mirror of
https://github.com/nillerusr/source-engine.git
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941 lines
28 KiB
C++
941 lines
28 KiB
C++
//========= 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,
|
|
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
|
|
|