source-engine/materialsystem/shaderapidx9/shaderapidx8_global.h
FluorescentCIAAfricanAmerican 3bf9df6b27 1
2020-04-22 12:56:21 -04:00

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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//===========================================================================//
#ifndef SHADERAPIDX8_GLOBAL_H
#define SHADERAPIDX8_GLOBAL_H
#ifdef _WIN32
#pragma once
#endif
#include "tier0/dbg.h"
#include "tier0/memalloc.h"
#include "shaderapi_global.h"
#include "tier2/tier2.h"
#include "shaderdevicedx8.h"
//-----------------------------------------------------------------------------
// Use this to fill in structures with the current board state
//-----------------------------------------------------------------------------
#ifdef _DEBUG
#define DEBUG_BOARD_STATE 0
#endif
#if !defined( _X360 )
IDirect3DDevice9 *Dx9Device();
IDirect3D9 *D3D();
#endif
//-----------------------------------------------------------------------------
// Measures driver allocations
//-----------------------------------------------------------------------------
//#define MEASURE_DRIVER_ALLOCATIONS 1
//-----------------------------------------------------------------------------
// Forward declarations
//-----------------------------------------------------------------------------
class IShaderUtil;
class IVertexBufferDX8;
class IShaderShadowDX8;
class IMeshMgr;
class IShaderAPIDX8;
class IFileSystem;
class IShaderManager;
//-----------------------------------------------------------------------------
// A new shader draw flag we need to workaround dx8
//-----------------------------------------------------------------------------
enum
{
SHADER_HAS_CONSTANT_COLOR = 0x80000000
};
//-----------------------------------------------------------------------------
// The main shader API
//-----------------------------------------------------------------------------
extern IShaderAPIDX8 *g_pShaderAPIDX8;
inline IShaderAPIDX8* ShaderAPI()
{
return g_pShaderAPIDX8;
}
//-----------------------------------------------------------------------------
// The shader shadow
//-----------------------------------------------------------------------------
IShaderShadowDX8* ShaderShadow();
//-----------------------------------------------------------------------------
// Manager of all vertex + pixel shaders
//-----------------------------------------------------------------------------
inline IShaderManager *ShaderManager()
{
extern IShaderManager *g_pShaderManager;
return g_pShaderManager;
}
//-----------------------------------------------------------------------------
// The mesh manager
//-----------------------------------------------------------------------------
IMeshMgr* MeshMgr();
//-----------------------------------------------------------------------------
// The main hardware config interface
//-----------------------------------------------------------------------------
inline IMaterialSystemHardwareConfig* HardwareConfig()
{
return g_pMaterialSystemHardwareConfig;
}
#endif // SHADERAPIDX8_GLOBAL_H