108 Commits

Author SHA1 Message Date
Kawe Mazidjatari
85c7db410d ImguiSystem: properly implement ImGui and fix several bugs
Moved implementation to dedicated class 'CImguiSystem' with the following changes:

* Added mutex for ImGui_ImplWin32_WndProcHandler(), the window proc is ran from a different thread than CImguiSystem::SampleFrame() is being called from. Needs a mutex as both functions interact with the input queue list.

* Added init stages for debugging and preventing the system from running certain parts of the code if a certain stage hasn't been reached yet.

* NULL out ImGuiContext::ConfigNavWindowingKeyNext , we don't need any nav window shortcuts as users don't need then in-game, and it also interferes with certain key binds some users have.

* CImguiSystem::SampleFrame() (previously ImguiSystem_SampleFrame()), is now being called from CMaterialSystem::SwapBuffers(), as that function is called from the main thread while also getting updated during level loads/etc, so instead of switching between 2 static buffers for as long as the levels are being loaded, we imgui updates properly too and directly swap afterwards.

* Removed hack in CGame::WindowProc() where we would only run windowproc if we aren't shutting the game down. This was needed as there was a chance of a crash at some rare cases, but this was simply due to a missing mutex which has been addressed and fixed as of this commit.

* Lock mutex during init and shutdown.
2024-04-05 18:19:39 +02:00
Kawe Mazidjatari
b9c7cabda9 ImGui: move initialization code to DX hook setups
Also removed unused global declaration 'g_bImGuiInitialized'.
2024-04-05 18:19:38 +02:00
Kawe Mazidjatari
6cf88dc16c Engine: render ImGui in main thread and fix many threading bugs
ImGui drawing code now takes place in the main thread, a snapshot of the render data is created in CMaterialSystem::SwapBuffers(), and is being rendered in the render thread right before SpinPresent().

The reason why this was necessary, is because ConVar::GetString() isn't thread safe if its not marked FCVAR_MATERIAL_SYSTEM_THREAD or FCVAR_ACCESSIBLE_FROM_THREADS, and we used it for the console suggestions window, which iterates over every ConVar, accessible from threads or not.
2024-04-05 18:17:12 +02:00
Kawe Mazidjatari
609d705a0c Tier1: static construction of ConVar objects during link time
Fully implemented ConVar class so we could statically construct all SDK convars, this avoids a level of indirection, and allows for creating ConVar's everywhere in the project.

This patch also removed the settings tab of the ImGui server browser, as it has threading issues, while it technically never caused a crash yet, it has been removed as there was no point keeping it vs the work required to make it thread save (it only managed 2 convars which are perfectly manageable through cfg's or the in-game console).

Also temporarily disabled the creation of ConVar's in the mod system due to a memory leak, we would allocate and register a convar based on details parsed out of a mod file definition, but never unregister and free it.
2024-04-05 18:13:32 +02:00
Kawe Mazidjatari
d6b14fa12c Statically construct all ConCommand
Properly implement the ConCommandBase and ConCommand classes so we could statically construct all ConCommand objects in the global scope of each translation unit, this way we don't need to put them in a global file and deal with preprocessor directives to compile then in/out for certain projects.
2024-04-05 18:13:31 +02:00
Kawe Mazidjatari
746cf16f2b MaterialSystem: rename CMaterialGlue member vars 2024-04-05 17:52:57 +02:00
Kawe Mazidjatari
fe2a95e4ec RTech: major pak system overhaul and rebuild
* split rtech_game and rtech_utils cpp files into multiple files
* rebuilt several large pak load routines for debugging and custom implementations
* moved rson code to rtech_game
* reworked and improved engine and sdk pak precache system
* reversed more of the jobthreads system
2024-04-05 17:51:19 +02:00
Kawe Mazidjatari
8d7ebeea26 MaterialSystem: fix stream debug formatting bug
Promote to actual 64bit signed size types.
2024-04-05 17:46:56 +02:00
Kawe Mazidjatari
ee82d5d8e0 Tier1: move KeyValues class to Tier1
The KeyValues class belongs here. Also reimplemented most loading methods for KeyValues, and adjusted the VPK building code to account for it. Pointers to the engine's implementation of KeyValues have been moved to a separate header ('keyvalues_iface.h'), as this allows external tools code to utilize the standalone KeyValues class implementation. Playlist utilities are completely separated from the KeyValues header; these have nothing to do with KeyValues other than manipulating a global KeyValues object for the playlists, and thus have been named as such and moved to rtech/playlists.
2024-04-05 17:42:05 +02:00
Kawe Mazidjatari
edc52ad669 IDetour: remove extraneous pointer assignments
Originally, we store the search results in a CMemory instance which we then assign to the actual function pointer. CMemory is just a pointer class; we can assign the results directly to the actual function pointer. This commit reduces a lot of code verbosity, and also reduced roughly 2KiB worth of static pointers in the resulting executable. This commit also officially deprecates the support for any GameDLL's below S3 (Season 3), since it makes more sense to port the assets from earlier/later games back to the version this SDK supports.
2024-04-05 17:19:32 +02:00
Kawe Mazidjatari
d8e3aa85f9 MaterialSystem: add note 2024-04-05 17:19:29 +02:00
Amos
35bec64a5f Fix dedicated compile errors 2024-04-05 17:19:29 +02:00
Kawe Mazidjatari
365448b8c7 MaterialSystem: fix console not drawing in the 4:3/5:4 aspect ratio modes
DrawImGui should be called BEFORE ID3D11DeviceContext::ClearRenderTargetView() or ID3D11DeviceContext::End(). Moved drawing code to SpinPresent which is just before the clear/end calls are being made. Console now draws in the 4:3/5:4 aspect ratio video modes.
2024-04-05 17:19:28 +02:00
Kawe Mazidjatari
77a20f4d9e NVIDIA: move markers to actual IDXGISwapChain::Present runtime call
Testing revealed better latency reduction when moved directly here as we also take into account the additional buffy copy's the game does in SpinPresent, our new render thread frame limiter and and ImGui. The difference is very large when the render thread frame limiter is used. The code still passes NVIDIA's reflex testing utility after this patch.
2024-04-05 17:19:28 +02:00
Kawe Mazidjatari
735a9e0489 NVIDIA: properly enqueue frame ID
Sync Frame ID between main thread and render thread, this changes makes the integration PASS the reflex test utility.
2024-04-05 17:12:52 +02:00
Kawe Mazidjatari
83b95d23c9 MaterialSystem: Expose the proper pointer
The first pointer was a pointing to a pointer to g_MaterialSystem. The new pointer points directly to g_MaterialSystem. Also added CMaterialSystem::GetCurrentFrameCount() for g_FrameNum.
2024-04-05 17:12:52 +02:00
Kawe Mazidjatari
59e0bfa10b NVIDIA: initial implementation of latency markers 2024-04-05 16:45:05 +02:00
Kawe Mazidjatari
51b866f6a1 NVIDIA: check if adapter is from NVIDIA in GFX_SetLatencyMarker()
Moved adapter vendor check to its own func, added a global which could be used to fully disable the low latency system. Also added groundwork for the (future) PCL stats implementation.
2024-04-05 16:41:11 +02:00
Kawe Mazidjatari
144d5f62e1 IDetour: code refactor
Utilize the new IDetour::DetourSetup() code, IDetour::Attach and IDetour::Detach have been removed in favor of this (significantly reduces chance of user error). Since the template check happens in the idetour header, it is much more aggressive on type mismatches, such as a difference in parameter types, between the function and detour, will now raise a compile time error. As a result, some type mismatches have been fixed in this commit as well.
2024-04-05 16:41:09 +02:00
Kawe Mazidjatari
d6fd782601 Add new RPak types and rename existing
Rename to enforce consistency.
2024-04-05 15:57:33 +02:00
Kawe Mazidjatari
a639a4befd Add 'CMaterialDeviceMgr' singleton to SDK
Manager class for display adapters.
2023-09-13 22:22:25 +02:00
Kawe Mazidjatari
3fd898bf30 Fix crash during RPak load
* Added missing parameter to 'PakLoadFuncs_s::WaitAsync'.
* Fix offset to 'g_pakLoadApi'.
2023-09-09 20:57:00 +02:00
Kawe Mazidjatari
9cfc2b4b6a Use actual pakLoadApi pointer
Actual pakLoadApi pointer used internally.
2023-09-08 23:52:00 +02:00
Kawe Mazidjatari
71b0781715 Utilize 'DevMsg()' for uncertain builds only
Only uncertain builds will contain DevMsg()/DevWarning() prints. For retail, Msg() and Warning() should be used instead.
2023-08-21 19:12:29 +02:00
Kawe Mazidjatari
b84cfc2760 Optimize CMaterialSystem::Init() for dedicated
Hook 'CMaterialSystem::Init()', and only load the 'startup.rpak' file, as that's all we need. This pak file might also not even be needed on the server, but removing this requires rebuilding 'common_early.rpak' to drop all texture/material assets and their references. The dedicated server is now also linked to a newly added 'No-DirectX' version of the materialsystem for patching.
2023-07-17 11:54:14 +02:00
Kawe Mazidjatari
46390ba875 Additional reduction of untyped variables
These were not caught by the regex due to typos, or additional symbols that were not taken into account when making the regex.
2023-07-03 00:02:08 +02:00
Kawe Mazidjatari
87f9420889 Globally reduce the use of auto for function pointer declarations
Find regex pattern:
inline auto ([a-zA-Z0-9_]+) = ([a-zA-Z0-9_]+)\.RCast<([a-zA-Z0-9_:<>*]+) *\(\*\)\(([^)]*)\)>\(\);
Replace regex pattern:
inline $3(*$1)($4);

This commit also removes the unnecessary initialization (which was required to type the auto variables),
and therefore removed 6kb of unnecessary dynamic initialization code.
2023-07-02 23:01:29 +02:00
Kawe Mazidjatari
3f8baf6f68 Allow setting compile options for specific targets
Previously, it was all controlled from the global init (applied to all projects), but some projects need different options. With these changes, you can disable the common options applied in the 'add_module' macro, and set your own if desired.
2023-06-17 00:45:27 +02:00
Kawe Mazidjatari
11864f8902 Add all public headers to CMake projects
Added all public headers to CMake projects, also moved some files around in the public directory. Translation units have been moved to the libraries that were responsible for implementing them, as this game is monolithic.
2023-05-15 14:47:03 +02:00
Kawe Mazidjatari
9f44bcc818 Treat compiler warnings as errors
Treat them as errors globally. Most of the time a warning is a bug, or problem in code that could be solved in a different (better) manner. Thirdparty code have this disabled. The warnings as errors option can be globally disabled through the CMake GUI, but this is not recommended.
2023-05-15 09:44:26 +02:00
Kawe Mazidjatari
6a86ae2606 Cleanup CMakeLists files
Light cleanup in CMakeLists files. Split protocols and improve filter names.
2023-05-14 17:36:08 +02:00
Kawe Mazidjatari
8d38de1ce0 Move client only code from rtech libraries
Moved, and renamed to 'CreateTextureResource'. Reason for move was that the rtech libraries is used by server and client, and using this on dedicated requires linking directx libraries, as it has to be hooked (even when not used). Moved to client only code to avoid having to hook it. Material system is no longer linked to the dedicated server module, as nothing from it was getting used.
2023-05-13 18:03:48 +02:00
Kawe Mazidjatari
8dbc2024c6 CMake code improvements
Use the 'add_module' macro to add modules without creating duplicate code. This macro also takes a reuse PCH as parameter, so modules that need a precompiled header, could reuse those from different targets that compile them. This commit also restructures the group order of the generated solution files for easier code navigation.
2023-05-13 00:14:53 +02:00
Kawe Mazidjatari
f120354e96 Initial port to CMake
* All libraries have been isolated from each other, and build into separate artifacts.
* Project has been restructured to support isolating libraries.
* CCrashHandler now calls a callback on crash (setup from core/dllmain.cpp, this can be setup in any way for any project. This callback is getting called when the apllication crashes. Useful for flushing buffers before closing handles to logging files for example).
* Tier0 'CoreMsgV' function now calls a callback sink, which could be set by the user (currently setup to the SDK's internal logger in core/dllmain.cpp).

TODO:
* Add a batch file to autogenerate all projects.
* Add support for dedicated server.
* Add support for client dll.

Bugs:
* Game crashes on the title screen after the UI script compiler has finished (root cause unknown).
* Curl error messages are getting logged twice for the dedicated server due to the removal of all "DEDICATED" preprocessor directives to support isolating projects. This has to be fixed properly!
2023-05-10 00:05:38 +02:00
Kawe Mazidjatari
5a90e2cff3 Remove deprecated workaround
No longer required as of commit f520cab4.
2023-04-18 18:41:06 +02:00
rexx
f520cab44b fix static prop exceptions
This fixes the exceptions that were caused by loading ported bsps with replaced models
CStaticProp::Init was using static prop lump data to request non-existent skins due to the replaced models, causing invalid material pointers to be fetched.
When encountered, these skins will be forced to 0 and an error will be printed.
Ideally these issues are fixed from within the bsp file before they are shipped.
2023-04-18 16:56:35 +01:00
Kawe Mazidjatari
16ea75d5a2 Fix clang-cl compile errors
Cannot concatenate __FUNCTION__ macro like this.
2023-04-01 13:10:22 +02:00
Kawe Mazidjatari
b508096016 Remove unused functions
These will no longer be used.
2023-03-15 00:00:28 +01:00
Kawe Mazidjatari
cae5037324 Initial fix for older game builds
SDK compiles and works for the S1 game now, still needs to be debugged further.
2023-03-01 00:09:38 +01:00
Kawe Mazidjatari
fb00aa5c37 Force 'CMaterialSystem::IsMaterialInternal' no inline
This seems to work a lot better for our crash handler. 'CMaterialSystem::IsMaterialInternal' still needs to be removed entirely in the future!
2023-02-17 23:56:56 +01:00
Kawe Mazidjatari
8537881781 Fix stream overlay bug
Unfree texture memory displayed the value of total texture memory. Offset search with 4 bytes to yield correct results.
2023-01-31 23:42:43 +01:00
Kawe Mazidjatari
34f69a5b1e Move crashhandler implementation to tier0 2023-01-31 22:13:40 +01:00
Amos
d76ed1098a Improve VFTable address logging
More standardized VFTable address logging.
2023-01-25 11:19:53 +01:00
Kawe Mazidjatari
a618990937 Detour code refactor
This change was planned for a long time. This moves all REGISTER calls to a single translation unit, this is required as we currently added a very dirty workaround for not registering duplicates by checking if VFTable pointer was already present in the vector... Registering from single translation unit prevents duplicate instances that gets created if header is included by more cpp files.
Reworking this reduced 100kb+ of compiled code. This commit also reworked the way functions/variables/constant gets logged with their addresses; the new code formats them on the fly, and allows for resize at any time. Formatting is no longer required by programmer.

TODO: currently there are some compile errors for dedicated and client dll's. These will be resolved very soon as they need to be properly worked out still (server & client only stuff needs to be properly split). Use the 'main' (stable) branch for the time being if you need to compile these dll's.
2023-01-25 02:26:52 +01:00
Kawe Mazidjatari
700bb48494 Fix compiler error 2022-12-28 15:38:34 +01:00
Kawe Mazidjatari
1376e1be82 Add temporary whitelist address for materialsystem crash case
This is required as we still have a very hacky approach for running 'custom' BSP files. Even though we are pretty much ready to move over the proper approach, we haven't been able to update all files yet. This is kept in place but will have to be deprecated and removed among with the MaterialSystem hack before the next release.
2022-12-27 23:10:51 +01:00
Marvin D
22506fa689 Fix VEH.
* Make sure IsMaterialInternal won't be inlined.
* Fix recurssive VEH throwing.
* Check if IsMaterialInternal caused exception and ignore it.
2022-12-24 16:40:04 +01:00
Kawe Mazidjatari
1493cc59ce Follow same string format convention as GameDLL 2022-12-05 01:00:31 +01:00
Kawe Mazidjatari
1021a95068 Merge branch 'SignatureMap' into indev 2022-12-04 14:21:14 +01:00
Marvin D
0ba475b62f Most likely depth variable in cmaterialglue 2022-12-03 00:34:24 +01:00