mirror of
https://github.com/Mauler125/r5sdk.git
synced 2025-02-09 19:15:03 +01:00
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.
194 lines
6.6 KiB
C++
194 lines
6.6 KiB
C++
//===========================================================================//
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//
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// Purpose:
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//
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//===========================================================================//
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#include "core/stdafx.h"
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#include "tier0/crashhandler.h"
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#include "tier0/commandline.h"
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#include "tier1/cvar.h"
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#include "tier1/keyvalues.h"
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#include "rtech/pak/pakstate.h"
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#include "engine/cmodel_bsp.h"
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#include "engine/sys_engine.h"
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#include "geforce/reflex.h"
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#ifndef MATERIALSYSTEM_NODX
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#include "gameui/imgui_system.h"
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#include "materialsystem/cmaterialglue.h"
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#endif // !MATERIALSYSTEM_NODX
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#include "materialsystem/cmaterialsystem.h"
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#ifndef MATERIALSYSTEM_NODX
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PCLSTATS_DEFINE()
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#endif // MATERIALSYSTEM_NODX
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bool CMaterialSystem::Connect(CMaterialSystem* thisptr, const CreateInterfaceFn factory)
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{
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const bool result = CMaterialSystem__Connect(thisptr, factory);
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return result;
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}
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void CMaterialSystem::Disconnect(CMaterialSystem* thisptr)
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{
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CMaterialSystem__Disconnect(thisptr);
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}
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//-----------------------------------------------------------------------------
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// Purpose: initialization of the material system
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//-----------------------------------------------------------------------------
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InitReturnVal_t CMaterialSystem::Init(CMaterialSystem* thisptr)
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{
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#ifdef MATERIALSYSTEM_NODX
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// Only load the 'startup.rpak' file, as 'common_early.rpak' has assets
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// that references assets in 'startup.rpak'.
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PakHandle_t pakHandle = g_pakLoadApi->LoadAsync("startup.rpak", AlignedMemAlloc(), 5, 0);
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g_pakLoadApi->WaitAsync(pakHandle, nullptr);
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// Trick: return INIT_FAILED to disable the loading of hardware
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// configuration data, since we don't need it on the dedi.
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return INIT_FAILED;
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#else
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// Initialize as usual.
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GFX_EnableLowLatencySDK(!CommandLine()->CheckParm("-gfx_nvnDisableLowLatency"));
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if (GFX_IsLowLatencySDKEnabled())
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{
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PCLSTATS_INIT(0);
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}
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return CMaterialSystem__Init(thisptr);
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#endif
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}
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//-----------------------------------------------------------------------------
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// Purpose: shutdown of the material system
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//-----------------------------------------------------------------------------
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int CMaterialSystem::Shutdown(CMaterialSystem* thisptr)
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{
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#ifndef MATERIALSYSTEM_NODX
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if (GFX_IsLowLatencySDKEnabled())
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{
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PCLSTATS_SHUTDOWN();
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}
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#endif
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return CMaterialSystem__Shutdown(thisptr);
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}
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#ifndef MATERIALSYSTEM_NODX
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//---------------------------------------------------------------------------------
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// Purpose: loads and processes STBSP files
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// (overrides level name if stbsp field has value in prerequisites file)
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// Input : *pszLevelName -
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//---------------------------------------------------------------------------------
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void StreamDB_Init(const char* pszLevelName)
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{
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KeyValues* pSettingsKV = Mod_GetLevelSettings(pszLevelName);
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if (pSettingsKV)
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{
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KeyValues* pStreamKV = pSettingsKV->FindKey("StreamDB");
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if (pStreamKV)
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{
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const char* pszColumnName = pStreamKV->GetString();
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Msg(eDLL_T::MS, "StreamDB_Init: Loading override STBSP file '%s.stbsp'\n", pszColumnName);
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v_StreamDB_Init(pszColumnName);
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return;
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}
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}
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Msg(eDLL_T::MS, "StreamDB_Init: Loading STBSP file '%s.stbsp'\n", pszLevelName);
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v_StreamDB_Init(pszLevelName);
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}
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//---------------------------------------------------------------------------------
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// Purpose: draw frame
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//---------------------------------------------------------------------------------
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void* __fastcall DispatchDrawCall(int64_t a1, uint64_t a2, int a3, int a4, int64_t a5, int a6, uint8_t a7, int64_t a8, uint32_t a9, uint32_t a10, int a11, __m128* a12, int a13, int64_t a14)
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{
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// This only happens when the BSP is in a horrible condition (bad depth buffer draw calls!)
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// but allows you to load BSP's with virtually all missing shaders/materials and models
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// being replaced with 'material_for_aspect/error.rpak' and 'mdl/error.rmdl'.
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if (!*s_pRenderContext)
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return nullptr;
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return v_DispatchDrawCall(a1, a2, a3, a4, a5, a6, a7, a8, a9, a10, a11, a12, a13, a14);
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}
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//---------------------------------------------------------------------------------
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// Purpose: run IDXGISwapChain::Present
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//---------------------------------------------------------------------------------
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ssize_t SpinPresent(void)
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{
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ImguiSystem()->RenderFrame();
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const ssize_t val = v_SpinPresent();
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return val;
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}
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void* CMaterialSystem::SwapBuffers(CMaterialSystem* pMatSys)
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{
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ImguiSystem()->SampleFrame();
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ImguiSystem()->SwapBuffers();
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return CMaterialSystem__SwapBuffers(pMatSys);
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}
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//-----------------------------------------------------------------------------
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// Purpose: finds a material
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// Input : *pMatSys -
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// *pMaterialName -
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// nMaterialType -
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// nUnk -
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// bComplain -
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// Output : pointer to material
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//-----------------------------------------------------------------------------
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static ConVar mat_alwaysComplain("mat_alwaysComplain", "0", FCVAR_RELEASE | FCVAR_MATERIAL_SYSTEM_THREAD, "Always complain when a material is missing");
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CMaterialGlue* CMaterialSystem::FindMaterialEx(CMaterialSystem* pMatSys, const char* pMaterialName, uint8_t nMaterialType, int nUnk, bool bComplain)
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{
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CMaterialGlue* pMaterial = CMaterialSystem__FindMaterialEx(pMatSys, pMaterialName, nMaterialType, nUnk, bComplain);
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if ((bComplain || mat_alwaysComplain.GetBool()) && pMaterial->IsErrorMaterial())
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{
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Error(eDLL_T::MS, NO_ERROR, "Material \"%s\" not found; replacing with \"%s\".\n", pMaterialName, pMaterial->GetName());
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}
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return pMaterial;
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}
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//-----------------------------------------------------------------------------
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// Purpose: get screen size
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// Input : *pMatSys -
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// Output : Vector2D screen size
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//-----------------------------------------------------------------------------
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Vector2D CMaterialSystem::GetScreenSize(CMaterialSystem* pMatSys)
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{
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Vector2D vecScreenSize;
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CMaterialSystem__GetScreenSize(pMatSys, &vecScreenSize.x, &vecScreenSize.y);
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return vecScreenSize;
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}
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#endif // !MATERIALSYSTEM_NODX
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///////////////////////////////////////////////////////////////////////////////
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void VMaterialSystem::Detour(const bool bAttach) const
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{
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DetourSetup(&CMaterialSystem__Init, &CMaterialSystem::Init, bAttach);
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DetourSetup(&CMaterialSystem__Shutdown, &CMaterialSystem::Shutdown, bAttach);
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DetourSetup(&CMaterialSystem__Connect, &CMaterialSystem::Connect, bAttach);
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DetourSetup(&CMaterialSystem__Disconnect, &CMaterialSystem::Disconnect, bAttach);
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#ifndef MATERIALSYSTEM_NODX
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DetourSetup(&CMaterialSystem__SwapBuffers, &CMaterialSystem::SwapBuffers, bAttach);
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DetourSetup(&CMaterialSystem__FindMaterialEx, &CMaterialSystem::FindMaterialEx, bAttach);
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DetourSetup(&v_StreamDB_Init, &StreamDB_Init, bAttach);
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DetourSetup(&v_DispatchDrawCall, &DispatchDrawCall, bAttach);
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DetourSetup(&v_SpinPresent, &SpinPresent, bAttach);
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#endif // !MATERIALSYSTEM_NODX
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}
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