コード例 #1
0
bool Context::RequireSDL(unsigned int sdlFlags)
{
    // Always increment, the caller must match with ReleaseSDL(), regardless of
    // what happens.
    ++sdlInitCounter;

    // Need to call SDL_Init() at least once before SDL_InitSubsystem()
    if (sdlInitCounter == 1)
    {
        ATOMIC_LOGDEBUG("Initialising SDL");
        if (SDL_Init(0) != 0)
        {
            ATOMIC_LOGERRORF("Failed to initialise SDL: %s", SDL_GetError());
            return false;
        }
    }

    Uint32 remainingFlags = sdlFlags & ~SDL_WasInit(0);
    if (remainingFlags != 0)
    {
        if (SDL_InitSubSystem(remainingFlags) != 0)
        {
            ATOMIC_LOGERRORF("Failed to initialise SDL subsystem: %s", SDL_GetError());
            return false;
        }
    }

    return true;
}
コード例 #2
0
void Context::RequireIK()
{
    // Always increment, the caller must match with ReleaseSDL(), regardless of
    // what happens.
    ++ikInitCounter;

    if (ikInitCounter == 1)
    {
        ATOMIC_LOGDEBUG("Initialising Inverse Kinematics library");
        ik_memory_init();
        ik_log_init(IK_LOG_NONE);
        ik_log_register_listener(HandleIKLog);
    }
}
コード例 #3
0
void Context::ReleaseSDL()
{
    --sdlInitCounter;

    if (sdlInitCounter == 0)
    {
        ATOMIC_LOGDEBUG("Quitting SDL");
        SDL_QuitSubSystem(SDL_INIT_EVERYTHING);
        SDL_Quit();
    }

    if (sdlInitCounter < 0)
        ATOMIC_LOGERROR("Too many calls to Context::ReleaseSDL()!");
}
コード例 #4
0
void Context::ReleaseIK()
{
    --ikInitCounter;

    if (ikInitCounter == 0)
    {
        ATOMIC_LOGDEBUG("De-initialising Inverse Kinematics library");
        ik_log_unregister_listener(HandleIKLog);
        ik_log_deinit();
        ik_memory_deinit();
    }

    if (ikInitCounter < 0)
        ATOMIC_LOGERROR("Too many calls to Context::ReleaseIK()");
}
コード例 #5
0
HttpRequest::HttpRequest(const String& url, const String& verb, const Vector<String>& headers, const String& postData) :
    url_(url.Trimmed()),
    verb_(!verb.Empty() ? verb : "GET"),
    headers_(headers),
    postData_(postData),
    state_(HTTP_INITIALIZING),
    httpReadBuffer_(new unsigned char[READ_BUFFER_SIZE]),
    readBuffer_(new unsigned char[READ_BUFFER_SIZE]),
    readPosition_(0),
    writePosition_(0)
{
    // Size of response is unknown, so just set maximum value. The position will also be changed
    // to maximum value once the request is done, signaling end for Deserializer::IsEof().
    size_ = M_MAX_UNSIGNED;

    ATOMIC_LOGDEBUG("HTTP " + verb_ + " request to URL " + url_);

#ifdef ATOMIC_THREADING
    // Start the worker thread to actually create the connection and read the response data.
    Run();
#else
    ATOMIC_LOGERROR("HTTP request will not execute as threading is disabled");
#endif
}
コード例 #6
0
bool ShaderVariation::Compile()
{
    const String& sourceCode = owner_->GetSourceCode(type_);
    Vector<String> defines = defines_.Split(' ');

    // Set the entrypoint, profile and flags according to the shader being compiled
    const char* entryPoint = 0;
    const char* profile = 0;
    unsigned flags = D3DCOMPILE_OPTIMIZATION_LEVEL3;

    if (type_ == VS)
    {
        entryPoint = "VS";
        defines.Push("COMPILEVS");
        profile = "vs_3_0";
    }
    else
    {
        entryPoint = "PS";
        defines.Push("COMPILEPS");
        profile = "ps_3_0";
        flags |= D3DCOMPILE_PREFER_FLOW_CONTROL;
    }

    defines.Push("MAXBONES=" + String(Graphics::GetMaxBones()));

    // Collect defines into macros
    Vector<String> defineValues;
    PODVector<D3D_SHADER_MACRO> macros;

    for (unsigned i = 0; i < defines.Size(); ++i)
    {
        unsigned equalsPos = defines[i].Find('=');
        if (equalsPos != String::NPOS)
        {
            defineValues.Push(defines[i].Substring(equalsPos + 1));
            defines[i].Resize(equalsPos);
        }
        else
            defineValues.Push("1");
    }
    for (unsigned i = 0; i < defines.Size(); ++i)
    {
        D3D_SHADER_MACRO macro;
        macro.Name = defines[i].CString();
        macro.Definition = defineValues[i].CString();
        macros.Push(macro);

        // In debug mode, check that all defines are referenced by the shader code
#ifdef _DEBUG
        if (sourceCode.Find(defines[i]) == String::NPOS)
            ATOMIC_LOGWARNING("Shader " + GetFullName() + " does not use the define " + defines[i]);
#endif
    }

    D3D_SHADER_MACRO endMacro;
    endMacro.Name = 0;
    endMacro.Definition = 0;
    macros.Push(endMacro);

    // Compile using D3DCompile
    ID3DBlob* shaderCode = 0;
    ID3DBlob* errorMsgs = 0;

    HRESULT hr = D3DCompile(sourceCode.CString(), sourceCode.Length(), owner_->GetName().CString(), &macros.Front(), 0,
        entryPoint, profile, flags, 0, &shaderCode, &errorMsgs);
    if (FAILED(hr))
    {
        // Do not include end zero unnecessarily
        compilerOutput_ = String((const char*)errorMsgs->GetBufferPointer(), (unsigned)errorMsgs->GetBufferSize() - 1);
    }
    else
    {
        if (type_ == VS)
            ATOMIC_LOGDEBUG("Compiled vertex shader " + GetFullName());
        else
            ATOMIC_LOGDEBUG("Compiled pixel shader " + GetFullName());

        // Inspect the produced bytecode using MojoShader, then strip and store it
        unsigned char* bufData = (unsigned char*)shaderCode->GetBufferPointer();
        unsigned bufSize = (unsigned)shaderCode->GetBufferSize();
        ParseParameters(bufData, bufSize);
        CopyStrippedCode(byteCode_, bufData, bufSize);
    }

    ATOMIC_SAFE_RELEASE(shaderCode);
    ATOMIC_SAFE_RELEASE(errorMsgs);

    return !byteCode_.Empty();
}
コード例 #7
0
bool ShaderVariation::LoadByteCode(const String& binaryShaderName)
{
    ResourceCache* cache = owner_->GetSubsystem<ResourceCache>();
    if (!cache->Exists(binaryShaderName))
        return false;

    FileSystem* fileSystem = owner_->GetSubsystem<FileSystem>();
    unsigned sourceTimeStamp = owner_->GetTimeStamp();
    // If source code is loaded from a package, its timestamp will be zero. Else check that binary is not older
    // than source
    if (sourceTimeStamp && fileSystem->GetLastModifiedTime(cache->GetResourceFileName(binaryShaderName)) < sourceTimeStamp)
        return false;

    SharedPtr<File> file = cache->GetFile(binaryShaderName);
    if (!file || file->ReadFileID() != "USHD")
    {
        ATOMIC_LOGERROR(binaryShaderName + " is not a valid shader bytecode file");
        return false;
    }

    /// \todo Check that shader type and model match
    /*unsigned short shaderType = */file->ReadUShort();
    /*unsigned short shaderModel = */file->ReadUShort();

    unsigned numParameters = file->ReadUInt();
    for (unsigned i = 0; i < numParameters; ++i)
    {
        String name = file->ReadString();
        unsigned reg = file->ReadUByte();
        unsigned regCount = file->ReadUByte();

        ShaderParameter parameter;
        parameter.type_ = type_;
        parameter.name_ = name;
        parameter.register_ = reg;
        parameter.regCount_ = regCount;
        parameters_[StringHash(name)] = parameter;
    }

    unsigned numTextureUnits = file->ReadUInt();
    for (unsigned i = 0; i < numTextureUnits; ++i)
    {
        /*String unitName = */file->ReadString();
        unsigned reg = file->ReadUByte();

        if (reg < MAX_TEXTURE_UNITS)
            useTextureUnit_[reg] = true;
    }

    unsigned byteCodeSize = file->ReadUInt();
    if (byteCodeSize)
    {
        byteCode_.Resize(byteCodeSize);
        file->Read(&byteCode_[0], byteCodeSize);

        if (type_ == VS)
            ATOMIC_LOGDEBUG("Loaded cached vertex shader " + GetFullName());
        else
            ATOMIC_LOGDEBUG("Loaded cached pixel shader " + GetFullName());

        return true;
    }
    else
    {
        ATOMIC_LOGERROR(binaryShaderName + " has zero length bytecode");
        return false;
    }
}