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https://github.com/nillerusr/source-engine.git
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234 lines
7.0 KiB
C++
234 lines
7.0 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 SHADERDEVICEBASE_H
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#define SHADERDEVICEBASE_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "togl/rendermechanism.h"
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#include "shaderapi/IShaderDevice.h"
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#include "IHardwareConfigInternal.h"
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#include "bitmap/imageformat.h"
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#include "materialsystem/imaterialsystem.h"
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#include "hardwareconfig.h"
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//-----------------------------------------------------------------------------
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// Forward declarations
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//-----------------------------------------------------------------------------
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class KeyValues;
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//-----------------------------------------------------------------------------
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// define this if you want to run with NVPERFHUD
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//-----------------------------------------------------------------------------
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//#define NVPERFHUD 1
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//-----------------------------------------------------------------------------
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// Uncomment this to activate the reference rasterizer
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//-----------------------------------------------------------------------------
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//#define USE_REFERENCE_RASTERIZER 1
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//-----------------------------------------------------------------------------
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// Uncomment to check for -nulldevice on command line and use D3DDEVTYPE_NULLREF.
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//-----------------------------------------------------------------------------
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#define ENABLE_NULLREF_DEVICE_SUPPORT
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//-----------------------------------------------------------------------------
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// The Base implementation of the shader device
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//-----------------------------------------------------------------------------
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class CShaderDeviceMgrBase : public IShaderDeviceMgr
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{
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public:
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// constructor, destructor
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CShaderDeviceMgrBase();
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virtual ~CShaderDeviceMgrBase();
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// Methods of IAppSystem
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virtual bool Connect( CreateInterfaceFn factory );
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virtual void Disconnect();
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virtual void *QueryInterface( const char *pInterfaceName );
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// Methods of IShaderDeviceMgr
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virtual bool GetRecommendedConfigurationInfo( int nAdapter, int nDXLevel, KeyValues *pCongifuration );
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virtual void AddModeChangeCallback( ShaderModeChangeCallbackFunc_t func );
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virtual void RemoveModeChangeCallback( ShaderModeChangeCallbackFunc_t func );
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// Reads in the hardware caps from the dxsupport.cfg file
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void ReadHardwareCaps( HardwareCaps_t &caps, int nDxLevel );
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// Reads in the max + preferred DX support level
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void ReadDXSupportLevels( HardwareCaps_t &caps );
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// Returns the hardware caps for a particular adapter
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const HardwareCaps_t& GetHardwareCaps( int nAdapter ) const;
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// Invokes mode change callbacks
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void InvokeModeChangeCallbacks();
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// Factory to return from SetMode
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static void* ShaderInterfaceFactory( const char *pInterfaceName, int *pReturnCode );
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// Returns only valid dx levels
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int GetClosestActualDXLevel( int nDxLevel ) const;
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protected:
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struct AdapterInfo_t
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{
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HardwareCaps_t m_ActualCaps;
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};
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private:
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// Reads in the dxsupport.cfg keyvalues
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KeyValues *ReadDXSupportKeyValues();
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// Reads in ConVars + config variables
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void LoadConfig( KeyValues *pKeyValues, KeyValues *pConfiguration );
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// Loads the hardware caps, for cases in which the D3D caps lie or where we need to augment the caps
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void LoadHardwareCaps( KeyValues *pGroup, HardwareCaps_t &caps );
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// Gets the recommended configuration associated with a particular dx level
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bool GetRecommendedConfigurationInfo( int nAdapter, int nDXLevel, int nVendorID, int nDeviceID, KeyValues *pConfiguration );
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// Returns the amount of video memory in bytes for a particular adapter
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virtual int GetVidMemBytes( int nAdapter ) const = 0;
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// Looks for override keyvalues in the dxsupport cfg keyvalues
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KeyValues *FindDXLevelSpecificConfig( KeyValues *pKeyValues, int nDxLevel );
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KeyValues *FindDXLevelAndVendorSpecificConfig( KeyValues *pKeyValues, int nDxLevel, int nVendorID );
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KeyValues *FindCPUSpecificConfig( KeyValues *pKeyValues, int nCPUMhz, bool bAMD );
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KeyValues *FindMemorySpecificConfig( KeyValues *pKeyValues, int nSystemRamMB );
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KeyValues *FindVidMemSpecificConfig( KeyValues *pKeyValues, int nVideoRamMB );
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KeyValues *FindCardSpecificConfig( KeyValues *pKeyValues, int nVendorID, int nDeviceID );
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protected:
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// Stores adapter info for all adapters
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CUtlVector<AdapterInfo_t> m_Adapters;
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// Installed mode change callbacks
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CUtlVector< ShaderModeChangeCallbackFunc_t > m_ModeChangeCallbacks;
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KeyValues *m_pDXSupport;
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};
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//-----------------------------------------------------------------------------
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// The Base implementation of the shader device
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//-----------------------------------------------------------------------------
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class CShaderDeviceBase : public IShaderDevice
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{
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public:
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enum IPCMessage_t
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{
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RELEASE_MESSAGE = 0x5E740DE0,
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REACQUIRE_MESSAGE = 0x5E740DE1,
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EVICT_MESSAGE = 0x5E740DE2,
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};
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// Methods of IShaderDevice
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public:
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virtual ImageFormat GetBackBufferFormat() const;
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virtual int StencilBufferBits() const;
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virtual bool IsAAEnabled() const;
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virtual bool AddView( void* hWnd );
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virtual void RemoveView( void* hWnd );
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virtual void SetView( void* hWnd );
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virtual void GetWindowSize( int& nWidth, int& nHeight ) const;
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// Methods exposed to the rest of shader api
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virtual bool InitDevice( void *hWnd, int nAdapter, const ShaderDeviceInfo_t& mode ) = 0;
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virtual void ShutdownDevice() = 0;
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virtual bool IsDeactivated() const = 0;
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public:
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// constructor, destructor
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CShaderDeviceBase();
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virtual ~CShaderDeviceBase();
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virtual void OtherAppInitializing( bool initializing ) {}
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virtual void EvictManagedResourcesInternal() {}
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void* GetIPCHWnd();
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void SendIPCMessage( IPCMessage_t message );
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protected:
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// IPC communication for multiple shaderapi apps
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void InstallWindowHook( void *hWnd );
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void RemoveWindowHook( void *hWnd );
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void SetCurrentThreadAsOwner();
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void RemoveThreadOwner();
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bool ThreadOwnsDevice();
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// Finds a child window
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int FindView( void* hWnd ) const;
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int m_nAdapter;
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void *m_hWnd;
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void* m_hWndCookie;
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bool m_bInitialized : 1;
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bool m_bIsMinimized : 1;
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// The current view hwnd
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void* m_ViewHWnd;
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int m_nWindowWidth;
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int m_nWindowHeight;
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uintp m_dwThreadId;
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};
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//-----------------------------------------------------------------------------
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// Inline methods
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//-----------------------------------------------------------------------------
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inline void* CShaderDeviceBase::GetIPCHWnd()
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{
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return m_hWndCookie;
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}
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//-----------------------------------------------------------------------------
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// Helper class to reduce code related to shader buffers
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//-----------------------------------------------------------------------------
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template< class T >
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class CShaderBuffer : public IShaderBuffer
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{
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public:
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CShaderBuffer( T *pBlob ) : m_pBlob( pBlob ) {}
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virtual size_t GetSize() const
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{
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return m_pBlob ? m_pBlob->GetBufferSize() : 0;
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}
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virtual const void* GetBits() const
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{
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return m_pBlob ? m_pBlob->GetBufferPointer() : NULL;
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}
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virtual void Release()
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{
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if ( m_pBlob )
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{
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m_pBlob->Release();
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}
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delete this;
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}
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private:
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T *m_pBlob;
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};
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#endif // SHADERDEVICEBASE_H
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