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: $
//
//===========================================================================//
#include "render_pch.h"
#include "gl_shader.h"
#include "const.h"
#include "gl_cvars.h"
#include "gl_lightmap.h"
#include "decal_private.h"
#include "gl_model_private.h"
#include "r_local.h"
#include "materialproxyfactory.h"
#include "enginestats.h"
#include "editor_sendcommand.h"
#include "gl_matsysiface.h"
#include "vmodes.h"
#include "materialsystem/imaterialsystemhardwareconfig.h"
#include "tier1/strtools.h"
#include "filesystem.h"
#include "traceinit.h"
#include "sys_dll.h"
#include "tier0/icommandline.h"
#include "materialsystem/idebugtextureinfo.h"
#include "common.h"
#include "iregistry.h"
#include "materialsystem/materialsystem_config.h"
#include "ivideomode.h"
#include "modes.h"
#include "ivideomode.h"
#include "tier2/tier2.h"
#include "igame.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
static CMaterialProxyFactory s_MaterialProxyFactory;
//-----------------------------------------------------------------------------
// Connects to other
//-----------------------------------------------------------------------------
static void Shader_ConnectOtherMatSysInterfaces( )
{
// NOTE: These two interfaces have been connected in the tier2 library
if ( !g_pMaterialSystemHardwareConfig )
{
Shader_Disconnect();
Sys_Error( "Could not get the material system hardware config interface! (2)" );
}
if ( !g_pMaterialSystemDebugTextureInfo )
{
Shader_Disconnect();
Sys_Error( "Could not get the debug texture info interface!" );
}
}
//-----------------------------------------------------------------------------
// Connect to interfaces we need
//-----------------------------------------------------------------------------
bool Shader_Connect( bool bSetProxyFactory )
{
if ( !materials )
return false;
int nAdapter = CommandLine()->ParmValue( "-adapter", 0 );
int nModeFlags = MATERIAL_INIT_ALLOCATE_FULLSCREEN_TEXTURE;
if ( CommandLine()->FindParm( "-ref" ) )
{
nModeFlags |= MATERIAL_INIT_REFERENCE_RASTERIZER;
}
materials->SetAdapter( nAdapter, nModeFlags );
if ( bSetProxyFactory )
materials->SetMaterialProxyFactory( &s_MaterialProxyFactory );
Shader_ConnectOtherMatSysInterfaces( );
return g_pMaterialSystemHardwareConfig && g_pMaterialSystemDebugTextureInfo;
}
//-----------------------------------------------------------------------------
// Connect to interfaces we need
//-----------------------------------------------------------------------------
void Shader_Disconnect( void )
{
}
#ifndef SWDS
void Shader_SwapBuffers( void )
{
assert( materials );
materials->SwapBuffers();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void Shader_BeginRendering ( void )
{
// FIXME:
// vid.width = window_rect.width;
// vid.height = window_rect.height;
}
#endif