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nephacks
2025-06-04 03:22:50 +02:00
parent f234f23848
commit f12416cffd
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//========= Copyright (c) 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $Workfile: $
// $Date: $
// $NoKeywords: $
//===========================================================================//
#ifndef IDATACACHE_H
#define IDATACACHE_H
#ifdef _WIN32
#pragma once
#endif
#include "tier0/platform.h"
#include "tier0/dbg.h"
#include "appframework/iappsystem.h"
#include "tier3/tier3.h"
class IDataCache;
//-----------------------------------------------------------------------------
//
// Shared Data Cache API
//
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// Support types and enums
//-----------------------------------------------------------------------------
//---------------------------------------------------------
// Unique (per section) identifier for a cache item defined by client
//---------------------------------------------------------
typedef uintp DataCacheClientID_t;
//---------------------------------------------------------
// Cache-defined handle for a cache item
//---------------------------------------------------------
FORWARD_DECLARE_HANDLE( memhandle_t );
typedef memhandle_t DataCacheHandle_t;
#define DC_INVALID_HANDLE ((DataCacheHandle_t)0)
//---------------------------------------------------------
// Cache Limits
//---------------------------------------------------------
struct DataCacheLimits_t
{
DataCacheLimits_t( unsigned _nMaxBytes = (unsigned)-1, unsigned _nMaxItems = (unsigned)-1, unsigned _nMinBytes = 0, unsigned _nMinItems = 0 )
: nMaxBytes(_nMaxBytes),
nMaxItems(_nMaxItems),
nMinBytes(_nMinBytes),
nMinItems(_nMinItems)
{
}
// Maximum levels permitted
unsigned nMaxBytes;
unsigned nMaxItems;
// Minimum levels permitted
unsigned nMinBytes;
unsigned nMinItems;
};
//---------------------------------------------------------
// Cache status
//---------------------------------------------------------
struct DataCacheStatus_t
{
// Current state of the cache
unsigned nBytes;
unsigned nItems;
unsigned nBytesLocked;
unsigned nItemsLocked;
// Diagnostics
unsigned nFindRequests;
unsigned nFindHits;
};
//---------------------------------------------------------
// Cache options
//---------------------------------------------------------
enum DataCacheOptions_t
{
DC_TRACE_ACTIVITY = (1 << 0),
DC_FORCE_RELOCATE = (1 << 1),
DC_ALWAYS_MISS = (1 << 2),
DC_VALIDATE = (1 << 3),
DC_NO_USER_FORCE_FLUSH = (1 << 4)
};
//---------------------------------------------------------
// Cache report types
//---------------------------------------------------------
enum DataCacheReportType_t
{
DC_SUMMARY_REPORT,
DC_DETAIL_REPORT,
DC_DETAIL_REPORT_LRU,
DC_DETAIL_REPORT_VXCONSOLE,
};
//---------------------------------------------------------
// Notifications to section clients on cache events
//---------------------------------------------------------
enum DataCacheNotificationType_t
{
// Used internally to prohibit notifications
DC_NONE,
// Item is falling off the LRU and should be deleted, return false to block
DC_AGE_DISCARD,
// Item is being explicitly flushed and should be deleted, return false to block
DC_FLUSH_DISCARD,
// Item is being explicitly removed and should be deleted. Failure is not an option
DC_REMOVED,
// Cache is requesting item be relocated for debugging purposes
DC_RELOCATE,
// Item info should be output to console, return false to accept default handling
DC_PRINT_INF0,
};
//-------------------------------------
struct DataCacheNotification_t
{
DataCacheNotificationType_t type;
const char * pszSectionName;
DataCacheClientID_t clientId;
const void * pItemData;
unsigned nItemSize;
};
//---------------------------------------------------------
const int DC_MAX_CLIENT_NAME = 15;
const int DC_MAX_ITEM_NAME = 511;
//---------------------------------------------------------
// Result codes
//---------------------------------------------------------
enum DataCacheRemoveResult_t
{
DC_OK,
DC_NOT_FOUND,
DC_LOCKED,
};
//---------------------------------------------------------
// Add flags
//---------------------------------------------------------
enum DataCacheAddFlags_t
{
DCAF_LOCK = ( 1 << 0 ),
DCAF_DEFAULT = 0,
};
//-----------------------------------------------------------------------------
// IDataCacheSection
//
// Purpose: Implements a sub-section of the global cache. Subsections are
// areas of the cache with thier own memory constraints and common
// management.
//-----------------------------------------------------------------------------
abstract_class IDataCacheSection
{
public:
virtual ~IDataCacheSection() { };
//--------------------------------------------------------
virtual IDataCache *GetSharedCache() = 0;
virtual const char *GetName() = 0;
//--------------------------------------------------------
// Purpose: Controls cache size & options
//--------------------------------------------------------
virtual void SetLimits( const DataCacheLimits_t &limits ) = 0;
virtual void SetOptions( unsigned options ) = 0;
//--------------------------------------------------------
// Purpose: Get the current state of the section
//--------------------------------------------------------
virtual void GetStatus( DataCacheStatus_t *pStatus, DataCacheLimits_t *pLimits = NULL ) = 0;
//--------------------------------------------------------
// Purpose: Add an item to the cache. Purges old items if over budget, returns false if item was already in cache.
//--------------------------------------------------------
virtual void EnsureCapacity( unsigned nBytes, unsigned nItems = 1 ) = 0;
//--------------------------------------------------------
// Purpose: Add an item to the cache. Purges old items if over budget, returns false if item was already in cache.
//--------------------------------------------------------
virtual bool Add( DataCacheClientID_t clientId, const void *pItemData, unsigned size, DataCacheHandle_t *pHandle ) = 0;
//--------------------------------------------------------
// Purpose: Finds an item in the cache, returns NULL if item is not in cache. Not a cheap operation if section not configured for fast find.
//--------------------------------------------------------
virtual DataCacheHandle_t Find( DataCacheClientID_t clientId ) = 0;
//--------------------------------------------------------
// Purpose: Get an item out of the cache and remove it. No callbacks are executed unless explicity specified.
//--------------------------------------------------------
virtual DataCacheRemoveResult_t Remove( DataCacheHandle_t handle, const void **ppItemData, unsigned *pItemSize = NULL, bool bNotify = false ) = 0;
DataCacheRemoveResult_t Remove( DataCacheHandle_t handle, bool bNotify = false ) { return Remove( handle, NULL, NULL, bNotify ); }
//--------------------------------------------------------
// Purpose: Returns if the data is currently in memory, but does *not* change its location in the LRU
//--------------------------------------------------------
virtual bool IsPresent( DataCacheHandle_t handle ) = 0;
//--------------------------------------------------------
// Purpose: Lock an item in the cache, returns NULL if item is not in the cache.
//--------------------------------------------------------
virtual void *Lock( DataCacheHandle_t handle ) = 0;
//--------------------------------------------------------
// Purpose: Unlock a previous lock.
//--------------------------------------------------------
virtual int Unlock( DataCacheHandle_t handle ) = 0;
//--------------------------------------------------------
// Purpose: Get an item without locking it, returns NULL if item is not in the cache. Use with care!
//--------------------------------------------------------
virtual void *Get( DataCacheHandle_t handle, bool bFrameLock = false ) = 0;
virtual void *GetNoTouch( DataCacheHandle_t handle, bool bFrameLock = false ) = 0;
//--------------------------------------------------------
// Purpose: "Frame locking" (not game frame). A crude way to manage locks over relatively
// short periods. Does not affect normal locks/unlocks
//--------------------------------------------------------
virtual int BeginFrameLocking() = 0;
virtual bool IsFrameLocking() = 0;
virtual void *FrameLock( DataCacheHandle_t handle ) = 0;
virtual int EndFrameLocking() = 0;
virtual int *GetFrameUnlockCounterPtr() = 0;
//--------------------------------------------------------
// Purpose: Lock management, not for the feint of heart
//--------------------------------------------------------
virtual int GetLockCount( DataCacheHandle_t handle ) = 0;
virtual int BreakLock( DataCacheHandle_t handle ) = 0;
//--------------------------------------------------------
// Purpose: Explicitly mark an item as "recently used"
//--------------------------------------------------------
virtual bool Touch( DataCacheHandle_t handle ) = 0;
//--------------------------------------------------------
// Purpose: Explicitly mark an item as "least recently used".
//--------------------------------------------------------
virtual bool Age( DataCacheHandle_t handle ) = 0;
//--------------------------------------------------------
// Purpose: Empty the cache. Returns bytes released, will remove locked items if force specified
//--------------------------------------------------------
virtual unsigned Flush( bool bUnlockedOnly = true, bool bNotify = true ) = 0;
//--------------------------------------------------------
// Purpose: Dump the oldest items to free the specified amount of memory. Returns amount actually freed
//--------------------------------------------------------
virtual unsigned Purge( unsigned nBytes ) = 0;
//--------------------------------------------------------
// Purpose: Output the state of the section
//--------------------------------------------------------
virtual void OutputReport( DataCacheReportType_t reportType = DC_SUMMARY_REPORT ) = 0;
//--------------------------------------------------------
// Purpose: Updates the size used by a specific item (locks the item, kicks
// other items out to make room as necessary, unlocks the item).
//--------------------------------------------------------
virtual void UpdateSize( DataCacheHandle_t handle, unsigned int nNewSize ) = 0;
//--------------------------------------------------------
// Purpose: Access to the mutex. More explicit control during get-then-lock sequences
// to ensure object stays valid during "then"
//--------------------------------------------------------
virtual void LockMutex() = 0;
virtual void UnlockMutex() = 0;
//--------------------------------------------------------
// Purpose: Add an item to the cache. Purges old items if over budget, returns false if item was already in cache.
//--------------------------------------------------------
virtual bool AddEx( DataCacheClientID_t clientId, const void *pItemData, unsigned size, unsigned flags, DataCacheHandle_t *pHandle ) = 0;
virtual unsigned int GetOptions() = 0;
// Batch oriented get/lock
virtual void GetAndLockMultiple( void **ppData, int nCount, DataCacheHandle_t *pHandles ) = 0;
};
//-----------------------------------------------------------------------------
// IDataCacheClient
//
// Purpose: Connection between the cache and the owner of a cache section
//
//-----------------------------------------------------------------------------
abstract_class IDataCacheClient
{
public:
virtual ~IDataCacheClient() { };
//--------------------------------------------------------
//
//--------------------------------------------------------
virtual bool HandleCacheNotification( const DataCacheNotification_t &notification ) = 0;
//--------------------------------------------------------
//
//--------------------------------------------------------
virtual bool GetItemName( DataCacheClientID_t clientId, const void *pItem, char *pDest, unsigned nMaxLen ) = 0;
};
//-------------------------------------
class CDefaultDataCacheClient : public IDataCacheClient
{
public:
virtual ~CDefaultDataCacheClient() { };
virtual bool HandleCacheNotification( const DataCacheNotification_t &notification )
{
switch ( notification.type )
{
case DC_AGE_DISCARD:
case DC_FLUSH_DISCARD:
case DC_REMOVED:
default:
Assert ( 0 );
return false;
case DC_NONE:
case DC_RELOCATE:
case DC_PRINT_INF0:
return false;
}
return false;
}
virtual bool GetItemName( DataCacheClientID_t clientId, const void *pItem, char *pDest, unsigned nMaxLen )
{
return false;
}
};
//-----------------------------------------------------------------------------
// IDataCache
//
// Purpose: The global shared cache. Manages sections and overall budgets.
//
//-----------------------------------------------------------------------------
abstract_class IDataCache : public IAppSystem
{
public:
//--------------------------------------------------------
// Purpose: Controls cache size.
//--------------------------------------------------------
virtual void SetSize( int nMaxBytes ) = 0;
virtual void SetOptions( unsigned options ) = 0;
virtual void SetSectionLimits( const char *pszSectionName, const DataCacheLimits_t &limits ) = 0;
//--------------------------------------------------------
// Purpose: Get the current state of the cache
//--------------------------------------------------------
virtual void GetStatus( DataCacheStatus_t *pStatus, DataCacheLimits_t *pLimits = NULL ) = 0;
//--------------------------------------------------------
// Purpose: Add a section to the cache
//--------------------------------------------------------
virtual IDataCacheSection *AddSection( IDataCacheClient *pClient, const char *pszSectionName, const DataCacheLimits_t &limits = DataCacheLimits_t(), bool bSupportFastFind = false ) = 0;
//--------------------------------------------------------
// Purpose: Remove a section from the cache
//--------------------------------------------------------
virtual void RemoveSection( const char *pszClientName, bool bCallFlush = true ) = 0;
void RemoveSection( IDataCacheSection *pSection, bool bCallFlush = true ) { if ( pSection) RemoveSection( pSection->GetName() ); }
//--------------------------------------------------------
// Purpose: Find a section of the cache
//--------------------------------------------------------
virtual IDataCacheSection *FindSection( const char *pszClientName ) = 0;
//--------------------------------------------------------
// Purpose: Dump the oldest items to free the specified amount of memory. Returns amount actually freed
//--------------------------------------------------------
virtual unsigned Purge( unsigned nBytes ) = 0;
//--------------------------------------------------------
// Purpose: Empty the cache. Returns bytes released, will remove locked items if force specified
//--------------------------------------------------------
virtual unsigned Flush( bool bUnlockedOnly = true, bool bNotify = true ) = 0;
//--------------------------------------------------------
// Purpose: Output the state of the cache
//--------------------------------------------------------
virtual void OutputReport( DataCacheReportType_t reportType = DC_SUMMARY_REPORT, const char *pszSection = NULL ) = 0;
virtual int GetSectionCount() = 0;
virtual const char *GetSectionName( int iIndex ) = 0;
};
//-----------------------------------------------------------------------------
// Helper class to support usage pattern similar to CDataManager
//-----------------------------------------------------------------------------
template< class STORAGE_TYPE, class CREATE_PARAMS, class LOCK_TYPE = STORAGE_TYPE * >
class CManagedDataCacheClient : public CDefaultDataCacheClient
{
public:
typedef CManagedDataCacheClient<STORAGE_TYPE, CREATE_PARAMS, LOCK_TYPE> CCacheClientBaseClass;
CManagedDataCacheClient()
: m_pCache( NULL )
{
}
void Init( IDataCache *pSharedCache, const char *pszSectionName, const DataCacheLimits_t &limits = DataCacheLimits_t(), bool bSupportFastFind = false )
{
if ( !m_pCache )
{
m_pCache = pSharedCache->AddSection( this, pszSectionName, limits, bSupportFastFind );
}
}
void Shutdown()
{
if ( m_pCache )
{
m_pCache->GetSharedCache()->RemoveSection( m_pCache );
m_pCache = NULL;
}
}
LOCK_TYPE CacheGet( DataCacheHandle_t handle, bool bFrameLock = true )
{
return (LOCK_TYPE)(((STORAGE_TYPE *)m_pCache->Get( handle, bFrameLock ))->GetData());
}
void CacheGetAndLockMultiple( LOCK_TYPE *pData, int nCount, DataCacheHandle_t *pHandles )
{
m_pCache->GetAndLockMultiple( (void**)pData, nCount, pHandles );
for ( int i = 0; i < nCount; ++i )
{
STORAGE_TYPE *pTypedData = pData[i];
if ( pTypedData )
{
pData[i] = (LOCK_TYPE)( pTypedData->GetData() );
}
}
}
LOCK_TYPE CacheGetNoTouch( DataCacheHandle_t handle )
{
return (LOCK_TYPE)(((STORAGE_TYPE *)m_pCache->GetNoTouch( handle ))->GetData());
}
LOCK_TYPE CacheLock( DataCacheHandle_t handle )
{
return (LOCK_TYPE)(((STORAGE_TYPE *)m_pCache->Lock( handle ))->GetData());
}
int CacheUnlock( DataCacheHandle_t handle )
{
return m_pCache->Unlock( handle );
}
void CacheTouch( DataCacheHandle_t handle )
{
m_pCache->Touch( handle );
}
void CacheRemove( DataCacheHandle_t handle, bool bNotify = true )
{
m_pCache->Remove( handle, bNotify );
}
void CacheFlush()
{
m_pCache->Flush();
}
DataCacheHandle_t CacheCreate( const CREATE_PARAMS &createParams, unsigned flags = DCAF_DEFAULT )
{
m_pCache->EnsureCapacity(STORAGE_TYPE::EstimatedSize(createParams));
STORAGE_TYPE *pStore = STORAGE_TYPE::CreateResource( createParams );
if ( !pStore )
{
return DC_INVALID_HANDLE;
}
DataCacheHandle_t handle;
m_pCache->AddEx( (DataCacheClientID_t)pStore, pStore, pStore->Size(), flags, &handle);
return handle;
}
void CacheLockMutex()
{
m_pCache->LockMutex();
}
void CacheUnlockMutex()
{
m_pCache->UnlockMutex();
}
bool HandleCacheNotification( const DataCacheNotification_t &notification )
{
switch ( notification.type )
{
case DC_AGE_DISCARD:
case DC_FLUSH_DISCARD:
case DC_REMOVED:
{
STORAGE_TYPE *p = (STORAGE_TYPE *)notification.clientId;
p->DestroyResource();
return true;
}
break;
case DC_NONE:
case DC_RELOCATE:
case DC_PRINT_INF0:
break;
}
return CDefaultDataCacheClient::HandleCacheNotification( notification );
}
protected:
~CManagedDataCacheClient()
{
Shutdown();
}
IDataCacheSection *GetCacheSection()
{
return m_pCache;
}
private:
IDataCacheSection *m_pCache;
};
//-----------------------------------------------------------------------------
#endif // IDataCache

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//=========== (C) Copyright 1999 Valve, L.L.C. All rights reserved. ===========
//
// The copyright to the contents herein is the property of Valve, L.L.C.
// The contents may be used and/or copied only with the written permission of
// Valve, L.L.C., or in accordance with the terms and conditions stipulated in
// the agreement/contract under which the contents have been supplied.
//
// $Header: $
// $NoKeywords: $
//
// model loading and caching
//
//=============================================================================
#ifndef IMDLCACHE_H
#define IMDLCACHE_H
#ifdef _WIN32
#pragma once
#endif
#include "tier0/platform.h"
#include "appframework/iappsystem.h"
#include "filesystem.h"
#include "string_t.h"
//-----------------------------------------------------------------------------
// Forward declarations
//-----------------------------------------------------------------------------
struct studiohdr_t;
struct studiohwdata_t;
struct vcollide_t;
struct virtualmodel_t;
struct vertexFileHeader_t;
class KeyValues;
class IDataCacheSection;
class IVTFTexture;
namespace OptimizedModel
{
struct FileHeader_t;
}
//-----------------------------------------------------------------------------
// Reference to a loaded studiomdl
//-----------------------------------------------------------------------------
typedef unsigned short MDLHandle_t;
inline MDLHandle_t VoidPtrToMDLHandle( void *ptr )
{
return ( MDLHandle_t ) ( int ) ( intp ) ptr;
}
inline void* MDLHandleToVirtual( MDLHandle_t hndl )
{
return (void*)(uintp)hndl;
}
enum
{
MDLHANDLE_INVALID = (MDLHandle_t)~0
};
//-----------------------------------------------------------------------------
// Cache data types
//-----------------------------------------------------------------------------
enum MDLCacheDataType_t
{
MDLCACHE_NONE = -1,
// Callbacks to get called when data is loaded or unloaded for these:
MDLCACHE_STUDIOHDR = 0,
MDLCACHE_STUDIOHWDATA,
MDLCACHE_VCOLLIDE,
// Callbacks NOT called when data is loaded or unloaded for these:
MDLCACHE_ANIMBLOCK,
MDLCACHE_VIRTUALMODEL,
MDLCACHE_VERTEXES,
MDLCACHE_DECODEDANIMBLOCK
};
abstract_class IMDLCacheNotify
{
public:
virtual ~IMDLCacheNotify() { };
// Called right after the data is loaded
virtual void OnDataLoaded( MDLCacheDataType_t type, MDLHandle_t handle ) = 0;
// Called right before combiner process data into cache
virtual void OnCombinerPreCache( MDLHandle_t OldHandle, MDLHandle_t NewHandle ) = 0;
// Called right before the data is unloaded
virtual void OnDataUnloaded( MDLCacheDataType_t type, MDLHandle_t handle ) = 0;
virtual bool ShouldSupressLoadWarning( MDLHandle_t handle ) = 0;
};
//-----------------------------------------------------------------------------
// Flags for flushing
//-----------------------------------------------------------------------------
enum MDLCacheFlush_t
{
MDLCACHE_FLUSH_STUDIOHDR = 0x01,
MDLCACHE_FLUSH_STUDIOHWDATA = 0x02,
MDLCACHE_FLUSH_VCOLLIDE = 0x04,
MDLCACHE_FLUSH_ANIMBLOCK = 0x08,
MDLCACHE_FLUSH_VIRTUALMODEL = 0x10,
MDLCACHE_FLUSH_AUTOPLAY = 0x20,
MDLCACHE_FLUSH_VERTEXES = 0x40,
MDLCACHE_FLUSH_COMBINED_DATA = 0x80,
MDLCACHE_FLUSH_IGNORELOCK = 0x80000000,
MDLCACHE_FLUSH_ALL = 0xFFFFFFFF
};
//-----------------------------------------------------------------------------
// Combiner
//-----------------------------------------------------------------------------
#define COMBINER_MAX_MODELS 15
#define COMBINER_MAX_LODS 8
#define COMBINER_MAX_TEXTURES_PER_MATERIAL 5
#define COMBINER_MAX_ATLAS_GROUPS 5
#define COMBINER_MAX_MATERIALS_PER_INPUT_MODEL 4
enum ECombinedResult
{
COMBINE_RESULT_FLAG_OK = 0,
COMBINE_RESULT_FLAG_TOO_MANY_STRINGS,
COMBINE_RESULT_FLAG_OUT_OF_MEMORY,
COMBINE_RESULT_FLAG_TOO_MANY_BONES,
COMBINE_RESULT_FLAG_UNSUPPORTED_FEATURE, // Major feature of the formats that isn't supported. You'll need to debug the specific cause of this.
COMBINE_RESULT_FLAG_UNHANDLED_ISSUE, // Minor section of the formats that wasn't expected. You'll need to debug the specific cause of this.
COMBINE_RESULT_FLAG_MISSING_ASSET_FILE,
COMBINE_RESULT_FLAG_UNSUPPORTED_SHADER,
COMBINE_RESULT_FLAG_FAILED_GOOD_PRACTICE, // Not necessarily an error, but sanity checks to make sure we are doing good practices
COMBINE_RESULT_FLAG_KEY_VALUE_FAILURE,
};
enum EDetailedError
{
COMBINED_DETAIL_ERROR_NOT_SPECIFIED = 0,
COMBINED_DETAIL_ERROR_TEXTURE_PACKER_NO_SPACE,
COMBINED_DETAIL_ERROR_MODEL_PACKER_TOO_MANY_MATERIALS,
COMBINED_DETAIL_ERROR_TEXTURE_COORDINATES_WRAP,
COMBINED_DETAIL_ERROR_MODEL_LOWER_LOD_HIGHER_TRI_COUNT,
};
typedef struct SCombinedResults
{
// individual model info
int m_nNumVerts[ COMBINER_MAX_MODELS ][ COMBINER_MAX_LODS ];
int m_nNumIndexes[ COMBINER_MAX_MODELS ][ COMBINER_MAX_LODS ];
int m_nBatches[ COMBINER_MAX_MODELS ][ COMBINER_MAX_LODS ];
int m_nNumLODs[ COMBINER_MAX_MODELS ];
// cumulative combined info
int m_nCombinedNumVerts[ COMBINER_MAX_LODS ];
int m_nCombinedNumIndexes[ COMBINER_MAX_LODS ];
int m_nCombinedBatches[ COMBINER_MAX_LODS ];
int m_nCombinedNumLODs;
int m_nNumTexturePackIterations;
unsigned int m_nCombinedResults;
char m_szErrorMessage[ 256 ];
char m_szErrorDetails[ 4096 ];
unsigned int m_nDetailedError;
float m_flModelLoadDuration;
float m_flModelCombineDuration;
float m_flTextureLoadDuration;
float m_flTextureCombineDuration;
float m_flEngineProcessingDuration;
} TCombinedResults;
enum ECombinedAsset
{
COMBINED_ASSET_MATERIAL = 0,
COMBINED_ASSET_TEXTURE,
COMBINED_ASSET_MAX
};
enum ECombinerFlags
{
COMBINER_FLAG_THREADING = 0x00000001,
COMBINER_FLAG_NO_DATA_PROCESSING = 0x00000002,
};
struct STextureSubstitute_t
{
STextureSubstitute_t()
: m_iszMaterialParam( NULL_STRING )
, m_pVTFTexture( NULL )
{
}
string_t m_iszMaterialParam;
IVTFTexture *m_pVTFTexture;
};
struct SCombinerModelInput_t
{
SCombinerModelInput_t()
: m_iszModelName( NULL_STRING )
, m_nSkinFamily( 0 )
, m_nBodyGroupSubModelSelection ( -1 )
{
}
SCombinerModelInput_t( string_t iszModelName, int nSkinFamily = 0, int nBodyGroupSubModelSelection = -1 )
: m_iszModelName( iszModelName )
, m_nSkinFamily( nSkinFamily )
, m_nBodyGroupSubModelSelection( nBodyGroupSubModelSelection )
{
}
string_t m_iszModelName;
int m_nSkinFamily;
int m_nBodyGroupSubModelSelection; // -1 means no selection, include all body part sub models
STextureSubstitute_t m_textureSubstitutes[ COMBINER_MAX_MATERIALS_PER_INPUT_MODEL ][ COMBINER_MAX_TEXTURES_PER_MATERIAL ]; // entries can have NULL contents, it means don't substitute (use the one the mdl says)
};
// Callback for the combining process
// pUserData: the pointer you optionally specified in the FinishedCombinedModel() call
// OldHandle: either the temporary model model returned by CreateCombinedModel() or MDLHANDLE_INVALID if reusing an existing handle
// NewHandle: the combined model handle, which may be your reused model handle specified in CreateCombinedModel()
// CombinedResults: various statistical and timing information about the model and combining process
typedef void (*CombinedModelLoadedCallback)( void *pUserData, MDLHandle_t OldHandle, MDLHandle_t NewHandle, TCombinedResults &CombinedResults );
//-----------------------------------------------------------------------------
// The main MDL cacher
//-----------------------------------------------------------------------------
abstract_class IMDLCache : public IAppSystem
{
public:
// Used to install callbacks for when data is loaded + unloaded
// Returns the prior notify
virtual void SetCacheNotify( IMDLCacheNotify *pNotify ) = 0;
// NOTE: This assumes the "GAME" path if you don't use
// the UNC method of specifying files. This will also increment
// the reference count of the MDL
virtual MDLHandle_t FindMDL( const char *pMDLRelativePath ) = 0;
// Reference counting
virtual int AddRef( MDLHandle_t handle ) = 0;
virtual int Release( MDLHandle_t handle ) = 0;
virtual int GetRef( MDLHandle_t handle ) = 0;
// Gets at the various data associated with a MDL
virtual studiohdr_t *GetStudioHdr( MDLHandle_t handle ) = 0;
virtual studiohwdata_t *GetHardwareData( MDLHandle_t handle ) = 0;
virtual vcollide_t *GetVCollide( MDLHandle_t handle ) = 0;
virtual unsigned char *GetAnimBlock( MDLHandle_t handle, int nBlock, bool preloadIfMissing ) = 0;
virtual bool HasAnimBlockBeenPreloaded( MDLHandle_t handle, int nBlock ) = 0;
virtual virtualmodel_t *GetVirtualModel( MDLHandle_t handle ) = 0;
virtual int GetAutoplayList( MDLHandle_t handle, unsigned short **pOut ) = 0;
virtual vertexFileHeader_t *GetVertexData( MDLHandle_t handle ) = 0;
// Brings all data associated with an MDL into memory
virtual void TouchAllData( MDLHandle_t handle ) = 0;
// Gets/sets user data associated with the MDL
virtual void SetUserData( MDLHandle_t handle, void* pData ) = 0;
virtual void *GetUserData( MDLHandle_t handle ) = 0;
// Is this MDL using the error model?
virtual bool IsErrorModel( MDLHandle_t handle ) = 0;
virtual bool IsOverBudget( MDLHandle_t handle ) = 0;
// Flushes the cache, force a full discard
virtual void Flush( MDLCacheFlush_t nFlushFlags = MDLCACHE_FLUSH_ALL ) = 0;
// Flushes a particular model out of memory
virtual void Flush( MDLHandle_t handle, int nFlushFlags = MDLCACHE_FLUSH_ALL ) = 0;
// Returns the name of the model (its relative path)
virtual const char *GetModelName( MDLHandle_t handle ) = 0;
virtual IDataCacheSection *GetCacheSection( MDLCacheDataType_t type ) =0;
// faster access when you already have the studiohdr
virtual virtualmodel_t *GetVirtualModelFast( const studiohdr_t *pStudioHdr, MDLHandle_t handle ) = 0;
// all cache entries that subsequently allocated or successfully checked
// are considered "locked" and will not be freed when additional memory is needed
virtual void BeginLock() = 0;
// reset all protected blocks to normal
virtual void EndLock() = 0;
// returns a pointer to a counter that is incremented every time the cache has been out of the locked state (EVIL)
virtual int *GetFrameUnlockCounterPtrOLD() = 0;
// Finish all pending async operations
virtual void FinishPendingLoads() = 0;
virtual vcollide_t *GetVCollideEx( MDLHandle_t handle, bool synchronousLoad = true ) = 0;
virtual bool GetVCollideSize( MDLHandle_t handle, int *pVCollideSize ) = 0;
virtual bool GetAsyncLoad( MDLCacheDataType_t type ) = 0;
virtual bool SetAsyncLoad( MDLCacheDataType_t type, bool bAsync ) = 0;
virtual void BeginMapLoad() = 0;
virtual void EndMapLoad() = 0;
virtual void MarkAsLoaded( MDLHandle_t handle ) = 0;
virtual void InitPreloadData( bool rebuild ) = 0;
virtual void ShutdownPreloadData() = 0;
virtual bool IsDataLoaded( MDLHandle_t handle, MDLCacheDataType_t type ) = 0;
virtual int *GetFrameUnlockCounterPtr( MDLCacheDataType_t type ) = 0;
virtual studiohdr_t *LockStudioHdr( MDLHandle_t handle ) = 0;
virtual void UnlockStudioHdr( MDLHandle_t handle ) = 0;
virtual bool PreloadModel( MDLHandle_t handle ) = 0;
// Hammer uses this. If a model has an error loading in GetStudioHdr, then it is flagged
// as an error model and any further attempts to load it will just get the error model.
// That is, until you call this function. Then it will load the correct model.
virtual void ResetErrorModelStatus( MDLHandle_t handle ) = 0;
virtual void MarkFrame() = 0;
// Locking for things that we can lock over longer intervals than
// resources locked by BeginLock/EndLock
virtual void BeginCoarseLock() = 0;
virtual void EndCoarseLock() = 0;
virtual void ReloadVCollide( MDLHandle_t handle ) = 0;
virtual bool ReleaseAnimBlockAllocator() = 0;
virtual bool RestoreHardwareData( MDLHandle_t handle, FSAsyncControl_t *pAsyncVTXControl, FSAsyncControl_t *pAsyncVVDControl ) = 0;
virtual void DisableVCollideLoad() = 0;
virtual void EnableVCollideLoad() = 0;
virtual void DisableFileNotFoundWarnings() = 0;
virtual void EnableFileNotFoundWarnings() = 0;
virtual bool ProcessPendingHardwareRestore() = 0;
virtual void UnloadQueuedHardwareData( ) = 0;
virtual void DumpDictionaryState( ) = 0;
// ========================
// combined models
// This will create a combined model by the name specified in pszModelName and return back a temporary model handle.
// May return MDLHANDLE_INVALID if the name is a duplicate of an existing model
virtual MDLHandle_t CreateCombinedModel( const char *pszModelName ) = 0;
// This will create a combined model in replace of an existing model handle. The handle should be valid to use during the entire process.
// Returns true if the handle is acceptable to use for the combining process.
virtual bool CreateCombinedModel( MDLHandle_t handle ) = 0;
// Sets the models for the combining process
virtual bool SetCombineModels( MDLHandle_t handle, const CUtlVector< SCombinerModelInput_t > &vecModelsToCombine ) = 0;
// Indicates that you are done with the setup of the combining process. You must specify a callback function and optionally
// a user pointer that will be supplied to you in the callback
virtual bool FinishCombinedModel( MDLHandle_t handle, CombinedModelLoadedCallback pFunc, void *pUserData = NULL ) = 0;
// Lets you query a model handle to see if it is a placeholder returned by CreateCombinedModel()
virtual bool IsCombinedPlaceholder( MDLHandle_t handle ) = 0;
// Lets you query a model handle to see if it is a combined model
virtual bool IsCombinedModel( MDLHandle_t handle ) = 0;
// Returns the number of models contained in the combined model. Includes primary and all secondary models
virtual int GetNumCombinedSubModels( MDLHandle_t handle ) = 0;
// Gets the file name for a sub model
virtual void GetCombinedSubModelFilename( MDLHandle_t handle, int nSubModelIndex, char *pszResult, int nResultSize ) = 0;
// Returns the KV of the material set for the model. You are responsible for calling deleteThis() on the result.
virtual KeyValues *GetCombinedMaterialKV( MDLHandle_t handle, int nAtlasGroup = 0 ) = 0;
// Internal engine use function to help drive the combining process.
virtual void UpdateCombiner( ) = 0; // should be called from main thread after rendering has completed
// Internal engine function to help get access to specific combined assets
virtual void *GetCombinedInternalAsset( ECombinedAsset AssetType, const char *pszAssetID = NULL, int *nSize = NULL ) = 0;
// Set Combiner Flags
virtual void SetCombinerFlags( unsigned nFlags ) = 0;
// Clear Combiner Flags
virtual void ClearCombinerFlags( unsigned nFlags ) = 0;
// Dump out resident combiner info
virtual void DebugCombinerInfo( ) = 0;
};
DECLARE_TIER3_INTERFACE( IMDLCache, g_pMDLCache );
//-----------------------------------------------------------------------------
// Critical section helper code
//-----------------------------------------------------------------------------
class CMDLCacheCriticalSection
{
public:
CMDLCacheCriticalSection( IMDLCache *pCache ) : m_pCache( pCache )
{
m_pCache->BeginLock();
}
~CMDLCacheCriticalSection()
{
m_pCache->EndLock();
}
private:
IMDLCache *m_pCache;
};
class CMDLCacheCoarseCriticalSection
{
public:
CMDLCacheCoarseCriticalSection( IMDLCache *pCache ) : m_pCache( pCache )
{
m_pCache->BeginCoarseLock();
}
~CMDLCacheCoarseCriticalSection()
{
m_pCache->EndCoarseLock();
}
private:
IMDLCache *m_pCache;
};
#define MDCACHE_FINE_GRAINED 1
#if defined(MDCACHE_FINE_GRAINED)
#define MDLCACHE_CRITICAL_SECTION_( pCache ) CMDLCacheCriticalSection cacheCriticalSection(pCache)
#define MDLCACHE_COARSE_LOCK_( pCache ) CMDLCacheCoarseCriticalSection cacheCoarseCriticalSection(pCache)
#elif defined(MDLCACHE_LEVEL_LOCKED)
#define MDLCACHE_CRITICAL_SECTION_( pCache ) ((void)(0))
#define MDLCACHE_COARSE_LOCK_( pCache ) ((void)(0))
#else
#define MDLCACHE_CRITICAL_SECTION_( pCache ) ((void)(0))
#define MDLCACHE_COARSE_LOCK_( pCache ) CMDLCacheCriticalSection cacheCriticalSection(pCache); CMDLCacheCoarseCriticalSection cacheCoarseCriticalSection(pCache)
#endif
#define MDLCACHE_CRITICAL_SECTION() MDLCACHE_CRITICAL_SECTION_(mdlcache)
#define MDLCACHE_COARSE_LOCK() MDLCACHE_COARSE_LOCK_(mdlcache)
#endif // IMDLCACHE_H

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//===== Copyright © 1996-2005, Valve Corporation, All rights reserved. ======//
//
// Purpose:
//
// $Workfile: $
// $Date: $
// $NoKeywords: $
//===========================================================================//
#ifndef IPRECACHESYSTEM_H
#define IPRECACHESYSTEM_H
#ifdef _WIN32
#pragma once
#endif
#include "tier0/dbg.h"
#include "tier2/tier2.h"
#include "tier2/resourceprecacher.h"
#include "appframework/iappsystem.h"
//-----------------------------------------------------------------------------
// Resource access control API
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// IResourceAccessControl
// Purpose: Maintains lists of resources to use them as filters to prevent access
// to ensure proper precache behavior in game code
//-----------------------------------------------------------------------------
abstract_class IPrecacheSystem : public IAppSystem
{
public:
// Precaches/uncaches all resources used by a particular system
virtual void Cache( IPrecacheHandler *pPrecacheHandler, PrecacheSystem_t nSystem,
const char *pName, bool bPrecache, ResourceList_t hResourceList, bool bBuildResourceList ) = 0;
virtual void UncacheAll( IPrecacheHandler *pPrecacheHandler ) = 0 ;
virtual void Register( IResourcePrecacher *pResourcePrecacherFirst, PrecacheSystem_t nSystem ) = 0;
// Limits resource access to only resources used by this particular system
// Use GLOBAL system, and NULL name to disable limited resource access
virtual void LimitResourceAccess( PrecacheSystem_t nSystem, const char *pName ) = 0;
virtual void EndLimitedResourceAccess() = 0;
};
DECLARE_TIER2_INTERFACE( IPrecacheSystem, g_pPrecacheSystem );
#endif // IPRECACHESYSTEM_H

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//===== Copyright © 1996-2005, Valve Corporation, All rights reserved. ======//
//
// Purpose:
//
// $Workfile: $
// $Date: $
// $NoKeywords: $
//===========================================================================//
#ifndef IRESOURCEACCESSCONTROL_H
#define IRESOURCEACCESSCONTROL_H
#ifdef _WIN32
#pragma once
#endif
#include "tier0/dbg.h"
#include "tier2/resourceprecacher.h"
#include "appframework/iappsystem.h"
//-----------------------------------------------------------------------------
// Resource access control API
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// IResourceAccessControl
// Purpose: Maintains lists of resources to use them as filters to prevent access
// to ensure proper precache behavior in game code
//-----------------------------------------------------------------------------
abstract_class IResourceAccessControl : public IAppSystem
{
public:
// Creates, destroys a resource list
virtual ResourceList_t CreateResourceList( const char *pDebugName ) = 0;
virtual void DestroyAllResourceLists( ) = 0;
// Adds a resource to a resource list
virtual void AddResource( ResourceList_t hResourceList, ResourceTypeOld_t nType, const char *pResourceName ) = 0;
// Prevents access to anything except the specified resource list
// Pass RESOURCE_LIST_INVALID to allow access to all resources
virtual void LimitAccess( ResourceList_t hResourceList ) = 0;
// Is access to this resource allowed?
virtual bool IsAccessAllowed( ResourceTypeOld_t nType, const char *pResource ) = 0;
};
#endif // IRESOURCEACCESSCONTROL_H