Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//===========================================================================//
#ifndef SHADERAPIDX10_H
#define SHADERAPIDX10_H
#ifdef _WIN32
#pragma once
#endif
#include <d3d10.h>
#include "shaderapibase.h"
#include "materialsystem/idebugtextureinfo.h"
#include "meshdx10.h"
//-----------------------------------------------------------------------------
// Forward declarations
//-----------------------------------------------------------------------------
struct MaterialSystemHardwareIdentifier_t;
//-----------------------------------------------------------------------------
// DX10 enumerations that don't appear to exist
//-----------------------------------------------------------------------------
#define MAX_DX10_VIEWPORTS 16
#define MAX_DX10_STREAMS 16
//-----------------------------------------------------------------------------
// A record describing the state on the board
//-----------------------------------------------------------------------------
struct ShaderIndexBufferStateDx10_t
{
ID3D10Buffer *m_pBuffer;
DXGI_FORMAT m_Format;
UINT m_nOffset;
bool operator!=( const ShaderIndexBufferStateDx10_t& src ) const
{
return memcmp( this, &src, sizeof(ShaderIndexBufferStateDx10_t) ) != 0;
}
};
struct ShaderVertexBufferStateDx10_t
{
ID3D10Buffer *m_pBuffer;
UINT m_nStride;
UINT m_nOffset;
};
struct ShaderInputLayoutStateDx10_t
{
VertexShaderHandle_t m_hVertexShader;
VertexFormat_t m_pVertexDecl[ MAX_DX10_STREAMS ];
};
struct ShaderStateDx10_t
{
int m_nViewportCount;
D3D10_VIEWPORT m_pViewports[ MAX_DX10_VIEWPORTS ];
FLOAT m_ClearColor[4];
ShaderRasterState_t m_RasterState;
ID3D10RasterizerState *m_pRasterState;
ID3D10VertexShader *m_pVertexShader;
ID3D10GeometryShader *m_pGeometryShader;
ID3D10PixelShader *m_pPixelShader;
ShaderVertexBufferStateDx10_t m_pVertexBuffer[ MAX_DX10_STREAMS ];
ShaderIndexBufferStateDx10_t m_IndexBuffer;
ShaderInputLayoutStateDx10_t m_InputLayout;
D3D10_PRIMITIVE_TOPOLOGY m_Topology;
};
//-----------------------------------------------------------------------------
// Commit function helper class
//-----------------------------------------------------------------------------
typedef void (*StateCommitFunc_t)( ID3D10Device *pDevice, const ShaderStateDx10_t &desiredState, ShaderStateDx10_t &currentState, bool bForce );
class CFunctionCommit
{
public:
CFunctionCommit();
~CFunctionCommit();
void Init( int nFunctionCount );
// Methods related to queuing functions to be called per-(pMesh->Draw call) or per-pass
void ClearAllCommitFuncs( );
void CallCommitFuncs( bool bForce );
bool IsCommitFuncInUse( int nFunc ) const;
void MarkCommitFuncInUse( int nFunc );
void AddCommitFunc( StateCommitFunc_t f );
void CallCommitFuncs( ID3D10Device *pDevice, const ShaderStateDx10_t &desiredState, ShaderStateDx10_t &currentState, bool bForce = false );
private:
// A list of state commit functions to run as per-draw call commit time
unsigned char* m_pCommitFlags;
int m_nCommitBufferSize;
CUtlVector< StateCommitFunc_t > m_CommitFuncs;
};
//-----------------------------------------------------------------------------
// The Dx10 implementation of the shader API
//-----------------------------------------------------------------------------
class CShaderAPIDx10 : public CShaderAPIBase, public IDebugTextureInfo
{
typedef CShaderAPIBase BaseClass;
public:
// constructor, destructor
CShaderAPIDx10( );
virtual ~CShaderAPIDx10();
// Methods of IShaderAPI
// NOTE: These methods have been ported over
public:
virtual void SetViewports( int nCount, const ShaderViewport_t* pViewports );
virtual int GetViewports( ShaderViewport_t* pViewports, int nMax ) const;
virtual void ClearBuffers( bool bClearColor, bool bClearDepth, bool bClearStencil, int renderTargetWidth, int renderTargetHeight );
virtual void ClearColor3ub( unsigned char r, unsigned char g, unsigned char b );
virtual void ClearColor4ub( unsigned char r, unsigned char g, unsigned char b, unsigned char a );
virtual void SetRasterState( const ShaderRasterState_t& state );
virtual void BindVertexShader( VertexShaderHandle_t hVertexShader );
virtual void BindGeometryShader( GeometryShaderHandle_t hGeometryShader );
virtual void BindPixelShader( PixelShaderHandle_t hPixelShader );
virtual void BindVertexBuffer( int nStreamID, IVertexBuffer *pVertexBuffer, int nOffsetInBytes, int nFirstVertex, int nVertexCount, VertexFormat_t fmt, int nRepetitions = 1 );
virtual void BindIndexBuffer( IIndexBuffer *pIndexBuffer, int nOffsetInBytes );
virtual void Draw( MaterialPrimitiveType_t primitiveType, int nFirstIndex, int nIndexCount );
// Methods of IShaderDynamicAPI
public:
virtual void GetBackBufferDimensions( int& nWidth, int& nHeight ) const;
public:
// Methods of CShaderAPIBase
virtual bool OnDeviceInit() { ResetRenderState(); return true; }
virtual void OnDeviceShutdown() {}
virtual void ReleaseShaderObjects();
virtual void RestoreShaderObjects();
virtual void BeginPIXEvent( unsigned long color, const char *szName ) {}
virtual void EndPIXEvent() {}
virtual void AdvancePIXFrame() {}
// NOTE: These methods have not been ported over.
// IDebugTextureInfo implementation.
public:
virtual bool IsDebugTextureListFresh( int numFramesAllowed = 1 ) { return false; }
virtual void EnableDebugTextureList( bool bEnable ) {}
virtual void EnableGetAllTextures( bool bEnable ) {}
virtual KeyValues* GetDebugTextureList() { return NULL; }
virtual int GetTextureMemoryUsed( TextureMemoryType eTextureMemory ) { return 0; }
virtual bool SetDebugTextureRendering( bool bEnable ) { return false; }
public:
// Other public methods
void Unbind( VertexShaderHandle_t hShader );
void Unbind( GeometryShaderHandle_t hShader );
void Unbind( PixelShaderHandle_t hShader );
void UnbindVertexBuffer( ID3D10Buffer *pBuffer );
void UnbindIndexBuffer( ID3D10Buffer *pBuffer );
void PrintfVA( char *fmt, va_list vargs ) {}
void Printf( PRINTF_FORMAT_STRING const char *fmt, ... ) {}
float Knob( char *knobname, float *setvalue = NULL ) { return 0.0f;}
private:
// Returns a d3d texture associated with a texture handle
virtual IDirect3DBaseTexture* GetD3DTexture( ShaderAPITextureHandle_t hTexture ) { Assert(0); return NULL; }
virtual void QueueResetRenderState() {}
void SetTopology( MaterialPrimitiveType_t topology );
virtual bool DoRenderTargetsNeedSeparateDepthBuffer() const;
void SetHardwareGammaRamp( float fGamma )
{
}
// Used to clear the transition table when we know it's become invalid.
void ClearSnapshots();
// Sets the mode...
bool SetMode( void* hwnd, int nAdapter, const ShaderDeviceInfo_t &info )
{
return true;
}
void ChangeVideoMode( const ShaderDeviceInfo_t &info )
{
}
// Called when the dx support level has changed
virtual void DXSupportLevelChanged() {}
virtual void EnableUserClipTransformOverride( bool bEnable ) {}
virtual void UserClipTransform( const VMatrix &worldToView ) {}
virtual bool GetUserClipTransform( VMatrix &worldToView ) { return false; }
// Sets the default *dynamic* state
void SetDefaultState( );
// Returns the snapshot id for the shader state
StateSnapshot_t TakeSnapshot( );
// Returns true if the state snapshot is transparent
bool IsTranslucent( StateSnapshot_t id ) const;
bool IsAlphaTested( StateSnapshot_t id ) const;
bool UsesVertexAndPixelShaders( StateSnapshot_t id ) const;
virtual bool IsDepthWriteEnabled( StateSnapshot_t id ) const;
// Gets the vertex format for a set of snapshot ids
VertexFormat_t ComputeVertexFormat( int numSnapshots, StateSnapshot_t* pIds ) const;
// Gets the vertex format for a set of snapshot ids
VertexFormat_t ComputeVertexUsage( int numSnapshots, StateSnapshot_t* pIds ) const;
// Begins a rendering pass that uses a state snapshot
void BeginPass( StateSnapshot_t snapshot );
// Uses a state snapshot
void UseSnapshot( StateSnapshot_t snapshot );
// Use this to get the mesh builder that allows us to modify vertex data
CMeshBuilder* GetVertexModifyBuilder();
// Sets the color to modulate by
void Color3f( float r, float g, float b );
void Color3fv( float const* pColor );
void Color4f( float r, float g, float b, float a );
void Color4fv( float const* pColor );
// Faster versions of color
void Color3ub( unsigned char r, unsigned char g, unsigned char b );
void Color3ubv( unsigned char const* rgb );
void Color4ub( unsigned char r, unsigned char g, unsigned char b, unsigned char a );
void Color4ubv( unsigned char const* rgba );
// Sets the lights
void SetLight( int lightNum, const LightDesc_t& desc );
void SetAmbientLight( float r, float g, float b );
void SetAmbientLightCube( Vector4D cube[6] );
virtual void SetLightingOrigin( Vector vLightingOrigin ) {}
// Get the lights
int GetMaxLights( void ) const;
const LightDesc_t& GetLight( int lightNum ) const;
// Render state for the ambient light cube (vertex shaders)
void SetVertexShaderStateAmbientLightCube();
virtual void SetPixelShaderStateAmbientLightCube( int pshReg, bool bForceToBlack = false ) {}
void SetPixelShaderStateAmbientLightCube( int pshReg )
{
}
virtual void GetDX9LightState( LightState_t *state ) const {}
float GetAmbientLightCubeLuminance(void)
{
return 0.0f;
}
void SetSkinningMatrices();
// Lightmap texture binding
void BindLightmap( TextureStage_t stage );
void BindLightmapAlpha( TextureStage_t stage )
{
}
void BindBumpLightmap( TextureStage_t stage );
void BindFullbrightLightmap( TextureStage_t stage );
void BindWhite( TextureStage_t stage );
void BindBlack( TextureStage_t stage );
void BindGrey( TextureStage_t stage );
void BindFBTexture( TextureStage_t stage, int textureIdex );
void CopyRenderTargetToTexture( ShaderAPITextureHandle_t texID )
{
}
void CopyRenderTargetToTextureEx( ShaderAPITextureHandle_t texID, int nRenderTargetID, Rect_t *pSrcRect, Rect_t *pDstRect )
{
}
void CopyTextureToRenderTargetEx( int nRenderTargetID, ShaderAPITextureHandle_t textureHandle, Rect_t *pSrcRect = NULL, Rect_t *pDstRect = NULL )
{
}
// Special system flat normal map binding.
void BindFlatNormalMap( TextureStage_t stage );
void BindNormalizationCubeMap( TextureStage_t stage );
void BindSignedNormalizationCubeMap( TextureStage_t stage );
// Set the number of bone weights
void SetNumBoneWeights( int numBones );
// Flushes any primitives that are buffered
void FlushBufferedPrimitives();
// Creates/destroys Mesh
IMesh* CreateStaticMesh( VertexFormat_t fmt, const char *pTextureBudgetGroup, IMaterial * pMaterial = NULL );
void DestroyStaticMesh( IMesh* mesh );
// Gets the dynamic mesh; note that you've got to render the mesh
// before calling this function a second time. Clients should *not*
// call DestroyStaticMesh on the mesh returned by this call.
IMesh* GetDynamicMesh( IMaterial* pMaterial, int nHWSkinBoneCount, bool buffered, IMesh* pVertexOverride, IMesh* pIndexOverride );
IMesh* GetDynamicMeshEx( IMaterial* pMaterial, VertexFormat_t fmt, int nHWSkinBoneCount, bool buffered, IMesh* pVertexOverride, IMesh* pIndexOverride );
IVertexBuffer *GetDynamicVertexBuffer( IMaterial* pMaterial, bool buffered )
{
Assert( 0 );
return NULL;
}
IIndexBuffer *GetDynamicIndexBuffer( IMaterial* pMaterial, bool buffered )
{
Assert( 0 );
return NULL;
}
IMesh* GetFlexMesh();
// Renders a single pass of a material
void RenderPass( int nPass, int nPassCount );
// stuff related to matrix stacks
void MatrixMode( MaterialMatrixMode_t matrixMode );
void PushMatrix();
void PopMatrix();
void LoadMatrix( float *m );
void LoadBoneMatrix( int boneIndex, const float *m ) {}
void MultMatrix( float *m );
void MultMatrixLocal( float *m );
void GetMatrix( MaterialMatrixMode_t matrixMode, float *dst );
void LoadIdentity( void );
void LoadCameraToWorld( void );
void Ortho( double left, double top, double right, double bottom, double zNear, double zFar );
void PerspectiveX( double fovx, double aspect, double zNear, double zFar );
void PerspectiveOffCenterX( double fovx, double aspect, double zNear, double zFar, double bottom, double top, double left, double right );
void PickMatrix( int x, int y, int width, int height );
void Rotate( float angle, float x, float y, float z );
void Translate( float x, float y, float z );
void Scale( float x, float y, float z );
void ScaleXY( float x, float y );
void Viewport( int x, int y, int width, int height );
void GetViewport( int& x, int& y, int& width, int& height ) const;
// Fog methods...
void FogMode( MaterialFogMode_t fogMode );
void FogStart( float fStart );
void FogEnd( float fEnd );
void SetFogZ( float fogZ );
void FogMaxDensity( float flMaxDensity );
void GetFogDistances( float *fStart, float *fEnd, float *fFogZ );
void FogColor3f( float r, float g, float b );
void FogColor3fv( float const* rgb );
void FogColor3ub( unsigned char r, unsigned char g, unsigned char b );
void FogColor3ubv( unsigned char const* rgb );
virtual void SceneFogColor3ub( unsigned char r, unsigned char g, unsigned char b );
virtual void SceneFogMode( MaterialFogMode_t fogMode );
virtual void GetSceneFogColor( unsigned char *rgb );
virtual MaterialFogMode_t GetSceneFogMode( );
virtual int GetPixelFogCombo( );
void SetHeightClipZ( float z );
void SetHeightClipMode( enum MaterialHeightClipMode_t heightClipMode );
void SetClipPlane( int index, const float *pPlane );
void EnableClipPlane( int index, bool bEnable );
void SetFastClipPlane( const float *pPlane );
void EnableFastClip( bool bEnable );
// We use smaller dynamic VBs during level transitions, to free up memory
virtual int GetCurrentDynamicVBSize( void );
virtual void DestroyVertexBuffers( bool bExitingLevel = false );
// Sets the vertex and pixel shaders
void SetVertexShaderIndex( int vshIndex );
void SetPixelShaderIndex( int pshIndex );
// Sets the constant register for vertex and pixel shaders
void SetVertexShaderConstant( int var, float const* pVec, int numConst = 1, bool bForce = false );
void SetPixelShaderConstant( int var, float const* pVec, int numConst = 1, bool bForce = false );
void SetBooleanVertexShaderConstant( int var, BOOL const* pVec, int numBools = 1, bool bForce = false )
{
Assert(0);
}
void SetIntegerVertexShaderConstant( int var, int const* pVec, int numIntVecs = 1, bool bForce = false )
{
Assert(0);
}
void SetBooleanPixelShaderConstant( int var, BOOL const* pVec, int numBools = 1, bool bForce = false )
{
Assert(0);
}
void SetIntegerPixelShaderConstant( int var, int const* pVec, int numIntVecs = 1, bool bForce = false )
{
Assert(0);
}
bool ShouldWriteDepthToDestAlpha( void ) const
{
Assert(0);
return false;
}
void InvalidateDelayedShaderConstants( void );
// Gamma<->Linear conversions according to the video hardware we're running on
float GammaToLinear_HardwareSpecific( float fGamma ) const
{
return 0.;
}
float LinearToGamma_HardwareSpecific( float fLinear ) const
{
return 0.;
}
//Set's the linear->gamma conversion textures to use for this hardware for both srgb writes enabled and disabled(identity)
void SetLinearToGammaConversionTextures( ShaderAPITextureHandle_t hSRGBWriteEnabledTexture, ShaderAPITextureHandle_t hIdentityTexture );
// Cull mode
void CullMode( MaterialCullMode_t cullMode );
// Force writes only when z matches. . . useful for stenciling things out
// by rendering the desired Z values ahead of time.
void ForceDepthFuncEquals( bool bEnable );
// Forces Z buffering on or off
void OverrideDepthEnable( bool bEnable, bool bDepthEnable );
// Forces alpha writes on or off
void OverrideAlphaWriteEnable( bool bOverrideEnable, bool bAlphaWriteEnable );
//forces color writes on or off
void OverrideColorWriteEnable( bool bOverrideEnable, bool bColorWriteEnable );
// Sets the shade mode
void ShadeMode( ShaderShadeMode_t mode );
// Binds a particular material to render with
void Bind( IMaterial* pMaterial );
// Returns the nearest supported format
ImageFormat GetNearestSupportedFormat( ImageFormat fmt, bool bFilteringRequired = true ) const;
ImageFormat GetNearestRenderTargetFormat( ImageFormat fmt ) const;
// Sets the texture state
void BindTexture( Sampler_t stage, ShaderAPITextureHandle_t textureHandle );
void SetRenderTarget( ShaderAPITextureHandle_t colorTextureHandle, ShaderAPITextureHandle_t depthTextureHandle )
{
}
void SetRenderTargetEx( int nRenderTargetID, ShaderAPITextureHandle_t colorTextureHandle, ShaderAPITextureHandle_t depthTextureHandle )
{
}
// Indicates we're going to be modifying this texture
// TexImage2D, TexSubImage2D, TexWrap, TexMinFilter, and TexMagFilter
// all use the texture specified by this function.
void ModifyTexture( ShaderAPITextureHandle_t textureHandle );
// Texture management methods
void TexImage2D( int level, int cubeFace, ImageFormat dstFormat, int zOffset, int width, int height,
ImageFormat srcFormat, bool bSrcIsTiled, void *imageData );
void TexSubImage2D( int level, int cubeFace, int xOffset, int yOffset, int zOffset, int width, int height,
ImageFormat srcFormat, int srcStride, bool bSrcIsTiled, void *imageData );
void TexImageFromVTF( IVTFTexture *pVTF, int iVTFFrame );
bool TexLock( int level, int cubeFaceID, int xOffset, int yOffset,
int width, int height, CPixelWriter& writer );
void TexUnlock( );
// These are bound to the texture, not the texture environment
void TexMinFilter( ShaderTexFilterMode_t texFilterMode );
void TexMagFilter( ShaderTexFilterMode_t texFilterMode );
void TexWrap( ShaderTexCoordComponent_t coord, ShaderTexWrapMode_t wrapMode );
void TexSetPriority( int priority );
ShaderAPITextureHandle_t CreateTexture(
int width,
int height,
int depth,
ImageFormat dstImageFormat,
int numMipLevels,
int numCopies,
int flags,
const char *pDebugName,
const char *pTextureGroupName );
void CreateTextures(
ShaderAPITextureHandle_t *pHandles,
int count,
int width,
int height,
int depth,
ImageFormat dstImageFormat,
int numMipLevels,
int numCopies,
int flags,
const char *pDebugName,
const char *pTextureGroupName );
ShaderAPITextureHandle_t CreateDepthTexture( ImageFormat renderFormat, int width, int height, const char *pDebugName, bool bTexture );
void DeleteTexture( ShaderAPITextureHandle_t textureHandle );
bool IsTexture( ShaderAPITextureHandle_t textureHandle );
bool IsTextureResident( ShaderAPITextureHandle_t textureHandle );
// stuff that isn't to be used from within a shader
void ClearBuffersObeyStencil( bool bClearColor, bool bClearDepth );
void ClearBuffersObeyStencilEx( bool bClearColor, bool bClearAlpha, bool bClearDepth );
void PerformFullScreenStencilOperation( void );
void ReadPixels( int x, int y, int width, int height, unsigned char *data, ImageFormat dstFormat );
virtual void ReadPixels( Rect_t *pSrcRect, Rect_t *pDstRect, unsigned char *data, ImageFormat dstFormat, int nDstStride );
// Selection mode methods
int SelectionMode( bool selectionMode );
void SelectionBuffer( unsigned int* pBuffer, int size );
void ClearSelectionNames( );
void LoadSelectionName( int name );
void PushSelectionName( int name );
void PopSelectionName();
void FlushHardware();
void ResetRenderState( bool bFullReset = true );
// Can we download textures?
virtual bool CanDownloadTextures() const;
// Board-independent calls, here to unify how shaders set state
// Implementations should chain back to IShaderUtil->BindTexture(), etc.
// Use this to begin and end the frame
void BeginFrame();
void EndFrame();
// returns current time
double CurrentTime() const;
// Get the current camera position in world space.
void GetWorldSpaceCameraPosition( float * pPos ) const;
void ForceHardwareSync( void );
int GetCurrentNumBones( void ) const;
bool IsHWMorphingEnabled( ) const;
int GetCurrentLightCombo( void ) const;
int MapLightComboToPSLightCombo( int nLightCombo ) const;
MaterialFogMode_t GetCurrentFogType( void ) const;
void RecordString( const char *pStr );
void EvictManagedResources();
void SetTextureTransformDimension( TextureStage_t textureStage, int dimension, bool projected );
void DisableTextureTransform( TextureStage_t textureStage )
{
}
void SetBumpEnvMatrix( TextureStage_t textureStage, float m00, float m01, float m10, float m11 );
// Gets the lightmap dimensions
virtual void GetLightmapDimensions( int *w, int *h );
virtual void SyncToken( const char *pToken );
// Setup standard vertex shader constants (that don't change)
// This needs to be called anytime that overbright changes.
virtual void SetStandardVertexShaderConstants( float fOverbright )
{
}
// Scissor Rect
virtual void SetScissorRect( const int nLeft, const int nTop, const int nRight, const int nBottom, const bool bEnableScissor ) {}
// Reports support for a given CSAA mode
bool SupportsCSAAMode( int nNumSamples, int nQualityLevel ) { return false; }
// Level of anisotropic filtering
virtual void SetAnisotropicLevel( int nAnisotropyLevel )
{
}
void SetDefaultDynamicState()
{
}
virtual void CommitPixelShaderLighting( int pshReg )
{
}
virtual void MarkUnusedVertexFields( unsigned int nFlags, int nTexCoordCount, bool *pUnusedTexCoords )
{
}
ShaderAPIOcclusionQuery_t CreateOcclusionQueryObject( void )
{
return INVALID_SHADERAPI_OCCLUSION_QUERY_HANDLE;
}
void DestroyOcclusionQueryObject( ShaderAPIOcclusionQuery_t handle )
{
}
void BeginOcclusionQueryDrawing( ShaderAPIOcclusionQuery_t handle )
{
}
void EndOcclusionQueryDrawing( ShaderAPIOcclusionQuery_t handle )
{
}
int OcclusionQuery_GetNumPixelsRendered( ShaderAPIOcclusionQuery_t handle, bool bFlush )
{
return 0;
}
virtual void AcquireThreadOwnership() {}
virtual void ReleaseThreadOwnership() {}
virtual bool SupportsBorderColor() const { return false; }
virtual bool SupportsFetch4() const { return false; }
virtual void EnableBuffer2FramesAhead( bool bEnable ) {}
virtual void SetDepthFeatheringPixelShaderConstant( int iConstant, float fDepthBlendScale ) {}
void SetPixelShaderFogParams( int reg )
{
}
virtual bool InFlashlightMode() const
{
return false;
}
virtual bool InEditorMode() const
{
return false;
}
// What fields in the morph do we actually use?
virtual MorphFormat_t ComputeMorphFormat( int numSnapshots, StateSnapshot_t* pIds ) const
{
return 0;
}
// Gets the bound morph's vertex format; returns 0 if no morph is bound
virtual MorphFormat_t GetBoundMorphFormat()
{
return 0;
}
void GetStandardTextureDimensions( int *pWidth, int *pHeight, StandardTextureId_t id );
// Binds a standard texture
virtual void BindStandardTexture( Sampler_t stage, StandardTextureId_t id )
{
}
virtual void BindStandardVertexTexture( VertexTextureSampler_t stage, StandardTextureId_t id )
{
}
virtual void SetFlashlightState( const FlashlightState_t &state, const VMatrix &worldToTexture )
{
}
virtual void SetFlashlightStateEx( const FlashlightState_t &state, const VMatrix &worldToTexture, ITexture *pFlashlightDepthTexture )
{
}
virtual const FlashlightState_t &GetFlashlightState( VMatrix &worldToTexture ) const
{
static FlashlightState_t blah;
return blah;
}
virtual const FlashlightState_t &GetFlashlightStateEx( VMatrix &worldToTexture, ITexture **pFlashlightDepthTexture ) const
{
static FlashlightState_t blah;
return blah;
}
virtual void SetModeChangeCallback( ModeChangeCallbackFunc_t func )
{
}
virtual void ClearVertexAndPixelShaderRefCounts()
{
}
virtual void PurgeUnusedVertexAndPixelShaders()
{
}
// Binds a vertex texture to a particular texture stage in the vertex pipe
virtual void BindVertexTexture( VertexTextureSampler_t nStage, ShaderAPITextureHandle_t hTexture )
{
}
// Sets morph target factors
virtual void SetFlexWeights( int nFirstWeight, int nCount, const MorphWeight_t* pWeights )
{
}
// NOTE: Stuff after this is added after shipping HL2.
ITexture *GetRenderTargetEx( int nRenderTargetID )
{
return NULL;
}
void SetToneMappingScaleLinear( const Vector &scale )
{
}
const Vector &GetToneMappingScaleLinear( void ) const
{
static Vector dummy;
return dummy;
}
virtual float GetLightMapScaleFactor( void ) const
{
return 1.0;
}
// For dealing with device lost in cases where SwapBuffers isn't called all the time (Hammer)
virtual void HandleDeviceLost()
{
}
virtual void EnableLinearColorSpaceFrameBuffer( bool bEnable )
{
}
// Lets the shader know about the full-screen texture so it can
virtual void SetFullScreenTextureHandle( ShaderAPITextureHandle_t h )
{
}
void SetFloatRenderingParameter(int parm_number, float value)
{
}
void SetIntRenderingParameter(int parm_number, int value)
{
}
void SetVectorRenderingParameter(int parm_number, Vector const &value)
{
}
float GetFloatRenderingParameter(int parm_number) const
{
return 0;
}
int GetIntRenderingParameter(int parm_number) const
{
return 0;
}
Vector GetVectorRenderingParameter(int parm_number) const
{
return Vector(0,0,0);
}
// Methods related to stencil
void SetStencilEnable(bool onoff)
{
}
void SetStencilFailOperation(StencilOperation_t op)
{
}
void SetStencilZFailOperation(StencilOperation_t op)
{
}
void SetStencilPassOperation(StencilOperation_t op)
{
}
void SetStencilCompareFunction(StencilComparisonFunction_t cmpfn)
{
}
void SetStencilReferenceValue(int ref)
{
}
void SetStencilTestMask(uint32 msk)
{
}
void SetStencilWriteMask(uint32 msk)
{
}
void ClearStencilBufferRectangle( int xmin, int ymin, int xmax, int ymax,int value)
{
}
virtual void GetDXLevelDefaults(uint &max_dxlevel,uint &recommended_dxlevel)
{
max_dxlevel=recommended_dxlevel=90;
}
virtual void GetMaxToRender( IMesh *pMesh, bool bMaxUntilFlush, int *pMaxVerts, int *pMaxIndices )
{
*pMaxVerts = 32768;
*pMaxIndices = 32768;
}
// Returns the max possible vertices + indices to render in a single draw call
virtual int GetMaxVerticesToRender( IMaterial *pMaterial )
{
return 32768;
}
virtual int GetMaxIndicesToRender( )
{
return 32768;
}
virtual int CompareSnapshots( StateSnapshot_t snapshot0, StateSnapshot_t snapshot1 ) { return 0; }
virtual void DisableAllLocalLights() {}
virtual bool SupportsMSAAMode( int nMSAAMode ) { return false; }
// Hooks for firing PIX events from outside the Material System...
virtual void SetPIXMarker( unsigned long color, const char *szName ) {}
virtual void ComputeVertexDescription( unsigned char* pBuffer, VertexFormat_t vertexFormat, MeshDesc_t& desc ) const {}
virtual bool SupportsShadowDepthTextures() { return false; }
virtual int NeedsShaderSRGBConversion(void) const { return 1; }
virtual bool SupportsFetch4() { return false; }
virtual void SetShadowDepthBiasFactors( float fShadowSlopeScaleDepthBias, float fShadowDepthBias ) {}
virtual void SetDisallowAccess( bool ) {}
virtual void EnableShaderShaderMutex( bool ) {}
virtual void ShaderLock() {}
virtual void ShaderUnlock() {}
virtual void EnableHWMorphing( bool bEnable ) {}
ImageFormat GetNullTextureFormat( void ) { return IMAGE_FORMAT_ABGR8888; } // stub
virtual void PushDeformation( DeformationBase_t const *Deformation )
{
}
virtual void PopDeformation( )
{
}
virtual int GetNumActiveDeformations() const
{
return 0;
}
virtual void ExecuteCommandBuffer( uint8 *pBuf )
{
}
void SetStandardTextureHandle(StandardTextureId_t,ShaderAPITextureHandle_t)
{
}
virtual void SetPSNearAndFarZ( int pshReg )
{
}
int GetPackedDeformationInformation( int nMaskOfUnderstoodDeformations,
float *pConstantValuesOut,
int nBufferSize,
int nMaximumDeformations,
int *pNumDefsOut ) const
{
*pNumDefsOut = 0;
return 0;
}
virtual bool OwnGPUResources( bool bEnable )
{
return false;
}
private:
enum
{
TRANSLUCENT = 0x1,
ALPHATESTED = 0x2,
VERTEX_AND_PIXEL_SHADERS = 0x4,
DEPTHWRITE = 0x8,
};
void EnableAlphaToCoverage() {} ;
void DisableAlphaToCoverage() {} ;
ImageFormat GetShadowDepthTextureFormat() { return IMAGE_FORMAT_UNKNOWN; };
//
// NOTE: Under here are real methods being used by dx10 implementation
// above is stuff I still have to port over.
//
private:
void ClearShaderState( ShaderStateDx10_t* pState );
void CommitStateChanges( bool bForce = false );
private:
CMeshDx10 m_Mesh;
bool m_bResettingRenderState : 1;
CFunctionCommit m_Commit;
ShaderStateDx10_t m_DesiredState;
ShaderStateDx10_t m_CurrentState;
};
//-----------------------------------------------------------------------------
// Singleton global
//-----------------------------------------------------------------------------
extern CShaderAPIDx10* g_pShaderAPIDx10;
#endif // SHADERAPIDX10_H