You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
186 lines
5.6 KiB
186 lines
5.6 KiB
/*==LICENSE==* |
|
|
|
CyanWorlds.com Engine - MMOG client, server and tools |
|
Copyright (C) 2011 Cyan Worlds, Inc. |
|
|
|
This program is free software: you can redistribute it and/or modify |
|
it under the terms of the GNU General Public License as published by |
|
the Free Software Foundation, either version 3 of the License, or |
|
(at your option) any later version. |
|
|
|
This program is distributed in the hope that it will be useful, |
|
but WITHOUT ANY WARRANTY; without even the implied warranty of |
|
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
|
GNU General Public License for more details. |
|
|
|
You should have received a copy of the GNU General Public License |
|
along with this program. If not, see <http://www.gnu.org/licenses/>. |
|
|
|
Additional permissions under GNU GPL version 3 section 7 |
|
|
|
If you modify this Program, or any covered work, by linking or |
|
combining it with any of RAD Game Tools Bink SDK, Autodesk 3ds Max SDK, |
|
NVIDIA PhysX SDK, Microsoft DirectX SDK, OpenSSL library, Independent |
|
JPEG Group JPEG library, Microsoft Windows Media SDK, or Apple QuickTime SDK |
|
(or a modified version of those libraries), |
|
containing parts covered by the terms of the Bink SDK EULA, 3ds Max EULA, |
|
PhysX SDK EULA, DirectX SDK EULA, OpenSSL and SSLeay licenses, IJG |
|
JPEG Library README, Windows Media SDK EULA, or QuickTime SDK EULA, the |
|
licensors of this Program grant you additional |
|
permission to convey the resulting work. Corresponding Source for a |
|
non-source form of such a combination shall include the source code for |
|
the parts of OpenSSL and IJG JPEG Library used as well as that of the covered |
|
work. |
|
|
|
You can contact Cyan Worlds, Inc. by email legal@cyan.com |
|
or by snail mail at: |
|
Cyan Worlds, Inc. |
|
14617 N Newport Hwy |
|
Mead, WA 99021 |
|
|
|
*==LICENSE==*/ |
|
|
|
#include "hsTypes.h" |
|
#include "plLoadMask.h" |
|
#include "hsStream.h" |
|
#include "hsTemplates.h" |
|
#include "plQuality.h" |
|
|
|
/////////////////////////////////////////////////////////////////// |
|
// Global settings first. Implemented here for convenience (mine). |
|
// They could go in pnSingletons, but they require LoadMask to link |
|
// (and compile) anyway. Mostly, I just wanted the plQuality interface |
|
// in its own header file so you would know to include plQuality.h |
|
// to get plQuality::Func, rather than the less obvious plLoadMask.h. |
|
/////////////////////////////////////////////////////////////////// |
|
int plQuality::fQuality = 0; |
|
int plQuality::fCapability = 0; |
|
|
|
void plQuality::SetQuality(int q) |
|
{ |
|
fQuality = q; |
|
plLoadMask::SetGlobalQuality(q); |
|
} |
|
|
|
// Set by the pipeline according to platform capabilities. |
|
void plQuality::SetCapability(int c) |
|
{ |
|
fCapability = c; |
|
plLoadMask::SetGlobalCapability(c); |
|
} |
|
|
|
/////////////////////////////////////////////////////////////////// |
|
// Now the LoadMask implementation. |
|
/////////////////////////////////////////////////////////////////// |
|
|
|
const plLoadMask plLoadMask::kAlways; |
|
|
|
UInt8 plLoadMask::fGlobalQuality = UInt8(1); |
|
UInt8 plLoadMask::fGlobalCapability = UInt8(0); |
|
|
|
void plLoadMask::Read(hsStream* s) |
|
{ |
|
// read as packed byte |
|
UInt8 qc; |
|
s->LogReadSwap(&qc,"Quality|Capabilty"); |
|
|
|
fQuality[0] = (qc & 0xf0) >> 4; |
|
fQuality[1] = (qc & 0x0f); |
|
|
|
// Or in the bits we stripped on write, or else IsUsed() won't work. |
|
fQuality[0] |= 0xf0; |
|
fQuality[1] |= 0xf0; |
|
} |
|
|
|
void plLoadMask::Write(hsStream* s) const |
|
{ |
|
// write packed into 1 byte |
|
UInt8 qc = (fQuality[0]<<4) | (fQuality[1] & 0xf); |
|
s->WriteSwap(qc); |
|
} |
|
|
|
UInt32 plLoadMask::ValidateReps(int num, const int quals[], const int caps[]) |
|
{ |
|
UInt32 retVal = 0; |
|
int i; |
|
for( i = 1; i < num; i++ ) |
|
{ |
|
int j; |
|
for( j = 0; j < i; j++ ) |
|
{ |
|
if( (quals[i] >= quals[j]) && (caps[i] >= caps[j]) ) |
|
{ |
|
// Bogus, this would double load. |
|
retVal |= (1 << i); |
|
} |
|
} |
|
} |
|
return retVal; |
|
} |
|
|
|
UInt32 plLoadMask::ValidateMasks(int num, plLoadMask masks[]) |
|
{ |
|
UInt32 retVal = 0; |
|
int i; |
|
for( i = 0; i < num; i++ ) |
|
{ |
|
if( !masks[i].fQuality[0] && !masks[i].fQuality[1] ) |
|
retVal |= (1 << i); |
|
|
|
int j; |
|
for( j = 0; j < i; j++ ) |
|
{ |
|
int k; |
|
for( k = 0; k <= kMaxCap; k++ ) |
|
{ |
|
if( masks[i].fQuality[k] & masks[j].fQuality[k] ) |
|
{ |
|
masks[i].fQuality[k] &= ~masks[j].fQuality[k]; |
|
retVal |= (1 << i); |
|
} |
|
} |
|
} |
|
} |
|
return retVal; |
|
} |
|
|
|
hsBool plLoadMask::ComputeRepMasks( |
|
int num, |
|
const int quals[], |
|
const int caps[], |
|
plLoadMask masks[]) |
|
{ |
|
hsBool retVal = false; // Okay till proven otherwise. |
|
|
|
int i; |
|
for( i = 0; i < num; i++ ) |
|
{ |
|
int k; |
|
for( k = 0; k <= kMaxCap; k++ ) |
|
{ |
|
// Q starts off the bits higher than or equal to 1 << qual. |
|
// I.e. we just turned off all lower quality bits. |
|
UInt8 q = ~( (1 << quals[i]) - 1 ); |
|
|
|
// For this cap level, if we require higher caps, |
|
// turn off our quality (i.e. we won't load at this |
|
// cap for any quality setting. |
|
UInt8 c = caps[i] > kMaxCap ? kMaxCap : caps[i]; |
|
if( c > k ) |
|
q = 0; |
|
|
|
// Turn off all bits already covered for this cap level |
|
// so we never double load. |
|
int j; |
|
for( j = 0; j < i; j++ ) |
|
{ |
|
q &= ~masks[j].fQuality[k]; |
|
} |
|
masks[i].fQuality[k] = q; |
|
} |
|
if( masks[i].NeverLoads() ) |
|
retVal = true; |
|
} |
|
|
|
return retVal; |
|
}
|
|
|