void DebugHook( GLMDebugHookInfo *info );
- void DebugPresent( void );
- void DebugClear( void );
-#endif
-
- FORCEINLINE DWORD GetCurrentOwnerThreadId() const { return m_nCurOwnerThreadId; }
-
- protected:
- friend class GLMgr; // only GLMgr can make GLMContext objects
- friend class GLMRendererInfo; // only GLMgr can make GLMContext objects
- friend class CGLMTex; // tex needs to be able to do binds
- friend class CGLMFBO; // fbo needs to be able to do binds
- friend class CGLMProgram;
- friend class CGLMShaderPair;
- friend class CGLMShaderPairCache;
- friend class CGLMBuffer;
- friend class GLMTester; // tester class needs access back into GLMContext
-
- friend class IDirect3D9;
- friend class IDirect3DDevice9;
-
- // methods------------------------------------------
-
- // old GLMContext( GLint displayMask, GLint rendererID, PseudoNSGLContextPtr nsglShareCtx );
- GLMContext( GLMDisplayParams *params );
- ~GLMContext();
-
- // textures
- void SelectTMU( int tmu ); // wrapper for glActiveTexture()
- int BindTexToTMU( CGLMTex *tex, int tmu, bool noCheck=false );
-
- // render targets / FBO's
- void BindFBOToCtx( CGLMFBO *fbo, GLenum bindPoint = GL_FRAMEBUFFER_EXT ); // you can also choose GL_READ_FRAMEBUFFER_EXT / GL_DRAW_FRAMEBUFFER_EXT
-
- // programs
- //void BindProgramToCtx( EGLMProgramType type, CGLMProgram *prog ); // will set program mode enable appropriately
-
- // buffers
- void BindBufferToCtx( EGLMBufferType type, CGLMBuffer *buff, bool force = false ); // does not twiddle any enables.
-
- // debug font
- void GenDebugFontTex( void );
- void DrawDebugText( float x, float y, float z, float drawCharWidth, float drawCharHeight, char *string );
-
- // members------------------------------------------
-
- // context
- DWORD m_nCurOwnerThreadId;
-
- GLMRendererInfoFields m_caps;
-
- bool m_displayParamsValid; // is there a param block copied in yet
- GLMDisplayParams m_displayParams; // last known display config, either via constructor, or by SetDisplayParams...
-
-#if defined(USE_SDL)
- int m_pixelFormatAttribs[100]; // more than enough
- void * m_ctx;
-#endif
-
- // texture form table
- CGLMTexLayoutTable *m_texLayoutTable;
-
- // context state mirrors
-
- GLState<GLAlphaTestEnable_t> m_AlphaTestEnable;
-
- GLState<GLAlphaTestFunc_t> m_AlphaTestFunc;
-
- GLState<GLCullFaceEnable_t> m_CullFaceEnable;
- GLState<GLCullFrontFace_t> m_CullFrontFace;
- GLState<GLPolygonMode_t> m_PolygonMode;
-
- GLState<GLDepthBias_t> m_DepthBias;
-
- GLStateArray<GLClipPlaneEnable_t,kGLMUserClipPlanes> m_ClipPlaneEnable;
- GLStateArray<GLClipPlaneEquation_t,kGLMUserClipPlanes> m_ClipPlaneEquation; // dxabstract puts them directly into param slot 253(0) and 254(1)
-
- GLState<GLScissorEnable_t> m_ScissorEnable;
- GLState<GLScissorBox_t> m_ScissorBox;
-
- GLState<GLAlphaToCoverageEnable_t> m_AlphaToCoverageEnable;
-
- GLState<GLViewportBox_t> m_ViewportBox;
- GLState<GLViewportDepthRange_t> m_ViewportDepthRange;
-
- GLState<GLColorMaskSingle_t> m_ColorMaskSingle;
- GLStateArray<GLColorMaskMultiple_t,8> m_ColorMaskMultiple; // need an official constant for the color buffers limit
-
- GLState<GLBlendEnable_t> m_BlendEnable;
- GLState<GLBlendFactor_t> m_BlendFactor;
- GLState<GLBlendEquation_t> m_BlendEquation;
- GLState<GLBlendColor_t> m_BlendColor;
- GLState<GLBlendEnableSRGB_t> m_BlendEnableSRGB; // write to this one to transmit intent to write SRGB encoded pixels to drawing FB
- bool m_FakeBlendEnableSRGB; // writes to above will be shunted here if fake SRGB is in effect.
-
- GLState<GLDepthTestEnable_t> m_DepthTestEnable;
- GLState<GLDepthFunc_t> m_DepthFunc;
- GLState<GLDepthMask_t> m_DepthMask;
-
- GLState<GLStencilTestEnable_t> m_StencilTestEnable; // global stencil test enable
- GLState<GLStencilFunc_t> m_StencilFunc; // holds front and back stencil funcs
- GLStateArray<GLStencilOp_t,2> m_StencilOp; // indexed: 0=front 1=back
- GLState<GLStencilWriteMask_t> m_StencilWriteMask;
-
- GLState<GLClearColor_t> m_ClearColor;
- GLState<GLClearDepth_t> m_ClearDepth;
- GLState<GLClearStencil_t> m_ClearStencil;
-
- // texture bindings and sampler setup
- int m_activeTexture; // mirror for glActiveTexture
- GLMTexSampler m_samplers[GLM_SAMPLER_COUNT];
-
- // texture lock tracking - CGLMTex objects share usage of this
- CUtlVector< GLMTexLockDesc > m_texLocks;
-
- // render target binding - check before draw
- // similar to tex sampler mechanism, we track "bound" from "chosen for drawing" separately,
- // so binding for creation/setup need not disrupt any notion of what will be used at draw time
-
- CGLMFBO *m_boundDrawFBO; // FBO on GL_DRAW_FRAMEBUFFER bind point
- CGLMFBO *m_boundReadFBO; // FBO on GL_READ_FRAMEBUFFER bind point
- // ^ both are set if you bind to GL_FRAMEBUFFER_EXT
-
- CGLMFBO *m_drawingFBO; // what FBO should be bound at draw time (to both read/draw bp's).
-
- CGLMFBO *m_blitReadFBO;
- CGLMFBO *m_blitDrawFBO; // scratch FBO's for framebuffer blit
-
- CGLMFBO *m_scratchFBO[ kGLMScratchFBOCount ]; // general purpose FBO's for internal use
-
- CUtlVector< CGLMFBO* > m_fboTable; // each live FBO goes in the table
-
- // program bindings
- EGLMProgramLang m_drawingLangAtFrameStart; // selector for start of frame (spills into m_drawingLang)
- EGLMProgramLang m_drawingLang; // selector for which language we desire to draw with on the next batch
- CGLMProgram *m_drawingProgram[ kGLMNumProgramTypes ];
-
- GLMProgramParamsF m_programParamsF[ kGLMNumProgramTypes ];
- GLMProgramParamsB m_programParamsB[ kGLMNumProgramTypes ]; // two banks, but only the vertex one is used
- GLMProgramParamsI m_programParamsI[ kGLMNumProgramTypes ]; // two banks, but only the vertex one is used
- EGLMParamWriteMode m_paramWriteMode;
-
- CGLMProgram *m_nullFragmentProgram; // write opaque black. Activate when caller asks for null FP
-
- CGLMProgram *m_preloadTexVertexProgram; // programs to help preload textures (dummies)
- CGLMProgram *m_preload2DTexFragmentProgram;
- CGLMProgram *m_preload3DTexFragmentProgram;
- CGLMProgram *m_preloadCubeTexFragmentProgram;
-
- CGLMProgram *m_boundProgram[ kGLMNumProgramTypes ];
-
- CGLMShaderPairCache *m_pairCache; // GLSL only
- CGLMShaderPair *m_boundPair; // GLSL only
- uint m_boundPairRevision; // GLSL only
- GLhandleARB m_boundPairProgram; // GLSL only
-
- // buffer bindings
- CGLMBuffer *m_lastKnownBufferBinds[ kGLMNumBufferTypes ]; // tracked per bind point for dupe-bind-absorb
- GLMVertexAttributeDesc m_lastKnownVertexAttribs[ kGLMVertexAttributeIndexMax ]; // tracked per attrib for dupe-set-absorb
- uint m_lastKnownVertexAttribMask; // tracked for dupe-enable-absorb
-
- CGLMBuffer *m_drawIndexBuffer; // ... ? do we need dupe tracking for index buffer setup? ?
-
- GLMVertexSetup m_drawVertexSetup;
-
- EGLMAttribWriteMode m_attribWriteMode;
-
- bool m_slowCheckEnable; // turn this on or no native checking is done ("-glmassertslow" or "-glmsspewslow")
- bool m_slowAssertEnable; // turn this on to assert on a non-native batch "-glmassertslow"
- bool m_slowSpewEnable; // turn this on to log non-native batches to stdout "-glmspewslow"
-
- // debug font texture
- CGLMTex *m_debugFontTex; // might be NULL unless you call GenDebugFontTex
- CGLMBuffer *m_debugFontIndices; // up to 1024 indices (256 chars times 4)
- CGLMBuffer *m_debugFontVertices; // up to 1024 verts
-
- // batch/frame debugging support
- int m_debugFrameIndex; // init to -1. Increment at BeginFrame
- int m_debugBatchIndex; // init to -1. Increment at any draw call
-
-#if GLMDEBUG
- // interactive (DebugHook) debug support
-
- // using these you can implement frame advance, batch single step, and batch rewind (let it run til next frame and hold on prev batch #)
- int m_holdFrameBegin; // -1 if no hold req'd, otherwise # of frame to hold at (at beginframe time)
- int m_holdFrameEnd; // -1 if no hold req'd, otherwise # of frame to hold at (at endframe time)
-
- int m_holdBatch,m_holdBatchFrame; // -1 if no hold, else # of batch&frame to hold at (both must be set)
- // these can be expired/cleared to -1 if the frame passes without a hit
- // may be desirable to re-pause in that event, as user was expecting a hold to occur
-
- bool m_debugDelayEnable; // allow sleep delay
- uint m_debugDelay; // sleep time per hook call in microseconds (for usleep())
-
- // pre-draw global toggles / options
- bool m_autoClearColor,m_autoClearDepth,m_autoClearStencil;
- float m_autoClearColorValues[4];
-
- // debug knobs
- int m_selKnobIndex;
- float m_selKnobMinValue,m_selKnobMaxValue,m_selKnobIncrement;
-#endif
-
-};
-
-struct GLMTestParams
-{
- GLMContext *m_ctx;
- int *m_testList; // -1 termed
-
- bool m_glErrToDebugger;
- bool m_glErrToConsole;
-
- bool m_intlErrToDebugger;
- bool m_intlErrToConsole;
-
- int m_frameCount; // how many frames to test.
-};
-
-class GLMTester
-{
- public:
-
- GLMTester(GLMTestParams *params);
- ~GLMTester();
-
-
- // optionally callable by test routines to get basic drawables wired up
- void StdSetup( void );
- void StdCleanup( void );
-
- // callable by test routines to clear the frame or present it
- void Clear( void );
- void Present( int seed );
-
- // error reporting
- void CheckGLError( char *comment ); // obey m_params setting for console / debugger response
- void InternalError( int errcode, char *comment ); // if errcode!=0, obey m_params setting for console / debugger response
-
- void RunTests();
-
- void RunOneTest( int testindex );
-
- // test routines themselves
- void Test0();
- void Test1();
- void Test2();
- void Test3();
-
- GLMTestParams m_params; // copy of caller's params, do not mutate...
-
- // std-setup stuff
- int m_drawWidth, m_drawHeight;
- CGLMFBO *m_drawFBO;
- CGLMTex *m_drawColorTex;
- CGLMTex *m_drawDepthTex;
-};
-
-class CShowPixelsParams
-{
-public:
- GLuint m_srcTexName;
- int m_width,m_height;
- bool m_vsyncEnable;
- bool m_fsEnable; // want receiving view to be full screen. for now, just target the main screen. extend later.
- bool m_useBlit; // use FBO blit - sending context says it is available.
- bool m_noBlit; // the back buffer has already been populated by the caller (perhaps via direct MSAA resolve from multisampled RT tex)
- bool m_onlySyncView; // react to full/windowed state change only, do not present bits
-};
-
-
-#define kMaxCrawlFrames 100
-#define kMaxCrawlText (kMaxCrawlFrames * 256)
-class CStackCrawlParams
-{
- public:
- uint m_frameLimit; // input: max frames to retrieve
- uint m_frameCount; // output: frames found
- void *m_crawl[kMaxCrawlFrames]; // call site addresses
- char *m_crawlNames[kMaxCrawlFrames]; // pointers into text following, one per decoded name
- char m_crawlText[kMaxCrawlText];
-};
-
-#endif
+// +// glmgr.h +// singleton class, common basis for managing GL contexts +// responsible for tracking adapters and contexts +// +//=============================================================================== + +#ifndef GLMGR_H +#define GLMGR_H + +#pragma once + +#undef HAVE_GL_ARB_SYNC +#ifdef LINUX +#define HAVE_GL_ARB_SYNC 1 +#endif + +#include "glentrypoints.h" +#include "glmdebug.h" +#include "glmdisplay.h" +#include "glmgrext.h" +#include "glmgrbasics.h" +#include "cglmtex.h" +#include "cglmfbo.h" +#include "cglmprogram.h" +#include "cglmbuffer.h" +#include "cglmquery.h" + +#include "tier0/vprof_telemetry.h" +#include "materialsystem/ishader.h" +#include "dxabstract_types.h" + + +#ifdef LINUX +#define Debugger DebuggerBreak +#undef CurrentTime + +// prevent some conflicts in SDL headers... +#undef M_PI +#include <stdint.h> +#ifndef _STDINT_H_ +#define _STDINT_H_ 1 +#endif + +#include "SDL/SDL.h" +#endif + +//=============================================================================== +// glue to call out to Obj-C land (these are in glmgrcocoa.mm) +#ifdef OSX +PseudoNSGLContextPtr GetCurrentNSGLContext( ); +CGLContextObj GetCGLContextFromNSGL( PseudoNSGLContextPtr nsglCtx ); +#endif + +#include "tier0/dynfunction.h" + +//=============================================================================== + +// parrot the D3D present parameters, more or less... "adapter" translates into "active display index" per the m_activeDisplayCount below. +class GLMDisplayParams +{ + public: + + // presumption, these indices are in sync with the current display DB that GLMgr has handy + //int m_rendererIndex; // index of renderer (-1 if root context) + //int m_displayIndex; // index of display in renderer - for FS + //int m_modeIndex; // index of mode in display - for FS + + void *m_focusWindow; // (VD3DHWND aka WindowRef) - what window does this context display into + + bool m_fsEnable; // fullscreen on or not + bool m_vsyncEnable; // vsync on or not + + // height and width have to match the display mode info if full screen. + + uint m_backBufferWidth; // pixel width (aka screen h-resolution if full screen) + uint m_backBufferHeight; // pixel height (aka screen v-resolution if full screen) + D3DFORMAT m_backBufferFormat; // pixel format + uint m_multiSampleCount; // 0 means no MSAA, 2 means 2x MSAA, etc + // uint m_multiSampleQuality; // no MSAA quality control yet + + bool m_enableAutoDepthStencil; // generally set to 'TRUE' per CShaderDeviceDx8::SetPresentParameters + D3DFORMAT m_autoDepthStencilFormat; + + uint m_fsRefreshHz; // if full screen, this refresh rate (likely 0 for LCD's) + + //uint m_rootRendererID; // only used if m_rendererIndex is -1. + //uint m_rootDisplayMask; // only used if m_rendererIndex is -1. + + bool m_mtgl; // enable multi threaded GL driver +}; + +//=============================================================================== + +class GLMgr +{ +public: + + //=========================================================================== + // class methods - singleton + static void NewGLMgr( void ); // instantiate singleton.. + static GLMgr *aGLMgr( void ); // return singleton.. + static void DelGLMgr( void ); // tear down singleton.. + + //=========================================================================== + // plain methods + + #if 0 // turned all these off while new approach is coded + void RefreshDisplayDB( void ); // blow away old display DB, make a new one + GLMDisplayDB *GetDisplayDB( void ); // get a ptr to the one GLMgr keeps. only valid til next refresh. + + // eligible renderers will be ranked by desirability starting at index 0 within the db + // within each renderer, eligible displays will be ranked some kind of desirability (area? dist from menu bar?) + // within each display, eligible modes will be ranked by descending areas + + // calls supplying indices are implicitly making reference to the current DB + bool CaptureDisplay( int rendIndex, int displayIndex, bool captureAll ); // capture one display or all displays + void ReleaseDisplays( void ); // release all captures + + int GetDisplayMode( int rendIndex, int displayIndex ); // retrieve current display res (returns modeIndex) + void SetDisplayMode( GLMDisplayParams *params ); // set the display res (only useful for FS) + #endif + + GLMContext *NewContext( GLMDisplayParams *params ); // this will have to change + void DelContext( GLMContext *context ); + + // with usage of CGLMacro.h we could dispense with the "current context" thing + // and just declare a member variable of GLMContext, allowing each glXXX call to be routed directly + // to the correct context + void SetCurrentContext( GLMContext *context ); // make current in calling thread only + GLMContext *GetCurrentContext( void ); + +protected: + friend class GLMContext; + + GLMgr(); + ~GLMgr(); +}; + + +//===========================================================================// + +// helper function to do enable or disable in one step +inline void glSetEnable( GLenum which, bool enable ) +{ + if (enable) + gGL->glEnable(which); + else + gGL->glDisable(which); +} + +// helper function for int vs enum clarity +inline void glGetEnumv( GLenum which, GLenum *dst ) +{ + gGL->glGetIntegerv( which, (int*)dst ); +} + +//===========================================================================// +// +// types to support the GLMContext +// +//===========================================================================// + +// Each state set/get path we are providing caching for, needs its own struct and a comparison operator. +// we also provide an enum of how many such types there are, handy for building dirty masks etc. + +// shorthand macros +#define EQ(fff) ( (src.fff) == (fff) ) + +//rasterizer +struct GLAlphaTestEnable_t { GLint enable; bool operator==(const GLAlphaTestEnable_t& src) const { return EQ(enable); } }; +struct GLAlphaTestFunc_t { GLenum func; GLclampf ref; bool operator==(const GLAlphaTestFunc_t& src) const { return EQ(func) && EQ(ref); } }; +struct GLCullFaceEnable_t { GLint enable; bool operator==(const GLCullFaceEnable_t& src) const { return EQ(enable); } }; +struct GLCullFrontFace_t { GLenum value; bool operator==(const GLCullFrontFace_t& src) const { return EQ(value); } }; +struct GLPolygonMode_t { GLenum values[2]; bool operator==(const GLPolygonMode_t& src) const { return EQ(values[0]) && EQ(values[1]); } }; +struct GLDepthBias_t { GLfloat factor; GLfloat units; bool operator==(const GLDepthBias_t& src) const { return EQ(factor) && EQ(units); } }; +struct GLScissorEnable_t { GLint enable; bool operator==(const GLScissorEnable_t& src) const { return EQ(enable); } }; +struct GLScissorBox_t { GLint x,y; GLsizei width, height; bool operator==(const GLScissorBox_t& src) const { return EQ(x) && EQ(y) && EQ(width) && EQ(height); } }; +struct GLAlphaToCoverageEnable_t{ GLint enable; bool operator==(const GLAlphaToCoverageEnable_t& src) const { return EQ(enable); } }; +struct GLViewportBox_t { GLint x,y; GLsizei width, height; bool operator==(const GLViewportBox_t& src) const { return EQ(x) && EQ(y) && EQ(width) && EQ(height); } }; +struct GLViewportDepthRange_t { GLdouble near,far; bool operator==(const GLViewportDepthRange_t& src) const { return EQ(near) && EQ(far); } }; +struct GLClipPlaneEnable_t { GLint enable; bool operator==(const GLClipPlaneEnable_t& src) const { return EQ(enable); } }; +struct GLClipPlaneEquation_t { GLfloat x,y,z,w; bool operator==(const GLClipPlaneEquation_t& src) const { return EQ(x) && EQ(y) && EQ(z) && EQ(w); } }; + +//blend +struct GLColorMaskSingle_t { char r,g,b,a; bool operator==(const GLColorMaskSingle_t& src) const { return EQ(r) && EQ(g) && EQ(b) && EQ(a); } }; +struct GLColorMaskMultiple_t { char r,g,b,a; bool operator==(const GLColorMaskMultiple_t& src) const { return EQ(r) && EQ(g) && EQ(b) && EQ(a); } }; +struct GLBlendEnable_t { GLint enable; bool operator==(const GLBlendEnable_t& src) const { return EQ(enable); } }; +struct GLBlendFactor_t { GLenum srcfactor,dstfactor; bool operator==(const GLBlendFactor_t& src) const { return EQ(srcfactor) && EQ(dstfactor); } }; +struct GLBlendEquation_t { GLenum equation; bool operator==(const GLBlendEquation_t& src) const { return EQ(equation); } }; +struct GLBlendColor_t { GLfloat r,g,b,a; bool operator==(const GLBlendColor_t& src) const { return EQ(r) && EQ(g) && EQ(b) && EQ(a); } }; +struct GLBlendEnableSRGB_t { GLint enable; bool operator==(const GLBlendEnableSRGB_t& src) const { return EQ(enable); } }; + +//depth +struct GLDepthTestEnable_t { GLint enable; bool operator==(const GLDepthTestEnable_t& src) const { return EQ(enable); } }; +struct GLDepthFunc_t { GLenum func; bool operator==(const GLDepthFunc_t& src) const { return EQ(func); } }; +struct GLDepthMask_t { char mask; bool operator==(const GLDepthMask_t& src) const { return EQ(mask); } }; + +//stencil +struct GLStencilTestEnable_t { GLint enable; bool operator==(const GLStencilTestEnable_t& src) const { return EQ(enable); } }; +struct GLStencilFunc_t { GLenum frontfunc, backfunc; GLint ref; GLuint mask; bool operator==(const GLStencilFunc_t& src) const { return EQ(frontfunc) && EQ(backfunc) && EQ(ref) && EQ(mask); } }; +struct GLStencilOp_t { GLenum sfail; GLenum dpfail; GLenum dppass; bool operator==(const GLStencilOp_t& src) const { return EQ(sfail) && EQ(dpfail) && EQ(dppass); } }; +struct GLStencilWriteMask_t { GLint mask; bool operator==(const GLStencilWriteMask_t& src) const { return EQ(mask); } }; + +//clearing +struct GLClearColor_t { GLfloat r,g,b,a; bool operator==(const GLClearColor_t& src) const { return EQ(r) && EQ(g) && EQ(b) && EQ(a); } }; +struct GLClearDepth_t { GLdouble d; bool operator==(const GLClearDepth_t& src) const { return EQ(d); } }; +struct GLClearStencil_t { GLint s; bool operator==(const GLClearStencil_t& src) const { return EQ(s); } }; + +#undef EQ + +enum EGLMStateBlockType +{ + kGLAlphaTestEnable, + kGLAlphaTestFunc, + + kGLCullFaceEnable, + kGLCullFrontFace, + + kGLPolygonMode, + + kGLDepthBias, + + kGLScissorEnable, + kGLScissorBox, + + kGLViewportBox, + kGLViewportDepthRange, + + kGLClipPlaneEnable, + kGLClipPlaneEquation, + + kGLColorMaskSingle, + kGLColorMaskMultiple, + + kGLBlendEnable, + kGLBlendFactor, + kGLBlendEquation, + kGLBlendColor, + kGLBlendEnableSRGB, + + kGLDepthTestEnable, + kGLDepthFunc, + kGLDepthMask, + + kGLStencilTestEnable, + kGLStencilFunc, + kGLStencilOp, + kGLStencilWriteMask, + + kGLClearColor, + kGLClearDepth, + kGLClearStencil, + + kGLAlphaToCoverageEnable, + + kGLMStateBlockLimit +}; + +//===========================================================================// + +// templated functions representing GL R/W bottlenecks +// one set of set/get/getdefault is instantiated for each of the GL*** types above. + +// use these from the non array state objects +template<typename T> void GLContextSet( T *src ); +template<typename T> void GLContextGet( T *dst ); +template<typename T> void GLContextGetDefault( T *dst ); + +// use these from the array state objects +template<typename T> void GLContextSetIndexed( T *src, int index ); +template<typename T> void GLContextGetIndexed( T *dst, int index ); +template<typename T> void GLContextGetDefaultIndexed( T *dst, int index ); + +//===========================================================================// + +// caching state object template. One of these is instantiated in the context per unique struct type above +template<typename T> class GLState +{ + public: + + GLState<T>() + { + dirty = false; + memset( &data, 0, sizeof(data) ); + }; + + // write: client src into cache + // common case is both false. dirty is calculated, context write is deferred. + void Write( T *src, bool noCompare=false, bool noDefer=false ) + { + if (noCompare) + { + dirty = true; + } + else + { + // only == is implemented, so test for equal and negate + // note, you only set dirty if mismatch, you never clear it until flush + if ( !(data == *src) ) + { + dirty = true; + } + } + + data = *src; + + if (noDefer) + { + Flush( true ); // dirty becomes false + } + }; + + // write cache->context if dirty or forced. + void Flush( bool noDefer=false ) + { + if (dirty || noDefer) + { + GLContextSet( &data ); + GLMCheckError(); + // good place for some error checking here + dirty = false; + } + }; + + // default: write default value to cache, optionally write through + void Default( bool noDefer=false ) + { + GLContextGetDefault( &data ); // read default values directly to our cache copy + dirty = true; + Flush(noDefer); + }; + + // read: sel = 0 for cache, 1 for context + void Read( T *dst, int sel ) + { + if (sel==0) + { + *dst = data; + } + else + { + GLContextGet( dst ); + GLMCheckError(); + } + }; + + // check: verify that context equals cache, return true if mismatched or if illegal values seen + bool Check ( void ) + { + T temp; + bool result; + + GLContextGet( &temp ); + GLMCheckError(); + result = !(temp == data); + return result; + }; + + protected: + T data; + bool dirty; +}; + +// caching state object template - with multiple values behind it that are indexed +template<typename T, int COUNT> class GLStateArray +{ + public: + + GLStateArray<T,COUNT>() + { + memset( &dirty, 0, sizeof(dirty) ); + memset( &data, 0, sizeof(data) ); + }; + + // write: client src into cache + // common case is both false. dirty is calculated, context write is deferred. + void WriteIndex( T *src, int index, bool noCompare=false, bool noDefer=false ) + { + if (noCompare) + { + dirty[index] = true; + } + else + { + // only == is implemented, so test for equal and negate + // note, you only set dirty if mismatch, you never clear it until flush + if (! (data[index] == *src) ) + { + dirty[index] = true; + } + } + + data[index] = *src; + + if (noDefer) + { + FlushIndex( index, true ); // dirty becomes false + } + }; + + // write cache->context if dirty or forced. + void FlushIndex( int index, bool noDefer=false ) + { + if (dirty[index] || noDefer) + { + GLContextSetIndexed( &data[index], index ); + GLMCheckError(); + dirty[index] = false; + } + }; + + // write all slots in the array + void Flush( bool noDefer=false ) + { + for( int i=0; i<COUNT; i++) + { + FlushIndex( i, noDefer ); + } + } + + // default: write default value to cache, optionally write through + void DefaultIndex( int index, bool noDefer=false ) + { + GLContextGetDefaultIndexed( &data[index], index ); // read default values directly to our cache copy + dirty[index] = true; + Flush(noDefer); + }; + + void Default( void ) + { + for( int i=0; i<COUNT; i++) + { + DefaultIndex( i ); + } + } + + // read: sel = 0 for cache, 1 for context + void ReadIndex( T *dst, int index, int sel ) + { + if (sel==0) + { + *dst = data[index]; + } + else + { + GLContextGetIndexed( dst, index ); + GLMCheckError(); + } + }; + + // check: verify that context equals cache, return true if mismatched or if illegal values seen + bool CheckIndex( int index ) + { + T temp; + bool result; + + GLContextGetIndexed( &temp, index ); + GLMCheckError(); + result = !(temp == data[index]); + + return result; + }; + + bool Check( void ) + { + T temp; + bool result = false; + + for( int i=0; i<COUNT; i++) + { + result |= CheckIndex( i ); + } + + return result; + }; + + protected: + T data [COUNT]; + bool dirty [COUNT]; +}; + + +//===========================================================================// + +struct GLMTexSampler +{ + GLMTexSamplingParams m_samp; + CGLMTex *m_drawTex; // tex which must be bound at time of draw + CGLMTex *m_boundTex; // tex which is actually bound now (if does not match, a rebind is needed to draw) +}; + +#ifdef NEVER +//===========================================================================// + +enum GLMVertexAttributeIndex +{ + kGLMGenericAttr00 = 0, + kGLMGenericAttr01, + kGLMGenericAttr02, + kGLMGenericAttr03, + kGLMGenericAttr04, + kGLMGenericAttr05, + kGLMGenericAttr06, + kGLMGenericAttr07, + kGLMGenericAttr08, + kGLMGenericAttr09, + kGLMGenericAttr10, + kGLMGenericAttr11, + kGLMGenericAttr12, + kGLMGenericAttr13, + kGLMGenericAttr14, + kGLMGenericAttr15, + + kGLMVertexAttributeIndexMax // ideally < 32 +}; + +struct GLMVertexAttributeDesc // all the info you need to do vertex setup for one attribute +{ + CGLMBuffer *m_buffer; // NULL allowed in which case m_offset is the full 32-bit pointer.. so you can draw from plain RAM if desired + GLuint m_datasize; // comp count of the attribute (1-4) + GLenum m_datatype; // data type of the attribute (GL_FLOAT, GL_UNSIGNED_BYTE, etc) + GLuint m_stride; + GLuint m_offset; // net offset to attribute 'zero' within the buffer. + GLboolean m_normalized; // apply to any fixed point data that needs normalizing, esp color bytes + + // may need a seed value at some point to be able to disambiguate re-lifed buffers holding same pointer + // simpler alternative is to do shoot-down inside the vertex/index buffer free calls. + // I'd rather not have to have each attribute fiddling a ref count on the buffer to which it refers.. + +#define EQ(fff) ( (src.fff) == (fff) ) + // test in decreasing order of likelihood of difference, but do not include the buffer revision as caller is not supplying it.. + bool operator==(const GLMVertexAttributeDesc& src) const { return EQ(m_buffer) && EQ(m_offset) && EQ(m_stride) && EQ(m_datatype) && EQ(m_normalized) && EQ(m_datasize); } +#undef EQ + + uint m_bufferRevision; // only set in GLM context's copy, to disambiguate references that are same offset / same buffer but cross an orphan event +}; + +// GLMContext will maintain one of these structures inside the context to represent the current state. +// Client can supply a new one when it wants to change the setup. +//FIXME GLMContext can do the work to migrate from old setup to new setup as efficiently as possible (but it doesn't yet) +#endif + +struct GLMVertexSetup +{ + uint m_attrMask; // which attrs are enabled (1<<n) mask where n is a GLMVertexAttributeIndex. + + GLMVertexAttributeDesc m_attrs[ kGLMVertexAttributeIndexMax ]; + + // copied in from dxabstract, not strictly needed for operation, helps debugging + unsigned char m_vtxAttribMap[16]; + + /* high nibble is usage per _D3DDECLUSAGE + typedef enum _D3DDECLUSAGE + { + D3DDECLUSAGE_POSITION = 0, + D3DDECLUSAGE_BLENDWEIGHT = 1, + D3DDECLUSAGE_BLENDINDICES = 2, + D3DDECLUSAGE_NORMAL = 3, + D3DDECLUSAGE_PSIZE = 4, + D3DDECLUSAGE_TEXCOORD = 5, + D3DDECLUSAGE_TANGENT = 6, + D3DDECLUSAGE_BINORMAL = 7, + D3DDECLUSAGE_TESSFACTOR = 8, + D3DDECLUSAGE_PLUGH = 9, // mystery value + D3DDECLUSAGE_COLOR = 10, + D3DDECLUSAGE_FOG = 11, + D3DDECLUSAGE_DEPTH = 12, + D3DDECLUSAGE_SAMPLE = 13, + } D3DDECLUSAGE; + + low nibble is usageindex (i.e. POSITION0, POSITION1, etc) + array position is attrib number. + */ +}; + +//===========================================================================// + +//FIXME magic numbers here + +#define kGLMProgramParamFloat4Limit 256 +#define kGLMProgramParamBoolLimit 16 +#define kGLMProgramParamInt4Limit 16 + +#define kGLMVertexProgramParamFloat4Limit 256 +#define kGLMFragmentProgramParamFloat4Limit 32 + +struct GLMProgramParamsF +{ + float m_values[kGLMProgramParamFloat4Limit][4]; // float4's 256 of them + uint m_dirtySlotCount; // index of slot past highest dirty (assume 0 for base of range) +}; + +struct GLMProgramParamsB +{ + int m_values[kGLMProgramParamBoolLimit]; // bools, 4 of them + uint m_dirtySlotCount; +}; + +struct GLMProgramParamsI +{ + int m_values[kGLMProgramParamInt4Limit][4]; // int4s, 16 of them + uint m_dirtySlotCount; +}; + +enum EGLMParamWriteMode +{ + eParamWriteAllSlots, // glUniform4fv of the maximum size (not recommended if shader is down-sizing the decl) + eParamWriteShaderSlots, // glUniform4fv of the active slot count ("highwater") + eParamWriteShaderSlotsOptional, // glUniform4fv of the active slot count ("highwater") - but only if at least one has been written - it's optional + eParamWriteDirtySlotRange // glUniform4fv of the 0-N range where N is highest dirty slot +}; + +enum EGLMAttribWriteMode +{ + eAttribWriteAll, + eAttribWriteDirty +}; + +//===========================================================================// + +#if GLMDEBUG +enum EGLMDebugCallSite +{ + eBeginFrame, // inside begin frame func - frame number has been inc'd, batch number should be -1 + eClear, // inside clear func + eDrawElements, // inside repeat loop, prior to draw call - batch numberhas been inc'd + eEndFrame, // end frame + ePresent // before showing pixels +}; + +// caller should zero one of these out and fill in the m_caller before invoking the hook +struct GLMDebugHookInfo +{ + // info from the caller to the debug hook + EGLMDebugCallSite m_caller; + + + // state the hook uses to keep track of progress within a single run of the caller + int m_iteration; // which call to the hook is this. if it's zero, it precedes any action in the caller. + + + // bools used to communicate between caller and hook + bool m_loop; // hook tells caller to loop around again (don't exit) + bool m_holding; // current mood of hook, are we holding on this batch (i.e. rerun) + + // specific info for a draw call + GLenum m_drawMode; + GLuint m_drawStart; + GLuint m_drawEnd; + GLsizei m_drawCount; + GLenum m_drawType; + const GLvoid *m_drawIndices; +}; +#endif + +//===========================================================================// + +#define kGLMUserClipPlanes 2 +#define kGLMScratchFBOCount 4 + +class GLMContext +{ + public: + // set/check current context (perq for many other calls) + void MakeCurrent( bool bRenderThread = false ); + void ReleaseCurrent( bool bRenderThread = false ); + + // CheckCurrent has been removed (it no longer compiled). To minimize churn I'm leaving + // the inline NOP version. + // DO NOT change this to non-inlined. It's called all over the place from very hot codepaths. + FORCEINLINE void CheckCurrent( void ) { } + + void PopulateCaps( void ); // fill out later portions of renderer info record which need context queries + void DumpCaps( void ); // printf all the caps info (you can call this in release too) + const GLMRendererInfoFields& Caps( void ); // peek at the caps record + + // state cache/mirror + void SetDefaultStates( void ); + void FlushStates( bool noDefer = false ); + void VerifyStates( void ); + + // textures + // Lock and Unlock reqs go directly to the tex object + CGLMTex *NewTex( GLMTexLayoutKey *key, char *debugLabel=NULL ); + void DelTex( CGLMTex *tex ); + + // options for Blit (replacement for ResolveTex and BlitTex) + // pass NULL for dstTex if you want to target GL_BACK with the blit. You get y-flip with that, don't change the dstrect yourself. + void Blit2( CGLMTex *srcTex, GLMRect *srcRect, int srcFace, int srcMip, CGLMTex *dstTex, GLMRect *dstRect, int dstFace, int dstMip, uint filter ); + + // tex blit (via FBO blit) + void BlitTex( CGLMTex *srcTex, GLMRect *srcRect, int srcFace, int srcMip, CGLMTex *dstTex, GLMRect *dstRect, int dstFace, int dstMip, uint filter, bool useBlitFB = true ); + + // MSAA resolve - we do this in GLMContext because it has to do a bunch of FBO/blit gymnastics + void ResolveTex( CGLMTex *tex, bool forceDirty=false ); + + // texture pre-load (residency forcing) - normally done one-time but you can force it + void PreloadTex( CGLMTex *tex, bool force=false ); + + // samplers + void SetSamplerTex( int sampler, CGLMTex *tex ); + void SetSamplerParams( int sampler, GLMTexSamplingParams *params ); + + // render targets (FBO's) + CGLMFBO *NewFBO( void ); + void DelFBO( CGLMFBO *fbo ); + void SetDrawingFBO( CGLMFBO *fbo ); // as with samplers, the notion of the target FBO is latched til draw time and then checked + + // programs + CGLMProgram *NewProgram( EGLMProgramType type, char *progString ); + void DelProgram( CGLMProgram *prog ); + void NullProgram( void ); // de-ac all shader state + + void SetDrawingProgram( EGLMProgramType type, CGLMProgram *prog ); // set NULL for no program + void SetDrawingLang( EGLMProgramLang lang, bool immediate=false ); // choose ARB or GLSL. immediate=false defers lang change to top of frame + + void LinkShaderPair( CGLMProgram *vp, CGLMProgram *fp ); // ensure this combo has been linked and is in the GLSL pair cache + void ClearShaderPairCache( void ); // call this to shoot down all the linked pairs + void QueryShaderPair( int index, GLMShaderPairInfo *infoOut ); // this lets you query the shader pair cache for saving its state + + // buffers + // Lock and Unlock reqs go directly to the buffer object + CGLMBuffer *NewBuffer( EGLMBufferType type, uint size, uint options ); + void DelBuffer( CGLMBuffer *buff ); + + void SetIndexBuffer( CGLMBuffer *buff ); + void SetVertexAttributes( GLMVertexSetup *setup ); + // note, no API is exposed for setting a single attribute source. + // come prepared with a complete block of attributes to use. + + // Queries + CGLMQuery *NewQuery( GLMQueryParams *params ); + void DelQuery( CGLMQuery *query ); + + // "slot" means a vec4-sized thing + // these write into .env parameter space + void SetProgramParametersF( EGLMProgramType type, uint baseSlot, float *slotData, uint slotCount ); // take vec4f's + void SetProgramParametersB( EGLMProgramType type, uint baseSlot, int *slotData, uint boolCount ); // take "BOOL" aka int + void SetProgramParametersI( EGLMProgramType type, uint baseSlot, int *slotData, uint slotCount ); // take int4s + + // state sync + void FlushDrawStates( bool shadersOn=true ); // pushes all drawing state - samplers, tex, programs, etc. + + // drawing + void DrawRangeElements( GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const GLvoid *indices ); + void CheckNative( void ); + + // clearing + void Clear( bool color, unsigned long colorValue, bool depth, float depthValue, bool stencil, unsigned int stencilValue, GLScissorBox_t *rect = NULL ); + + // display + //void SetVSyncEnable( bool vsyncOn ); + //void SetFullScreen( bool fsOn, int screenIndex ); // will be latched for next BeginFrame + //void ActivateFullScreen( bool fsOn, int screenIndex ); // will be called by BeginFrame + bool SetDisplayParams( GLMDisplayParams *params ); // either the first time setup, or a change to new setup + + void Present( CGLMTex *tex ); // somewhat hardwired for the time being + + // mode switch / reset + void Reset( void ); // not a lot of args for now.. + + // writers for the state block inputs + + void WriteAlphaTestEnable ( GLAlphaTestEnable_t *src ); + void WriteAlphaTestFunc ( GLAlphaTestFunc_t *src ); + void WriteCullFaceEnable ( GLCullFaceEnable_t *src ); + void WriteCullFrontFace ( GLCullFrontFace_t *src ); + void WritePolygonMode ( GLPolygonMode_t *src ); + void WriteDepthBias ( GLDepthBias_t *src ); + void WriteClipPlaneEnable ( GLClipPlaneEnable_t *src, int which ); + void WriteClipPlaneEquation ( GLClipPlaneEquation_t *src, int which ); + void WriteScissorEnable ( GLScissorEnable_t *src ); + void WriteScissorBox ( GLScissorBox_t *src ); + void WriteAlphaToCoverageEnable ( GLAlphaToCoverageEnable_t *src ); + void WriteViewportBox ( GLViewportBox_t *src ); + void WriteViewportDepthRange ( GLViewportDepthRange_t *src ); + void WriteColorMaskSingle ( GLColorMaskSingle_t *src ); + void WriteColorMaskMultiple ( GLColorMaskMultiple_t *src, int which ); + void WriteBlendEnable ( GLBlendEnable_t *src ); + void WriteBlendFactor ( GLBlendFactor_t *src ); + void WriteBlendEquation ( GLBlendEquation_t *src ); + void WriteBlendColor ( GLBlendColor_t *src ); + void WriteBlendEnableSRGB ( GLBlendEnableSRGB_t *src ); + void WriteDepthTestEnable ( GLDepthTestEnable_t *src ); + void WriteDepthFunc ( GLDepthFunc_t *src ); + void WriteDepthMask ( GLDepthMask_t *src ); + void WriteStencilTestEnable ( GLStencilTestEnable_t *src ); + void WriteStencilFunc ( GLStencilFunc_t *src ); + void WriteStencilOp ( GLStencilOp_t *src, int which ); + void WriteStencilWriteMask ( GLStencilWriteMask_t *src ); + void WriteClearColor ( GLClearColor_t *src ); + void WriteClearDepth ( GLClearDepth_t *src ); + void WriteClearStencil ( GLClearStencil_t *src ); + + + // debug stuff + void BeginFrame( void ); + void EndFrame( void ); + + // new interactive debug stuff +#if GLMDEBUG + void DebugDump( GLMDebugHookInfo *info, uint options, uint vertDumpMode ); + void DebugHook( GLMDebugHookInfo *info ); + void DebugPresent( void ); + void DebugClear( void ); +#endif + + FORCEINLINE DWORD GetCurrentOwnerThreadId() const { return m_nCurOwnerThreadId; } + + protected: + friend class GLMgr; // only GLMgr can make GLMContext objects + friend class GLMRendererInfo; // only GLMgr can make GLMContext objects + friend class CGLMTex; // tex needs to be able to do binds + friend class CGLMFBO; // fbo needs to be able to do binds + friend class CGLMProgram; + friend class CGLMShaderPair; + friend class CGLMShaderPairCache; + friend class CGLMBuffer; + friend class GLMTester; // tester class needs access back into GLMContext + + friend class IDirect3D9; + friend class IDirect3DDevice9; + + // methods------------------------------------------ + + // old GLMContext( GLint displayMask, GLint rendererID, PseudoNSGLContextPtr nsglShareCtx ); + GLMContext( GLMDisplayParams *params ); + ~GLMContext(); + + // textures + void SelectTMU( int tmu ); // wrapper for glActiveTexture() + int BindTexToTMU( CGLMTex *tex, int tmu, bool noCheck=false ); + + // render targets / FBO's + void BindFBOToCtx( CGLMFBO *fbo, GLenum bindPoint = GL_FRAMEBUFFER_EXT ); // you can also choose GL_READ_FRAMEBUFFER_EXT / GL_DRAW_FRAMEBUFFER_EXT + + // programs + //void BindProgramToCtx( EGLMProgramType type, CGLMProgram *prog ); // will set program mode enable appropriately + + // buffers + void BindBufferToCtx( EGLMBufferType type, CGLMBuffer *buff, bool force = false ); // does not twiddle any enables. + + // debug font + void GenDebugFontTex( void ); + void DrawDebugText( float x, float y, float z, float drawCharWidth, float drawCharHeight, char *string ); + + // members------------------------------------------ + + // context + DWORD m_nCurOwnerThreadId; + + GLMRendererInfoFields m_caps; + + bool m_displayParamsValid; // is there a param block copied in yet + GLMDisplayParams m_displayParams; // last known display config, either via constructor, or by SetDisplayParams... + +#if defined(USE_SDL) + int m_pixelFormatAttribs[100]; // more than enough + void * m_ctx; +#endif + + // texture form table + CGLMTexLayoutTable *m_texLayoutTable; + + // context state mirrors + + GLState<GLAlphaTestEnable_t> m_AlphaTestEnable; + + GLState<GLAlphaTestFunc_t> m_AlphaTestFunc; + + GLState<GLCullFaceEnable_t> m_CullFaceEnable; + GLState<GLCullFrontFace_t> m_CullFrontFace; + GLState<GLPolygonMode_t> m_PolygonMode; + + GLState<GLDepthBias_t> m_DepthBias; + + GLStateArray<GLClipPlaneEnable_t,kGLMUserClipPlanes> m_ClipPlaneEnable; + GLStateArray<GLClipPlaneEquation_t,kGLMUserClipPlanes> m_ClipPlaneEquation; // dxabstract puts them directly into param slot 253(0) and 254(1) + + GLState<GLScissorEnable_t> m_ScissorEnable; + GLState<GLScissorBox_t> m_ScissorBox; + + GLState<GLAlphaToCoverageEnable_t> m_AlphaToCoverageEnable; + + GLState<GLViewportBox_t> m_ViewportBox; + GLState<GLViewportDepthRange_t> m_ViewportDepthRange; + + GLState<GLColorMaskSingle_t> m_ColorMaskSingle; + GLStateArray<GLColorMaskMultiple_t,8> m_ColorMaskMultiple; // need an official constant for the color buffers limit + + GLState<GLBlendEnable_t> m_BlendEnable; + GLState<GLBlendFactor_t> m_BlendFactor; + GLState<GLBlendEquation_t> m_BlendEquation; + GLState<GLBlendColor_t> m_BlendColor; + GLState<GLBlendEnableSRGB_t> m_BlendEnableSRGB; // write to this one to transmit intent to write SRGB encoded pixels to drawing FB + bool m_FakeBlendEnableSRGB; // writes to above will be shunted here if fake SRGB is in effect. + + GLState<GLDepthTestEnable_t> m_DepthTestEnable; + GLState<GLDepthFunc_t> m_DepthFunc; + GLState<GLDepthMask_t> m_DepthMask; + + GLState<GLStencilTestEnable_t> m_StencilTestEnable; // global stencil test enable + GLState<GLStencilFunc_t> m_StencilFunc; // holds front and back stencil funcs + GLStateArray<GLStencilOp_t,2> m_StencilOp; // indexed: 0=front 1=back + GLState<GLStencilWriteMask_t> m_StencilWriteMask; + + GLState<GLClearColor_t> m_ClearColor; + GLState<GLClearDepth_t> m_ClearDepth; + GLState<GLClearStencil_t> m_ClearStencil; + + // texture bindings and sampler setup + int m_activeTexture; // mirror for glActiveTexture + GLMTexSampler m_samplers[GLM_SAMPLER_COUNT]; + + // texture lock tracking - CGLMTex objects share usage of this + CUtlVector< GLMTexLockDesc > m_texLocks; + + // render target binding - check before draw + // similar to tex sampler mechanism, we track "bound" from "chosen for drawing" separately, + // so binding for creation/setup need not disrupt any notion of what will be used at draw time + + CGLMFBO *m_boundDrawFBO; // FBO on GL_DRAW_FRAMEBUFFER bind point + CGLMFBO *m_boundReadFBO; // FBO on GL_READ_FRAMEBUFFER bind point + // ^ both are set if you bind to GL_FRAMEBUFFER_EXT + + CGLMFBO *m_drawingFBO; // what FBO should be bound at draw time (to both read/draw bp's). + + CGLMFBO *m_blitReadFBO; + CGLMFBO *m_blitDrawFBO; // scratch FBO's for framebuffer blit + + CGLMFBO *m_scratchFBO[ kGLMScratchFBOCount ]; // general purpose FBO's for internal use + + CUtlVector< CGLMFBO* > m_fboTable; // each live FBO goes in the table + + // program bindings + EGLMProgramLang m_drawingLangAtFrameStart; // selector for start of frame (spills into m_drawingLang) + EGLMProgramLang m_drawingLang; // selector for which language we desire to draw with on the next batch + CGLMProgram *m_drawingProgram[ kGLMNumProgramTypes ]; + + GLMProgramParamsF m_programParamsF[ kGLMNumProgramTypes ]; + GLMProgramParamsB m_programParamsB[ kGLMNumProgramTypes ]; // two banks, but only the vertex one is used + GLMProgramParamsI m_programParamsI[ kGLMNumProgramTypes ]; // two banks, but only the vertex one is used + EGLMParamWriteMode m_paramWriteMode; + + CGLMProgram *m_nullFragmentProgram; // write opaque black. Activate when caller asks for null FP + + CGLMProgram *m_preloadTexVertexProgram; // programs to help preload textures (dummies) + CGLMProgram *m_preload2DTexFragmentProgram; + CGLMProgram *m_preload3DTexFragmentProgram; + CGLMProgram *m_preloadCubeTexFragmentProgram; + + CGLMProgram *m_boundProgram[ kGLMNumProgramTypes ]; + + CGLMShaderPairCache *m_pairCache; // GLSL only + CGLMShaderPair *m_boundPair; // GLSL only + uint m_boundPairRevision; // GLSL only + GLhandleARB m_boundPairProgram; // GLSL only + + // buffer bindings + CGLMBuffer *m_lastKnownBufferBinds[ kGLMNumBufferTypes ]; // tracked per bind point for dupe-bind-absorb + GLMVertexAttributeDesc m_lastKnownVertexAttribs[ kGLMVertexAttributeIndexMax ]; // tracked per attrib for dupe-set-absorb + uint m_lastKnownVertexAttribMask; // tracked for dupe-enable-absorb + + CGLMBuffer *m_drawIndexBuffer; // ... ? do we need dupe tracking for index buffer setup? ? + + GLMVertexSetup m_drawVertexSetup; + + EGLMAttribWriteMode m_attribWriteMode; + + bool m_slowCheckEnable; // turn this on or no native checking is done ("-glmassertslow" or "-glmsspewslow") + bool m_slowAssertEnable; // turn this on to assert on a non-native batch "-glmassertslow" + bool m_slowSpewEnable; // turn this on to log non-native batches to stdout "-glmspewslow" + + // debug font texture + CGLMTex *m_debugFontTex; // might be NULL unless you call GenDebugFontTex + CGLMBuffer *m_debugFontIndices; // up to 1024 indices (256 chars times 4) + CGLMBuffer *m_debugFontVertices; // up to 1024 verts + + // batch/frame debugging support + int m_debugFrameIndex; // init to -1. Increment at BeginFrame + int m_debugBatchIndex; // init to -1. Increment at any draw call + +#if GLMDEBUG + // interactive (DebugHook) debug support + + // using these you can implement frame advance, batch single step, and batch rewind (let it run til next frame and hold on prev batch #) + int m_holdFrameBegin; // -1 if no hold req'd, otherwise # of frame to hold at (at beginframe time) + int m_holdFrameEnd; // -1 if no hold req'd, otherwise # of frame to hold at (at endframe time) + + int m_holdBatch,m_holdBatchFrame; // -1 if no hold, else # of batch&frame to hold at (both must be set) + // these can be expired/cleared to -1 if the frame passes without a hit + // may be desirable to re-pause in that event, as user was expecting a hold to occur + + bool m_debugDelayEnable; // allow sleep delay + uint m_debugDelay; // sleep time per hook call in microseconds (for usleep()) + + // pre-draw global toggles / options + bool m_autoClearColor,m_autoClearDepth,m_autoClearStencil; + float m_autoClearColorValues[4]; + + // debug knobs + int m_selKnobIndex; + float m_selKnobMinValue,m_selKnobMaxValue,m_selKnobIncrement; +#endif + +}; + +struct GLMTestParams +{ + GLMContext *m_ctx; + int *m_testList; // -1 termed + + bool m_glErrToDebugger; + bool m_glErrToConsole; + + bool m_intlErrToDebugger; + bool m_intlErrToConsole; + + int m_frameCount; // how many frames to test. +}; + +class GLMTester +{ + public: + + GLMTester(GLMTestParams *params); + ~GLMTester(); + + + // optionally callable by test routines to get basic drawables wired up + void StdSetup( void ); + void StdCleanup( void ); + + // callable by test routines to clear the frame or present it + void Clear( void ); + void Present( int seed ); + + // error reporting + void CheckGLError( char *comment ); // obey m_params setting for console / debugger response + void InternalError( int errcode, char *comment ); // if errcode!=0, obey m_params setting for console / debugger response + + void RunTests(); + + void RunOneTest( int testindex ); + + // test routines themselves + void Test0(); + void Test1(); + void Test2(); + void Test3(); + + GLMTestParams m_params; // copy of caller's params, do not mutate... + + // std-setup stuff + int m_drawWidth, m_drawHeight; + CGLMFBO *m_drawFBO; + CGLMTex *m_drawColorTex; + CGLMTex *m_drawDepthTex; +}; + +class CShowPixelsParams +{ +public: + GLuint m_srcTexName; + int m_width,m_height; + bool m_vsyncEnable; + bool m_fsEnable; // want receiving view to be full screen. for now, just target the main screen. extend later. + bool m_useBlit; // use FBO blit - sending context says it is available. + bool m_noBlit; // the back buffer has already been populated by the caller (perhaps via direct MSAA resolve from multisampled RT tex) + bool m_onlySyncView; // react to full/windowed state change only, do not present bits +}; + + +#define kMaxCrawlFrames 100 +#define kMaxCrawlText (kMaxCrawlFrames * 256) +class CStackCrawlParams +{ + public: + uint m_frameLimit; // input: max frames to retrieve + uint m_frameCount; // output: frames found + void *m_crawl[kMaxCrawlFrames]; // call site addresses + char *m_crawlNames[kMaxCrawlFrames]; // pointers into text following, one per decoded name + char m_crawlText[kMaxCrawlText]; +}; + +#endif diff --git a/mp/src/public/togl/osx/glmgrbasics.h b/mp/src/public/togl/osx/glmgrbasics.h index d446b512..78e41464 100644 --- a/mp/src/public/togl/osx/glmgrbasics.h +++ b/mp/src/public/togl/osx/glmgrbasics.h @@ -1,299 +1,299 @@ //========= Copyright Valve Corporation, All rights reserved. ============// -//
-// glmgrbasics.h
-// types, common headers, forward declarations, utilities
-//
-//===============================================================================
-
-#ifndef GLMBASICS_H
-#define GLMBASICS_H
-
-#pragma once
-
-#ifdef OSX
-#include <OpenGL/OpenGL.h>
-#include <OpenGL/gl.h>
-#include <OpenGL/glext.h>
-#include <OpenGL/CGLTypes.h>
-#include <OpenGL/CGLRenderers.h>
-#include <OpenGL/CGLCurrent.h>
-#include <OpenGL/CGLProfiler.h>
-//#include <ApplicationServices/ApplicationServices.h>
-#elif defined(LINUX)
-#include <GL/gl.h>
-#include <GL/glext.h>
-#else
-#error
-#endif
-
-#include "tier0/platform.h"
-
-#include "bitmap/imageformat.h"
-#include "bitvec.h"
-#include "tier1/checksum_md5.h"
-#include "tier1/utlvector.h"
-#include "tier1/convar.h"
-
-#include <sys/stat.h>
-
-#include "dxabstract_types.h"
-
-// types
-struct GLMRect;
-typedef void *PseudoGLContextPtr;
-
-
- // 3-d integer box (used for texture lock/unlock etc)
-struct GLMRegion
-{
- int xmin,xmax;
- int ymin,ymax;
- int zmin,zmax;
-};
-
-struct GLMRect // follows GL convention - if coming from the D3D rect you will need to fiddle the Y's
-{
- int xmin; // left
- int ymin; // bottom
- int xmax; // right
- int ymax; // top
-};
-
-// macros
-
-//#define GLMassert(x) assert(x)
-
-// forward decls
-class GLMgr; // singleton
-class GLMContext; // GL context
-class CGLMContextTester; // testing class
-class CGLMTex;
-class CGLMFBO;
-class CGLMProgram;
-class CGLMBuffer;
-
-
-// utilities
-
-typedef enum
-{
- // D3D codes
- eD3D_DEVTYPE,
- eD3D_FORMAT,
- eD3D_RTYPE,
- eD3D_USAGE,
- eD3D_RSTATE, // render state
- eD3D_SIO, // D3D shader bytecode
- eD3D_VTXDECLUSAGE,
-
- // CGL codes
- eCGL_RENDID,
-
- // OpenGL error codes
- eGL_ERROR,
-
- // OpenGL enums
- eGL_ENUM,
- eGL_RENDERER
-
-} GLMThing_t;
-
-const char* GLMDecode( GLMThing_t type, unsigned long value ); // decode a numeric const
-const char* GLMDecodeMask( GLMThing_t type, unsigned long value ); // decode a bitmask
-
-void GLMStop( void ); // aka Debugger()
-void GLMCheckError( bool noStop = false, bool noLog= false );
-void GLMEnableTrace( bool on );
-
-// expose these in release now
-// Mimic PIX events so we can decorate debug spew
-void GLMBeginPIXEvent( const char *str );
-void GLMEndPIXEvent( void );
-
-//===============================================================================
-// knob twiddling
-float GLMKnob( char *knobname, float *setvalue ); // Pass NULL to not-set the knob value
-float GLMKnobToggle( char *knobname );
-
-//===============================================================================
-// other stuff
-
-// helpers for CGLSetOption - no op if no profiler
-void GLMProfilerClearTrace( void );
-void GLMProfilerEnableTrace( bool enable );
-
-// helpers for CGLSetParameter - no op if no profiler
-void GLMProfilerDumpState( void );
-
-
-//===============================================================================
-// classes
-
-// helper class making function tracking easier to wire up
-#if GLMDEBUG
-class GLMFuncLogger
-{
- public:
-
- // simple function log
- GLMFuncLogger( const char *funcName )
- {
- m_funcName = funcName;
- m_earlyOut = false;
-
- GLMPrintf( ">%s", m_funcName );
- };
-
- // more advanced version lets you pass args (i.e. called parameters or anything else of interest)
- // no macro for this one, since no easy way to pass through the args as well as the funcname
- GLMFuncLogger( const char *funcName, char *fmt, ... )
- {
- m_funcName = funcName;
- m_earlyOut = false;
-
- // this acts like GLMPrintf here
- // all the indent policy is down in GLMPrintfVA
- // which means we need to inject a ">" at the front of the format string to make this work... sigh.
-
- char modifiedFmt[2000];
- modifiedFmt[0] = '>';
- strcpy( modifiedFmt+1, fmt );
-
- va_list vargs;
- va_start(vargs, fmt);
- GLMPrintfVA( modifiedFmt, vargs );
- va_end( vargs );
- }
-
- ~GLMFuncLogger( )
- {
- if (m_earlyOut)
- {
- GLMPrintf( "<%s (early out)", m_funcName );
- }
- else
- {
- GLMPrintf( "<%s", m_funcName );
- }
- };
-
- void EarlyOut( void )
- {
- m_earlyOut = true;
- };
-
- const char *m_funcName; // set at construction time
- bool m_earlyOut;
-};
-
-// handy macro to go with the function tracking class
-#define GLM_FUNC GLMFuncLogger _logger_ ( __FUNCTION__ )
-#else
-#define GLM_FUNC
-#endif
-
-
-// class to keep an in-memory mirror of a file which may be getting edited during run
-class CGLMFileMirror
-{
-public:
- CGLMFileMirror( char *fullpath ); // just associates mirror with file. if file exists it will be read.
- //if non existent it will be created with size zero
- ~CGLMFileMirror( );
-
- bool HasData( void ); // see if data avail
- void GetData( char **dataPtr, uint *dataSizePtr ); // read it out
- void SetData( char *data, uint dataSize ); // put data in (and write it to disk)
- bool PollForChanges( void ); // check disk copy. If different, read it back in and return true.
-
- void UpdateStatInfo( void ); // make sure stat info is current for our file
- void ReadFile( void );
- void WriteFile( void );
-
- void OpenInEditor( bool foreground=false ); // pass TRUE if you would like the editor to pop to foreground
-
- /// how about a "wait for change" method..
-
- char *m_path; // fullpath to file
- bool m_exists;
- struct stat m_stat; // stat results for the file (last time checked)
-
- char *m_data; // content of file
- uint m_size; // length of content
-
-};
-
-// class based on the file mirror, that makes it easy to edit them outside the app.
-
-// it receives an initial block of text from the engine, and hashes it. ("orig")
-// it munges it by duplicating all the text after the "!!" line, and appending it in commented form. ("munged")
-// a mirror file is activated, using a filename based on the hash from the orig text.
-// if there is already content on disk matching that filename, use that content *unless* the 'blitz' parameter is set.
-// (i.e. engine is instructing this subsystem to wipe out any old/modified variants of the text)
-
-
-class CGLMEditableTextItem
-{
-public:
- CGLMEditableTextItem( char *text, uint size, bool forceOverwrite, char *prefix, char *suffix = NULL ); // create a text blob from text source, optional filename suffix
- ~CGLMEditableTextItem( );
-
- bool HasData( void );
- bool PollForChanges( void ); // return true if stale i.e. you need to get a new edition
- void GetCurrentText( char **textOut, uint *sizeOut ); // query for read access to the active blob (could be the original, could be external edited copy)
- void OpenInEditor( bool foreground=false ); // call user attention to this text
-
- // internal methods
- void GenHashOfOrigText( void );
- void GenBaseNameAndFullPath( char *prefix, char *suffix );
- void GenMungedText( bool fromMirror );
-
- // members
- // orig
- uint m_origSize;
- char *m_origText; // what was submitted
- unsigned char m_origDigest[MD5_DIGEST_LENGTH]; // digest of what was submitted
-
- // munged
- uint m_mungedSize;
- char *m_mungedText; // re-processed edition, initial content submission to the file mirror
-
- // mirror
- char *m_mirrorBaseName; // generated from the hash of the orig text, plus the label / prefix
- char *m_mirrorFullPath; // base name
- CGLMFileMirror *m_mirror; // file mirror itself. holds "official" copy for GetCurrentText to return.
-};
-
-
-// debug font
-extern unsigned char g_glmDebugFontMap[16384];
-
-// class for cracking multi-part text blobs
-// sections are demarcated by beginning-of-line markers submitted in a table by the caller
-
-struct GLMTextSection
-{
- int m_markerIndex; // based on table of markers passed in to constructor
- uint m_textOffset; // where is the text - offset
- int m_textLength; // how big is the section
-};
-
-class CGLMTextSectioner
-{
-public:
- CGLMTextSectioner( char *text, int textSize, char **markers ); // constructor finds all the sections
- ~CGLMTextSectioner( );
-
- int Count( void ); // how many sections found
- void GetSection( int index, uint *offsetOut, uint *lengthOut, int *markerIndexOut );
- // find section, size, what marker
- // note that more than one section can be marked similarly.
- // so policy isn't made here, you walk the sections and decide what to do if there are dupes.
-
- //members
-
- //section table
- CUtlVector< GLMTextSection > m_sectionTable;
-};
-
-#endif
+// +// glmgrbasics.h +// types, common headers, forward declarations, utilities +// +//=============================================================================== + +#ifndef GLMBASICS_H +#define GLMBASICS_H + +#pragma once + +#ifdef OSX +#include <OpenGL/OpenGL.h> +#include <OpenGL/gl.h> +#include <OpenGL/glext.h> +#include <OpenGL/CGLTypes.h> +#include <OpenGL/CGLRenderers.h> +#include <OpenGL/CGLCurrent.h> +#include <OpenGL/CGLProfiler.h> +//#include <ApplicationServices/ApplicationServices.h> +#elif defined(LINUX) +#include <GL/gl.h> +#include <GL/glext.h> +#else +#error +#endif + +#include "tier0/platform.h" + +#include "bitmap/imageformat.h" +#include "bitvec.h" +#include "tier1/checksum_md5.h" +#include "tier1/utlvector.h" +#include "tier1/convar.h" + +#include <sys/stat.h> + +#include "dxabstract_types.h" + +// types +struct GLMRect; +typedef void *PseudoGLContextPtr; + + + // 3-d integer box (used for texture lock/unlock etc) +struct GLMRegion +{ + int xmin,xmax; + int ymin,ymax; + int zmin,zmax; +}; + +struct GLMRect // follows GL convention - if coming from the D3D rect you will need to fiddle the Y's +{ + int xmin; // left + int ymin; // bottom + int xmax; // right + int ymax; // top +}; + +// macros + +//#define GLMassert(x) assert(x) + +// forward decls +class GLMgr; // singleton +class GLMContext; // GL context +class CGLMContextTester; // testing class +class CGLMTex; +class CGLMFBO; +class CGLMProgram; +class CGLMBuffer; + + +// utilities + +typedef enum +{ + // D3D codes + eD3D_DEVTYPE, + eD3D_FORMAT, + eD3D_RTYPE, + eD3D_USAGE, + eD3D_RSTATE, // render state + eD3D_SIO, // D3D shader bytecode + eD3D_VTXDECLUSAGE, + + // CGL codes + eCGL_RENDID, + + // OpenGL error codes + eGL_ERROR, + + // OpenGL enums + eGL_ENUM, + eGL_RENDERER + +} GLMThing_t; + +const char* GLMDecode( GLMThing_t type, unsigned long value ); // decode a numeric const +const char* GLMDecodeMask( GLMThing_t type, unsigned long value ); // decode a bitmask + +void GLMStop( void ); // aka Debugger() +void GLMCheckError( bool noStop = false, bool noLog= false ); +void GLMEnableTrace( bool on ); + +// expose these in release now +// Mimic PIX events so we can decorate debug spew +void GLMBeginPIXEvent( const char *str ); +void GLMEndPIXEvent( void ); + +//=============================================================================== +// knob twiddling +float GLMKnob( char *knobname, float *setvalue ); // Pass NULL to not-set the knob value +float GLMKnobToggle( char *knobname ); + +//=============================================================================== +// other stuff + +// helpers for CGLSetOption - no op if no profiler +void GLMProfilerClearTrace( void ); +void GLMProfilerEnableTrace( bool enable ); + +// helpers for CGLSetParameter - no op if no profiler +void GLMProfilerDumpState( void ); + + +//=============================================================================== +// classes + +// helper class making function tracking easier to wire up +#if GLMDEBUG +class GLMFuncLogger +{ + public: + + // simple function log + GLMFuncLogger( const char *funcName ) + { + m_funcName = funcName; + m_earlyOut = false; + + GLMPrintf( ">%s", m_funcName ); + }; + + // more advanced version lets you pass args (i.e. called parameters or anything else of interest) + // no macro for this one, since no easy way to pass through the args as well as the funcname + GLMFuncLogger( const char *funcName, char *fmt, ... ) + { + m_funcName = funcName; + m_earlyOut = false; + + // this acts like GLMPrintf here + // all the indent policy is down in GLMPrintfVA + // which means we need to inject a ">" at the front of the format string to make this work... sigh. + + char modifiedFmt[2000]; + modifiedFmt[0] = '>'; + strcpy( modifiedFmt+1, fmt ); + + va_list vargs; + va_start(vargs, fmt); + GLMPrintfVA( modifiedFmt, vargs ); + va_end( vargs ); + } + + ~GLMFuncLogger( ) + { + if (m_earlyOut) + { + GLMPrintf( "<%s (early out)", m_funcName ); + } + else + { + GLMPrintf( "<%s", m_funcName ); + } + }; + + void EarlyOut( void ) + { + m_earlyOut = true; + }; + + const char *m_funcName; // set at construction time + bool m_earlyOut; +}; + +// handy macro to go with the function tracking class +#define GLM_FUNC GLMFuncLogger _logger_ ( __FUNCTION__ ) +#else +#define GLM_FUNC +#endif + + +// class to keep an in-memory mirror of a file which may be getting edited during run +class CGLMFileMirror +{ +public: + CGLMFileMirror( char *fullpath ); // just associates mirror with file. if file exists it will be read. + //if non existent it will be created with size zero + ~CGLMFileMirror( ); + + bool HasData( void ); // see if data avail + void GetData( char **dataPtr, uint *dataSizePtr ); // read it out + void SetData( char *data, uint dataSize ); // put data in (and write it to disk) + bool PollForChanges( void ); // check disk copy. If different, read it back in and return true. + + void UpdateStatInfo( void ); // make sure stat info is current for our file + void ReadFile( void ); + void WriteFile( void ); + + void OpenInEditor( bool foreground=false ); // pass TRUE if you would like the editor to pop to foreground + + /// how about a "wait for change" method.. + + char *m_path; // fullpath to file + bool m_exists; + struct stat m_stat; // stat results for the file (last time checked) + + char *m_data; // content of file + uint m_size; // length of content + +}; + +// class based on the file mirror, that makes it easy to edit them outside the app. + +// it receives an initial block of text from the engine, and hashes it. ("orig") +// it munges it by duplicating all the text after the "!!" line, and appending it in commented form. ("munged") +// a mirror file is activated, using a filename based on the hash from the orig text. +// if there is already content on disk matching that filename, use that content *unless* the 'blitz' parameter is set. +// (i.e. engine is instructing this subsystem to wipe out any old/modified variants of the text) + + +class CGLMEditableTextItem +{ +public: + CGLMEditableTextItem( char *text, uint size, bool forceOverwrite, char *prefix, char *suffix = NULL ); // create a text blob from text source, optional filename suffix + ~CGLMEditableTextItem( ); + + bool HasData( void ); + bool PollForChanges( void ); // return true if stale i.e. you need to get a new edition + void GetCurrentText( char **textOut, uint *sizeOut ); // query for read access to the active blob (could be the original, could be external edited copy) + void OpenInEditor( bool foreground=false ); // call user attention to this text + + // internal methods + void GenHashOfOrigText( void ); + void GenBaseNameAndFullPath( char *prefix, char *suffix ); + void GenMungedText( bool fromMirror ); + + // members + // orig + uint m_origSize; + char *m_origText; // what was submitted + unsigned char m_origDigest[MD5_DIGEST_LENGTH]; // digest of what was submitted + + // munged + uint m_mungedSize; + char *m_mungedText; // re-processed edition, initial content submission to the file mirror + + // mirror + char *m_mirrorBaseName; // generated from the hash of the orig text, plus the label / prefix + char *m_mirrorFullPath; // base name + CGLMFileMirror *m_mirror; // file mirror itself. holds "official" copy for GetCurrentText to return. +}; + + +// debug font +extern unsigned char g_glmDebugFontMap[16384]; + +// class for cracking multi-part text blobs +// sections are demarcated by beginning-of-line markers submitted in a table by the caller + +struct GLMTextSection +{ + int m_markerIndex; // based on table of markers passed in to constructor + uint m_textOffset; // where is the text - offset + int m_textLength; // how big is the section +}; + +class CGLMTextSectioner +{ +public: + CGLMTextSectioner( char *text, int textSize, char **markers ); // constructor finds all the sections + ~CGLMTextSectioner( ); + + int Count( void ); // how many sections found + void GetSection( int index, uint *offsetOut, uint *lengthOut, int *markerIndexOut ); + // find section, size, what marker + // note that more than one section can be marked similarly. + // so policy isn't made here, you walk the sections and decide what to do if there are dupes. + + //members + + //section table + CUtlVector< GLMTextSection > m_sectionTable; +}; + +#endif diff --git a/mp/src/public/togl/osx/glmgrext.h b/mp/src/public/togl/osx/glmgrext.h index ace2c666..02939bb6 100644 --- a/mp/src/public/togl/osx/glmgrext.h +++ b/mp/src/public/togl/osx/glmgrext.h @@ -1,93 +1,93 @@ //========= Copyright Valve Corporation, All rights reserved. ============// -//
-// glmgrext.h
-// helper file for extension testing and runtime importing of entry points
-//
-//===============================================================================
-
-#pragma once
-
-#ifdef OSX
-#include <OpenGL/gl.h>
-#include <OpenGL/glext.h>
-#elif defined(LINUX)
-#include <GL/gl.h>
-#include <GL/glext.h>
-#else
-#error
-#endif
-
-#ifndef GL_EXT_framebuffer_sRGB
- #define GL_FRAMEBUFFER_SRGB_EXT 0x8DB9
- #define GL_FRAMEBUFFER_SRGB_CAPABLE_EXT 0x8DBA
-#endif
-
-#ifndef ARB_texture_rg
- #define GL_COMPRESSED_RED 0x8225
- #define GL_COMPRESSED_RG 0x8226
- #define GL_RG 0x8227
- #define GL_RG_INTEGER 0x8228
- #define GL_R8 0x8229
- #define GL_R16 0x822A
- #define GL_RG8 0x822B
- #define GL_RG16 0x822C
- #define GL_R16F 0x822D
- #define GL_R32F 0x822E
- #define GL_RG16F 0x822F
- #define GL_RG32F 0x8230
- #define GL_R8I 0x8231
- #define GL_R8UI 0x8232
- #define GL_R16I 0x8233
- #define GL_R16UI 0x8234
- #define GL_R32I 0x8235
- #define GL_R32UI 0x8236
- #define GL_RG8I 0x8237
- #define GL_RG8UI 0x8238
- #define GL_RG16I 0x8239
- #define GL_RG16UI 0x823A
- #define GL_RG32I 0x823B
- #define GL_RG32UI 0x823C
-#endif
-
-#ifndef GL_EXT_bindable_uniform
- #define GL_UNIFORM_BUFFER_EXT 0x8DEE
-#endif
-
-// unpublished extension enums (thus the "X")
-
-// from EXT_framebuffer_multisample_blit_scaled..
-#define XGL_SCALED_RESOLVE_FASTEST_EXT 0x90BA
-#define XGL_SCALED_RESOLVE_NICEST_EXT 0x90BB
-
-#ifndef GL_TEXTURE_MINIMIZE_STORAGE_APPLE
-#define GL_TEXTURE_MINIMIZE_STORAGE_APPLE 0x85B6
-#endif
-
-#ifndef GL_ALL_COMPLETED_NV
-#define GL_ALL_COMPLETED_NV 0x84F2
-#endif
-
-#ifndef GL_MAP_READ_BIT
-#define GL_MAP_READ_BIT 0x0001
-#endif
-
-#ifndef GL_MAP_WRITE_BIT
-#define GL_MAP_WRITE_BIT 0x0002
-#endif
-
-#ifndef GL_MAP_INVALIDATE_RANGE_BIT
-#define GL_MAP_INVALIDATE_RANGE_BIT 0x0004
-#endif
-
-#ifndef GL_MAP_INVALIDATE_BUFFER_BIT
-#define GL_MAP_INVALIDATE_BUFFER_BIT 0x0008
-#endif
-
-#ifndef GL_MAP_FLUSH_EXPLICIT_BIT
-#define GL_MAP_FLUSH_EXPLICIT_BIT 0x0010
-#endif
-
-#ifndef GL_MAP_UNSYNCHRONIZED_BIT
-#define GL_MAP_UNSYNCHRONIZED_BIT 0x0020
-#endif
-
+// +// glmgrext.h +// helper file for extension testing and runtime importing of entry points +// +//=============================================================================== + +#pragma once + +#ifdef OSX +#include <OpenGL/gl.h> +#include <OpenGL/glext.h> +#elif defined(LINUX) +#include <GL/gl.h> +#include <GL/glext.h> +#else +#error +#endif + +#ifndef GL_EXT_framebuffer_sRGB + #define GL_FRAMEBUFFER_SRGB_EXT 0x8DB9 + #define GL_FRAMEBUFFER_SRGB_CAPABLE_EXT 0x8DBA +#endif + +#ifndef ARB_texture_rg + #define GL_COMPRESSED_RED 0x8225 + #define GL_COMPRESSED_RG 0x8226 + #define GL_RG 0x8227 + #define GL_RG_INTEGER 0x8228 + #define GL_R8 0x8229 + #define GL_R16 0x822A + #define GL_RG8 0x822B + #define GL_RG16 0x822C + #define GL_R16F 0x822D + #define GL_R32F 0x822E + #define GL_RG16F 0x822F + #define GL_RG32F 0x8230 + #define GL_R8I 0x8231 + #define GL_R8UI 0x8232 + #define GL_R16I 0x8233 + #define GL_R16UI 0x8234 + #define GL_R32I 0x8235 + #define GL_R32UI 0x8236 + #define GL_RG8I 0x8237 + #define GL_RG8UI 0x8238 + #define GL_RG16I 0x8239 + #define GL_RG16UI 0x823A + #define GL_RG32I 0x823B + #define GL_RG32UI 0x823C +#endif + +#ifndef GL_EXT_bindable_uniform + #define GL_UNIFORM_BUFFER_EXT 0x8DEE +#endif + +// unpublished extension enums (thus the "X") + +// from EXT_framebuffer_multisample_blit_scaled.. +#define XGL_SCALED_RESOLVE_FASTEST_EXT 0x90BA +#define XGL_SCALED_RESOLVE_NICEST_EXT 0x90BB + +#ifndef GL_TEXTURE_MINIMIZE_STORAGE_APPLE +#define GL_TEXTURE_MINIMIZE_STORAGE_APPLE 0x85B6 +#endif + +#ifndef GL_ALL_COMPLETED_NV +#define GL_ALL_COMPLETED_NV 0x84F2 +#endif + +#ifndef GL_MAP_READ_BIT +#define GL_MAP_READ_BIT 0x0001 +#endif + +#ifndef GL_MAP_WRITE_BIT +#define GL_MAP_WRITE_BIT 0x0002 +#endif + +#ifndef GL_MAP_INVALIDATE_RANGE_BIT +#define GL_MAP_INVALIDATE_RANGE_BIT 0x0004 +#endif + +#ifndef GL_MAP_INVALIDATE_BUFFER_BIT +#define GL_MAP_INVALIDATE_BUFFER_BIT 0x0008 +#endif + +#ifndef GL_MAP_FLUSH_EXPLICIT_BIT +#define GL_MAP_FLUSH_EXPLICIT_BIT 0x0010 +#endif + +#ifndef GL_MAP_UNSYNCHRONIZED_BIT +#define GL_MAP_UNSYNCHRONIZED_BIT 0x0020 +#endif + diff --git a/mp/src/tier1/qsort_s.cpp b/mp/src/tier1/qsort_s.cpp index 820d151d..8222b32b 100644 --- a/mp/src/tier1/qsort_s.cpp +++ b/mp/src/tier1/qsort_s.cpp @@ -1,112 +1,112 @@ //========= Copyright Valve Corporation, All rights reserved. ============// -/******************************************************************/
-/* qsort.c -- Non-Recursive ANSI Quicksort function */
-/* */
-/* Public domain by Raymond Gardner, Englewood CO February 1991 */
-/* */
-/* Usage: */
-/* qsort(base, nbr_elements, width_bytes, compare_function); */
-/* void *base; */
-/* size_t nbr_elements, width_bytes; */
-/* int (*compare_function)(const void *, const void *); */
-/* */
-/* Sorts an array starting at base, of length nbr_elements, each */
-/* element of size width_bytes, ordered via compare_function, */
-/* which is called as (*compare_function)(ptr_to_element1, */
-/* ptr_to_element2) and returns < 0 if element1 < element2, */
-/* 0 if element1 = element2, > 0 if element1 > element2. */
-/* Most refinements are due to R. Sedgewick. See "Implementing */
-/* Quicksort Programs", Comm. ACM, Oct. 1978, and Corrigendum, */
-/* Comm. ACM, June 1979. */
-/******************************************************************/
-
-// modified to take (and use) a context object, ala Microsoft's qsort_s
-// "extension" to the stdlib
-
-#include <stddef.h> /* for size_t definition */
-
-/*
-** swap nbytes between a and b
-*/
-
-static void swap_bytes(char *a, char *b, size_t nbytes)
-{
- char tmp;
- do {
- tmp = *a; *a++ = *b; *b++ = tmp;
- } while ( --nbytes );
-}
-
-#define SWAP(a, b) (swap_bytes((char *)(a), (char *)(b), size))
-
-#define COMP(ctx, a, b) ((*comp)((void *)ctx, (void *)(a), (void *)(b)))
-
-#define T 7 /* subfiles of T or fewer elements will */
- /* be sorted by a simple insertion sort */
- /* Note! T must be at least 3 */
-
-extern "C" void qsort_s(void *basep, size_t nelems, size_t size,
- int (*comp)(void *, const void *, const void *),
- void *ctx)
-{
- char *stack[40], **sp; /* stack and stack pointer */
- char *i, *j, *limit; /* scan and limit pointers */
- size_t thresh; /* size of T elements in bytes */
- char *base; /* base pointer as char * */
-
- base = (char *)basep; /* set up char * base pointer */
- thresh = T * size; /* init threshold */
- sp = stack; /* init stack pointer */
- limit = base + nelems * size;/* pointer past end of array */
- for ( ;; ) { /* repeat until break... */
- if ( limit - base > thresh ) { /* if more than T elements */
- /* swap base with middle */
- SWAP((((limit-base)/size)/2)*size+base, base);
- i = base + size; /* i scans left to right */
- j = limit - size; /* j scans right to left */
- if ( COMP(ctx, i, j) > 0 ) /* Sedgewick's */
- SWAP(i, j); /* three-element sort */
- if ( COMP(ctx, base, j) > 0 )/* sets things up */
- SWAP(base, j); /* so that */
- if ( COMP(ctx, i, base) > 0 )/* *i <= *base <= *j */
- SWAP(i, base); /* *base is pivot element */
- for ( ;; ) { /* loop until break */
- do /* move i right */
- i += size; /* until *i >= pivot */
- while ( COMP(ctx, i, base) < 0 );
- do /* move j left */
- j -= size; /* until *j <= pivot */
- while ( COMP(ctx, j, base) > 0 );
- if ( i > j ) /* if pointers crossed */
- break; /* break loop */
- SWAP(i, j); /* else swap elements, keep scanning*/
- }
- SWAP(base, j); /* move pivot into correct place */
- if ( j - base > limit - i ) { /* if left subfile larger */
- sp[0] = base; /* stack left subfile base */
- sp[1] = j; /* and limit */
- base = i; /* sort the right subfile */
- } else { /* else right subfile larger*/
- sp[0] = i; /* stack right subfile base */
- sp[1] = limit; /* and limit */
- limit = j; /* sort the left subfile */
- }
- sp += 2; /* increment stack pointer */
- } else { /* else subfile is small, use insertion sort */
- for ( j = base, i = j+size; i < limit; j = i, i += size )
- for ( ; COMP(ctx, j, j+size) > 0; j -= size ) {
- SWAP(j, j+size);
- if ( j == base )
- break;
- }
- if ( sp != stack ) { /* if any entries on stack */
- sp -= 2; /* pop the base and limit */
- base = sp[0];
- limit = sp[1];
- } else /* else stack empty, done */
- break;
- }
- }
-}
-
-
+/******************************************************************/ +/* qsort.c -- Non-Recursive ANSI Quicksort function */ +/* */ +/* Public domain by Raymond Gardner, Englewood CO February 1991 */ +/* */ +/* Usage: */ +/* qsort(base, nbr_elements, width_bytes, compare_function); */ +/* void *base; */ +/* size_t nbr_elements, width_bytes; */ +/* int (*compare_function)(const void *, const void *); */ +/* */ +/* Sorts an array starting at base, of length nbr_elements, each */ +/* element of size width_bytes, ordered via compare_function, */ +/* which is called as (*compare_function)(ptr_to_element1, */ +/* ptr_to_element2) and returns < 0 if element1 < element2, */ +/* 0 if element1 = element2, > 0 if element1 > element2. */ +/* Most refinements are due to R. Sedgewick. See "Implementing */ +/* Quicksort Programs", Comm. ACM, Oct. 1978, and Corrigendum, */ +/* Comm. ACM, June 1979. */ +/******************************************************************/ + +// modified to take (and use) a context object, ala Microsoft's qsort_s +// "extension" to the stdlib + +#include <stddef.h> /* for size_t definition */ + +/* +** swap nbytes between a and b +*/ + +static void swap_bytes(char *a, char *b, size_t nbytes) +{ + char tmp; + do { + tmp = *a; *a++ = *b; *b++ = tmp; + } while ( --nbytes ); +} + +#define SWAP(a, b) (swap_bytes((char *)(a), (char *)(b), size)) + +#define COMP(ctx, a, b) ((*comp)((void *)ctx, (void *)(a), (void *)(b))) + +#define T 7 /* subfiles of T or fewer elements will */ + /* be sorted by a simple insertion sort */ + /* Note! T must be at least 3 */ + +extern "C" void qsort_s(void *basep, size_t nelems, size_t size, + int (*comp)(void *, const void *, const void *), + void *ctx) +{ + char *stack[40], **sp; /* stack and stack pointer */ + char *i, *j, *limit; /* scan and limit pointers */ + size_t thresh; /* size of T elements in bytes */ + char *base; /* base pointer as char * */ + + base = (char *)basep; /* set up char * base pointer */ + thresh = T * size; /* init threshold */ + sp = stack; /* init stack pointer */ + limit = base + nelems * size;/* pointer past end of array */ + for ( ;; ) { /* repeat until break... */ + if ( limit - base > thresh ) { /* if more than T elements */ + /* swap base with middle */ + SWAP((((limit-base)/size)/2)*size+base, base); + i = base + size; /* i scans left to right */ + j = limit - size; /* j scans right to left */ + if ( COMP(ctx, i, j) > 0 ) /* Sedgewick's */ + SWAP(i, j); /* three-element sort */ + if ( COMP(ctx, base, j) > 0 )/* sets things up */ + SWAP(base, j); /* so that */ + if ( COMP(ctx, i, base) > 0 )/* *i <= *base <= *j */ + SWAP(i, base); /* *base is pivot element */ + for ( ;; ) { /* loop until break */ + do /* move i right */ + i += size; /* until *i >= pivot */ + while ( COMP(ctx, i, base) < 0 ); + do /* move j left */ + j -= size; /* until *j <= pivot */ + while ( COMP(ctx, j, base) > 0 ); + if ( i > j ) /* if pointers crossed */ + break; /* break loop */ + SWAP(i, j); /* else swap elements, keep scanning*/ + } + SWAP(base, j); /* move pivot into correct place */ + if ( j - base > limit - i ) { /* if left subfile larger */ + sp[0] = base; /* stack left subfile base */ + sp[1] = j; /* and limit */ + base = i; /* sort the right subfile */ + } else { /* else right subfile larger*/ + sp[0] = i; /* stack right subfile base */ + sp[1] = limit; /* and limit */ + limit = j; /* sort the left subfile */ + } + sp += 2; /* increment stack pointer */ + } else { /* else subfile is small, use insertion sort */ + for ( j = base, i = j+size; i < limit; j = i, i += size ) + for ( ; COMP(ctx, j, j+size) > 0; j -= size ) { + SWAP(j, j+size); + if ( j == base ) + break; + } + if ( sp != stack ) { /* if any entries on stack */ + sp -= 2; /* pop the base and limit */ + base = sp[0]; + limit = sp[1]; + } else /* else stack empty, done */ + break; + } + } +} + + |