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6 Commits

Author SHA1 Message Date
nillerusr
79c3bc86bd macos,ios: engine: use openal instead of old macos api 2023-06-03 22:50:43 +03:00
nillerusr
0235b1ed4d vstdlib: remove old shitty osversion 2023-06-03 22:13:55 +03:00
nillerusr
226d22b896 waf: don't install some shared libraries when building sdk only 2023-05-24 16:46:25 +00:00
nillerusr
8b1be47f4d scripts: fix vpc_parser errror 2023-05-24 00:46:37 +03:00
nillerusr
ed901ead1a move stub steam api from thirdparty submodule 2023-05-23 22:32:30 +00:00
nillerusr
a6c26f4271 replace stlport with gnustl 2023-05-17 16:06:34 +00:00
27 changed files with 213 additions and 4616 deletions

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@@ -1,599 +0,0 @@
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//===========================================================================//
#include "audio_pch.h"
#include <AudioToolbox/AudioQueue.h>
#include <AudioToolbox/AudioFile.h>
#include <AudioToolbox/AudioFormat.h>
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
extern bool snd_firsttime;
extern bool MIX_ScaleChannelVolume( paintbuffer_t *ppaint, channel_t *pChannel, int volume[CCHANVOLUMES], int mixchans );
extern void S_SpatializeChannel( int volume[6], int master_vol, const Vector *psourceDir, float gain, float mono );
#define NUM_BUFFERS_SOURCES 128
#define BUFF_MASK (NUM_BUFFERS_SOURCES - 1 )
#define BUFFER_SIZE 0x0400
//-----------------------------------------------------------------------------
//
// NOTE: This only allows 16-bit, stereo wave out
//
//-----------------------------------------------------------------------------
class CAudioDeviceAudioQueue : public CAudioDeviceBase
{
public:
bool IsActive( void );
bool Init( void );
void Shutdown( void );
void PaintEnd( void );
int GetOutputPosition( void );
void ChannelReset( int entnum, int channelIndex, float distanceMod );
void Pause( void );
void UnPause( void );
float MixDryVolume( void );
bool Should3DMix( void );
void StopAllSounds( void );
int PaintBegin( float mixAheadTime, int soundtime, int paintedtime );
void ClearBuffer( void );
void UpdateListener( const Vector& position, const Vector& forward, const Vector& right, const Vector& up );
void MixBegin( int sampleCount );
void MixUpsample( int sampleCount, int filtertype );
void Mix8Mono( channel_t *pChannel, char *pData, int outputOffset, int inputOffset, fixedint rateScaleFix, int outCount, int timecompress );
void Mix8Stereo( channel_t *pChannel, char *pData, int outputOffset, int inputOffset, fixedint rateScaleFix, int outCount, int timecompress );
void Mix16Mono( channel_t *pChannel, short *pData, int outputOffset, int inputOffset, fixedint rateScaleFix, int outCount, int timecompress );
void Mix16Stereo( channel_t *pChannel, short *pData, int outputOffset, int inputOffset, fixedint rateScaleFix, int outCount, int timecompress );
void TransferSamples( int end );
void SpatializeChannel( int volume[CCHANVOLUMES/2], int master_vol, const Vector& sourceDir, float gain, float mono);
void ApplyDSPEffects( int idsp, portable_samplepair_t *pbuffront, portable_samplepair_t *pbufrear, portable_samplepair_t *pbufcenter, int samplecount );
const char *DeviceName( void ) { return "AudioQueue"; }
int DeviceChannels( void ) { return 2; }
int DeviceSampleBits( void ) { return 16; }
int DeviceSampleBytes( void ) { return 2; }
int DeviceDmaSpeed( void ) { return SOUND_DMA_SPEED; }
int DeviceSampleCount( void ) { return m_deviceSampleCount; }
void BufferCompleted() { m_buffersCompleted++; }
void SetRunning( bool bState ) { m_bRunning = bState; }
private:
void OpenWaveOut( void );
void CloseWaveOut( void );
bool ValidWaveOut( void ) const;
bool BIsPlaying();
AudioStreamBasicDescription m_DataFormat;
AudioQueueRef m_Queue;
AudioQueueBufferRef m_Buffers[NUM_BUFFERS_SOURCES];
int m_SndBufSize;
void *m_sndBuffers;
CInterlockedInt m_deviceSampleCount;
int m_buffersSent;
int m_buffersCompleted;
int m_pauseCount;
bool m_bSoundsShutdown;
bool m_bFailed;
bool m_bRunning;
};
CAudioDeviceAudioQueue *wave = NULL;
static void AudioCallback(void *pContext, AudioQueueRef pQueue, AudioQueueBufferRef pBuffer)
{
if ( wave )
wave->BufferCompleted();
}
IAudioDevice *Audio_CreateMacAudioQueueDevice( void )
{
wave = new CAudioDeviceAudioQueue;
if ( wave->Init() )
return wave;
delete wave;
wave = NULL;
return NULL;
}
void OnSndSurroundCvarChanged2( IConVar *pVar, const char *pOldString, float flOldValue );
void OnSndSurroundLegacyChanged2( IConVar *pVar, const char *pOldString, float flOldValue );
//-----------------------------------------------------------------------------
// Init, shutdown
//-----------------------------------------------------------------------------
bool CAudioDeviceAudioQueue::Init( void )
{
m_SndBufSize = 0;
m_sndBuffers = NULL;
m_pauseCount = 0;
m_bSurround = false;
m_bSurroundCenter = false;
m_bHeadphone = false;
m_buffersSent = 0;
m_buffersCompleted = 0;
m_pauseCount = 0;
m_bSoundsShutdown = false;
m_bFailed = false;
m_bRunning = false;
m_Queue = NULL;
static bool first = true;
if ( first )
{
snd_surround.SetValue( 2 );
snd_surround.InstallChangeCallback( &OnSndSurroundCvarChanged2 );
snd_legacy_surround.InstallChangeCallback( &OnSndSurroundLegacyChanged2 );
first = false;
}
OpenWaveOut();
if ( snd_firsttime )
{
DevMsg( "Wave sound initialized\n" );
}
return ValidWaveOut() && !m_bFailed;
}
void CAudioDeviceAudioQueue::Shutdown( void )
{
CloseWaveOut();
}
//-----------------------------------------------------------------------------
// WAV out device
//-----------------------------------------------------------------------------
inline bool CAudioDeviceAudioQueue::ValidWaveOut( void ) const
{
return m_sndBuffers != 0 && m_Queue;
}
//-----------------------------------------------------------------------------
// called by the mac audioqueue code when we run out of playback buffers
//-----------------------------------------------------------------------------
void AudioQueueIsRunningCallback( void* inClientData, AudioQueueRef inAQ, AudioQueuePropertyID inID)
{
CAudioDeviceAudioQueue* audioqueue = (CAudioDeviceAudioQueue*)inClientData;
UInt32 running = 0;
UInt32 size;
OSStatus err = AudioQueueGetProperty(inAQ, kAudioQueueProperty_IsRunning, &running, &size);
audioqueue->SetRunning( running != 0 );
//DevWarning( "AudioQueueStart %d\n", running );
}
//-----------------------------------------------------------------------------
// Opens the windows wave out device
//-----------------------------------------------------------------------------
void CAudioDeviceAudioQueue::OpenWaveOut( void )
{
if ( m_Queue )
return;
m_buffersSent = 0;
m_buffersCompleted = 0;
m_DataFormat.mSampleRate = 44100;
m_DataFormat.mFormatID = kAudioFormatLinearPCM;
m_DataFormat.mFormatFlags = kAudioFormatFlagIsSignedInteger|kAudioFormatFlagIsPacked;
m_DataFormat.mBytesPerPacket = 4; // 16-bit samples * 2 channels
m_DataFormat.mFramesPerPacket = 1;
m_DataFormat.mBytesPerFrame = 4; // 16-bit samples * 2 channels
m_DataFormat.mChannelsPerFrame = 2;
m_DataFormat.mBitsPerChannel = 16;
m_DataFormat.mReserved = 0;
// Create the audio queue that will be used to manage the array of audio
// buffers used to queue samples.
OSStatus err = AudioQueueNewOutput(&m_DataFormat, AudioCallback, this, NULL, NULL, 0, &m_Queue);
if ( err != noErr)
{
DevMsg( "Failed to create AudioQueue output %d\n", (int)err );
m_bFailed = true;
return;
}
for ( int i = 0; i < NUM_BUFFERS_SOURCES; ++i)
{
err = AudioQueueAllocateBuffer( m_Queue, BUFFER_SIZE,&(m_Buffers[i]));
if ( err != noErr)
{
DevMsg( "Failed to AudioQueueAllocateBuffer output %d (%i)\n",(int)err,i );
m_bFailed = true;
}
m_Buffers[i]->mAudioDataByteSize = BUFFER_SIZE;
Q_memset( m_Buffers[i]->mAudioData, 0, BUFFER_SIZE );
}
err = AudioQueuePrime( m_Queue, 0, NULL);
if ( err != noErr)
{
DevMsg( "Failed to create AudioQueue output %d\n", (int)err );
m_bFailed = true;
return;
}
AudioQueueSetParameter( m_Queue, kAudioQueueParam_Volume, 1.0);
err = AudioQueueAddPropertyListener( m_Queue, kAudioQueueProperty_IsRunning, AudioQueueIsRunningCallback, this );
if ( err != noErr)
{
DevMsg( "Failed to create AudioQueue output %d\n", (int)err );
m_bFailed = true;
return;
}
m_SndBufSize = NUM_BUFFERS_SOURCES*BUFFER_SIZE;
m_deviceSampleCount = m_SndBufSize / DeviceSampleBytes();
if ( !m_sndBuffers )
{
m_sndBuffers = malloc( m_SndBufSize );
memset( m_sndBuffers, 0x0, m_SndBufSize );
}
}
//-----------------------------------------------------------------------------
// Closes the windows wave out device
//-----------------------------------------------------------------------------
void CAudioDeviceAudioQueue::CloseWaveOut( void )
{
if ( ValidWaveOut() )
{
AudioQueueStop(m_Queue, true);
m_bRunning = false;
AudioQueueRemovePropertyListener( m_Queue, kAudioQueueProperty_IsRunning, AudioQueueIsRunningCallback, this );
for ( int i = 0; i < NUM_BUFFERS_SOURCES; i++ )
AudioQueueFreeBuffer( m_Queue, m_Buffers[i]);
AudioQueueDispose( m_Queue, true);
m_Queue = NULL;
}
if ( m_sndBuffers )
{
free( m_sndBuffers );
m_sndBuffers = NULL;
}
}
//-----------------------------------------------------------------------------
// Mixing setup
//-----------------------------------------------------------------------------
int CAudioDeviceAudioQueue::PaintBegin( float mixAheadTime, int soundtime, int paintedtime )
{
// soundtime - total samples that have been played out to hardware at dmaspeed
// paintedtime - total samples that have been mixed at speed
// endtime - target for samples in mixahead buffer at speed
unsigned int endtime = soundtime + mixAheadTime * DeviceDmaSpeed();
int samps = DeviceSampleCount() >> (DeviceChannels()-1);
if ((int)(endtime - soundtime) > samps)
endtime = soundtime + samps;
if ((endtime - paintedtime) & 0x3)
{
// The difference between endtime and painted time should align on
// boundaries of 4 samples. This is important when upsampling from 11khz -> 44khz.
endtime -= (endtime - paintedtime) & 0x3;
}
return endtime;
}
//-----------------------------------------------------------------------------
// Actually performs the mixing
//-----------------------------------------------------------------------------
void CAudioDeviceAudioQueue::PaintEnd( void )
{
int cblocks = 4 << 1;
if ( m_bRunning && m_buffersSent == m_buffersCompleted )
{
// We are running the audio queue but have become starved of buffers.
// Stop the audio queue so we force a restart of it.
AudioQueueStop( m_Queue, true );
}
//
// submit a few new sound blocks
//
// 44K sound support
while (((m_buffersSent - m_buffersCompleted) >> SAMPLE_16BIT_SHIFT) < cblocks)
{
int iBuf = m_buffersSent&BUFF_MASK;
m_Buffers[iBuf]->mAudioDataByteSize = BUFFER_SIZE;
Q_memcpy( m_Buffers[iBuf]->mAudioData, (char *)m_sndBuffers + iBuf*BUFFER_SIZE, BUFFER_SIZE);
// Queue the buffer for playback.
OSStatus err = AudioQueueEnqueueBuffer( m_Queue, m_Buffers[iBuf], 0, NULL);
if ( err != noErr)
{
DevMsg( "Failed to AudioQueueEnqueueBuffer output %d\n", (int)err );
}
m_buffersSent++;
}
if ( !m_bRunning )
{
DevMsg( "Restarting sound playback\n" );
m_bRunning = true;
AudioQueueStart( m_Queue, NULL);
}
}
int CAudioDeviceAudioQueue::GetOutputPosition( void )
{
int s = m_buffersSent * BUFFER_SIZE;
s >>= SAMPLE_16BIT_SHIFT;
s &= (DeviceSampleCount()-1);
return s / DeviceChannels();
}
//-----------------------------------------------------------------------------
// Pausing
//-----------------------------------------------------------------------------
void CAudioDeviceAudioQueue::Pause( void )
{
m_pauseCount++;
if (m_pauseCount == 1)
{
m_bRunning = false;
AudioQueueStop(m_Queue, true);
}
}
void CAudioDeviceAudioQueue::UnPause( void )
{
if ( m_pauseCount > 0 )
{
m_pauseCount--;
}
if ( m_pauseCount == 0 )
{
m_bRunning = true;
AudioQueueStart( m_Queue, NULL);
}
}
bool CAudioDeviceAudioQueue::IsActive( void )
{
return ( m_pauseCount == 0 );
}
float CAudioDeviceAudioQueue::MixDryVolume( void )
{
return 0;
}
bool CAudioDeviceAudioQueue::Should3DMix( void )
{
return false;
}
void CAudioDeviceAudioQueue::ClearBuffer( void )
{
if ( !m_sndBuffers )
return;
Q_memset( m_sndBuffers, 0x0, DeviceSampleCount() * DeviceSampleBytes() );
}
void CAudioDeviceAudioQueue::UpdateListener( const Vector& position, const Vector& forward, const Vector& right, const Vector& up )
{
}
bool CAudioDeviceAudioQueue::BIsPlaying()
{
UInt32 isRunning;
UInt32 propSize = sizeof(isRunning);
OSStatus result = AudioQueueGetProperty( m_Queue, kAudioQueueProperty_IsRunning, &isRunning, &propSize);
return isRunning != 0;
}
void CAudioDeviceAudioQueue::MixBegin( int sampleCount )
{
MIX_ClearAllPaintBuffers( sampleCount, false );
}
void CAudioDeviceAudioQueue::MixUpsample( int sampleCount, int filtertype )
{
paintbuffer_t *ppaint = MIX_GetCurrentPaintbufferPtr();
int ifilter = ppaint->ifilter;
Assert (ifilter < CPAINTFILTERS);
S_MixBufferUpsample2x( sampleCount, ppaint->pbuf, &(ppaint->fltmem[ifilter][0]), CPAINTFILTERMEM, filtertype );
ppaint->ifilter++;
}
void CAudioDeviceAudioQueue::Mix8Mono( channel_t *pChannel, char *pData, int outputOffset, int inputOffset, fixedint rateScaleFix, int outCount, int timecompress )
{
int volume[CCHANVOLUMES];
paintbuffer_t *ppaint = MIX_GetCurrentPaintbufferPtr();
if (!MIX_ScaleChannelVolume( ppaint, pChannel, volume, 1))
return;
Mix8MonoWavtype( pChannel, ppaint->pbuf + outputOffset, volume, (byte *)pData, inputOffset, rateScaleFix, outCount );
}
void CAudioDeviceAudioQueue::Mix8Stereo( channel_t *pChannel, char *pData, int outputOffset, int inputOffset, fixedint rateScaleFix, int outCount, int timecompress )
{
int volume[CCHANVOLUMES];
paintbuffer_t *ppaint = MIX_GetCurrentPaintbufferPtr();
if (!MIX_ScaleChannelVolume( ppaint, pChannel, volume, 2 ))
return;
Mix8StereoWavtype( pChannel, ppaint->pbuf + outputOffset, volume, (byte *)pData, inputOffset, rateScaleFix, outCount );
}
void CAudioDeviceAudioQueue::Mix16Mono( channel_t *pChannel, short *pData, int outputOffset, int inputOffset, fixedint rateScaleFix, int outCount, int timecompress )
{
int volume[CCHANVOLUMES];
paintbuffer_t *ppaint = MIX_GetCurrentPaintbufferPtr();
if (!MIX_ScaleChannelVolume( ppaint, pChannel, volume, 1 ))
return;
Mix16MonoWavtype( pChannel, ppaint->pbuf + outputOffset, volume, pData, inputOffset, rateScaleFix, outCount );
}
void CAudioDeviceAudioQueue::Mix16Stereo( channel_t *pChannel, short *pData, int outputOffset, int inputOffset, fixedint rateScaleFix, int outCount, int timecompress )
{
int volume[CCHANVOLUMES];
paintbuffer_t *ppaint = MIX_GetCurrentPaintbufferPtr();
if (!MIX_ScaleChannelVolume( ppaint, pChannel, volume, 2 ))
return;
Mix16StereoWavtype( pChannel, ppaint->pbuf + outputOffset, volume, pData, inputOffset, rateScaleFix, outCount );
}
void CAudioDeviceAudioQueue::ChannelReset( int entnum, int channelIndex, float distanceMod )
{
}
void CAudioDeviceAudioQueue::TransferSamples( int end )
{
int lpaintedtime = g_paintedtime;
int endtime = end;
// resumes playback...
if ( m_sndBuffers )
{
S_TransferStereo16( m_sndBuffers, PAINTBUFFER, lpaintedtime, endtime );
}
}
void CAudioDeviceAudioQueue::SpatializeChannel( int volume[CCHANVOLUMES/2], int master_vol, const Vector& sourceDir, float gain, float mono )
{
VPROF("CAudioDeviceAudioQueue::SpatializeChannel");
S_SpatializeChannel( volume, master_vol, &sourceDir, gain, mono );
}
void CAudioDeviceAudioQueue::StopAllSounds( void )
{
m_bSoundsShutdown = true;
m_bRunning = false;
AudioQueueStop(m_Queue, true);
}
void CAudioDeviceAudioQueue::ApplyDSPEffects( int idsp, portable_samplepair_t *pbuffront, portable_samplepair_t *pbufrear, portable_samplepair_t *pbufcenter, int samplecount )
{
//SX_RoomFX( endtime, filter, timefx );
DSP_Process( idsp, pbuffront, pbufrear, pbufcenter, samplecount );
}
static uint32 GetOSXSpeakerConfig()
{
return 2;
}
static uint32 GetSpeakerConfigForSurroundMode( int surroundMode, const char **pConfigDesc )
{
uint32 newSpeakerConfig = 2;
*pConfigDesc = "stereo speaker";
return newSpeakerConfig;
}
void OnSndSurroundCvarChanged2( IConVar *pVar, const char *pOldString, float flOldValue )
{
// if the old value is -1, we're setting this from the detect routine for the first time
// no need to reset the device
if ( flOldValue == -1 )
return;
// get the user's previous speaker config
uint32 speaker_config = GetOSXSpeakerConfig();
// get the new config
uint32 newSpeakerConfig = 0;
const char *speakerConfigDesc = "";
ConVarRef var( pVar );
newSpeakerConfig = GetSpeakerConfigForSurroundMode( var.GetInt(), &speakerConfigDesc );
// make sure the config has changed
if (newSpeakerConfig == speaker_config)
return;
// set new configuration
//SetWindowsSpeakerConfig(newSpeakerConfig);
Msg("Speaker configuration has been changed to %s.\n", speakerConfigDesc);
// restart sound system so it takes effect
//g_pSoundServices->RestartSoundSystem();
}
void OnSndSurroundLegacyChanged2( IConVar *pVar, const char *pOldString, float flOldValue )
{
}

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@@ -11,10 +11,6 @@
#endif
#ifdef OSX
#include "snd_dev_openal.h"
#include "snd_dev_mac_audioqueue.h"
ConVar snd_audioqueue( "snd_audioqueue", "1" );
#endif
// memdbgon must be the last include file in a .cpp file!!!
@@ -94,11 +90,6 @@ IAudioDevice *IAudioDevice::AutoDetectInit( bool waveOnly )
pDevice = Audio_CreateWaveDevice();
}
#elif defined(OSX)
if ( !CommandLine()->CheckParm( "-snd_openal" ) )
{
DevMsg( "Using AudioQueue Interface\n" );
pDevice = Audio_CreateMacAudioQueueDevice();
}
if ( !pDevice )
{
DevMsg( "Using OpenAL Interface\n" );

View File

@@ -189,8 +189,6 @@ bool g_bUsingSteamVoice = false;
#ifdef WIN32
extern IVoiceRecord* CreateVoiceRecord_DSound(int nSamplesPerSec);
#elif defined( OSX )
extern IVoiceRecord* CreateVoiceRecord_AudioQueue(int sampleRate);
#endif
#ifdef POSIX
@@ -643,13 +641,8 @@ bool Voice_Init( const char *pCodecName, int nSampleRate )
return false;
// Get the voice input device.
#ifdef OSX
g_pVoiceRecord = CreateVoiceRecord_AudioQueue( Voice_SamplesPerSec() );
if ( !g_pVoiceRecord )
{
// Fall back to OpenAL
g_pVoiceRecord = CreateVoiceRecord_OpenAL( Voice_SamplesPerSec() );
}
#if defined( OSX )
g_pVoiceRecord = CreateVoiceRecord_OpenAL( Voice_SamplesPerSec() );
#elif defined( WIN32 )
g_pVoiceRecord = CreateVoiceRecord_DSound( Voice_SamplesPerSec() );
#elif defined( USE_SDL )

View File

@@ -1,528 +0,0 @@
//========= Copyright 1996-2009, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//=============================================================================//
// This module implements the voice record and compression functions
#include <Carbon/Carbon.h>
#include <AudioUnit/AudioUnit.h>
#include <AudioToolbox/AudioToolbox.h>
#include "tier0/platform.h"
#include "tier0/threadtools.h"
//#include "tier0/vcrmode.h"
#include "ivoicerecord.h"
#define kNumSecAudioBuffer 1.0f
// ------------------------------------------------------------------------------
// VoiceRecord_AudioQueue
// ------------------------------------------------------------------------------
class VoiceRecord_AudioQueue : public IVoiceRecord
{
public:
VoiceRecord_AudioQueue();
virtual ~VoiceRecord_AudioQueue();
// IVoiceRecord.
virtual void Release();
virtual bool RecordStart();
virtual void RecordStop();
// Initialize. The format of the data we expect from the provider is
// 8-bit signed mono at the specified sample rate.
virtual bool Init( int nSampleRate );
virtual void Idle();
// Get the most recent N samples.
virtual int GetRecordedData(short *pOut, int nSamplesWanted );
AudioUnit GetAudioUnit() { return m_AudioUnit; }
AudioConverterRef GetConverter() { return m_Converter; }
void RenderBuffer( const short *pszBuf, int nSamples );
bool BRecording() { return m_bRecordingAudio; }
void ClearThreadHandle() { m_hThread = NULL; m_bFirstInit = false; }
AudioBufferList m_MicInputBuffer;
AudioBufferList m_ConverterBuffer;
void *m_pMicInputBuffer;
int m_nMicInputSamplesAvaialble;
float m_flSampleRateConversion;
int m_nBufferFrameSize;
int m_ConverterBufferSize;
int m_MicInputBufferSize;
int m_InputBytesPerPacket;
private:
bool InitalizeInterfaces(); // Initialize the openal capture buffers and other interfaces
void ReleaseInterfaces(); // Release openal buffers and other interfaces
void ClearInterfaces(); // Clear members.
private:
AudioUnit m_AudioUnit;
char *m_SampleBuffer;
int m_SampleBufferSize;
int m_nSampleRate;
bool m_bRecordingAudio;
bool m_bFirstInit;
ThreadHandle_t m_hThread;
AudioConverterRef m_Converter;
CInterlockedUInt m_SampleBufferReadPos;
CInterlockedUInt m_SampleBufferWritePos;
//UInt32 nPackets = 0;
//bool bHaveListData = false;
};
VoiceRecord_AudioQueue::VoiceRecord_AudioQueue() :
m_nSampleRate( 0 ), m_AudioUnit( NULL ), m_SampleBufferSize(0), m_SampleBuffer(NULL),
m_SampleBufferReadPos(0), m_SampleBufferWritePos(0), m_bRecordingAudio(false), m_hThread( NULL ), m_bFirstInit( true )
{
ClearInterfaces();
}
VoiceRecord_AudioQueue::~VoiceRecord_AudioQueue()
{
ReleaseInterfaces();
if ( m_hThread )
ReleaseThreadHandle( m_hThread );
m_hThread = NULL;
}
void VoiceRecord_AudioQueue::Release()
{
ReleaseInterfaces();
}
uintp StartAudio( void *pRecorder )
{
VoiceRecord_AudioQueue *vr = (VoiceRecord_AudioQueue *)pRecorder;
if ( vr )
{
//printf( "AudioOutputUnitStart\n" );
AudioOutputUnitStart( vr->GetAudioUnit() );
vr->ClearThreadHandle();
}
//printf( "StartAudio thread done\n" );
return 0;
}
bool VoiceRecord_AudioQueue::RecordStart()
{
if ( !m_AudioUnit )
return false;
if ( m_bFirstInit )
m_hThread = CreateSimpleThread( StartAudio, this );
else
AudioOutputUnitStart( m_AudioUnit );
m_SampleBufferReadPos = m_SampleBufferWritePos = 0;
m_bRecordingAudio = true;
//printf( "VoiceRecord_AudioQueue::RecordStart\n" );
return ( !m_bFirstInit || m_hThread != NULL );
}
void VoiceRecord_AudioQueue::RecordStop()
{
// Stop capturing.
if ( m_AudioUnit && m_bRecordingAudio )
{
AudioOutputUnitStop( m_AudioUnit );
//printf( "AudioOutputUnitStop\n" );
}
m_SampleBufferReadPos = m_SampleBufferWritePos = 0;
m_bRecordingAudio = false;
if ( m_hThread )
ReleaseThreadHandle( m_hThread );
m_hThread = NULL;
}
OSStatus ComplexBufferFillPlayback( AudioConverterRef inAudioConverter,
UInt32 *ioNumberDataPackets,
AudioBufferList *ioData,
AudioStreamPacketDescription **outDataPacketDesc,
void *inUserData)
{
VoiceRecord_AudioQueue *vr = (VoiceRecord_AudioQueue *)inUserData;
if ( !vr->BRecording() )
return noErr;
if ( vr->m_nMicInputSamplesAvaialble )
{
int nBytesRequired = *ioNumberDataPackets * vr->m_InputBytesPerPacket;
int nBytesAvailable = vr->m_nMicInputSamplesAvaialble*vr->m_InputBytesPerPacket;
if ( nBytesRequired < nBytesAvailable )
{
ioData->mBuffers[0].mData = vr->m_MicInputBuffer.mBuffers[0].mData;
ioData->mBuffers[0].mDataByteSize = nBytesRequired;
vr->m_MicInputBuffer.mBuffers[0].mData = (char *)vr->m_MicInputBuffer.mBuffers[0].mData+nBytesRequired;
vr->m_MicInputBuffer.mBuffers[0].mDataByteSize = nBytesAvailable - nBytesRequired;
}
else
{
ioData->mBuffers[0].mData = vr->m_MicInputBuffer.mBuffers[0].mData;
ioData->mBuffers[0].mDataByteSize = nBytesAvailable;
vr->m_MicInputBuffer.mBuffers[0].mData = vr->m_pMicInputBuffer;
vr->m_MicInputBuffer.mBuffers[0].mDataByteSize = vr->m_MicInputBufferSize;
}
*ioNumberDataPackets = ioData->mBuffers[0].mDataByteSize / vr->m_InputBytesPerPacket;
vr->m_nMicInputSamplesAvaialble = nBytesAvailable / vr->m_InputBytesPerPacket - *ioNumberDataPackets;
}
else
{
*ioNumberDataPackets = 0;
return -1;
}
return noErr;
}
static OSStatus recordingCallback(void *inRefCon, AudioUnitRenderActionFlags *ioActionFlags, const AudioTimeStamp *inTimeStamp,
UInt32 inBusNumber, UInt32 inNumberFrames, AudioBufferList *ioData)
{
VoiceRecord_AudioQueue *vr = (VoiceRecord_AudioQueue *)inRefCon;
if ( !vr->BRecording() )
return noErr;
OSStatus err = noErr;
if ( vr->m_nMicInputSamplesAvaialble == 0 )
{
err = AudioUnitRender( vr->GetAudioUnit(), ioActionFlags, inTimeStamp, 1, inNumberFrames, &vr->m_MicInputBuffer );
if ( err == noErr )
vr->m_nMicInputSamplesAvaialble = vr->m_MicInputBuffer.mBuffers[0].mDataByteSize / vr->m_InputBytesPerPacket;
}
if ( vr->m_nMicInputSamplesAvaialble > 0 )
{
UInt32 nConverterSamples = ceil(vr->m_nMicInputSamplesAvaialble/vr->m_flSampleRateConversion);
vr->m_ConverterBuffer.mBuffers[0].mDataByteSize = vr->m_ConverterBufferSize;
OSStatus err = AudioConverterFillComplexBuffer( vr->GetConverter(),
ComplexBufferFillPlayback,
vr,
&nConverterSamples,
&vr->m_ConverterBuffer,
NULL );
if ( err == noErr || err == -1 )
vr->RenderBuffer( (short *)vr->m_ConverterBuffer.mBuffers[0].mData, vr->m_ConverterBuffer.mBuffers[0].mDataByteSize/sizeof(short) );
}
return err;
}
void VoiceRecord_AudioQueue::RenderBuffer( const short *pszBuf, int nSamples )
{
int samplePos = m_SampleBufferWritePos;
int samplePosBefore = samplePos;
int readPos = m_SampleBufferReadPos;
bool bBeforeRead = false;
if ( samplePos < readPos )
bBeforeRead = true;
char *pOut = (char *)(m_SampleBuffer + samplePos);
int nFirstCopy = MIN( nSamples*sizeof(short), m_SampleBufferSize - samplePos );
memcpy( pOut, pszBuf, nFirstCopy );
samplePos += nFirstCopy;
if ( nSamples*sizeof(short) > nFirstCopy )
{
nSamples -= ( nFirstCopy / sizeof(short) );
samplePos = 0;
memcpy( m_SampleBuffer, pszBuf + nFirstCopy, nSamples * sizeof(short) );
samplePos += nSamples * sizeof(short);
}
m_SampleBufferWritePos = samplePos%m_SampleBufferSize;
if ( (bBeforeRead && samplePos > readPos) )
{
m_SampleBufferReadPos = (readPos+m_SampleBufferSize/2)%m_SampleBufferSize; // if we crossed the read pointer then bump it forward
//printf( "Crossed %d %d (%d)\n", (int)samplePosBefore, (int)samplePos, readPos );
}
}
bool VoiceRecord_AudioQueue::InitalizeInterfaces()
{
//printf( "Initializing audio queue recorder\n" );
// Describe audio component
ComponentDescription desc;
desc.componentType = kAudioUnitType_Output;
desc.componentSubType = kAudioUnitSubType_HALOutput;
desc.componentManufacturer = kAudioUnitManufacturer_Apple;
desc.componentFlags = 0;
desc.componentFlagsMask = 0;
Component comp = FindNextComponent(NULL, &desc);
if (comp == NULL)
return false;
OSStatus status = OpenAComponent(comp, &m_AudioUnit);
if ( status != noErr )
return false;
// Enable IO for recording
UInt32 flag = 1;
status = AudioUnitSetProperty( m_AudioUnit, kAudioOutputUnitProperty_EnableIO, kAudioUnitScope_Input,
1, &flag, sizeof(flag));
if ( status != noErr )
return false;
// disable output on the device
flag = 0;
status = AudioUnitSetProperty( m_AudioUnit,kAudioOutputUnitProperty_EnableIO, kAudioUnitScope_Output,
0, &flag,sizeof(flag));
if ( status != noErr )
return false;
UInt32 size = sizeof(AudioDeviceID);
AudioDeviceID inputDevice;
status = AudioHardwareGetProperty(kAudioHardwarePropertyDefaultInputDevice,&size, &inputDevice);
if ( status != noErr )
return false;
status =AudioUnitSetProperty( m_AudioUnit, kAudioOutputUnitProperty_CurrentDevice, kAudioUnitScope_Global,
0, &inputDevice, sizeof(inputDevice));
if ( status != noErr )
return false;
// Describe format
AudioStreamBasicDescription audioDeviceFormat;
size = sizeof(AudioStreamBasicDescription);
status = AudioUnitGetProperty( m_AudioUnit,
kAudioUnitProperty_StreamFormat,
kAudioUnitScope_Input,
1, // input bus
&audioDeviceFormat,
&size);
if ( status != noErr )
return false;
// we only want mono audio, so if they have a stero input ask for mono
if ( audioDeviceFormat.mChannelsPerFrame == 2 )
{
audioDeviceFormat.mChannelsPerFrame = 1;
audioDeviceFormat.mBytesPerPacket /= 2;
audioDeviceFormat.mBytesPerFrame /= 2;
}
// Apply format
status = AudioUnitSetProperty( m_AudioUnit, kAudioUnitProperty_StreamFormat, kAudioUnitScope_Output,
1, &audioDeviceFormat, sizeof(audioDeviceFormat) );
if ( status != noErr )
return false;
AudioStreamBasicDescription audioOutputFormat;
audioOutputFormat = audioDeviceFormat;
audioOutputFormat.mFormatID = kAudioFormatLinearPCM;
audioOutputFormat.mFormatFlags = kAudioFormatFlagIsSignedInteger | kAudioFormatFlagIsPacked;
audioOutputFormat.mBytesPerPacket = 2; // 16-bit samples * 1 channels
audioOutputFormat.mFramesPerPacket = 1;
audioOutputFormat.mBytesPerFrame = 2; // 16-bit samples * 1 channels
audioOutputFormat.mChannelsPerFrame = 1;
audioOutputFormat.mBitsPerChannel = 16;
audioOutputFormat.mReserved = 0;
audioOutputFormat.mSampleRate = m_nSampleRate;
m_flSampleRateConversion = audioDeviceFormat.mSampleRate / audioOutputFormat.mSampleRate;
// setup sample rate conversion
status = AudioConverterNew( &audioDeviceFormat, &audioOutputFormat, &m_Converter );
if ( status != noErr )
return false;
UInt32 primeMethod = kConverterPrimeMethod_None;
status = AudioConverterSetProperty( m_Converter, kAudioConverterPrimeMethod, sizeof(UInt32), &primeMethod);
if ( status != noErr )
return false;
UInt32 quality = kAudioConverterQuality_Medium;
status = AudioConverterSetProperty( m_Converter, kAudioConverterSampleRateConverterQuality, sizeof(UInt32), &quality);
if ( status != noErr )
return false;
// Set input callback
AURenderCallbackStruct callbackStruct;
callbackStruct.inputProc = recordingCallback;
callbackStruct.inputProcRefCon = this;
status = AudioUnitSetProperty( m_AudioUnit, kAudioOutputUnitProperty_SetInputCallback, kAudioUnitScope_Global,
0, &callbackStruct, sizeof(callbackStruct) );
if ( status != noErr )
return false;
UInt32 bufferFrameSize;
size = sizeof(bufferFrameSize);
status = AudioDeviceGetProperty( inputDevice, 1, 1, kAudioDevicePropertyBufferFrameSize, &size, &bufferFrameSize );
if ( status != noErr )
return false;
m_nBufferFrameSize = bufferFrameSize;
// allocate the input and conversion sound storage buffers
m_MicInputBuffer.mNumberBuffers = 1;
m_MicInputBuffer.mBuffers[0].mDataByteSize = m_nBufferFrameSize*audioDeviceFormat.mBitsPerChannel/8*audioDeviceFormat.mChannelsPerFrame;
m_MicInputBuffer.mBuffers[0].mData = malloc( m_MicInputBuffer.mBuffers[0].mDataByteSize );
m_MicInputBuffer.mBuffers[0].mNumberChannels = audioDeviceFormat.mChannelsPerFrame;
m_pMicInputBuffer = m_MicInputBuffer.mBuffers[0].mData;
m_MicInputBufferSize = m_MicInputBuffer.mBuffers[0].mDataByteSize;
m_InputBytesPerPacket = audioDeviceFormat.mBytesPerPacket;
m_ConverterBuffer.mNumberBuffers = 1;
m_ConverterBuffer.mBuffers[0].mDataByteSize = m_nBufferFrameSize*audioOutputFormat.mBitsPerChannel/8*audioOutputFormat.mChannelsPerFrame;
m_ConverterBuffer.mBuffers[0].mData = malloc( m_MicInputBuffer.mBuffers[0].mDataByteSize );
m_ConverterBuffer.mBuffers[0].mNumberChannels = 1;
m_ConverterBufferSize = m_ConverterBuffer.mBuffers[0].mDataByteSize;
m_nMicInputSamplesAvaialble = 0;
m_SampleBufferReadPos = m_SampleBufferWritePos = 0;
m_SampleBufferSize = ceil( kNumSecAudioBuffer * m_nSampleRate * audioOutputFormat.mBytesPerPacket );
m_SampleBuffer = (char *)malloc( m_SampleBufferSize );
memset( m_SampleBuffer, 0x0, m_SampleBufferSize );
DevMsg( "Initialized AudioQueue record interface\n" );
return true;
}
bool VoiceRecord_AudioQueue::Init( int nSampleRate )
{
if ( m_AudioUnit && m_nSampleRate != nSampleRate )
{
// Need to recreate interfaces with different sample rate
ReleaseInterfaces();
ClearInterfaces();
}
m_nSampleRate = nSampleRate;
// Re-initialize the capture buffer if neccesary
if ( !m_AudioUnit )
{
InitalizeInterfaces();
}
m_SampleBufferReadPos = m_SampleBufferWritePos = 0;
//printf( "VoiceRecord_AudioQueue::Init()\n" );
// Initialise
OSStatus status = AudioUnitInitialize( m_AudioUnit );
if ( status != noErr )
return false;
return true;
}
void VoiceRecord_AudioQueue::ReleaseInterfaces()
{
AudioOutputUnitStop( m_AudioUnit );
AudioConverterDispose( m_Converter );
AudioUnitUninitialize( m_AudioUnit );
m_AudioUnit = NULL;
m_Converter = NULL;
}
void VoiceRecord_AudioQueue::ClearInterfaces()
{
m_AudioUnit = NULL;
m_Converter = NULL;
m_SampleBufferReadPos = m_SampleBufferWritePos = 0;
if ( m_SampleBuffer )
free( m_SampleBuffer );
m_SampleBuffer = NULL;
if ( m_MicInputBuffer.mBuffers[0].mData )
free( m_MicInputBuffer.mBuffers[0].mData );
if ( m_ConverterBuffer.mBuffers[0].mData )
free( m_ConverterBuffer.mBuffers[0].mData );
m_MicInputBuffer.mBuffers[0].mData = NULL;
m_ConverterBuffer.mBuffers[0].mData = NULL;
}
void VoiceRecord_AudioQueue::Idle()
{
}
int VoiceRecord_AudioQueue::GetRecordedData(short *pOut, int nSamples )
{
if ( !m_SampleBuffer )
return 0;
int cbSamples = nSamples*2; // convert to bytes
int writePos = m_SampleBufferWritePos;
int readPos = m_SampleBufferReadPos;
int nOutstandingSamples = ( writePos - readPos );
if ( readPos > writePos ) // writing has wrapped around
{
nOutstandingSamples = writePos + ( m_SampleBufferSize - readPos );
}
if ( !nOutstandingSamples )
return 0;
if ( nOutstandingSamples < cbSamples )
cbSamples = nOutstandingSamples; // clamp to the number of samples we have available
memcpy( (char *)pOut, m_SampleBuffer + readPos, MIN( cbSamples, m_SampleBufferSize - readPos ) );
if ( cbSamples > ( m_SampleBufferSize - readPos ) )
{
int offset = m_SampleBufferSize - readPos;
cbSamples -= offset;
readPos = 0;
memcpy( (char *)pOut + offset, m_SampleBuffer, cbSamples );
}
readPos+=cbSamples;
m_SampleBufferReadPos = readPos%m_SampleBufferSize;
//printf( "Returning %d samples, %d %d (%d)\n", cbSamples/2, (int)m_SampleBufferReadPos, (int)m_SampleBufferWritePos, m_SampleBufferSize );
return cbSamples/2;
}
VoiceRecord_AudioQueue g_AudioQueueVoiceRecord;
IVoiceRecord* CreateVoiceRecord_AudioQueue( int sampleRate )
{
if ( g_AudioQueueVoiceRecord.Init( sampleRate ) )
{
return &g_AudioQueueVoiceRecord;
}
else
{
g_AudioQueueVoiceRecord.Release();
return NULL;
}
}

View File

@@ -341,8 +341,7 @@ def build(bld):
if bld.env.DEST_OS == 'darwin':
source += [
'audio/snd_dev_openal.cpp', # [$OSXALL]
'audio/snd_dev_mac_audioqueue.cpp',# [$OSXALL]
'audio/voice_record_mac_audioqueue.cpp', #[$OSXALL]
'audio/snd_dev_mac_audioqueue.cpp', # [$OSXALL]
]
includes = [

View File

@@ -696,6 +696,7 @@ int CFileSystem_Stdio::FS_stat( const char *pathT, struct _stat *buf, bool *pbLo
int rt = _stat( path, buf );
// Workaround bug wherein stat() randomly fails on Windows XP. See comment on function.
/*
#if defined(_WIN32) && defined(FILESYSTEM_MSVC2015_STAT_BUG_WORKAROUND)
if ( rt == -1 )
{
@@ -706,6 +707,7 @@ int CFileSystem_Stdio::FS_stat( const char *pathT, struct _stat *buf, bool *pbLo
}
}
#endif // defined(_WIN32) && defined(FILESYSTEM_MSVC2015_STAT_BUG_WORKAROUND)
*/
#if defined(LINUX) || defined(PLATFORM_BSD)
if ( rt == -1 )

View File

@@ -752,12 +752,6 @@ bool CSourceAppSystemGroup::Create()
// Load up the appropriate shader DLL
// This has to be done before connection.
char const* pDLLName = "shaderapidx9" DLL_EXT_STRING;
if ( CommandLine()->FindParm( "-gl" ) )
{
pDLLName = "shaderapigl" DLL_EXT_STRING;
}
if ( CommandLine()->FindParm( "-noshaderapi" ) )
{
pDLLName = "shaderapiempty" DLL_EXT_STRING;

View File

@@ -1,171 +0,0 @@
#include "meshgl.h"
//-----------------------------------------------------------------------------
//
// The empty mesh...
//
//-----------------------------------------------------------------------------
CGLMesh::CGLMesh( bool bIsDynamic ) : m_bIsDynamic( bIsDynamic )
{
m_pVertexMemory = new unsigned char[VERTEX_BUFFER_SIZE];
}
CGLMesh::~CGLMesh()
{
delete[] m_pVertexMemory;
}
bool CGLMesh::Lock( int nMaxIndexCount, bool bAppend, IndexDesc_t& desc )
{
static int s_BogusIndex;
desc.m_pIndices = (unsigned short*)&s_BogusIndex;
desc.m_nIndexSize = 0;
desc.m_nFirstIndex = 0;
desc.m_nOffset = 0;
return true;
}
void CGLMesh::Unlock( int nWrittenIndexCount, IndexDesc_t& desc )
{
}
void CGLMesh::ModifyBegin( bool bReadOnly, int nFirstIndex, int nIndexCount, IndexDesc_t& desc )
{
Lock( nIndexCount, false, desc );
}
void CGLMesh::ModifyEnd( IndexDesc_t& desc )
{
}
void CGLMesh::Spew( int nIndexCount, const IndexDesc_t & desc )
{
}
void CGLMesh::ValidateData( int nIndexCount, const IndexDesc_t &desc )
{
}
bool CGLMesh::Lock( int nVertexCount, bool bAppend, VertexDesc_t &desc )
{
// Who cares about the data?
desc.m_pPosition = (float*)m_pVertexMemory;
desc.m_pNormal = (float*)m_pVertexMemory;
desc.m_pColor = m_pVertexMemory;
int i;
for ( i = 0; i < VERTEX_MAX_TEXTURE_COORDINATES; ++i)
{
desc.m_pTexCoord[i] = (float*)m_pVertexMemory;
}
desc.m_pBoneWeight = (float*)m_pVertexMemory;
desc.m_pBoneMatrixIndex = (unsigned char*)m_pVertexMemory;
desc.m_pTangentS = (float*)m_pVertexMemory;
desc.m_pTangentT = (float*)m_pVertexMemory;
desc.m_pUserData = (float*)m_pVertexMemory;
desc.m_NumBoneWeights = 2;
desc.m_VertexSize_Position = 0;
desc.m_VertexSize_BoneWeight = 0;
desc.m_VertexSize_BoneMatrixIndex = 0;
desc.m_VertexSize_Normal = 0;
desc.m_VertexSize_Color = 0;
for( i=0; i < VERTEX_MAX_TEXTURE_COORDINATES; i++ )
{
desc.m_VertexSize_TexCoord[i] = 0;
}
desc.m_VertexSize_TangentS = 0;
desc.m_VertexSize_TangentT = 0;
desc.m_VertexSize_UserData = 0;
desc.m_ActualVertexSize = 0; // Size of the vertices.. Some of the m_VertexSize_ elements above
desc.m_nFirstVertex = 0;
desc.m_nOffset = 0;
return true;
}
void CGLMesh::Unlock( int nVertexCount, VertexDesc_t &desc )
{
}
void CGLMesh::Spew( int nVertexCount, const VertexDesc_t &desc )
{
}
void CGLMesh::ValidateData( int nVertexCount, const VertexDesc_t & desc )
{
}
void CGLMesh::LockMesh( int numVerts, int numIndices, MeshDesc_t& desc )
{
Lock( numVerts, false, *static_cast<VertexDesc_t*>( &desc ) );
Lock( numIndices, false, *static_cast<IndexDesc_t*>( &desc ) );
}
void CGLMesh::UnlockMesh( int numVerts, int numIndices, MeshDesc_t& desc )
{
}
void CGLMesh::ModifyBeginEx( bool bReadOnly, int firstVertex, int numVerts, int firstIndex, int numIndices, MeshDesc_t& desc )
{
Lock( numVerts, false, *static_cast<VertexDesc_t*>( &desc ) );
Lock( numIndices, false, *static_cast<IndexDesc_t*>( &desc ) );
}
void CGLMesh::ModifyBegin( int firstVertex, int numVerts, int firstIndex, int numIndices, MeshDesc_t& desc )
{
ModifyBeginEx( false, firstVertex, numVerts, firstIndex, numIndices, desc );
}
void CGLMesh::ModifyEnd( MeshDesc_t& desc )
{
}
// returns the # of vertices (static meshes only)
int CGLMesh::VertexCount() const
{
return 0;
}
// Sets the primitive type
void CGLMesh::SetPrimitiveType( MaterialPrimitiveType_t type )
{
}
// Draws the entire mesh
void CGLMesh::Draw( int firstIndex, int numIndices )
{
}
void CGLMesh::Draw(CPrimList *pPrims, int nPrims)
{
}
// Copy verts and/or indices to a mesh builder. This only works for temp meshes!
void CGLMesh::CopyToMeshBuilder(
int iStartVert, // Which vertices to copy.
int nVerts,
int iStartIndex, // Which indices to copy.
int nIndices,
int indexOffset, // This is added to each index.
CMeshBuilder &builder )
{
}
// Spews the mesh data
void CGLMesh::Spew( int numVerts, int numIndices, const MeshDesc_t & desc )
{
}
void CGLMesh::ValidateData( int numVerts, int numIndices, const MeshDesc_t & desc )
{
}
// gets the associated material
IMaterial* CGLMesh::GetMaterial()
{
// umm. this don't work none
Assert(0);
return 0;
}

View File

@@ -1,109 +0,0 @@
#ifndef MESHGL_H
#define MESHGL_H
#include "utlvector.h"
#include "materialsystem/imaterialsystem.h"
#include "shaderapi/ishaderutil.h"
#include "shaderapi/ishaderapi.h"
#include "materialsystem/imesh.h"
#include "materialsystem/idebugtextureinfo.h"
#include "materialsystem/deformations.h"
//-----------------------------------------------------------------------------
// The empty mesh
//-----------------------------------------------------------------------------
class CGLMesh : public IMesh
{
public:
CGLMesh( bool bIsDynamic );
virtual ~CGLMesh();
// FIXME: Make this work! Unsupported methods of IIndexBuffer + IVertexBuffer
virtual bool Lock( int nMaxIndexCount, bool bAppend, IndexDesc_t& desc );
virtual void Unlock( int nWrittenIndexCount, IndexDesc_t& desc );
virtual void ModifyBegin( bool bReadOnly, int nFirstIndex, int nIndexCount, IndexDesc_t& desc );
virtual void ModifyEnd( IndexDesc_t& desc );
virtual void Spew( int nIndexCount, const IndexDesc_t & desc );
virtual void ValidateData( int nIndexCount, const IndexDesc_t &desc );
virtual bool Lock( int nVertexCount, bool bAppend, VertexDesc_t &desc );
virtual void Unlock( int nVertexCount, VertexDesc_t &desc );
virtual void Spew( int nVertexCount, const VertexDesc_t &desc );
virtual void ValidateData( int nVertexCount, const VertexDesc_t & desc );
virtual bool IsDynamic() const { return m_bIsDynamic; }
virtual void BeginCastBuffer( VertexFormat_t format ) {}
virtual void BeginCastBuffer( MaterialIndexFormat_t format ) {}
virtual void EndCastBuffer( ) {}
virtual int GetRoomRemaining() const { return 0; }
virtual MaterialIndexFormat_t IndexFormat() const { return MATERIAL_INDEX_FORMAT_UNKNOWN; }
void LockMesh( int numVerts, int numIndices, MeshDesc_t& desc );
void UnlockMesh( int numVerts, int numIndices, MeshDesc_t& desc );
void ModifyBeginEx( bool bReadOnly, int firstVertex, int numVerts, int firstIndex, int numIndices, MeshDesc_t& desc );
void ModifyBegin( int firstVertex, int numVerts, int firstIndex, int numIndices, MeshDesc_t& desc );
void ModifyEnd( MeshDesc_t& desc );
// returns the # of vertices (static meshes only)
int VertexCount() const;
// Sets the primitive type
void SetPrimitiveType( MaterialPrimitiveType_t type );
// Draws the entire mesh
void Draw(int firstIndex, int numIndices);
void Draw(CPrimList *pPrims, int nPrims);
// Copy verts and/or indices to a mesh builder. This only works for temp meshes!
virtual void CopyToMeshBuilder(
int iStartVert, // Which vertices to copy.
int nVerts,
int iStartIndex, // Which indices to copy.
int nIndices,
int indexOffset, // This is added to each index.
CMeshBuilder &builder );
// Spews the mesh data
void Spew( int numVerts, int numIndices, const MeshDesc_t & desc );
void ValidateData( int numVerts, int numIndices, const MeshDesc_t & desc );
// gets the associated material
IMaterial* GetMaterial();
void SetColorMesh( IMesh *pColorMesh, int nVertexOffset )
{
}
virtual int IndexCount() const
{
return 0;
}
virtual void SetFlexMesh( IMesh *pMesh, int nVertexOffset ) {}
virtual void DisableFlexMesh() {}
virtual void MarkAsDrawn() {}
virtual unsigned ComputeMemoryUsed() { return 0; }
virtual VertexFormat_t GetVertexFormat() const { return VERTEX_POSITION; }
virtual IMesh *GetMesh()
{
return this;
}
private:
enum
{
VERTEX_BUFFER_SIZE = 1024 * 1024
};
unsigned char* m_pVertexMemory;
bool m_bIsDynamic;
};
#endif

View File

@@ -1,223 +0,0 @@
#include "utlvector.h"
#include "materialsystem/imaterialsystem.h"
#include "shaderapi/ishaderutil.h"
#include "shaderapi/ishaderapi.h"
#include "materialsystem/imesh.h"
#include "materialsystem/idebugtextureinfo.h"
#include "materialsystem/deformations.h"
#include "meshgl.h"
#include "shaderapigl.h"
#include "shaderapidevicegl.h"
#include "shadershadowgl.h"
//-----------------------------------------------------------------------------
// The main GL Shader util interface
//-----------------------------------------------------------------------------
IShaderUtil* g_pShaderUtil;
//-----------------------------------------------------------------------------
// Factory to return from SetMode
//-----------------------------------------------------------------------------
static void* ShaderInterfaceFactory( const char *pInterfaceName, int *pReturnCode )
{
if ( pReturnCode )
{
*pReturnCode = IFACE_OK;
}
if ( !Q_stricmp( pInterfaceName, SHADER_DEVICE_INTERFACE_VERSION ) )
return static_cast< IShaderDevice* >( &s_ShaderDeviceGL );
if ( !Q_stricmp( pInterfaceName, SHADERAPI_INTERFACE_VERSION ) )
return static_cast< IShaderAPI* >( &g_ShaderAPIGL );
if ( !Q_stricmp( pInterfaceName, SHADERSHADOW_INTERFACE_VERSION ) )
return static_cast< IShaderShadow* >( &g_ShaderShadow );
if ( pReturnCode )
{
*pReturnCode = IFACE_FAILED;
}
return NULL;
}
//-----------------------------------------------------------------------------
//
// Shader device empty
//
//-----------------------------------------------------------------------------
void CShaderDeviceGL::GetWindowSize( int &width, int &height ) const
{
width = 0;
height = 0;
}
void CShaderDeviceGL::GetBackBufferDimensions( int& width, int& height ) const
{
width = 1600;
height = 900;
}
// Use this to spew information about the 3D layer
void CShaderDeviceGL::SpewDriverInfo() const
{
Warning("GL shader\n");
}
// Creates/ destroys a child window
bool CShaderDeviceGL::AddView( void* hwnd )
{
return true;
}
void CShaderDeviceGL::RemoveView( void* hwnd )
{
}
// Activates a view
void CShaderDeviceGL::SetView( void* hwnd )
{
}
void CShaderDeviceGL::ReleaseResources()
{
}
void CShaderDeviceGL::ReacquireResources()
{
}
// Creates/destroys Mesh
IMesh* CShaderDeviceGL::CreateStaticMesh( VertexFormat_t fmt, const char *pTextureBudgetGroup, IMaterial * pMaterial )
{
return &m_Mesh;
}
void CShaderDeviceGL::DestroyStaticMesh( IMesh* mesh )
{
}
// Creates/destroys static vertex + index buffers
IVertexBuffer *CShaderDeviceGL::CreateVertexBuffer( ShaderBufferType_t type, VertexFormat_t fmt, int nVertexCount, const char *pTextureBudgetGroup )
{
return ( type == SHADER_BUFFER_TYPE_STATIC || type == SHADER_BUFFER_TYPE_STATIC_TEMP ) ? &m_Mesh : &m_DynamicMesh;
}
void CShaderDeviceGL::DestroyVertexBuffer( IVertexBuffer *pVertexBuffer )
{
}
IIndexBuffer *CShaderDeviceGL::CreateIndexBuffer( ShaderBufferType_t bufferType, MaterialIndexFormat_t fmt, int nIndexCount, const char *pTextureBudgetGroup )
{
switch( bufferType )
{
case SHADER_BUFFER_TYPE_STATIC:
case SHADER_BUFFER_TYPE_STATIC_TEMP:
return &m_Mesh;
default:
Assert( 0 );
case SHADER_BUFFER_TYPE_DYNAMIC:
case SHADER_BUFFER_TYPE_DYNAMIC_TEMP:
return &m_DynamicMesh;
}
}
void CShaderDeviceGL::DestroyIndexBuffer( IIndexBuffer *pIndexBuffer )
{
}
IVertexBuffer *CShaderDeviceGL::GetDynamicVertexBuffer( int streamID, VertexFormat_t vertexFormat, bool bBuffered )
{
return &m_DynamicMesh;
}
IIndexBuffer *CShaderDeviceGL::GetDynamicIndexBuffer( MaterialIndexFormat_t fmt, bool bBuffered )
{
return &m_Mesh;
}
//-----------------------------------------------------------------------------
//
// CShaderDeviceMgrGL
//
//-----------------------------------------------------------------------------
bool CShaderDeviceMgrGL::Connect( CreateInterfaceFn factory )
{
// So others can access it
g_pShaderUtil = (IShaderUtil*)factory( SHADER_UTIL_INTERFACE_VERSION, NULL );
return true;
}
void CShaderDeviceMgrGL::Disconnect()
{
g_pShaderUtil = NULL;
}
void *CShaderDeviceMgrGL::QueryInterface( const char *pInterfaceName )
{
if ( !Q_stricmp( pInterfaceName, SHADER_DEVICE_MGR_INTERFACE_VERSION ) )
return static_cast< IShaderDeviceMgr* >( this );
if ( !Q_stricmp( pInterfaceName, MATERIALSYSTEM_HARDWARECONFIG_INTERFACE_VERSION ) )
return static_cast< IMaterialSystemHardwareConfig* >( &g_ShaderAPIGL );
return NULL;
}
InitReturnVal_t CShaderDeviceMgrGL::Init()
{
return INIT_OK;
}
void CShaderDeviceMgrGL::Shutdown()
{
}
// Sets the adapter
bool CShaderDeviceMgrGL::SetAdapter( int nAdapter, int nFlags )
{
return true;
}
// FIXME: Is this a public interface? Might only need to be private to shaderapi
CreateInterfaceFn CShaderDeviceMgrGL::SetMode( void *hWnd, int nAdapter, const ShaderDeviceInfo_t& mode )
{
return ShaderInterfaceFactory;
}
// Gets the number of adapters...
int CShaderDeviceMgrGL::GetAdapterCount() const
{
return 0;
}
bool CShaderDeviceMgrGL::GetRecommendedConfigurationInfo( int nAdapter, int nDXLevel, KeyValues *pKeyValues )
{
return true;
}
// Returns info about each adapter
void CShaderDeviceMgrGL::GetAdapterInfo( int adapter, MaterialAdapterInfo_t& info ) const
{
memset( &info, 0, sizeof( info ) );
info.m_nDXSupportLevel = 90;
}
// Returns the number of modes
int CShaderDeviceMgrGL::GetModeCount( int nAdapter ) const
{
return 0;
}
// Returns mode information..
void CShaderDeviceMgrGL::GetModeInfo( ShaderDisplayMode_t *pInfo, int nAdapter, int nMode ) const
{
}
void CShaderDeviceMgrGL::GetCurrentModeInfo( ShaderDisplayMode_t* pInfo, int nAdapter ) const
{
}

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#ifndef SHADERAPIDEVICEGL_H
#define SHADERAPIDEVICEGL_H
extern IShaderUtil* g_pShaderUtil;
//-----------------------------------------------------------------------------
// The GL implementation of the shader device
//-----------------------------------------------------------------------------
class CShaderDeviceGL : public IShaderDevice
{
public:
CShaderDeviceGL() : m_DynamicMesh( true ), m_Mesh( false ) {}
// Methods of IShaderDevice
virtual int GetCurrentAdapter() const { return 0; }
virtual bool IsUsingGraphics() const { return false; }
virtual void SpewDriverInfo() const;
virtual ImageFormat GetBackBufferFormat() const { return IMAGE_FORMAT_RGB888; }
virtual void GetBackBufferDimensions( int& width, int& height ) const;
virtual int StencilBufferBits() const { return 0; }
virtual bool IsAAEnabled() const { return false; }
virtual void Present( ) {}
virtual void GetWindowSize( int &width, int &height ) const;
virtual bool AddView( void* hwnd );
virtual void RemoveView( void* hwnd );
virtual void SetView( void* hwnd );
virtual void ReleaseResources();
virtual void ReacquireResources();
virtual IMesh* CreateStaticMesh( VertexFormat_t fmt, const char *pTextureBudgetGroup, IMaterial * pMaterial = NULL );
virtual void DestroyStaticMesh( IMesh* mesh );
virtual IShaderBuffer* CompileShader( const char *pProgram, size_t nBufLen, const char *pShaderVersion ) { return NULL; }
virtual VertexShaderHandle_t CreateVertexShader( IShaderBuffer* pShaderBuffer ) { return VERTEX_SHADER_HANDLE_INVALID; }
virtual void DestroyVertexShader( VertexShaderHandle_t hShader ) {}
virtual GeometryShaderHandle_t CreateGeometryShader( IShaderBuffer* pShaderBuffer ) { return GEOMETRY_SHADER_HANDLE_INVALID; }
virtual void DestroyGeometryShader( GeometryShaderHandle_t hShader ) {}
virtual PixelShaderHandle_t CreatePixelShader( IShaderBuffer* pShaderBuffer ) { return PIXEL_SHADER_HANDLE_INVALID; }
virtual void DestroyPixelShader( PixelShaderHandle_t hShader ) {}
virtual IVertexBuffer *CreateVertexBuffer( ShaderBufferType_t type, VertexFormat_t fmt, int nVertexCount, const char *pBudgetGroup );
virtual void DestroyVertexBuffer( IVertexBuffer *pVertexBuffer );
virtual IIndexBuffer *CreateIndexBuffer( ShaderBufferType_t bufferType, MaterialIndexFormat_t fmt, int nIndexCount, const char *pBudgetGroup );
virtual void DestroyIndexBuffer( IIndexBuffer *pIndexBuffer );
virtual IVertexBuffer *GetDynamicVertexBuffer( int streamID, VertexFormat_t vertexFormat, bool bBuffered );
virtual IIndexBuffer *GetDynamicIndexBuffer( MaterialIndexFormat_t fmt, bool bBuffered );
virtual void SetHardwareGammaRamp( float fGamma, float fGammaTVRangeMin, float fGammaTVRangeMax, float fGammaTVExponent, bool bTVEnabled ) {}
virtual void EnableNonInteractiveMode( MaterialNonInteractiveMode_t mode, ShaderNonInteractiveInfo_t *pInfo ) {}
virtual void RefreshFrontBufferNonInteractive( ) {}
virtual void HandleThreadEvent( uint32 threadEvent ) {}
#ifdef DX_TO_GL_ABSTRACTION
virtual void DoStartupShaderPreloading( void ) {}
#endif
virtual char *GetDisplayDeviceName() OVERRIDE { return ""; }
private:
CGLMesh m_Mesh;
CGLMesh m_DynamicMesh;
};
static CShaderDeviceGL s_ShaderDeviceGL;
// FIXME: Remove; it's for backward compat with the materialsystem only for now
EXPOSE_SINGLE_INTERFACE_GLOBALVAR( CShaderDeviceGL, IShaderDevice,
SHADER_DEVICE_INTERFACE_VERSION, s_ShaderDeviceGL )
//-----------------------------------------------------------------------------
// The DX8 implementation of the shader device
//-----------------------------------------------------------------------------
class CShaderDeviceMgrGL : public IShaderDeviceMgr
{
public:
// Methods of IAppSystem
virtual bool Connect( CreateInterfaceFn factory );
virtual void Disconnect();
virtual void *QueryInterface( const char *pInterfaceName );
virtual InitReturnVal_t Init();
virtual void Shutdown();
public:
// Methods of IShaderDeviceMgr
virtual int GetAdapterCount() const;
virtual void GetAdapterInfo( int adapter, MaterialAdapterInfo_t& info ) const;
virtual bool GetRecommendedConfigurationInfo( int nAdapter, int nDXLevel, KeyValues *pKeyValues );
virtual int GetModeCount( int adapter ) const;
virtual void GetModeInfo( ShaderDisplayMode_t *pInfo, int nAdapter, int mode ) const;
virtual void GetCurrentModeInfo( ShaderDisplayMode_t* pInfo, int nAdapter ) const;
virtual bool SetAdapter( int nAdapter, int nFlags );
virtual CreateInterfaceFn SetMode( void *hWnd, int nAdapter, const ShaderDeviceInfo_t& mode );
virtual void AddModeChangeCallback( ShaderModeChangeCallbackFunc_t func ) {}
virtual void RemoveModeChangeCallback( ShaderModeChangeCallbackFunc_t func ) {}
};
static CShaderDeviceMgrGL s_ShaderDeviceMgrGL;
EXPOSE_SINGLE_INTERFACE_GLOBALVAR( CShaderDeviceMgrGL, IShaderDeviceMgr,
SHADER_DEVICE_MGR_INTERFACE_VERSION, s_ShaderDeviceMgrGL )
#endif

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@@ -1,887 +0,0 @@
#ifndef SHADERAPIGL_H
#define SHADERAPIGL_H
#include "IHardwareConfigInternal.h"
//-----------------------------------------------------------------------------
// The DX8 implementation of the shader API
//-----------------------------------------------------------------------------
class CShaderAPIGL : public IShaderAPI, public IHardwareConfigInternal, public IDebugTextureInfo
{
public:
// constructor, destructor
CShaderAPIGL( );
virtual ~CShaderAPIGL();
// IDebugTextureInfo implementation.
public:
virtual bool IsDebugTextureListFresh( int numFramesAllowed = 1 ) { return false; }
virtual bool SetDebugTextureRendering( bool bEnable ) { return false; }
virtual void EnableDebugTextureList( bool bEnable ) {}
virtual void EnableGetAllTextures( bool bEnable ) {}
virtual KeyValues* GetDebugTextureList() { return NULL; }
virtual int GetTextureMemoryUsed( TextureMemoryType eTextureMemory ) { return 0; }
// Methods of IShaderDynamicAPI
virtual void GetBackBufferDimensions( int& width, int& height ) const;
virtual void GetCurrentColorCorrection( ShaderColorCorrectionInfo_t* pInfo );
// Methods of IShaderAPI
public:
virtual void SetViewports( int nCount, const ShaderViewport_t* pViewports );
virtual int GetViewports( ShaderViewport_t* pViewports, int nMax ) const;
virtual void ClearBuffers( bool bClearColor, bool bClearDepth, bool bClearStencil, int renderTargetWidth, int renderTargetHeight );
virtual void ClearColor3ub( unsigned char r, unsigned char g, unsigned char b );
virtual void ClearColor4ub( unsigned char r, unsigned char g, unsigned char b, unsigned char a );
virtual void BindVertexShader( VertexShaderHandle_t hVertexShader ) {}
virtual void BindGeometryShader( GeometryShaderHandle_t hGeometryShader ) {}
virtual void BindPixelShader( PixelShaderHandle_t hPixelShader ) {}
virtual void SetRasterState( const ShaderRasterState_t& state ) {}
virtual void MarkUnusedVertexFields( unsigned int nFlags, int nTexCoordCount, bool *pUnusedTexCoords ) {}
virtual bool OwnGPUResources( bool bEnable ) { return false; }
virtual bool DoRenderTargetsNeedSeparateDepthBuffer() const;
// Used to clear the transition table when we know it's become invalid.
void ClearSnapshots();
// Sets the mode...
bool SetMode( void* hwnd, int nAdapter, const ShaderDeviceInfo_t &info )
{
return true;
}
void ChangeVideoMode( const ShaderDeviceInfo_t &info )
{
}
// Called when the dx support level has changed
virtual void DXSupportLevelChanged() {}
virtual void EnableUserClipTransformOverride( bool bEnable ) {}
virtual void UserClipTransform( const VMatrix &worldToView ) {}
// Sets the default *dynamic* state
void SetDefaultState( );
// Returns the snapshot id for the shader state
StateSnapshot_t TakeSnapshot( );
// Returns true if the state snapshot is transparent
bool IsTranslucent( StateSnapshot_t id ) const;
bool IsAlphaTested( StateSnapshot_t id ) const;
bool UsesVertexAndPixelShaders( StateSnapshot_t id ) const;
virtual bool IsDepthWriteEnabled( StateSnapshot_t id ) const;
// Gets the vertex format for a set of snapshot ids
VertexFormat_t ComputeVertexFormat( int numSnapshots, StateSnapshot_t* pIds ) const;
// Gets the vertex format for a set of snapshot ids
VertexFormat_t ComputeVertexUsage( int numSnapshots, StateSnapshot_t* pIds ) const;
// Begins a rendering pass that uses a state snapshot
void BeginPass( StateSnapshot_t snapshot );
// Uses a state snapshot
void UseSnapshot( StateSnapshot_t snapshot );
// Use this to get the mesh builder that allows us to modify vertex data
CMeshBuilder* GetVertexModifyBuilder();
// Sets the color to modulate by
void Color3f( float r, float g, float b );
void Color3fv( float const* pColor );
void Color4f( float r, float g, float b, float a );
void Color4fv( float const* pColor );
// Faster versions of color
void Color3ub( unsigned char r, unsigned char g, unsigned char b );
void Color3ubv( unsigned char const* rgb );
void Color4ub( unsigned char r, unsigned char g, unsigned char b, unsigned char a );
void Color4ubv( unsigned char const* rgba );
// Sets the lights
void SetLight( int lightNum, const LightDesc_t& desc );
void SetLightingOrigin( Vector vLightingOrigin );
void SetAmbientLight( float r, float g, float b );
void SetAmbientLightCube( Vector4D cube[6] );
// Get the lights
int GetMaxLights( void ) const;
const LightDesc_t& GetLight( int lightNum ) const;
// Render state for the ambient light cube (vertex shaders)
void SetVertexShaderStateAmbientLightCube();
void SetPixelShaderStateAmbientLightCube( int pshReg, bool bForceToBlack = false )
{
}
float GetAmbientLightCubeLuminance(void)
{
return 0.0f;
}
void SetSkinningMatrices();
// Lightmap texture binding
void BindLightmap( TextureStage_t stage );
void BindLightmapAlpha( TextureStage_t stage )
{
}
void BindBumpLightmap( TextureStage_t stage );
void BindFullbrightLightmap( TextureStage_t stage );
void BindWhite( TextureStage_t stage );
void BindBlack( TextureStage_t stage );
void BindGrey( TextureStage_t stage );
void BindFBTexture( TextureStage_t stage, int textureIdex );
void CopyRenderTargetToTexture( ShaderAPITextureHandle_t texID )
{
}
void CopyRenderTargetToTextureEx( ShaderAPITextureHandle_t texID, int nRenderTargetID, Rect_t *pSrcRect, Rect_t *pDstRect )
{
}
void CopyTextureToRenderTargetEx( int nRenderTargetID, ShaderAPITextureHandle_t textureHandle, Rect_t *pSrcRect, Rect_t *pDstRect )
{
}
// Special system flat normal map binding.
void BindFlatNormalMap( TextureStage_t stage );
void BindNormalizationCubeMap( TextureStage_t stage );
void BindSignedNormalizationCubeMap( TextureStage_t stage );
// Set the number of bone weights
void SetNumBoneWeights( int numBones );
void EnableHWMorphing( bool bEnable );
// Flushes any primitives that are buffered
void FlushBufferedPrimitives();
// Gets the dynamic mesh; note that you've got to render the mesh
// before calling this function a second time. Clients should *not*
// call DestroyStaticMesh on the mesh returned by this call.
IMesh* GetDynamicMesh( IMaterial* pMaterial, int nHWSkinBoneCount, bool buffered, IMesh* pVertexOverride, IMesh* pIndexOverride );
IMesh* GetDynamicMeshEx( IMaterial* pMaterial, VertexFormat_t fmt, int nHWSkinBoneCount, bool buffered, IMesh* pVertexOverride, IMesh* pIndexOverride );
IMesh* GetFlexMesh();
// Renders a single pass of a material
void RenderPass( int nPass, int nPassCount );
// stuff related to matrix stacks
void MatrixMode( MaterialMatrixMode_t matrixMode );
void PushMatrix();
void PopMatrix();
void LoadMatrix( float *m );
void LoadBoneMatrix( int boneIndex, const float *m ) {}
void MultMatrix( float *m );
void MultMatrixLocal( float *m );
void GetMatrix( MaterialMatrixMode_t matrixMode, float *dst );
void LoadIdentity( void );
void LoadCameraToWorld( void );
void Ortho( double left, double top, double right, double bottom, double zNear, double zFar );
void PerspectiveX( double fovx, double aspect, double zNear, double zFar );
void PerspectiveOffCenterX( double fovx, double aspect, double zNear, double zFar, double bottom, double top, double left, double right );
void PickMatrix( int x, int y, int width, int height );
void Rotate( float angle, float x, float y, float z );
void Translate( float x, float y, float z );
void Scale( float x, float y, float z );
void ScaleXY( float x, float y );
// Fog methods...
void FogMode( MaterialFogMode_t fogMode );
void FogStart( float fStart );
void FogEnd( float fEnd );
void SetFogZ( float fogZ );
void FogMaxDensity( float flMaxDensity );
void GetFogDistances( float *fStart, float *fEnd, float *fFogZ );
void FogColor3f( float r, float g, float b );
void FogColor3fv( float const* rgb );
void FogColor3ub( unsigned char r, unsigned char g, unsigned char b );
void FogColor3ubv( unsigned char const* rgb );
virtual void SceneFogColor3ub( unsigned char r, unsigned char g, unsigned char b );
virtual void SceneFogMode( MaterialFogMode_t fogMode );
virtual void GetSceneFogColor( unsigned char *rgb );
virtual MaterialFogMode_t GetSceneFogMode( );
virtual int GetPixelFogCombo( );
void SetHeightClipZ( float z );
void SetHeightClipMode( enum MaterialHeightClipMode_t heightClipMode );
void SetClipPlane( int index, const float *pPlane );
void EnableClipPlane( int index, bool bEnable );
void SetFastClipPlane( const float *pPlane );
void EnableFastClip( bool bEnable );
// We use smaller dynamic VBs during level transitions, to free up memory
virtual int GetCurrentDynamicVBSize( void );
virtual void DestroyVertexBuffers( bool bExitingLevel = false );
// Sets the vertex and pixel shaders
void SetVertexShaderIndex( int vshIndex );
void SetPixelShaderIndex( int pshIndex );
// Sets the constant register for vertex and pixel shaders
void SetVertexShaderConstant( int var, float const* pVec, int numConst = 1, bool bForce = false );
void SetBooleanVertexShaderConstant( int var, BOOL const* pVec, int numConst = 1, bool bForce = false );
void SetIntegerVertexShaderConstant( int var, int const* pVec, int numConst = 1, bool bForce = false );
void SetPixelShaderConstant( int var, float const* pVec, int numConst = 1, bool bForce = false );
void SetBooleanPixelShaderConstant( int var, BOOL const* pVec, int numBools = 1, bool bForce = false );
void SetIntegerPixelShaderConstant( int var, int const* pVec, int numIntVecs = 1, bool bForce = false );
void InvalidateDelayedShaderConstants( void );
// Gamma<->Linear conversions according to the video hardware we're running on
float GammaToLinear_HardwareSpecific( float fGamma ) const;
float LinearToGamma_HardwareSpecific( float fLinear ) const;
//Set's the linear->gamma conversion textures to use for this hardware for both srgb writes enabled and disabled(identity)
void SetLinearToGammaConversionTextures( ShaderAPITextureHandle_t hSRGBWriteEnabledTexture, ShaderAPITextureHandle_t hIdentityTexture );
// Cull mode
void CullMode( MaterialCullMode_t cullMode );
// Force writes only when z matches. . . useful for stenciling things out
// by rendering the desired Z values ahead of time.
void ForceDepthFuncEquals( bool bEnable );
// Forces Z buffering on or off
void OverrideDepthEnable( bool bEnable, bool bDepthEnable );
void OverrideAlphaWriteEnable( bool bOverrideEnable, bool bAlphaWriteEnable );
void OverrideColorWriteEnable( bool bOverrideEnable, bool bColorWriteEnable );
// Sets the shade mode
void ShadeMode( ShaderShadeMode_t mode );
// Binds a particular material to render with
void Bind( IMaterial* pMaterial );
// Returns the nearest supported format
ImageFormat GetNearestSupportedFormat( ImageFormat fmt, bool bFilteringRequired = true ) const;
ImageFormat GetNearestRenderTargetFormat( ImageFormat fmt ) const;
// Sets the texture state
void BindTexture( Sampler_t stage, ShaderAPITextureHandle_t textureHandle );
void SetRenderTarget( ShaderAPITextureHandle_t colorTextureHandle, ShaderAPITextureHandle_t depthTextureHandle )
{
}
void SetRenderTargetEx( int nRenderTargetID, ShaderAPITextureHandle_t colorTextureHandle, ShaderAPITextureHandle_t depthTextureHandle )
{
}
// Indicates we're going to be modifying this texture
// TexImage2D, TexSubImage2D, TexWrap, TexMinFilter, and TexMagFilter
// all use the texture specified by this function.
void ModifyTexture( ShaderAPITextureHandle_t textureHandle );
// Texture management methods
void TexImage2D( int level, int cubeFace, ImageFormat dstFormat, int zOffset, int width, int height,
ImageFormat srcFormat, bool bSrcIsTiled, void *imageData );
void TexSubImage2D( int level, int cubeFace, int xOffset, int yOffset, int zOffset, int width, int height,
ImageFormat srcFormat, int srcStride, bool bSrcIsTiled, void *imageData );
void TexImageFromVTF( IVTFTexture *pVTF, int iVTFFrame );
bool TexLock( int level, int cubeFaceID, int xOffset, int yOffset,
int width, int height, CPixelWriter& writer );
void TexUnlock( );
// These are bound to the texture, not the texture environment
void TexMinFilter( ShaderTexFilterMode_t texFilterMode );
void TexMagFilter( ShaderTexFilterMode_t texFilterMode );
void TexWrap( ShaderTexCoordComponent_t coord, ShaderTexWrapMode_t wrapMode );
void TexSetPriority( int priority );
ShaderAPITextureHandle_t CreateTexture(
int width,
int height,
int depth,
ImageFormat dstImageFormat,
int numMipLevels,
int numCopies,
int flags,
const char *pDebugName,
const char *pTextureGroupName );
// Create a multi-frame texture (equivalent to calling "CreateTexture" multiple times, but more efficient)
void CreateTextures(
ShaderAPITextureHandle_t *pHandles,
int count,
int width,
int height,
int depth,
ImageFormat dstImageFormat,
int numMipLevels,
int numCopies,
int flags,
const char *pDebugName,
const char *pTextureGroupName );
ShaderAPITextureHandle_t CreateDepthTexture( ImageFormat renderFormat, int width, int height, const char *pDebugName, bool bTexture );
void DeleteTexture( ShaderAPITextureHandle_t textureHandle );
bool IsTexture( ShaderAPITextureHandle_t textureHandle );
bool IsTextureResident( ShaderAPITextureHandle_t textureHandle );
// stuff that isn't to be used from within a shader
void ClearBuffersObeyStencil( bool bClearColor, bool bClearDepth );
void ClearBuffersObeyStencilEx( bool bClearColor, bool bClearAlpha, bool bClearDepth );
void PerformFullScreenStencilOperation( void );
void ReadPixels( int x, int y, int width, int height, unsigned char *data, ImageFormat dstFormat );
virtual void ReadPixels( Rect_t *pSrcRect, Rect_t *pDstRect, unsigned char *data, ImageFormat dstFormat, int nDstStride );
// Selection mode methods
int SelectionMode( bool selectionMode );
void SelectionBuffer( unsigned int* pBuffer, int size );
void ClearSelectionNames( );
void LoadSelectionName( int name );
void PushSelectionName( int name );
void PopSelectionName();
void FlushHardware();
void ResetRenderState( bool bFullReset = true );
void SetScissorRect( const int nLeft, const int nTop, const int nRight, const int nBottom, const bool bEnableScissor );
// Can we download textures?
virtual bool CanDownloadTextures() const;
// Board-independent calls, here to unify how shaders set state
// Implementations should chain back to IShaderUtil->BindTexture(), etc.
// Use this to begin and end the frame
void BeginFrame();
void EndFrame();
// returns current time
double CurrentTime() const;
// Get the current camera position in world space.
void GetWorldSpaceCameraPosition( float * pPos ) const;
// Members of IMaterialSystemHardwareConfig
bool HasDestAlphaBuffer() const;
bool HasStencilBuffer() const;
virtual int MaxViewports() const;
virtual void OverrideStreamOffsetSupport( bool bOverrideEnabled, bool bEnableSupport ) {}
virtual int GetShadowFilterMode() const;
int StencilBufferBits() const;
int GetFrameBufferColorDepth() const;
int GetSamplerCount() const;
bool HasSetDeviceGammaRamp() const;
bool SupportsCompressedTextures() const;
VertexCompressionType_t SupportsCompressedVertices() const;
bool SupportsVertexAndPixelShaders() const;
bool SupportsPixelShaders_1_4() const;
bool SupportsPixelShaders_2_0() const;
bool SupportsPixelShaders_2_b() const;
bool ActuallySupportsPixelShaders_2_b() const;
bool SupportsStaticControlFlow() const;
bool SupportsVertexShaders_2_0() const;
bool SupportsShaderModel_3_0() const;
int MaximumAnisotropicLevel() const;
int MaxTextureWidth() const;
int MaxTextureHeight() const;
int MaxTextureAspectRatio() const;
int GetDXSupportLevel() const;
const char *GetShaderDLLName() const
{
return "GL";
}
int TextureMemorySize() const;
bool SupportsOverbright() const;
bool SupportsCubeMaps() const;
bool SupportsMipmappedCubemaps() const;
bool SupportsNonPow2Textures() const;
int GetTextureStageCount() const;
int NumVertexShaderConstants() const;
int NumBooleanVertexShaderConstants() const;
int NumIntegerVertexShaderConstants() const;
int NumPixelShaderConstants() const;
int MaxNumLights() const;
bool SupportsHardwareLighting() const;
int MaxBlendMatrices() const;
int MaxBlendMatrixIndices() const;
int MaxVertexShaderBlendMatrices() const;
int MaxUserClipPlanes() const;
bool UseFastClipping() const
{
return false;
}
bool SpecifiesFogColorInLinearSpace() const;
virtual bool SupportsSRGB() const;
virtual bool FakeSRGBWrite() const;
virtual bool CanDoSRGBReadFromRTs() const;
virtual bool SupportsGLMixedSizeTargets() const;
const char *GetHWSpecificShaderDLLName() const;
bool NeedsAAClamp() const
{
return false;
}
bool SupportsSpheremapping() const;
virtual int MaxHWMorphBatchCount() const { return 0; }
// This is the max dx support level supported by the card
virtual int GetMaxDXSupportLevel() const;
bool ReadPixelsFromFrontBuffer() const;
bool PreferDynamicTextures() const;
virtual bool PreferReducedFillrate() const;
bool HasProjectedBumpEnv() const;
void ForceHardwareSync( void );
int GetCurrentNumBones( void ) const;
bool IsHWMorphingEnabled( void ) const;
int GetCurrentLightCombo( void ) const;
void GetDX9LightState( LightState_t *state ) const;
MaterialFogMode_t GetCurrentFogType( void ) const;
void RecordString( const char *pStr );
void EvictManagedResources();
void SetTextureTransformDimension( TextureStage_t textureStage, int dimension, bool projected );
void DisableTextureTransform( TextureStage_t textureStage )
{
}
void SetBumpEnvMatrix( TextureStage_t textureStage, float m00, float m01, float m10, float m11 );
// Gets the lightmap dimensions
virtual void GetLightmapDimensions( int *w, int *h );
virtual void SyncToken( const char *pToken );
// Setup standard vertex shader constants (that don't change)
// This needs to be called anytime that overbright changes.
virtual void SetStandardVertexShaderConstants( float fOverbright )
{
}
// Level of anisotropic filtering
virtual void SetAnisotropicLevel( int nAnisotropyLevel );
bool SupportsHDR() const
{
return false;
}
HDRType_t GetHDRType() const
{
return HDR_TYPE_NONE;
}
HDRType_t GetHardwareHDRType() const
{
return HDR_TYPE_NONE;
}
virtual bool NeedsATICentroidHack() const
{
return false;
}
virtual bool SupportsColorOnSecondStream() const
{
return false;
}
virtual bool SupportsStaticPlusDynamicLighting() const
{
return false;
}
virtual bool SupportsStreamOffset() const
{
return false;
}
void SetDefaultDynamicState()
{
}
virtual void CommitPixelShaderLighting( int pshReg )
{
}
ShaderAPIOcclusionQuery_t CreateOcclusionQueryObject( void )
{
return INVALID_SHADERAPI_OCCLUSION_QUERY_HANDLE;
}
void DestroyOcclusionQueryObject( ShaderAPIOcclusionQuery_t handle )
{
}
void BeginOcclusionQueryDrawing( ShaderAPIOcclusionQuery_t handle )
{
}
void EndOcclusionQueryDrawing( ShaderAPIOcclusionQuery_t handle )
{
}
int OcclusionQuery_GetNumPixelsRendered( ShaderAPIOcclusionQuery_t handle, bool bFlush )
{
return 0;
}
virtual void AcquireThreadOwnership() {}
virtual void ReleaseThreadOwnership() {}
virtual bool SupportsBorderColor() const { return false; }
virtual bool SupportsFetch4() const { return false; }
virtual bool CanStretchRectFromTextures( void ) const { return false; }
virtual void EnableBuffer2FramesAhead( bool bEnable ) {}
virtual void SetPSNearAndFarZ( int pshReg ) { }
virtual void SetDepthFeatheringPixelShaderConstant( int iConstant, float fDepthBlendScale ) {}
void SetPixelShaderFogParams( int reg )
{
}
virtual bool InFlashlightMode() const
{
return false;
}
virtual bool InEditorMode() const
{
return false;
}
// What fields in the morph do we actually use?
virtual MorphFormat_t ComputeMorphFormat( int numSnapshots, StateSnapshot_t* pIds ) const
{
return 0;
}
// Gets the bound morph's vertex format; returns 0 if no morph is bound
virtual MorphFormat_t GetBoundMorphFormat()
{
return 0;
}
// Binds a standard texture
virtual void BindStandardTexture( Sampler_t stage, StandardTextureId_t id )
{
}
virtual void BindStandardVertexTexture( VertexTextureSampler_t stage, StandardTextureId_t id )
{
}
virtual void GetStandardTextureDimensions( int *pWidth, int *pHeight, StandardTextureId_t id )
{
*pWidth = *pHeight = 0;
}
virtual void SetFlashlightState( const FlashlightState_t &state, const VMatrix &worldToTexture )
{
}
virtual void SetFlashlightStateEx( const FlashlightState_t &state, const VMatrix &worldToTexture, ITexture *pFlashlightDepthTexture )
{
}
virtual const FlashlightState_t &GetFlashlightState( VMatrix &worldToTexture ) const
{
static FlashlightState_t blah;
return blah;
}
virtual const FlashlightState_t &GetFlashlightStateEx( VMatrix &worldToTexture, ITexture **pFlashlightDepthTexture ) const
{
static FlashlightState_t blah;
return blah;
}
virtual void ClearVertexAndPixelShaderRefCounts()
{
}
virtual void PurgeUnusedVertexAndPixelShaders()
{
}
virtual bool IsAAEnabled() const
{
return false;
}
virtual int GetVertexTextureCount() const
{
return 0;
}
virtual int GetMaxVertexTextureDimension() const
{
return 0;
}
virtual int MaxTextureDepth() const
{
return 0;
}
// Binds a vertex texture to a particular texture stage in the vertex pipe
virtual void BindVertexTexture( VertexTextureSampler_t nSampler, ShaderAPITextureHandle_t hTexture )
{
}
// Sets morph target factors
virtual void SetFlexWeights( int nFirstWeight, int nCount, const MorphWeight_t* pWeights )
{
}
// NOTE: Stuff after this is added after shipping HL2.
ITexture *GetRenderTargetEx( int nRenderTargetID )
{
return NULL;
}
void SetToneMappingScaleLinear( const Vector &scale )
{
}
const Vector &GetToneMappingScaleLinear( void ) const
{
static Vector dummy;
return dummy;
}
virtual float GetLightMapScaleFactor( void ) const
{
return 1.0;
}
// For dealing with device lost in cases where SwapBuffers isn't called all the time (Hammer)
virtual void HandleDeviceLost()
{
}
virtual void EnableLinearColorSpaceFrameBuffer( bool bEnable )
{
}
// Lets the shader know about the full-screen texture so it can
virtual void SetFullScreenTextureHandle( ShaderAPITextureHandle_t h )
{
}
void SetFloatRenderingParameter(int parm_number, float value)
{
}
void SetIntRenderingParameter(int parm_number, int value)
{
}
void SetVectorRenderingParameter(int parm_number, Vector const &value)
{
}
float GetFloatRenderingParameter(int parm_number) const
{
return 0;
}
int GetIntRenderingParameter(int parm_number) const
{
return 0;
}
Vector GetVectorRenderingParameter(int parm_number) const
{
return Vector(0,0,0);
}
// Methods related to stencil
void SetStencilEnable(bool onoff)
{
}
void SetStencilFailOperation(StencilOperation_t op)
{
}
void SetStencilZFailOperation(StencilOperation_t op)
{
}
void SetStencilPassOperation(StencilOperation_t op)
{
}
void SetStencilCompareFunction(StencilComparisonFunction_t cmpfn)
{
}
void SetStencilReferenceValue(int ref)
{
}
void SetStencilTestMask(uint32 msk)
{
}
void SetStencilWriteMask(uint32 msk)
{
}
void ClearStencilBufferRectangle( int xmin, int ymin, int xmax, int ymax,int value)
{
}
virtual void GetDXLevelDefaults(uint &max_dxlevel,uint &recommended_dxlevel)
{
max_dxlevel=recommended_dxlevel=90;
}
virtual void GetMaxToRender( IMesh *pMesh, bool bMaxUntilFlush, int *pMaxVerts, int *pMaxIndices )
{
*pMaxVerts = 32768;
*pMaxIndices = 32768;
}
// Returns the max possible vertices + indices to render in a single draw call
virtual int GetMaxVerticesToRender( IMaterial *pMaterial )
{
return 32768;
}
virtual int GetMaxIndicesToRender( )
{
return 32768;
}
virtual int CompareSnapshots( StateSnapshot_t snapshot0, StateSnapshot_t snapshot1 ) { return 0; }
virtual void DisableAllLocalLights() {}
virtual bool SupportsMSAAMode( int nMSAAMode ) { return false; }
virtual bool SupportsCSAAMode( int nNumSamples, int nQualityLevel ) { return false; }
// Hooks for firing PIX events from outside the Material System...
virtual void BeginPIXEvent( unsigned long color, const char *szName ) {}
virtual void EndPIXEvent() {}
virtual void SetPIXMarker( unsigned long color, const char *szName ) {}
virtual void ComputeVertexDescription( unsigned char* pBuffer, VertexFormat_t vertexFormat, MeshDesc_t& desc ) const {}
virtual bool SupportsShadowDepthTextures() { return false; }
virtual bool SupportsFetch4() { return false; }
virtual int NeedsShaderSRGBConversion(void) const { return 0; }
virtual bool UsesSRGBCorrectBlending() const { return false; }
virtual bool HasFastVertexTextures() const { return false; }
virtual void SetShadowDepthBiasFactors( float fShadowSlopeScaleDepthBias, float fShadowDepthBias ) {}
virtual void SetDisallowAccess( bool ) {}
virtual void EnableShaderShaderMutex( bool ) {}
virtual void ShaderLock() {}
virtual void ShaderUnlock() {}
// ------------ New Vertex/Index Buffer interface ----------------------------
void BindVertexBuffer( int streamID, IVertexBuffer *pVertexBuffer, int nOffsetInBytes, int nFirstVertex, int nVertexCount, VertexFormat_t fmt, int nRepetitions1 )
{
}
void BindIndexBuffer( IIndexBuffer *pIndexBuffer, int nOffsetInBytes )
{
}
void Draw( MaterialPrimitiveType_t primitiveType, int firstIndex, int numIndices )
{
}
// ------------ End ----------------------------
virtual int GetVertexBufferCompression( void ) const { return 0; };
virtual bool ShouldWriteDepthToDestAlpha( void ) const { return false; };
virtual bool SupportsHDRMode( HDRType_t nHDRMode ) const { return false; };
virtual bool IsDX10Card() const { return false; };
void PushDeformation( const DeformationBase_t *pDeformation )
{
}
virtual void PopDeformation( )
{
}
int GetNumActiveDeformations( ) const
{
return 0;
}
// for shaders to set vertex shader constants. returns a packed state which can be used to set the dynamic combo
int GetPackedDeformationInformation( int nMaskOfUnderstoodDeformations,
float *pConstantValuesOut,
int nBufferSize,
int nMaximumDeformations,
int *pNumDefsOut ) const
{
*pNumDefsOut = 0;
return 0;
}
void SetStandardTextureHandle(StandardTextureId_t,ShaderAPITextureHandle_t)
{
}
virtual void ExecuteCommandBuffer( uint8 *pData )
{
}
virtual bool GetHDREnabled( void ) const { return true; }
virtual void SetHDREnabled( bool bEnable ) {}
virtual void CopyRenderTargetToScratchTexture( ShaderAPITextureHandle_t srcRt, ShaderAPITextureHandle_t dstTex, Rect_t *pSrcRect = NULL, Rect_t *pDstRect = NULL )
{
}
// Allows locking and unlocking of very specific surface types.
virtual void LockRect( void** pOutBits, int* pOutPitch, ShaderAPITextureHandle_t texHandle, int mipmap, int x, int y, int w, int h, bool bWrite, bool bRead )
{
}
virtual void UnlockRect( ShaderAPITextureHandle_t texHandle, int mipmap )
{
}
virtual void TexLodClamp( int finest ) {}
virtual void TexLodBias( float bias ) {}
virtual void CopyTextureToTexture( ShaderAPITextureHandle_t srcTex, ShaderAPITextureHandle_t dstTex ) {}
void PrintfVA( char *fmt, va_list vargs ) {}
void Printf( const char *fmt, ... ) {}
float Knob( char *knobname, float *setvalue = NULL ) { return 0.0f; };
private:
enum
{
TRANSLUCENT = 0x1,
ALPHATESTED = 0x2,
VERTEX_AND_PIXEL_SHADERS = 0x4,
DEPTHWRITE = 0x8,
};
CGLMesh m_Mesh;
void EnableAlphaToCoverage() {} ;
void DisableAlphaToCoverage() {} ;
ImageFormat GetShadowDepthTextureFormat() { return IMAGE_FORMAT_UNKNOWN; };
ImageFormat GetNullTextureFormat() { return IMAGE_FORMAT_UNKNOWN; };
};
static CShaderAPIGL g_ShaderAPIGL;
EXPOSE_SINGLE_INTERFACE_GLOBALVAR( CShaderAPIGL, IMaterialSystemHardwareConfig,
MATERIALSYSTEM_HARDWARECONFIG_INTERFACE_VERSION, g_ShaderAPIGL )
EXPOSE_SINGLE_INTERFACE_GLOBALVAR( CShaderAPIGL, IDebugTextureInfo,
DEBUG_TEXTURE_INFO_VERSION, g_ShaderAPIGL )
#endif

View File

@@ -1,205 +0,0 @@
#include "utlvector.h"
#include "materialsystem/imaterialsystem.h"
#include "shaderapi/ishaderutil.h"
#include "shaderapi/ishaderapi.h"
#include "materialsystem/imesh.h"
#include "materialsystem/idebugtextureinfo.h"
#include "materialsystem/deformations.h"
#include "meshgl.h"
#include "shaderapigl.h"
#include "shaderapidevicegl.h"
#include "shadershadowgl.h"
//-----------------------------------------------------------------------------
// The shader shadow interface
//-----------------------------------------------------------------------------
CShaderShadowGL::CShaderShadowGL()
{
m_IsTranslucent = false;
m_IsAlphaTested = false;
m_bIsDepthWriteEnabled = true;
m_bUsesVertexAndPixelShaders = false;
}
CShaderShadowGL::~CShaderShadowGL()
{
}
// Sets the default *shadow* state
void CShaderShadowGL::SetDefaultState()
{
m_IsTranslucent = false;
m_IsAlphaTested = false;
m_bIsDepthWriteEnabled = true;
m_bUsesVertexAndPixelShaders = false;
}
// Methods related to depth buffering
void CShaderShadowGL::DepthFunc( ShaderDepthFunc_t depthFunc )
{
}
void CShaderShadowGL::EnableDepthWrites( bool bEnable )
{
m_bIsDepthWriteEnabled = bEnable;
}
void CShaderShadowGL::EnableDepthTest( bool bEnable )
{
}
void CShaderShadowGL::EnablePolyOffset( PolygonOffsetMode_t nOffsetMode )
{
}
// Suppresses/activates color writing
void CShaderShadowGL::EnableColorWrites( bool bEnable )
{
}
// Suppresses/activates alpha writing
void CShaderShadowGL::EnableAlphaWrites( bool bEnable )
{
}
// Methods related to alpha blending
void CShaderShadowGL::EnableBlending( bool bEnable )
{
m_IsTranslucent = bEnable;
}
void CShaderShadowGL::BlendFunc( ShaderBlendFactor_t srcFactor, ShaderBlendFactor_t dstFactor )
{
}
// A simpler method of dealing with alpha modulation
void CShaderShadowGL::EnableAlphaPipe( bool bEnable )
{
}
void CShaderShadowGL::EnableConstantAlpha( bool bEnable )
{
}
void CShaderShadowGL::EnableVertexAlpha( bool bEnable )
{
}
void CShaderShadowGL::EnableTextureAlpha( TextureStage_t stage, bool bEnable )
{
}
// Alpha testing
void CShaderShadowGL::EnableAlphaTest( bool bEnable )
{
m_IsAlphaTested = bEnable;
}
void CShaderShadowGL::AlphaFunc( ShaderAlphaFunc_t alphaFunc, float alphaRef /* [0-1] */ )
{
}
// Wireframe/filled polygons
void CShaderShadowGL::PolyMode( ShaderPolyModeFace_t face, ShaderPolyMode_t polyMode )
{
}
// Back face culling
void CShaderShadowGL::EnableCulling( bool bEnable )
{
}
// Alpha to coverage
void CShaderShadowGL::EnableAlphaToCoverage( bool bEnable )
{
}
// constant color + transparency
void CShaderShadowGL::EnableConstantColor( bool bEnable )
{
}
// Indicates the vertex format for use with a vertex shader
// The flags to pass in here come from the VertexFormatFlags_t enum
// If pTexCoordDimensions is *not* specified, we assume all coordinates
// are 2-dimensional
void CShaderShadowGL::VertexShaderVertexFormat( unsigned int nFlags,
int nTexCoordCount,
int* pTexCoordDimensions,
int nUserDataSize )
{
}
// Indicates we're going to light the model
void CShaderShadowGL::EnableLighting( bool bEnable )
{
}
void CShaderShadowGL::EnableSpecular( bool bEnable )
{
}
// Activate/deactivate skinning
void CShaderShadowGL::EnableVertexBlend( bool bEnable )
{
}
// per texture unit stuff
void CShaderShadowGL::OverbrightValue( TextureStage_t stage, float value )
{
}
void CShaderShadowGL::EnableTexture( Sampler_t stage, bool bEnable )
{
}
void CShaderShadowGL::EnableCustomPixelPipe( bool bEnable )
{
}
void CShaderShadowGL::CustomTextureStages( int stageCount )
{
}
void CShaderShadowGL::CustomTextureOperation( TextureStage_t stage, ShaderTexChannel_t channel,
ShaderTexOp_t op, ShaderTexArg_t arg1, ShaderTexArg_t arg2 )
{
}
void CShaderShadowGL::EnableTexGen( TextureStage_t stage, bool bEnable )
{
}
void CShaderShadowGL::TexGen( TextureStage_t stage, ShaderTexGenParam_t param )
{
}
// Sets the vertex and pixel shaders
void CShaderShadowGL::SetVertexShader( const char *pShaderName, int vshIndex )
{
m_bUsesVertexAndPixelShaders = ( pShaderName != NULL );
}
void CShaderShadowGL::EnableBlendingSeparateAlpha( bool bEnable )
{
}
void CShaderShadowGL::SetPixelShader( const char *pShaderName, int pshIndex )
{
m_bUsesVertexAndPixelShaders = ( pShaderName != NULL );
}
void CShaderShadowGL::BlendFuncSeparateAlpha( ShaderBlendFactor_t srcFactor, ShaderBlendFactor_t dstFactor )
{
}
// indicates what per-vertex data we're providing
void CShaderShadowGL::DrawFlags( unsigned int drawFlags )
{
}

View File

@@ -1,172 +0,0 @@
#ifndef SHADERSHADOWGL_H
#define SHADERSHADOWGL_H
#include "shaderapi/ishadershadow.h"
//-----------------------------------------------------------------------------
// The empty shader shadow
//-----------------------------------------------------------------------------
class CShaderShadowGL : public IShaderShadow
{
public:
CShaderShadowGL();
virtual ~CShaderShadowGL();
// Sets the default *shadow* state
void SetDefaultState();
// Methods related to depth buffering
void DepthFunc( ShaderDepthFunc_t depthFunc );
void EnableDepthWrites( bool bEnable );
void EnableDepthTest( bool bEnable );
void EnablePolyOffset( PolygonOffsetMode_t nOffsetMode );
// Suppresses/activates color writing
void EnableColorWrites( bool bEnable );
void EnableAlphaWrites( bool bEnable );
// Methods related to alpha blending
void EnableBlending( bool bEnable );
void BlendFunc( ShaderBlendFactor_t srcFactor, ShaderBlendFactor_t dstFactor );
// Alpha testing
void EnableAlphaTest( bool bEnable );
void AlphaFunc( ShaderAlphaFunc_t alphaFunc, float alphaRef /* [0-1] */ );
// Wireframe/filled polygons
void PolyMode( ShaderPolyModeFace_t face, ShaderPolyMode_t polyMode );
// Back face culling
void EnableCulling( bool bEnable );
// constant color + transparency
void EnableConstantColor( bool bEnable );
// Indicates the vertex format for use with a vertex shader
// The flags to pass in here come from the VertexFormatFlags_t enum
// If pTexCoordDimensions is *not* specified, we assume all coordinates
// are 2-dimensional
void VertexShaderVertexFormat( unsigned int nFlags,
int nTexCoordCount, int* pTexCoordDimensions, int nUserDataSize );
// Indicates we're going to light the model
void EnableLighting( bool bEnable );
void EnableSpecular( bool bEnable );
// vertex blending
void EnableVertexBlend( bool bEnable );
// per texture unit stuff
void OverbrightValue( TextureStage_t stage, float value );
void EnableTexture( Sampler_t stage, bool bEnable );
void EnableTexGen( TextureStage_t stage, bool bEnable );
void TexGen( TextureStage_t stage, ShaderTexGenParam_t param );
// alternate method of specifying per-texture unit stuff, more flexible and more complicated
// Can be used to specify different operation per channel (alpha/color)...
void EnableCustomPixelPipe( bool bEnable );
void CustomTextureStages( int stageCount );
void CustomTextureOperation( TextureStage_t stage, ShaderTexChannel_t channel,
ShaderTexOp_t op, ShaderTexArg_t arg1, ShaderTexArg_t arg2 );
// indicates what per-vertex data we're providing
void DrawFlags( unsigned int drawFlags );
// A simpler method of dealing with alpha modulation
void EnableAlphaPipe( bool bEnable );
void EnableConstantAlpha( bool bEnable );
void EnableVertexAlpha( bool bEnable );
void EnableTextureAlpha( TextureStage_t stage, bool bEnable );
// GR - Separate alpha blending
void EnableBlendingSeparateAlpha( bool bEnable );
void BlendFuncSeparateAlpha( ShaderBlendFactor_t srcFactor, ShaderBlendFactor_t dstFactor );
// Sets the vertex and pixel shaders
void SetVertexShader( const char *pFileName, int vshIndex );
void SetPixelShader( const char *pFileName, int pshIndex );
// Convert from linear to gamma color space on writes to frame buffer.
void EnableSRGBWrite( bool bEnable )
{
}
void EnableSRGBRead( Sampler_t stage, bool bEnable )
{
}
virtual void FogMode( ShaderFogMode_t fogMode )
{
}
virtual void DisableFogGammaCorrection( bool bDisable )
{
}
virtual void SetDiffuseMaterialSource( ShaderMaterialSource_t materialSource )
{
}
virtual void SetMorphFormat( MorphFormat_t flags )
{
}
virtual void EnableStencil( bool bEnable )
{
}
virtual void StencilFunc( ShaderStencilFunc_t stencilFunc )
{
}
virtual void StencilPassOp( ShaderStencilOp_t stencilOp )
{
}
virtual void StencilFailOp( ShaderStencilOp_t stencilOp )
{
}
virtual void StencilDepthFailOp( ShaderStencilOp_t stencilOp )
{
}
virtual void StencilReference( int nReference )
{
}
virtual void StencilMask( int nMask )
{
}
virtual void StencilWriteMask( int nMask )
{
}
virtual void ExecuteCommandBuffer( uint8 *pBuf )
{
}
// Alpha to coverage
void EnableAlphaToCoverage( bool bEnable );
virtual void SetShadowDepthFiltering( Sampler_t stage )
{
}
virtual void BlendOp( ShaderBlendOp_t blendOp ) {}
virtual void BlendOpSeparateAlpha( ShaderBlendOp_t blendOp ) {}
bool m_IsTranslucent;
bool m_IsAlphaTested;
bool m_bIsDepthWriteEnabled;
bool m_bUsesVertexAndPixelShaders;
};
//-----------------------------------------------------------------------------
// Class Factory
//-----------------------------------------------------------------------------
static CShaderShadowGL g_ShaderShadow;
// FIXME: Remove; it's for backward compat with the materialsystem only for now
EXPOSE_SINGLE_INTERFACE_GLOBALVAR( CShaderAPIGL, IShaderAPI,
SHADERAPI_INTERFACE_VERSION, g_ShaderAPIGL )
EXPOSE_SINGLE_INTERFACE_GLOBALVAR( CShaderShadowGL, IShaderShadow,
SHADERSHADOW_INTERFACE_VERSION, g_ShaderShadow )
#endif

View File

@@ -90,6 +90,9 @@ def fix_dos_path( path ):
if find_path == '': find_path = './'
else: find_path += '/'
if not os.path.exists(find_path):
return find_path+filename
dirlist = os.listdir(find_path)
for file in dirlist:
if file == filename:

View File

@@ -215,7 +215,6 @@ class Android:
# TODO: proper STL support
return [
#os.path.abspath(os.path.join(self.ndk_home, 'sources', 'cxx-stl', 'system', 'include')),
os.path.abspath(os.path.join(self.ndk_home, 'sources', 'cxx-stl', 'stlport', 'stlport')),
os.path.abspath(os.path.join(self.ndk_home, 'sources', 'android', 'support', 'include'))
]
@@ -346,8 +345,12 @@ def configure(conf):
conf.env.CXXFLAGS += android.cflags(True)
conf.env.LINKFLAGS += android.linkflags()
conf.env.LDFLAGS += android.ldflags()
conf.env.STLIBPATH += [os.path.abspath(os.path.join(android.ndk_home, 'sources','cxx-stl','stlport','libs',stlarch))]
conf.env.LDFLAGS += ['-lstlport_static']
conf.env.INCLUDES += [
os.path.abspath(os.path.join(android.ndk_home, 'sources', 'cxx-stl', 'gnu-libstdc++', '4.9', 'include')),
os.path.abspath(os.path.join(android.ndk_home, 'sources', 'cxx-stl', 'gnu-libstdc++', '4.9', 'libs', stlarch, 'include'))
]
conf.env.STLIBPATH += [os.path.abspath(os.path.join(android.ndk_home, 'sources','cxx-stl','gnu-libstdc++','4.9','libs',stlarch))]
conf.env.LDFLAGS += ['-lgnustl_static']
conf.env.HAVE_M = True
if android.is_hardfp():

185
stub_steam/steam_api.cpp Normal file
View File

@@ -0,0 +1,185 @@
#define _CRT_SECURE_NO_WARNINGS
#define STEAM_API_EXPORTS
#if defined __GNUC__
#define S_API extern "C" __attribute__ ((visibility("default")))
#elif defined _MSC_VER
#define S_API extern "C" __declspec(dllexport)
#endif
#define NULL 0
S_API void *g_pSteamClientGameServer;
void *g_pSteamClientGameServer = NULL;
//steam_api.h
S_API bool SteamAPI_Init() {
return true;
}
S_API bool SteamAPI_InitSafe() {
return true;
}
S_API void SteamAPI_Shutdown() {
}
S_API bool SteamAPI_RestartAppIfNecessary() {
return false;
}
S_API void SteamAPI_ReleaseCurrentThreadMemory() {
}
S_API void SteamAPI_WriteMiniDump() {
}
S_API void SteamAPI_SetMiniDumpComment() {
}
S_API void SteamAPI_RunCallbacks() {
}
S_API void SteamAPI_RegisterCallback() {
}
S_API void SteamAPI_UnregisterCallback() {
}
S_API void SteamAPI_RegisterCallResult() {
}
S_API void SteamAPI_UnregisterCallResult() {
}
S_API bool SteamAPI_IsSteamRunning() {
return false;
}
S_API void Steam_RunCallbacks() {
}
S_API void Steam_RegisterInterfaceFuncs() {
}
S_API int Steam_GetHSteamUserCurrent() {
return 0;
}
S_API const char *SteamAPI_GetSteamInstallPath() {
return NULL;
}
S_API int SteamAPI_GetHSteamPipe() {
return 0;
}
S_API void SteamAPI_SetTryCatchCallbacks() {
}
S_API void SteamAPI_SetBreakpadAppID() {
}
S_API void SteamAPI_UseBreakpadCrashHandler() {
}
S_API int GetHSteamPipe() {
return 0;
}
S_API int GetHSteamUser() {
return 0;
}
S_API int SteamAPI_GetHSteamUser() {
return 0;
}
S_API void *SteamInternal_ContextInit() {
return NULL;
}
S_API void *SteamInternal_CreateInterface() {
return NULL;
}
S_API void *SteamApps() {
return NULL;
}
S_API void *SteamClient() {
return NULL;
}
S_API void *SteamFriends() {
return NULL;
}
S_API void *SteamHTTP() {
return NULL;
}
S_API void *SteamMatchmaking() {
return NULL;
}
S_API void *SteamMatchmakingServers() {
return NULL;
}
S_API void *SteamNetworking() {
return NULL;
}
S_API void *SteamRemoteStorage() {
return NULL;
}
S_API void *SteamScreenshots() {
return NULL;
}
S_API void *SteamUser() {
return NULL;
}
S_API void *SteamUserStats() {
return NULL;
}
S_API void *SteamUtils() {
return NULL;
}
S_API int SteamGameServer_GetHSteamPipe() {
return 0;
}
S_API int SteamGameServer_GetHSteamUser() {
return 0;
}
S_API int SteamGameServer_GetIPCCallCount() {
return 0;
}
S_API int SteamGameServer_InitSafe() {
return 0;
}
S_API void SteamGameServer_RunCallbacks() {
}
S_API void SteamGameServer_Shutdown() {
}

View File

@@ -5,41 +5,31 @@ from waflib import Utils
import os
top = '.'
PROJECT_NAME = 'shaderapigl'
PROJECT_NAME = 'steam_api'
def options(opt):
# stub
return
def configure(conf):
conf.env.append_unique('DEFINES',[
'SHADER_DLL_EXPORT',
'PROTECTED_THINGS_ENABLE'
])
return
def build(bld):
source = [
'shaderapigl.cpp',
'shaderapidevicegl.cpp',
'shadershadowgl.cpp',
'meshgl.cpp',
'../../public/tier0/memoverride.cpp'
'steam_api.cpp'
]
includes = [
'.',
'../../public',
'../../public/tier0',
'../../public/tier1',
'../../common',
'../'
'../public',
'../public/tier0',
] + bld.env.INCLUDES_SDL2
defines = []
libs = ['tier0','tier1']
libs = []
install_path = bld.env.LIBDIR
install_path = None if bld.env.BUILD_SDK else bld.env.LIBDIR
bld.shlib(
source = source,
@@ -48,8 +38,8 @@ def build(bld):
features = 'c cxx',
includes = includes,
defines = defines,
use = libs,
install_path = install_path,
use = libs,
subsystem = bld.env.MSVC_SUBSYSTEM,
idx = bld.get_taskgen_count()
)

View File

@@ -83,7 +83,7 @@ def build(bld):
else:
libs = ['DL', 'M', 'LOG']
install_path = bld.env.LIBDIR
install_path = None if bld.env.BUILD_SDK else bld.env.LIBDIR
bld.shlib(
source = source,

View File

@@ -1,427 +0,0 @@
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//=============================================================================//
#include "vstdlib/osversion.h"
#include "winlite.h"
#include "strtools.h"
#include "tier0/dbg.h"
#ifdef OSX
#include <CoreServices/CoreServices.h>
#endif
//-----------------------------------------------------------------------------
// Purpose: return the OS type for this machine
//-----------------------------------------------------------------------------
EOSType GetOSType()
{
static EOSType eOSVersion = k_eOSUnknown;
#if defined( _WIN32 ) && !defined( _X360 )
if ( eOSVersion == k_eOSUnknown || eOSVersion == k_eWinUnknown )
{
eOSVersion = k_eWinUnknown;
OSVERSIONINFOEX osvi;
Q_memset( &osvi, 0x00, sizeof(osvi) );
osvi.dwOSVersionInfoSize = sizeof(osvi);
if ( GetVersionEx( (OSVERSIONINFO *) &osvi ) )
{
switch ( osvi.dwPlatformId )
{
case VER_PLATFORM_WIN32_NT:
if ( osvi.dwMajorVersion <= 4 )
{
eOSVersion = k_eWinNT;
}
else if ( osvi.dwMajorVersion == 5 )
{
switch( osvi.dwMinorVersion )
{
case 0:
eOSVersion = k_eWin2000;
break;
case 1:
eOSVersion = k_eWinXP;
break;
case 2:
eOSVersion = k_eWin2003;
break;
}
}
else if ( osvi.dwMajorVersion >= 6 )
{
if ( osvi.wProductType == VER_NT_WORKSTATION )
{
switch ( osvi.dwMinorVersion )
{
case 0:
eOSVersion = k_eWinVista;
break;
case 1:
eOSVersion = k_eWindows7;
break;
}
}
else /* ( osvi.wProductType != VER_NT_WORKSTATION ) */
{
switch ( osvi.dwMinorVersion )
{
case 0:
eOSVersion = k_eWin2008; // Windows 2008, not R2
break;
case 1:
eOSVersion = k_eWin2008; // Windows 2008 R2
break;
}
}
}
break;
case VER_PLATFORM_WIN32_WINDOWS:
switch ( osvi.dwMinorVersion )
{
case 0:
eOSVersion = k_eWin95;
break;
case 10:
eOSVersion = k_eWin98;
break;
case 90:
eOSVersion = k_eWinME;
break;
}
break;
case VER_PLATFORM_WIN32s:
eOSVersion = k_eWin311;
break;
}
}
}
#elif defined(OSX)
if ( eOSVersion == k_eOSUnknown )
{
SInt32 MajorVer = 0;
SInt32 MinorVer = 0;
SInt32 PatchVer = 0;
OSErr err = noErr;
err = Gestalt( gestaltSystemVersionMajor, &MajorVer );
if ( err != noErr )
return k_eOSUnknown;
err = Gestalt( gestaltSystemVersionMinor, &MinorVer );
if ( err != noErr )
return k_eOSUnknown;
err = Gestalt( gestaltSystemVersionBugFix, &PatchVer );
if ( err != noErr )
return k_eOSUnknown;
switch ( MajorVer )
{
case 10:
{
switch( MinorVer )
{
case 4:
eOSVersion = k_eMacOS104;
break;
case 5:
eOSVersion = k_eMacOS105;
switch ( PatchVer )
{
case 8:
eOSVersion = k_eMacOS1058;
default:
break;
}
break;
case 6:
eOSVersion = k_eMacOS106;
switch ( PatchVer )
{
case 1:
case 2:
break;
case 3:
default:
// note the default here - 10.6.4 (5,6...) >= 10.6.3, so we want to
// identify as 10.6.3 for sysreqs purposes
eOSVersion = k_eMacOS1063;
break;
}
break;
case 7:
eOSVersion = k_eMacOS107;
break;
default:
break;
}
}
default:
break;
}
}
#elif defined(LINUX)
if ( eOSVersion == k_eOSUnknown )
{
FILE *fpKernelVer = fopen( "/proc/version", "r" );
if ( !fpKernelVer )
return k_eLinuxUnknown;
char rgchVersionLine[1024];
char *pchRet = fgets( rgchVersionLine, sizeof(rgchVersionLine), fpKernelVer );
fclose( fpKernelVer );
eOSVersion = k_eLinuxUnknown;
// move past "Linux version "
const char *pchVersion = rgchVersionLine + Q_strlen( "Linux version " );
if ( pchRet && *pchVersion == '2' && *(pchVersion+1) == '.' )
{
pchVersion += 2; // move past "2."
if ( *pchVersion == '2' && *(pchVersion+1) == '.' )
eOSVersion = k_eLinux22;
else if ( *pchVersion == '4' && *(pchVersion+1) == '.' )
eOSVersion = k_eLinux24;
else if ( *pchVersion == '6' && *(pchVersion+1) == '.' )
eOSVersion = k_eLinux26;
}
}
#endif
return eOSVersion;
}
//-----------------------------------------------------------------------------
// Purpose: get platform-specific OS details (distro, on linux)
// returns a pointer to the input buffer on success (for convenience),
// NULL on failure.
//-----------------------------------------------------------------------------
const char *GetOSDetailString( char *pchOutBuf, int cchOutBuf )
{
#if defined WIN32
(void)( pchOutBuf );
(void)( cchOutBuf );
// no interesting details
return NULL;
#else
#if defined LINUX
// we're about to go poking around to see if we can figure out distribution
// looking @ any /etc file is fragile (people can change 'em),
// but since this is just hardware survey data, we're not super concerned.
// a bunch of OS-specific issue files
const char *pszIssueFile[] =
{
"/etc/redhat-release",
"/etc/fedora-release",
"/etc/slackware-release",
"/etc/debian_release",
"/etc/mandrake-release",
"/etc/yellowdog-release",
"/etc/gentoo-release",
"/etc/lsb-release",
"/etc/SUSE-release",
};
if ( !pchOutBuf )
return NULL;
for (int i = 0; i < Q_ARRAYSIZE( pszIssueFile ); i++ )
{
FILE *fdInfo = fopen( pszIssueFile[i], "r" );
if ( !fdInfo )
continue;
// prepend the buffer with the name of the file we found for easier grouping
snprintf( pchOutBuf, cchOutBuf, "%s\n", pszIssueFile[i] );
int cchIssueFile = strlen( pszIssueFile[i] ) + 1;
ssize_t cubRead = fread( (void*) (pchOutBuf + cchIssueFile) , sizeof(char), cchOutBuf - cchIssueFile, fdInfo );
fclose( fdInfo );
if ( cubRead < 0 )
return NULL;
// null terminate
pchOutBuf[ MIN( cubRead, cchOutBuf-1 ) ] = '\0';
return pchOutBuf;
}
#endif
// if all else fails, just send back uname -a
if ( !pchOutBuf )
return NULL;
FILE *fpUname = popen( "uname -mrsv", "r" );
if ( !fpUname )
return NULL;
size_t cchRead = fread( pchOutBuf, sizeof(char), cchOutBuf, fpUname );
pclose( fpUname );
pchOutBuf[ MIN( cchRead, (size_t)cchOutBuf-1 ) ] = '\0';
return pchOutBuf;
#endif
}
//-----------------------------------------------------------------------------
// Purpose: get a friendly name for an OS type
//-----------------------------------------------------------------------------
const char *GetNameFromOSType( EOSType eOSType )
{
switch ( eOSType )
{
case k_eWinUnknown:
return "Windows";
case k_eWin311:
return "Windows 3.11";
case k_eWin95:
return "Windows 95";
case k_eWin98:
return "Windows 98";
case k_eWinME:
return "Windows ME";
case k_eWinNT:
return "Windows NT";
case k_eWin2000:
return "Windows 2000";
case k_eWinXP:
return "Windows XP";
case k_eWin2003:
return "Windows 2003";
case k_eWinVista:
return "Windows Vista";
case k_eWindows7:
return "Windows 7";
case k_eWin2008:
return "Windows 2008";
#ifdef POSIX
case k_eMacOSUnknown:
return "Mac OS";
case k_eMacOS104:
return "MacOS 10.4";
case k_eMacOS105:
return "MacOS 10.5";
case k_eMacOS1058:
return "MacOS 10.5.8";
case k_eMacOS106:
return "MacOS 10.6";
case k_eMacOS1063:
return "MacOS 10.6.3";
case k_eMacOS107:
return "MacOS 10.7";
case k_eLinuxUnknown:
return "Linux";
case k_eLinux22:
return "Linux 2.2";
case k_eLinux24:
return "Linux 2.4";
case k_eLinux26:
return "Linux 2.6";
#endif
default:
case k_eOSUnknown:
return "Unknown";
}
}
// friendly name to OS type, MUST be same size as EOSType enum
struct OSTypeNameTuple
{
EOSType m_OSType;
const char *m_pchOSName;
};
const OSTypeNameTuple k_rgOSTypeToName[] =
{
{ k_eOSUnknown, "unknown" },
{ k_eMacOSUnknown, "macos" },
{ k_eMacOS104, "macos104" },
{ k_eMacOS105, "macos105" },
{ k_eMacOS1058, "macos1058" },
{ k_eMacOS106, "macos106" },
{ k_eMacOS1063, "macos1063" },
{ k_eMacOS107, "macos107" },
{ k_eLinuxUnknown, "linux" },
{ k_eLinux22, "linux22" },
{ k_eLinux24, "linux24" },
{ k_eLinux26, "linux26" },
{ k_eWinUnknown, "windows" },
{ k_eWin311, "win311" },
{ k_eWin95, "win95" },
{ k_eWin98, "win98" },
{ k_eWinME, "winME" },
{ k_eWinNT, "winNT" },
{ k_eWin2000, "win200" },
{ k_eWinXP, "winXP" },
{ k_eWin2003, "win2003" },
{ k_eWinVista, "winVista" },
{ k_eWindows7, "win7" },
{ k_eWin2008, "win2008" },
};
//-----------------------------------------------------------------------------
// Purpose: convert a friendly OS name to a eostype
//-----------------------------------------------------------------------------
EOSType GetOSTypeFromString_Deprecated( const char *pchName )
{
EOSType eOSType;
#ifdef WIN32
eOSType = k_eWinUnknown;
#else
eOSType = k_eOSUnknown;
#endif
// if this fires, make sure all OS types are in the map
Assert( Q_ARRAYSIZE( k_rgOSTypeToName ) == k_eOSTypeMax );
if ( !pchName || Q_strlen( pchName ) == 0 )
return eOSType;
for ( int iOS = 0; iOS < Q_ARRAYSIZE( k_rgOSTypeToName ) ; iOS++ )
{
if ( !Q_stricmp( k_rgOSTypeToName[iOS].m_pchOSName, pchName ) )
return k_rgOSTypeToName[iOS].m_OSType;
}
return eOSType;
}
bool OSTypesAreCompatible( EOSType eOSTypeDetected, EOSType eOSTypeRequired )
{
// check windows (on the positive side of the number line)
if ( eOSTypeRequired >= k_eWinUnknown )
return ( eOSTypeDetected >= eOSTypeRequired );
if ( eOSTypeRequired == k_eOSUnknown )
return true;
// osx
if ( eOSTypeRequired >= k_eMacOSUnknown && eOSTypeRequired < k_eOSUnknown )
return ( eOSTypeDetected >= eOSTypeRequired && eOSTypeDetected < k_eOSUnknown );
// and linux
if ( eOSTypeRequired >= k_eLinuxUnknown && eOSTypeRequired < k_eMacOSUnknown )
return ( eOSTypeDetected >= eOSTypeRequired && eOSTypeDetected < k_eMacOSUnknown );
return false;
}
// these strings "windows", "macos", "linux" are part of the
// interface, which is why they're hard-coded here, rather than using
// the strings in k_rgOSTypeToName
const char *GetPlatformName( bool *pbIs64Bit )
{
if ( pbIs64Bit )
*pbIs64Bit = Is64BitOS();
EOSType eType = GetOSType();
if ( OSTypesAreCompatible( eType, k_eWinUnknown ) )
return "windows";
if ( OSTypesAreCompatible( eType, k_eMacOSUnknown ) )
return "macos";
if ( OSTypesAreCompatible( eType, k_eLinuxUnknown ) )
return "linux";
return "unknown";
}

View File

@@ -21,7 +21,6 @@ def build(bld):
'cvar.cpp',
'jobthread.cpp',
'KeyValuesSystem.cpp',
'osversion.cpp',
'random.cpp',
'vcover.cpp',
'../public/tier0/memoverride.cpp'
@@ -55,7 +54,7 @@ def build(bld):
elif bld.env.DEST_OS == 'darwin':
linkflags += ['-framework', 'CoreServices']
install_path = bld.env.LIBDIR
install_path = None if bld.env.BUILD_SDK else bld.env.LIBDIR
bld.shlib(
source = source,

View File

@@ -51,7 +51,7 @@ projects={
'launcher',
'launcher_main',
'materialsystem',
'materialsystem/shaderapigl',
# 'materialsystem/shaderapiempty',
'materialsystem/shaderapidx9',
'materialsystem/shaderlib',
'materialsystem/stdshaders',
@@ -61,7 +61,7 @@ projects={
'serverbrowser',
'soundemittersystem',
'studiorender',
'thirdparty/StubSteamAPI',
'stub_steam',
'tier0',
'tier1',
'tier2',
@@ -129,7 +129,7 @@ projects={
'vpklib',
'vstdlib',
'vtf',
'thirdparty/StubSteamAPI'
'stub_steam'
]
}