source-engine/public/shaderapi/ishaderutil.h
FluorescentCIAAfricanAmerican 3bf9df6b27 1
2020-04-22 12:56:21 -04:00

132 lines
4.8 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//===========================================================================//
#ifndef ISHADERUTIL_H
#define ISHADERUTIL_H
#ifdef _WIN32
#pragma once
#endif
#include "materialsystem/imaterial.h"
#include "appframework/IAppSystem.h"
#include "shaderapi/ishaderapi.h"
//-----------------------------------------------------------------------------
// forward declarations
//-----------------------------------------------------------------------------
class ITexture;
struct MaterialSystem_Config_t;
struct ImageFormatInfo_t;
enum Sampler_t;
enum VertexTextureSampler_t;
enum StandardTextureId_t;
class CPrimList;
struct ShaderColorCorrectionInfo_t;
#define SHADER_UTIL_INTERFACE_VERSION "VShaderUtil001"
enum shaderthreadevent_t
{
SHADER_THREAD_RELEASE_RESOURCES = 1,
SHADER_THREAD_ACQUIRE_RESOURCES = 2,
SHADER_THREAD_DEVICE_LOST = 3,
SHADER_THREAD_EVICT_RESOURCES = 4,
SHADER_THREAD_OTHER_APP_START = 5,
SHADER_THREAD_OTHER_APP_END = 6,
SHADER_THREAD_RESET_RENDER_STATE = 7,
};
abstract_class IShaderUtil : public IAppSystem
{
public:
// Method to allow clients access to the MaterialSystem_Config
virtual MaterialSystem_Config_t& GetConfig() = 0;
// Allows us to convert image formats
virtual bool ConvertImageFormat( unsigned char *src, enum ImageFormat srcImageFormat,
unsigned char *dst, enum ImageFormat dstImageFormat,
int width, int height, int srcStride = 0, int dstStride = 0 ) = 0;
// Figures out the amount of memory needed by a bitmap
virtual int GetMemRequired( int width, int height, int depth, ImageFormat format, bool mipmap ) = 0;
// Gets image format info
virtual const ImageFormatInfo_t& ImageFormatInfo( ImageFormat fmt ) const = 0;
// Bind standard textures
virtual void BindStandardTexture( Sampler_t sampler, StandardTextureId_t id ) = 0;
// What are the lightmap dimensions?
virtual void GetLightmapDimensions( int *w, int *h ) = 0;
// These methods are called when the shader must eject + restore HW memory
virtual void ReleaseShaderObjects() = 0;
virtual void RestoreShaderObjects( CreateInterfaceFn shaderFactory, int nChangeFlags = 0 ) = 0;
// Used to prevent meshes from drawing.
virtual bool IsInStubMode() = 0;
virtual bool InFlashlightMode() const = 0;
// For the shader API to shove the current version of aniso level into the
// "definitive" place (g_config) when the shader API decides to change it.
// Eventually, we should have a better system of who owns the definitive
// versions of config vars.
virtual void NoteAnisotropicLevel( int currentLevel ) = 0;
// NOTE: Stuff after this is added after shipping HL2.
// Are we rendering through the editor?
virtual bool InEditorMode() const = 0;
// Gets the bound morph's vertex format; returns 0 if no morph is bound
virtual MorphFormat_t GetBoundMorphFormat() = 0;
virtual ITexture *GetRenderTargetEx( int nRenderTargetID ) = 0;
// Tells the material system to draw a buffer clearing quad
virtual void DrawClearBufferQuad( unsigned char r, unsigned char g, unsigned char b, unsigned char a, bool bClearColor, bool bClearAlpha, bool bClearDepth ) = 0;
#if defined( _X360 )
virtual void ReadBackBuffer( Rect_t *pSrcRect, Rect_t *pDstRect, unsigned char *pData, ImageFormat dstFormat, int nDstStride ) = 0;
#endif
// Calls from meshes to material system to handle queing/threading
virtual bool OnDrawMesh( IMesh *pMesh, int firstIndex, int numIndices ) = 0;
virtual bool OnDrawMesh( IMesh *pMesh, CPrimList *pLists, int nLists ) = 0;
virtual bool OnSetFlexMesh( IMesh *pStaticMesh, IMesh *pMesh, int nVertexOffsetInBytes ) = 0;
virtual bool OnSetColorMesh( IMesh *pStaticMesh, IMesh *pMesh, int nVertexOffsetInBytes ) = 0;
virtual bool OnSetPrimitiveType( IMesh *pMesh, MaterialPrimitiveType_t type ) = 0;
virtual bool OnFlushBufferedPrimitives() = 0;
virtual void SyncMatrices() = 0;
virtual void SyncMatrix( MaterialMatrixMode_t ) = 0;
virtual void BindStandardVertexTexture( VertexTextureSampler_t sampler, StandardTextureId_t id ) = 0;
virtual void GetStandardTextureDimensions( int *pWidth, int *pHeight, StandardTextureId_t id ) = 0;
virtual int MaxHWMorphBatchCount() const = 0;
// Interface for mat system to tell shaderapi about color correction
virtual void GetCurrentColorCorrection( ShaderColorCorrectionInfo_t* pInfo ) = 0;
// received an event while not in owning thread, handle this outside
virtual void OnThreadEvent( uint32 threadEvent ) = 0;
virtual MaterialThreadMode_t GetThreadMode( ) = 0;
virtual bool IsRenderThreadSafe( ) = 0;
// Remove any materials from memory that aren't in use as determined
// by the IMaterial's reference count.
virtual void UncacheUnusedMaterials( bool bRecomputeStateSnapshots = false ) = 0;
};
#endif // ISHADERUTIL_H