working on rendering
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145
materialsystem/compiledshader.cpp
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145
materialsystem/compiledshader.cpp
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#include "shadercompiler/icompiler.h"
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#include "materialsystem/compiledshadermgr.h"
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#include "tier2/ifilesystem.h"
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uint32_t CCompiledShader::AllocateLump( uint32_t nSize )
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{
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m_lumps.AppendTail({V_malloc(nSize),nSize});
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return m_lumps.GetSize()-1;
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}
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void *CCompiledShader::GetLumpPtr( uint32_t nLump )
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{
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return m_lumps[nLump].m_pAddress;
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}
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uint32_t CCompiledShader::GetLumpSize( uint32_t nLump )
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{
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return m_lumps[nLump].m_nSize;
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}
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ShaderObject_t *CCompiledShader::AllocateShader()
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{
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m_objects.AppendTail({});
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return &m_objects[m_objects.GetSize()-1];
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}
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ShaderObject_t *CCompiledShader::FindShaderObject( EShaderBackend eBackend, EShaderStage eStage )
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{
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for ( auto &o: m_objects )
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{
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if ( o.m_eBackend != eBackend )
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continue;
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if ( o.m_eStage != eStage )
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continue;
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return &o;
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}
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return NULL;
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}
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CCompiledShader::~CCompiledShader()
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{
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for ( auto l: m_lumps )
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V_free(l.m_pAddress);
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}
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class CCompiledShaderManager: public ICompiledShaderManager
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{
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public:
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virtual void WriteToFile( CCompiledShader *pShader, const char *szFile ) override;
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virtual void ReadFromFile( CCompiledShader *pShader, const char *szFile ) override;
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};
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void CCompiledShaderManager::WriteToFile( CCompiledShader *pShader, const char *szFile )
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{
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IFileHandle *pFile;
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ShaderHeader_t stHeader = {};
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uint32_t nTotalSize = sizeof(ShaderHeader_t);
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stHeader.m_cSignature[0] = 'f';
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stHeader.m_cSignature[1] = 's';
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stHeader.m_cSignature[2] = 'h';
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stHeader.m_cSignature[3] = 'o';
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stHeader.m_nNumLumps = pShader->m_lumps.GetSize();
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stHeader.m_nNumShaders = pShader->m_objects.GetSize();
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pFile = filesystem->Open(szFile, FILEMODE_WRITE);
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pFile->Write(&stHeader, sizeof(ShaderHeader_t));
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// We want to get offset for the lump data
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nTotalSize += sizeof(ShaderLump_t) * pShader->m_lumps.GetSize();
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nTotalSize += sizeof(ShaderObject_t) * pShader->m_objects.GetSize();
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// ShaderLump_t
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for ( auto l: pShader->m_lumps )
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{
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ShaderLump_t stLump = {};
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stLump.m_nOffset = nTotalSize;
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stLump.m_nSize = l.m_nSize;
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pFile->Write(&stLump, sizeof(ShaderLump_t));
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nTotalSize += l.m_nSize;
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}
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// ShaderObject_t
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for ( auto o: pShader->m_objects )
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{
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}
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// Lump Data
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for ( auto l: pShader->m_lumps )
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{
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pFile->Write(l.m_pAddress, l.m_nSize);
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}
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pFile->Close();
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}
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void CCompiledShaderManager::ReadFromFile( CCompiledShader *pShader, const char *szFile )
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{
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IFileHandle *pFile;
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ShaderHeader_t stHeader = {};
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int i = 0;
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CUtlVector<ShaderLump_t> lumps = {};
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CUtlVector<ShaderObject_t> objects = {};
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CUtlVector<HostShaderLump_t> lumpsData = {};
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pFile = filesystem->Open(szFile, FILEMODE_READ);
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pFile->Read(&stHeader, sizeof(ShaderHeader_t));
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objects.Resize(stHeader.m_nNumShaders);
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lumps.Resize(stHeader.m_nNumLumps);
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lumpsData.Resize(stHeader.m_nNumLumps);
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pFile->Read(lumps.GetData(), stHeader.m_nNumLumps * sizeof(ShaderLump_t));
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pFile->Read(objects.GetData(), stHeader.m_nNumShaders * sizeof(ShaderObject_t));
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for ( i = 0; i < stHeader.m_nNumLumps; i++ )
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{
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lumpsData[i].m_pAddress = V_malloc(lumps[i].m_nSize);
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pFile->Seek(SEEKMODE_RELATIVE_START, lumps[i].m_nOffset);
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pFile->Read(lumpsData[i].m_pAddress, lumps[i].m_nSize);
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lumpsData[i].m_nSize = lumps[i].m_nSize;
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};
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pShader->m_objects = objects;
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pShader->m_lumps = lumpsData;
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pFile->Close();
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}
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ICompiledShaderManager *CompiledShaderManager()
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{
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static CCompiledShaderManager s_CompiledShaderManager;
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return &s_CompiledShaderManager;
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}
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