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191 lines
5.6 KiB
191 lines
5.6 KiB
5 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//
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//===========================================================================//
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#ifndef ITEXTUREINTERNAL_H
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#define ITEXTUREINTERNAL_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "materialsystem/itexture.h"
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#include "shaderapi/ishaderapi.h"
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#include "tier1/utlmap.h"
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class Vector;
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enum Sampler_t;
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class IFileList;
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enum RenderTargetType_t
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{
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NO_RENDER_TARGET = 0,
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// GR - using shared depth buffer
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RENDER_TARGET = 1,
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// GR - using own depth buffer
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RENDER_TARGET_WITH_DEPTH = 2,
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// GR - no depth buffer
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RENDER_TARGET_NO_DEPTH = 3,
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// only cares about depth buffer
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RENDER_TARGET_ONLY_DEPTH = 4,
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};
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enum ResidencyType_t
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{
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RESIDENT_NONE,
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RESIDENT_PARTIAL,
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RESIDENT_FULL
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};
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abstract_class ITextureInternal : public ITexture
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{
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public:
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virtual void Bind( Sampler_t sampler ) = 0;
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virtual void Bind( Sampler_t sampler1, int nFrame, Sampler_t sampler2 = (Sampler_t) -1 ) = 0;
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// Methods associated with reference counting
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virtual int GetReferenceCount() = 0;
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virtual void GetReflectivity( Vector& reflectivity ) = 0;
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// Set this as the render target, return false for failure
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virtual bool SetRenderTarget( int nRenderTargetID ) = 0;
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// Releases the texture's hw memory
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virtual void ReleaseMemory() = 0;
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// Called before Download() on restore. Gives render targets a change to change whether or
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// not they force themselves to have a separate depth buffer due to AA.
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virtual void OnRestore() = 0;
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// Resets the texture's filtering and clamping mode
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virtual void SetFilteringAndClampingMode( bool bOnlyLodValues = false ) = 0;
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// Used by tools.... loads up the non-fallback information about the texture
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virtual void Precache() = 0;
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// Stretch blit the framebuffer into this texture.
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virtual void CopyFrameBufferToMe( int nRenderTargetID = 0, Rect_t *pSrcRect = NULL, Rect_t *pDstRect = NULL ) = 0;
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virtual void CopyMeToFrameBuffer( int nRenderTargetID = 0, Rect_t *pSrcRect = NULL, Rect_t *pDstRect = NULL ) = 0;
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virtual ITexture *GetEmbeddedTexture( int nIndex ) = 0;
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// Get the shaderapi texture handle associated w/ a particular frame
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virtual ShaderAPITextureHandle_t GetTextureHandle( int nFrame, int nTextureChannel =0 ) = 0;
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virtual ~ITextureInternal()
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{
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}
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virtual ImageFormat GetImageFormat() const = 0;
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// Creates a new texture
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static ITextureInternal *CreateFileTexture( const char *pFileName, const char *pTextureGroupName );
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static ITextureInternal *CreateProceduralTexture(
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const char *pTextureName,
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const char *pTextureGroupName,
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int w,
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int h,
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int d,
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ImageFormat fmt,
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int nFlags,
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ITextureRegenerator *generator = NULL);
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static ITextureInternal *CreateRenderTarget(
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const char *pRTName, // NULL for an auto-generated name.
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int w,
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int h,
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RenderTargetSizeMode_t sizeMode,
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ImageFormat fmt,
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RenderTargetType_t type,
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unsigned int textureFlags,
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unsigned int renderTargetFlags );
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static void ChangeRenderTarget(
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ITextureInternal *pTexture,
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int w,
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int h,
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RenderTargetSizeMode_t sizeMode,
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ImageFormat fmt,
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RenderTargetType_t type,
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unsigned int textureFlags,
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unsigned int renderTargetFlags );
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static ITextureInternal *CreateReferenceTextureFromHandle(
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const char *pTextureName,
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const char *pTextureGroupName,
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ShaderAPITextureHandle_t hTexture );
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static void Destroy( ITextureInternal *pTexture, bool bSkipTexMgrCheck = false );
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// Set this as the render target, return false for failure
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virtual bool SetRenderTarget( int nRenderTargetID, ITexture* pDepthTexture ) = 0;
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// Bind this to a vertex texture sampler
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virtual void BindVertexTexture( VertexTextureSampler_t sampler, int frameNum = 0 ) = 0;
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virtual void MarkAsPreloaded( bool bSet ) = 0;
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virtual bool IsPreloaded() const = 0;
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virtual void MarkAsExcluded( bool bSet, int nDimensionsLimit ) = 0;
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virtual bool UpdateExcludedState( void ) = 0;
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virtual bool IsTempRenderTarget( void ) const = 0;
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// Reload any files the texture is responsible for.
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virtual void ReloadFilesInList( IFileList *pFilesToReload ) = 0;
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virtual bool AsyncReadTextureFromFile( IVTFTexture* pVTFTexture, unsigned int nAdditionalCreationFlags ) = 0;
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virtual void AsyncCancelReadTexture() = 0;
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// Map and unmap. These can fail. And can cause a very significant perf penalty. Be very careful with them.
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virtual void Map( void** pOutDst, int* pOutPitch ) = 0;
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virtual void Unmap() = 0;
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// Texture streaming!
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virtual ResidencyType_t GetCurrentResidence() const = 0;
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virtual ResidencyType_t GetTargetResidence() const = 0;
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virtual bool MakeResident( ResidencyType_t newResidence ) = 0;
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virtual void UpdateLodBias() = 0;
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};
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inline bool IsTextureInternalEnvCubemap( const ITextureInternal *pTexture )
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{
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return ( pTexture == ( ITextureInternal * )-1 );
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}
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//-----------------------------------------------------------------------------
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// Ensures that caller provided names are consistent to the dictionary
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//-----------------------------------------------------------------------------
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inline char *NormalizeTextureName( const char *pName, char *pOutName, int nOutNameSize )
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{
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// hdr textures have an ldr version and need to resolve correctly
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int nLen = Q_strlen( pName ) + 1;
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if ( nLen <= 5 || Q_stricmp( pName + nLen - 5, ".hdr" ) )
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{
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// strip any non .hdr extension
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Q_StripExtension( pName, pOutName, nOutNameSize );
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}
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else
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{
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// keep .hdr extension
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Q_strncpy( pOutName, pName, nOutNameSize );
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}
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Q_strlower( pOutName );
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Q_FixSlashes( pOutName, '/' );
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return pOutName;
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}
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extern ConVar mat_texture_tracking;
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extern CUtlMap<ITexture*, CInterlockedInt> *g_pTextureRefList;
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#endif // ITEXTUREINTERNAL_H
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