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132 lines
4.8 KiB
C++
132 lines
4.8 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 ISHADERUTIL_H
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#define ISHADERUTIL_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "materialsystem/imaterial.h"
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#include "appframework/IAppSystem.h"
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#include "shaderapi/ishaderapi.h"
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//-----------------------------------------------------------------------------
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// forward declarations
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//-----------------------------------------------------------------------------
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class ITexture;
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struct MaterialSystem_Config_t;
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struct ImageFormatInfo_t;
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enum Sampler_t;
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enum VertexTextureSampler_t;
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enum StandardTextureId_t;
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class CPrimList;
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struct ShaderColorCorrectionInfo_t;
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#define SHADER_UTIL_INTERFACE_VERSION "VShaderUtil001"
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enum shaderthreadevent_t
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{
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SHADER_THREAD_RELEASE_RESOURCES = 1,
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SHADER_THREAD_ACQUIRE_RESOURCES = 2,
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SHADER_THREAD_DEVICE_LOST = 3,
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SHADER_THREAD_EVICT_RESOURCES = 4,
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SHADER_THREAD_OTHER_APP_START = 5,
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SHADER_THREAD_OTHER_APP_END = 6,
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SHADER_THREAD_RESET_RENDER_STATE = 7,
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};
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abstract_class IShaderUtil : public IAppSystem
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{
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public:
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// Method to allow clients access to the MaterialSystem_Config
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virtual MaterialSystem_Config_t& GetConfig() = 0;
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// Allows us to convert image formats
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virtual bool ConvertImageFormat( unsigned char *src, enum ImageFormat srcImageFormat,
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unsigned char *dst, enum ImageFormat dstImageFormat,
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int width, int height, int srcStride = 0, int dstStride = 0 ) = 0;
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// Figures out the amount of memory needed by a bitmap
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virtual int GetMemRequired( int width, int height, int depth, ImageFormat format, bool mipmap ) = 0;
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// Gets image format info
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virtual const ImageFormatInfo_t& ImageFormatInfo( ImageFormat fmt ) const = 0;
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// Bind standard textures
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virtual void BindStandardTexture( Sampler_t sampler, StandardTextureId_t id ) = 0;
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// What are the lightmap dimensions?
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virtual void GetLightmapDimensions( int *w, int *h ) = 0;
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// These methods are called when the shader must eject + restore HW memory
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virtual void ReleaseShaderObjects() = 0;
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virtual void RestoreShaderObjects( CreateInterfaceFn shaderFactory, int nChangeFlags = 0 ) = 0;
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// Used to prevent meshes from drawing.
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virtual bool IsInStubMode() = 0;
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virtual bool InFlashlightMode() const = 0;
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// For the shader API to shove the current version of aniso level into the
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// "definitive" place (g_config) when the shader API decides to change it.
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// Eventually, we should have a better system of who owns the definitive
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// versions of config vars.
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virtual void NoteAnisotropicLevel( int currentLevel ) = 0;
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// NOTE: Stuff after this is added after shipping HL2.
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// Are we rendering through the editor?
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virtual bool InEditorMode() const = 0;
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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() = 0;
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virtual ITexture *GetRenderTargetEx( int nRenderTargetID ) = 0;
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// Tells the material system to draw a buffer clearing quad
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virtual void DrawClearBufferQuad( unsigned char r, unsigned char g, unsigned char b, unsigned char a, bool bClearColor, bool bClearAlpha, bool bClearDepth ) = 0;
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#if defined( _X360 )
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virtual void ReadBackBuffer( Rect_t *pSrcRect, Rect_t *pDstRect, unsigned char *pData, ImageFormat dstFormat, int nDstStride ) = 0;
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#endif
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// Calls from meshes to material system to handle queing/threading
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virtual bool OnDrawMesh( IMesh *pMesh, int firstIndex, int numIndices ) = 0;
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virtual bool OnDrawMesh( IMesh *pMesh, CPrimList *pLists, int nLists ) = 0;
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virtual bool OnSetFlexMesh( IMesh *pStaticMesh, IMesh *pMesh, int nVertexOffsetInBytes ) = 0;
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virtual bool OnSetColorMesh( IMesh *pStaticMesh, IMesh *pMesh, int nVertexOffsetInBytes ) = 0;
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virtual bool OnSetPrimitiveType( IMesh *pMesh, MaterialPrimitiveType_t type ) = 0;
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virtual bool OnFlushBufferedPrimitives() = 0;
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virtual void SyncMatrices() = 0;
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virtual void SyncMatrix( MaterialMatrixMode_t ) = 0;
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virtual void BindStandardVertexTexture( VertexTextureSampler_t sampler, StandardTextureId_t id ) = 0;
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virtual void GetStandardTextureDimensions( int *pWidth, int *pHeight, StandardTextureId_t id ) = 0;
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virtual int MaxHWMorphBatchCount() const = 0;
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// Interface for mat system to tell shaderapi about color correction
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virtual void GetCurrentColorCorrection( ShaderColorCorrectionInfo_t* pInfo ) = 0;
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// received an event while not in owning thread, handle this outside
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virtual void OnThreadEvent( uint32 threadEvent ) = 0;
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virtual MaterialThreadMode_t GetThreadMode( ) = 0;
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virtual bool IsRenderThreadSafe( ) = 0;
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// Remove any materials from memory that aren't in use as determined
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// by the IMaterial's reference count.
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virtual void UncacheUnusedMaterials( bool bRecomputeStateSnapshots = false ) = 0;
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};
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#endif // ISHADERUTIL_H
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