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