Exemple #1
0
UINT WINAPI
DokanLoop(
   PDOKAN_INSTANCE DokanInstance
	)
{
	HANDLE	device;
	char	buffer[EVENT_CONTEXT_MAX_SIZE];
	BOOL	status;
	ULONG	returnedLength;
	DWORD	result = 0;
    DWORD   lastError = 0;
	RtlZeroMemory(buffer, sizeof(buffer));

	device = CreateFile(
				GetRawDeviceName(DokanInstance->DeviceName), // lpFileName
				GENERIC_READ | GENERIC_WRITE,       // dwDesiredAccess
				FILE_SHARE_READ | FILE_SHARE_WRITE, // dwShareMode
				NULL,                               // lpSecurityAttributes
				OPEN_EXISTING,                      // dwCreationDistribution
				0,                                  // dwFlagsAndAttributes
				NULL                                // hTemplateFile
			);

	if (device == INVALID_HANDLE_VALUE) {
		DbgPrint("Dokan Error: CreateFile failed %ws: %d\n",
			GetRawDeviceName(DokanInstance->DeviceName), GetLastError());
		result = (DWORD)-1;
		_endthreadex(result);
		return result;
	}

	status = TRUE;
	while (status) {

		status = DeviceIoControl(
					device,				// Handle to device
					IOCTL_EVENT_WAIT,	// IO Control code
					NULL,				// Input Buffer to driver.
					0,					// Length of input buffer in bytes.
					buffer,             // Output Buffer from driver.
					sizeof(buffer),		// Length of output buffer in bytes.
					&returnedLength,	// Bytes placed in buffer.
					NULL                // synchronous call
					);

		if (!status) {
            lastError = GetLastError();
			DbgPrint("Ioctl failed for wait with code %d.\n", lastError);
            if (lastError == ERROR_NO_SYSTEM_RESOURCES) {
                DbgPrint("Processing will continue\n");
                status = TRUE;
                Sleep(200);
                continue;
            }
            DbgPrint("Thread will be terminated\n");
			break;
		}

		//printf("#%d got notification %d\n", (ULONG)Param, count++);

		if(returnedLength > 0) {
			PEVENT_CONTEXT context = (PEVENT_CONTEXT)buffer;
			if (context->MountId != DokanInstance->MountId) {
				DbgPrint("Dokan Error: Invalid MountId (expected:%d, acctual:%d)\n",
						DokanInstance->MountId, context->MountId);
				continue;
			}

			switch (context->MajorFunction) {
			case IRP_MJ_CREATE:
				DispatchCreate(device, context, DokanInstance);
				break;
			case IRP_MJ_CLEANUP:
				DispatchCleanup(device, context, DokanInstance);
				break;
			case IRP_MJ_CLOSE:
				DispatchClose(device, context, DokanInstance);
				break;
			case IRP_MJ_DIRECTORY_CONTROL:
				DispatchDirectoryInformation(device, context, DokanInstance);
				break;
			case IRP_MJ_READ:
				DispatchRead(device, context, DokanInstance);
				break;
			case IRP_MJ_WRITE:
				DispatchWrite(device, context, DokanInstance);
				break;
			case IRP_MJ_QUERY_INFORMATION:
				DispatchQueryInformation(device, context, DokanInstance);
				break;
			case IRP_MJ_QUERY_VOLUME_INFORMATION:
				DispatchQueryVolumeInformation(device ,context, DokanInstance);
				break;
			case IRP_MJ_LOCK_CONTROL:
				DispatchLock(device, context, DokanInstance);
				break;
			case IRP_MJ_SET_INFORMATION:
				DispatchSetInformation(device, context, DokanInstance);
				break;
			case IRP_MJ_FLUSH_BUFFERS:
				DispatchFlush(device, context, DokanInstance);
				break;
			case IRP_MJ_QUERY_SECURITY:
				DispatchQuerySecurity(device, context, DokanInstance);
				break;
			case IRP_MJ_SET_SECURITY:
				DispatchSetSecurity(device, context, DokanInstance);
				break;
			case IRP_MJ_SHUTDOWN:
				// this case is used before unmount not shutdown
				DispatchUnmount(device, context, DokanInstance);
				break;
			default:
				break;
			}

		} else {
			DbgPrint("ReturnedLength %d\n", returnedLength);
		}
	}

	CloseHandle(device);
    _endthreadex(result);

	return result;
}
void DrawEngineCommon::SubmitBezier(const void *control_points, const void *indices, int tess_u, int tess_v, int count_u, int count_v, GEPatchPrimType prim_type, bool computeNormals, bool patchFacing, u32 vertType) {
	PROFILE_THIS_SCOPE("bezier");

	DispatchFlush();

	// TODO: Verify correct functionality with < 4.
	if (count_u < 4 || count_v < 4)
		return;

	u16 index_lower_bound = 0;
	u16 index_upper_bound = count_u * count_v - 1;
	bool indices_16bit = (vertType & GE_VTYPE_IDX_MASK) == GE_VTYPE_IDX_16BIT;
	const u8* indices8 = (const u8*)indices;
	const u16* indices16 = (const u16*)indices;
	if (indices)
		GetIndexBounds(indices, count_u*count_v, vertType, &index_lower_bound, &index_upper_bound);

	// Simplify away bones and morph before proceeding
	// There are normally not a lot of control points so just splitting decoded should be reasonably safe, although not great.
	SimpleVertex *simplified_control_points = (SimpleVertex *)(decoded + 65536 * 12);
	u8 *temp_buffer = decoded + 65536 * 18;

	u32 origVertType = vertType;
	vertType = NormalizeVertices((u8 *)simplified_control_points, temp_buffer, (u8 *)control_points, index_lower_bound, index_upper_bound, vertType);

	VertexDecoder *vdecoder = GetVertexDecoder(vertType);

	int vertexSize = vdecoder->VertexSize();
	if (vertexSize != sizeof(SimpleVertex)) {
		ERROR_LOG(G3D, "Something went really wrong, vertex size: %i vs %i", vertexSize, (int)sizeof(SimpleVertex));
	}

	// Bezier patches share less control points than spline patches. Otherwise they are pretty much the same (except bezier don't support the open/close thing)
	int num_patches_u = (count_u - 1) / 3;
	int num_patches_v = (count_v - 1) / 3;
	BezierPatch* patches = new BezierPatch[num_patches_u * num_patches_v];
	for (int patch_u = 0; patch_u < num_patches_u; patch_u++) {
		for (int patch_v = 0; patch_v < num_patches_v; patch_v++) {
			BezierPatch& patch = patches[patch_u + patch_v * num_patches_u];
			for (int point = 0; point < 16; ++point) {
				int idx = (patch_u * 3 + point % 4) + (patch_v * 3 + point / 4) * count_u;
				if (indices)
					patch.points[point] = simplified_control_points + (indices_16bit ? indices16[idx] : indices8[idx]);
				else
					patch.points[point] = simplified_control_points + idx;
			}
			patch.u_index = patch_u * 3;
			patch.v_index = patch_v * 3;
			patch.index = patch_v * num_patches_u + patch_u;
			patch.primType = prim_type;
			patch.computeNormals = computeNormals;
			patch.patchFacing = patchFacing;
		}
	}

	int count = 0;
	u8 *dest = splineBuffer;

	// Simple approximation of the real tesselation factor.
	// We shouldn't really split up into separate 4x4 patches, instead we should do something that works
	// like the splines, so we subdivide across the whole "mega-patch".
	if (num_patches_u == 0) num_patches_u = 1;
	if (num_patches_v == 0) num_patches_v = 1;
	if (tess_u < 4) tess_u = 4;
	if (tess_v < 4) tess_v = 4;

	u16 *inds = quadIndices_;
	int maxVertices = SPLINE_BUFFER_SIZE / vertexSize;
	for (int patch_idx = 0; patch_idx < num_patches_u*num_patches_v; ++patch_idx) {
		BezierPatch& patch = patches[patch_idx];
		TesselateBezierPatch(dest, inds, count, tess_u, tess_v, patch, origVertType, maxVertices);
	}
	delete[] patches;

	u32 vertTypeWithIndex16 = (vertType & ~GE_VTYPE_IDX_MASK) | GE_VTYPE_IDX_16BIT;

	UVScale prevUVScale;
	if (g_Config.bPrescaleUV) {
		// We scaled during Normalize already so let's turn it off when drawing.
		prevUVScale = gstate_c.uv;
		gstate_c.uv.uScale = 1.0f;
		gstate_c.uv.vScale = 1.0f;
		gstate_c.uv.uOff = 0;
		gstate_c.uv.vOff = 0;
	}

	int bytesRead;
	DispatchSubmitPrim(splineBuffer, quadIndices_, primType[prim_type], count, vertTypeWithIndex16, &bytesRead);

	DispatchFlush();

	if (g_Config.bPrescaleUV) {
		gstate_c.uv = prevUVScale;
	}
}
void DrawEngineCommon::SubmitBezier(const void *control_points, const void *indices, int tess_u, int tess_v, int count_u, int count_v, GEPatchPrimType prim_type, bool computeNormals, bool patchFacing, u32 vertType, int *bytesRead) {
	PROFILE_THIS_SCOPE("bezier");

	DispatchFlush();

	u16 index_lower_bound = 0;
	u16 index_upper_bound = count_u * count_v - 1;
	IndexConverter idxConv(vertType, indices);
	if (indices)
		GetIndexBounds(indices, count_u*count_v, vertType, &index_lower_bound, &index_upper_bound);

	VertexDecoder *origVDecoder = GetVertexDecoder((vertType & 0xFFFFFF) | (gstate.getUVGenMode() << 24));
	*bytesRead = count_u * count_v * origVDecoder->VertexSize();

	// Real hardware seems to draw nothing when given < 4 either U or V.
	// This would result in num_patches_u / num_patches_v being 0.
	if (count_u < 4 || count_v < 4) {
		return;
	}

	// Simplify away bones and morph before proceeding
	// There are normally not a lot of control points so just splitting decoded should be reasonably safe, although not great.
	SimpleVertex *simplified_control_points = (SimpleVertex *)(decoded + 65536 * 12);
	u8 *temp_buffer = decoded + 65536 * 18;

	u32 origVertType = vertType;
	vertType = NormalizeVertices((u8 *)simplified_control_points, temp_buffer, (u8 *)control_points, index_lower_bound, index_upper_bound, vertType);

	VertexDecoder *vdecoder = GetVertexDecoder(vertType);

	int vertexSize = vdecoder->VertexSize();
	if (vertexSize != sizeof(SimpleVertex)) {
		ERROR_LOG(G3D, "Something went really wrong, vertex size: %i vs %i", vertexSize, (int)sizeof(SimpleVertex));
	}

	float *pos = (float*)(decoded + 65536 * 18); // Size 4 float
	float *tex = pos + count_u * count_v * 4; // Size 4 float
	float *col = tex + count_u * count_v * 4; // Size 4 float
	const bool hasColor = (origVertType & GE_VTYPE_COL_MASK) != 0;
	const bool hasTexCoords = (origVertType & GE_VTYPE_TC_MASK) != 0;

	// Bezier patches share less control points than spline patches. Otherwise they are pretty much the same (except bezier don't support the open/close thing)
	int num_patches_u = (count_u - 1) / 3;
	int num_patches_v = (count_v - 1) / 3;
	BezierPatch *patches = nullptr;
	if (g_Config.bHardwareTessellation && g_Config.bHardwareTransform && !g_Config.bSoftwareRendering) {
		int posStride, texStride, colStride;
		tessDataTransfer->PrepareBuffers(pos, tex, col, posStride, texStride, colStride, count_u * count_v, hasColor, hasTexCoords);
		float *p = pos;
		float *t = tex;
		float *c = col;
		for (int idx = 0; idx < count_u * count_v; idx++) {
			SimpleVertex *point = simplified_control_points + (indices ? idxConv.convert(idx) : idx);
			memcpy(p, point->pos.AsArray(), 3 * sizeof(float));
			p += posStride;
			if (hasTexCoords) {
				memcpy(t, point->uv, 2 * sizeof(float));
				t += texStride;
			}
			if (hasColor) {
				memcpy(c, Vec4f::FromRGBA(point->color_32).AsArray(), 4 * sizeof(float));
				c += colStride;
			}
		}
		if (!hasColor) {
			SimpleVertex *point = simplified_control_points + (indices ? idxConv.convert(0) : 0);
			memcpy(col, Vec4f::FromRGBA(point->color_32).AsArray(), 4 * sizeof(float));
		}
	} else {
		patches = new BezierPatch[num_patches_u * num_patches_v];
		for (int patch_u = 0; patch_u < num_patches_u; patch_u++) {
			for (int patch_v = 0; patch_v < num_patches_v; patch_v++) {
				BezierPatch& patch = patches[patch_u + patch_v * num_patches_u];
				for (int point = 0; point < 16; ++point) {
					int idx = (patch_u * 3 + point % 4) + (patch_v * 3 + point / 4) * count_u;
					patch.points[point] = simplified_control_points + (indices ? idxConv.convert(idx) : idx);
				}
				patch.u_index = patch_u * 3;
				patch.v_index = patch_v * 3;
				patch.index = patch_v * num_patches_u + patch_u;
				patch.primType = prim_type;
				patch.computeNormals = computeNormals;
				patch.patchFacing = patchFacing;
			}
		}
	}

	int count = 0;
	u8 *dest = splineBuffer;

	// We shouldn't really split up into separate 4x4 patches, instead we should do something that works
	// like the splines, so we subdivide across the whole "mega-patch".

	// If specified as 0, uses 1.
	if (tess_u < 1) {
		tess_u = 1;
	}
	if (tess_v < 1) {
		tess_v = 1;
	}

	u16 *inds = quadIndices_;
	if (g_Config.bHardwareTessellation && g_Config.bHardwareTransform && !g_Config.bSoftwareRendering) {
		tessDataTransfer->SendDataToShader(pos, tex, col, count_u * count_v, hasColor, hasTexCoords);
		TessellateBezierPatchHardware(dest, inds, count, tess_u, tess_v, prim_type);
		numPatches = num_patches_u * num_patches_v;
	} else {
		int maxVertices = SPLINE_BUFFER_SIZE / vertexSize;
		// Downsample until it fits, in case crazy tessellation factors are sent.
		while ((tess_u + 1) * (tess_v + 1) * num_patches_u * num_patches_v > maxVertices) {
			tess_u /= 2;
			tess_v /= 2;
		}
		for (int patch_idx = 0; patch_idx < num_patches_u*num_patches_v; ++patch_idx) {
			const BezierPatch &patch = patches[patch_idx];
			TessellateBezierPatch(dest, inds, count, tess_u, tess_v, patch, origVertType);
		}
		delete[] patches;
	}

	u32 vertTypeWithIndex16 = (vertType & ~GE_VTYPE_IDX_MASK) | GE_VTYPE_IDX_16BIT;

	UVScale prevUVScale;
	if (origVertType & GE_VTYPE_TC_MASK) {
		// We scaled during Normalize already so let's turn it off when drawing.
		prevUVScale = gstate_c.uv;
		gstate_c.uv.uScale = 1.0f;
		gstate_c.uv.vScale = 1.0f;
		gstate_c.uv.uOff = 0;
		gstate_c.uv.vOff = 0;
	}

	uint32_t vertTypeID = GetVertTypeID(vertTypeWithIndex16, gstate.getUVGenMode());
	int generatedBytesRead;
	DispatchSubmitPrim(splineBuffer, quadIndices_, primType[prim_type], count, vertTypeID, &generatedBytesRead);

	DispatchFlush();

	if (origVertType & GE_VTYPE_TC_MASK) {
		gstate_c.uv = prevUVScale;
	}
}
void DrawEngineCommon::SubmitSpline(const void *control_points, const void *indices, int tess_u, int tess_v, int count_u, int count_v, int type_u, int type_v, GEPatchPrimType prim_type, bool computeNormals, bool patchFacing, u32 vertType) {
	PROFILE_THIS_SCOPE("spline");
	DispatchFlush();

	// TODO: Verify correct functionality with < 4.
	if (count_u < 4 || count_v < 4)
		return;

	u16 index_lower_bound = 0;
	u16 index_upper_bound = count_u * count_v - 1;
	bool indices_16bit = (vertType & GE_VTYPE_IDX_MASK) == GE_VTYPE_IDX_16BIT;
	const u8* indices8 = (const u8*)indices;
	const u16* indices16 = (const u16*)indices;
	if (indices)
		GetIndexBounds(indices, count_u*count_v, vertType, &index_lower_bound, &index_upper_bound);

	// Simplify away bones and morph before proceeding
	SimpleVertex *simplified_control_points = (SimpleVertex *)(decoded + 65536 * 12);
	u8 *temp_buffer = decoded + 65536 * 18;

	u32 origVertType = vertType;
	vertType = NormalizeVertices((u8 *)simplified_control_points, temp_buffer, (u8 *)control_points, index_lower_bound, index_upper_bound, vertType);

	VertexDecoder *vdecoder = GetVertexDecoder(vertType);

	int vertexSize = vdecoder->VertexSize();
	if (vertexSize != sizeof(SimpleVertex)) {
		ERROR_LOG(G3D, "Something went really wrong, vertex size: %i vs %i", vertexSize, (int)sizeof(SimpleVertex));
	}

	// TODO: Do something less idiotic to manage this buffer
	SimpleVertex **points = new SimpleVertex *[count_u * count_v];

	// Make an array of pointers to the control points, to get rid of indices.
	for (int idx = 0; idx < count_u * count_v; idx++) {
		if (indices)
			points[idx] = simplified_control_points + (indices_16bit ? indices16[idx] : indices8[idx]);
		else
			points[idx] = simplified_control_points + idx;
	}

	int count = 0;

	u8 *dest = splineBuffer;

	SplinePatchLocal patch;
	patch.tess_u = tess_u;
	patch.tess_v = tess_v;
	patch.type_u = type_u;
	patch.type_v = type_v;
	patch.count_u = count_u;
	patch.count_v = count_v;
	patch.points = points;
	patch.computeNormals = computeNormals;
	patch.primType = prim_type;
	patch.patchFacing = patchFacing;

	int maxVertexCount = SPLINE_BUFFER_SIZE / vertexSize;
	TesselateSplinePatch(dest, quadIndices_, count, patch, origVertType, maxVertexCount);

	delete[] points;

	u32 vertTypeWithIndex16 = (vertType & ~GE_VTYPE_IDX_MASK) | GE_VTYPE_IDX_16BIT;

	UVScale prevUVScale;
	if (g_Config.bPrescaleUV) {
		// We scaled during Normalize already so let's turn it off when drawing.
		prevUVScale = gstate_c.uv;
		gstate_c.uv.uScale = 1.0f;
		gstate_c.uv.vScale = 1.0f;
		gstate_c.uv.uOff = 0;
		gstate_c.uv.vOff = 0;
	}

	int bytesRead;
	DispatchSubmitPrim(splineBuffer, quadIndices_, primType[prim_type], count, vertTypeWithIndex16, &bytesRead);

	DispatchFlush();

	if (g_Config.bPrescaleUV) {
		gstate_c.uv = prevUVScale;
	}
}
void DrawEngineCommon::SubmitSpline(const void *control_points, const void *indices, int tess_u, int tess_v, int count_u, int count_v, int type_u, int type_v, GEPatchPrimType prim_type, bool computeNormals, bool patchFacing, u32 vertType, int *bytesRead) {
	PROFILE_THIS_SCOPE("spline");
	DispatchFlush();

	u16 index_lower_bound = 0;
	u16 index_upper_bound = count_u * count_v - 1;
	IndexConverter idxConv(vertType, indices);
	if (indices)
		GetIndexBounds(indices, count_u * count_v, vertType, &index_lower_bound, &index_upper_bound);

	VertexDecoder *origVDecoder = GetVertexDecoder((vertType & 0xFFFFFF) | (gstate.getUVGenMode() << 24));
	*bytesRead = count_u * count_v * origVDecoder->VertexSize();

	// Real hardware seems to draw nothing when given < 4 either U or V.
	if (count_u < 4 || count_v < 4) {
		return;
	}

	// Simplify away bones and morph before proceeding
	SimpleVertex *simplified_control_points = (SimpleVertex *)(decoded + 65536 * 12);
	u8 *temp_buffer = decoded + 65536 * 18;

	u32 origVertType = vertType;
	vertType = NormalizeVertices((u8 *)simplified_control_points, temp_buffer, (u8 *)control_points, index_lower_bound, index_upper_bound, vertType);

	VertexDecoder *vdecoder = GetVertexDecoder(vertType);

	int vertexSize = vdecoder->VertexSize();
	if (vertexSize != sizeof(SimpleVertex)) {
		ERROR_LOG(G3D, "Something went really wrong, vertex size: %i vs %i", vertexSize, (int)sizeof(SimpleVertex));
	}

	// TODO: Do something less idiotic to manage this buffer
	SimpleVertex **points = new SimpleVertex *[count_u * count_v];

	// Make an array of pointers to the control points, to get rid of indices.
	for (int idx = 0; idx < count_u * count_v; idx++) {
		points[idx] = simplified_control_points + (indices ? idxConv.convert(idx) : idx);
	}

	int count = 0;

	u8 *dest = splineBuffer;

	SplinePatchLocal patch;
	patch.tess_u = tess_u;
	patch.tess_v = tess_v;
	patch.type_u = type_u;
	patch.type_v = type_v;
	patch.count_u = count_u;
	patch.count_v = count_v;
	patch.points = points;
	patch.computeNormals = computeNormals;
	patch.primType = prim_type;
	patch.patchFacing = patchFacing;

	if (g_Config.bHardwareTessellation && g_Config.bHardwareTransform && !g_Config.bSoftwareRendering) {
	
		float *pos = (float*)(decoded + 65536 * 18); // Size 4 float
		float *tex = pos + count_u * count_v * 4; // Size 4 float
		float *col = tex + count_u * count_v * 4; // Size 4 float
		const bool hasColor = (origVertType & GE_VTYPE_COL_MASK) != 0;
		const bool hasTexCoords = (origVertType & GE_VTYPE_TC_MASK) != 0;

		int posStride, texStride, colStride;
		tessDataTransfer->PrepareBuffers(pos, tex, col, posStride, texStride, colStride, count_u * count_v, hasColor, hasTexCoords);
		float *p = pos;
		float *t = tex;
		float *c = col;
		for (int idx = 0; idx < count_u * count_v; idx++) {
			memcpy(p, points[idx]->pos.AsArray(), 3 * sizeof(float));
			p += posStride;
			if (hasTexCoords) {
				memcpy(t, points[idx]->uv, 2 * sizeof(float));
				t += texStride;
			}
			if (hasColor) {
				memcpy(c, Vec4f::FromRGBA(points[idx]->color_32).AsArray(), 4 * sizeof(float));
				c += colStride;
			}
		}
		if (!hasColor)
			memcpy(col, Vec4f::FromRGBA(points[0]->color_32).AsArray(), 4 * sizeof(float));

		tessDataTransfer->SendDataToShader(pos, tex, col, count_u * count_v, hasColor, hasTexCoords);
		TessellateSplinePatchHardware(dest, quadIndices_, count, patch);
		numPatches = (count_u - 3) * (count_v - 3);
	} else {
		int maxVertexCount = SPLINE_BUFFER_SIZE / vertexSize;
		TessellateSplinePatch(dest, quadIndices_, count, patch, origVertType, maxVertexCount);
	}
	delete[] points;

	u32 vertTypeWithIndex16 = (vertType & ~GE_VTYPE_IDX_MASK) | GE_VTYPE_IDX_16BIT;

	UVScale prevUVScale;
	if ((origVertType & GE_VTYPE_TC_MASK) != 0) {
		// We scaled during Normalize already so let's turn it off when drawing.
		prevUVScale = gstate_c.uv;
		gstate_c.uv.uScale = 1.0f;
		gstate_c.uv.vScale = 1.0f;
		gstate_c.uv.uOff = 0.0f;
		gstate_c.uv.vOff = 0.0f;
	}

	uint32_t vertTypeID = GetVertTypeID(vertTypeWithIndex16, gstate.getUVGenMode());

	int generatedBytesRead;
	DispatchSubmitPrim(splineBuffer, quadIndices_, primType[prim_type], count, vertTypeID, &generatedBytesRead);

	DispatchFlush();

	if ((origVertType & GE_VTYPE_TC_MASK) != 0) {
		gstate_c.uv = prevUVScale;
	}
}