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/*==LICENSE==*
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CyanWorlds.com Engine - MMOG client, server and tools
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Copyright (C) 2011 Cyan Worlds, Inc.
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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Additional permissions under GNU GPL version 3 section 7
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If you modify this Program, or any covered work, by linking or
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combining it with any of RAD Game Tools Bink SDK, Autodesk 3ds Max SDK,
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NVIDIA PhysX SDK, Microsoft DirectX SDK, OpenSSL library, Independent
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JPEG Group JPEG library, Microsoft Windows Media SDK, or Apple QuickTime SDK
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(or a modified version of those libraries),
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containing parts covered by the terms of the Bink SDK EULA, 3ds Max EULA,
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PhysX SDK EULA, DirectX SDK EULA, OpenSSL and SSLeay licenses, IJG
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JPEG Library README, Windows Media SDK EULA, or QuickTime SDK EULA, the
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licensors of this Program grant you additional
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permission to convey the resulting work. Corresponding Source for a
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non-source form of such a combination shall include the source code for
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the parts of OpenSSL and IJG JPEG Library used as well as that of the covered
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work.
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You can contact Cyan Worlds, Inc. by email legal@cyan.com
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or by snail mail at:
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Cyan Worlds, Inc.
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14617 N Newport Hwy
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Mead, WA 99021
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*==LICENSE==*/
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#include "HeadSpin.h"
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#include "plLoadMask.h"
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#include "hsStream.h"
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#include "hsTemplates.h"
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#include "plQuality.h"
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///////////////////////////////////////////////////////////////////
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// Global settings first. Implemented here for convenience (mine).
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// They could go in pnSingletons, but they require LoadMask to link
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// (and compile) anyway. Mostly, I just wanted the plQuality interface
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// in its own header file so you would know to include plQuality.h
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// to get plQuality::Func, rather than the less obvious plLoadMask.h.
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///////////////////////////////////////////////////////////////////
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int plQuality::fQuality = 0;
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int plQuality::fCapability = 0;
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void plQuality::SetQuality(int q)
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{
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fQuality = q;
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plLoadMask::SetGlobalQuality(q);
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}
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// Set by the pipeline according to platform capabilities.
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void plQuality::SetCapability(int c)
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{
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fCapability = c;
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plLoadMask::SetGlobalCapability(c);
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}
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///////////////////////////////////////////////////////////////////
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// Now the LoadMask implementation.
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///////////////////////////////////////////////////////////////////
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const plLoadMask plLoadMask::kAlways;
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uint8_t plLoadMask::fGlobalQuality = uint8_t(1);
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uint8_t plLoadMask::fGlobalCapability = uint8_t(0);
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void plLoadMask::Read(hsStream* s)
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{
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// read as packed byte
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uint8_t qc;
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s->LogReadLE(&qc,"Quality|Capabilty");
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fQuality[0] = (qc & 0xf0) >> 4;
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fQuality[1] = (qc & 0x0f);
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// Or in the bits we stripped on write, or else IsUsed() won't work.
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fQuality[0] |= 0xf0;
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fQuality[1] |= 0xf0;
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}
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void plLoadMask::Write(hsStream* s) const
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{
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// write packed into 1 byte
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uint8_t qc = (fQuality[0]<<4) | (fQuality[1] & 0xf);
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s->WriteLE(qc);
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}
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uint32_t plLoadMask::ValidateReps(int num, const int quals[], const int caps[])
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{
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uint32_t retVal = 0;
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int i;
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for( i = 1; i < num; i++ )
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{
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int j;
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for( j = 0; j < i; j++ )
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{
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if( (quals[i] >= quals[j]) && (caps[i] >= caps[j]) )
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{
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// Bogus, this would double load.
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retVal |= (1 << i);
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}
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}
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}
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return retVal;
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}
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uint32_t plLoadMask::ValidateMasks(int num, plLoadMask masks[])
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{
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uint32_t retVal = 0;
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int i;
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for( i = 0; i < num; i++ )
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{
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if( !masks[i].fQuality[0] && !masks[i].fQuality[1] )
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retVal |= (1 << i);
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int j;
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for( j = 0; j < i; j++ )
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{
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int k;
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for( k = 0; k <= kMaxCap; k++ )
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{
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if( masks[i].fQuality[k] & masks[j].fQuality[k] )
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{
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masks[i].fQuality[k] &= ~masks[j].fQuality[k];
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retVal |= (1 << i);
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}
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}
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}
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}
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return retVal;
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}
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bool plLoadMask::ComputeRepMasks(
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int num,
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const int quals[],
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const int caps[],
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plLoadMask masks[])
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{
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bool retVal = false; // Okay till proven otherwise.
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int i;
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for( i = 0; i < num; i++ )
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{
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int k;
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for( k = 0; k <= kMaxCap; k++ )
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{
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// Q starts off the bits higher than or equal to 1 << qual.
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// I.e. we just turned off all lower quality bits.
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uint8_t q = ~( (1 << quals[i]) - 1 );
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// For this cap level, if we require higher caps,
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// turn off our quality (i.e. we won't load at this
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// cap for any quality setting.
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uint8_t c = caps[i] > kMaxCap ? kMaxCap : caps[i];
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if( c > k )
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q = 0;
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// Turn off all bits already covered for this cap level
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// so we never double load.
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int j;
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for( j = 0; j < i; j++ )
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{
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q &= ~masks[j].fQuality[k];
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}
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masks[i].fQuality[k] = q;
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}
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if( masks[i].NeverLoads() )
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retVal = true;
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}
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return retVal;
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}
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