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634 lines
26 KiB
C++
634 lines
26 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 ISHADERAPI_H
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#define ISHADERAPI_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "mathlib/vector4d.h"
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#include "shaderapi/ishaderdynamic.h"
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#include "shaderapi/IShaderDevice.h"
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#include "materialsystem/deformations.h"
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//-----------------------------------------------------------------------------
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// forward declarations
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//-----------------------------------------------------------------------------
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class IShaderUtil;
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class IFileSystem;
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class CPixelWriter;
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class CMeshBuilder;
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struct MaterialVideoMode_t;
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class IMesh;
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class IVertexBuffer;
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class IIndexBuffer;
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struct MeshDesc_t;
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enum MaterialCullMode_t;
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class IDataCache;
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struct MorphWeight_t;
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class IVTFTexture;
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//-----------------------------------------------------------------------------
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// This must match the definition in playback.cpp!
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//-----------------------------------------------------------------------------
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enum ShaderRenderTarget_t
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{
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SHADER_RENDERTARGET_BACKBUFFER = -1,
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SHADER_RENDERTARGET_DEPTHBUFFER = -1,
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// GR - no RT, used to disable depth buffer
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SHADER_RENDERTARGET_NONE = -2,
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};
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//-----------------------------------------------------------------------------
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// This must match the definition in playback.cpp!
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//-----------------------------------------------------------------------------
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typedef intp ShaderAPITextureHandle_t;
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#define INVALID_SHADERAPI_TEXTURE_HANDLE 0
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//-----------------------------------------------------------------------------
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// The state snapshot handle
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//-----------------------------------------------------------------------------
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typedef short StateSnapshot_t;
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//-----------------------------------------------------------------------------
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// The state snapshot handle
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//-----------------------------------------------------------------------------
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typedef int ShaderDLL_t;
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//-----------------------------------------------------------------------------
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// Texture creation
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//-----------------------------------------------------------------------------
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enum CreateTextureFlags_t
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{
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TEXTURE_CREATE_CUBEMAP = 0x0001,
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TEXTURE_CREATE_RENDERTARGET = 0x0002,
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TEXTURE_CREATE_MANAGED = 0x0004,
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TEXTURE_CREATE_DEPTHBUFFER = 0x0008,
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TEXTURE_CREATE_DYNAMIC = 0x0010,
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TEXTURE_CREATE_AUTOMIPMAP = 0x0020,
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TEXTURE_CREATE_VERTEXTEXTURE = 0x0040, // for internal use only
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TEXTURE_CREATE_FALLBACK = 0x0080, // 360 only
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TEXTURE_CREATE_NOD3DMEMORY = 0x0100, // 360 only
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TEXTURE_CREATE_SYSMEM = 0x0200, // This texture should be alloc'd in the sysmem pool
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TEXTURE_CREATE_UNUSED4 = 0x0400, // Dead
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TEXTURE_CREATE_UNUSED5 = 0x0800, // Dead
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TEXTURE_CREATE_UNFILTERABLE_OK = 0x1000,
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TEXTURE_CREATE_CANCONVERTFORMAT = 0x2000, // 360 only, allow format conversions at load
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TEXTURE_CREATE_SRGB = 0x4000, // Posix/GL only, for textures which are SRGB-readable
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};
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//-----------------------------------------------------------------------------
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// Fill modes
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//-----------------------------------------------------------------------------
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enum ShaderFillMode_t
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{
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SHADER_FILL_SOLID = 0,
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SHADER_FILL_WIREFRAME,
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};
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//-----------------------------------------------------------------------------
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// Rasterization state object
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//-----------------------------------------------------------------------------
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struct ShaderRasterState_t
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{
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ShaderFillMode_t m_FillMode;
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MaterialCullMode_t m_CullMode;
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bool m_bCullEnable : 1;
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bool m_bDepthBias : 1;
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bool m_bScissorEnable : 1;
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bool m_bMultisampleEnable : 1;
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};
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//-----------------------------------------------------------------------------
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// Used for occlusion queries
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//-----------------------------------------------------------------------------
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DECLARE_POINTER_HANDLE( ShaderAPIOcclusionQuery_t );
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#define INVALID_SHADERAPI_OCCLUSION_QUERY_HANDLE ( (ShaderAPIOcclusionQuery_t)0 )
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enum ShaderAPIOcclusionQueryResult_t
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{
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OCCLUSION_QUERY_RESULT_PENDING = -1,
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OCCLUSION_QUERY_RESULT_ERROR = -2
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};
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#define OCCLUSION_QUERY_FINISHED( iQueryResult ) ( ( iQueryResult ) != OCCLUSION_QUERY_RESULT_PENDING )
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//-----------------------------------------------------------------------------
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// This is what the material system gets to see.
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//-----------------------------------------------------------------------------
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#define SHADERAPI_INTERFACE_VERSION "ShaderApi030"
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abstract_class IShaderAPI : public IShaderDynamicAPI
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{
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public:
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//
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// NOTE: These methods have been ported to DX10
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//
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// Viewport methods
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virtual void SetViewports( int nCount, const ShaderViewport_t* pViewports ) = 0;
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virtual int GetViewports( ShaderViewport_t* pViewports, int nMax ) const = 0;
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// Buffer clearing
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virtual void ClearBuffers( bool bClearColor, bool bClearDepth, bool bClearStencil, int renderTargetWidth, int renderTargetHeight ) = 0;
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virtual void ClearColor3ub( unsigned char r, unsigned char g, unsigned char b ) = 0;
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virtual void ClearColor4ub( unsigned char r, unsigned char g, unsigned char b, unsigned char a ) = 0;
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// Methods related to binding shaders
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virtual void BindVertexShader( VertexShaderHandle_t hVertexShader ) = 0;
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virtual void BindGeometryShader( GeometryShaderHandle_t hGeometryShader ) = 0;
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virtual void BindPixelShader( PixelShaderHandle_t hPixelShader ) = 0;
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// Methods related to state objects
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virtual void SetRasterState( const ShaderRasterState_t& state ) = 0;
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//
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// NOTE: These methods have not yet been ported to DX10
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//
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// Sets the mode...
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virtual bool SetMode( void* hwnd, int nAdapter, const ShaderDeviceInfo_t &info ) = 0;
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virtual void ChangeVideoMode( const ShaderDeviceInfo_t &info ) = 0;
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// Returns the snapshot id for the shader state
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virtual StateSnapshot_t TakeSnapshot( ) = 0;
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virtual void TexMinFilter( ShaderTexFilterMode_t texFilterMode ) = 0;
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virtual void TexMagFilter( ShaderTexFilterMode_t texFilterMode ) = 0;
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virtual void TexWrap( ShaderTexCoordComponent_t coord, ShaderTexWrapMode_t wrapMode ) = 0;
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virtual void CopyRenderTargetToTexture( ShaderAPITextureHandle_t textureHandle ) = 0;
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// Binds a particular material to render with
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virtual void Bind( IMaterial* pMaterial ) = 0;
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// Flushes any primitives that are buffered
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virtual void FlushBufferedPrimitives() = 0;
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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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virtual IMesh* GetDynamicMesh( IMaterial* pMaterial, int nHWSkinBoneCount, bool bBuffered = true,
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IMesh* pVertexOverride = 0, IMesh* pIndexOverride = 0) = 0;
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virtual IMesh* GetDynamicMeshEx( IMaterial* pMaterial, VertexFormat_t vertexFormat, int nHWSkinBoneCount,
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bool bBuffered = true, IMesh* pVertexOverride = 0, IMesh* pIndexOverride = 0 ) = 0;
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// Methods to ask about particular state snapshots
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virtual bool IsTranslucent( StateSnapshot_t id ) const = 0;
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virtual bool IsAlphaTested( StateSnapshot_t id ) const = 0;
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virtual bool UsesVertexAndPixelShaders( StateSnapshot_t id ) const = 0;
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virtual bool IsDepthWriteEnabled( StateSnapshot_t id ) const = 0;
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// Gets the vertex format for a set of snapshot ids
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virtual VertexFormat_t ComputeVertexFormat( int numSnapshots, StateSnapshot_t* pIds ) const = 0;
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// What fields in the vertex do we actually use?
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virtual VertexFormat_t ComputeVertexUsage( int numSnapshots, StateSnapshot_t* pIds ) const = 0;
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// Begins a rendering pass
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virtual void BeginPass( StateSnapshot_t snapshot ) = 0;
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// Renders a single pass of a material
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virtual void RenderPass( int nPass, int nPassCount ) = 0;
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// Set the number of bone weights
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virtual void SetNumBoneWeights( int numBones ) = 0;
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// Sets the lights
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virtual void SetLight( int lightNum, const LightDesc_t& desc ) = 0;
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// Lighting origin for the current model
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virtual void SetLightingOrigin( Vector vLightingOrigin ) = 0;
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virtual void SetAmbientLight( float r, float g, float b ) = 0;
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virtual void SetAmbientLightCube( Vector4D cube[6] ) = 0;
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// The shade mode
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virtual void ShadeMode( ShaderShadeMode_t mode ) = 0;
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// The cull mode
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virtual void CullMode( MaterialCullMode_t cullMode ) = 0;
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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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virtual void ForceDepthFuncEquals( bool bEnable ) = 0;
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// Forces Z buffering to be on or off
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virtual void OverrideDepthEnable( bool bEnable, bool bDepthEnable ) = 0;
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virtual void SetHeightClipZ( float z ) = 0;
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virtual void SetHeightClipMode( enum MaterialHeightClipMode_t heightClipMode ) = 0;
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virtual void SetClipPlane( int index, const float *pPlane ) = 0;
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virtual void EnableClipPlane( int index, bool bEnable ) = 0;
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// Put all the model matrices into vertex shader constants.
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virtual void SetSkinningMatrices() = 0;
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// Returns the nearest supported format
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virtual ImageFormat GetNearestSupportedFormat( ImageFormat fmt, bool bFilteringRequired = true ) const = 0;
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virtual ImageFormat GetNearestRenderTargetFormat( ImageFormat fmt ) const = 0;
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// When AA is enabled, render targets are not AA and require a separate
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// depth buffer.
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virtual bool DoRenderTargetsNeedSeparateDepthBuffer() const = 0;
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// Texture management methods
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// For CreateTexture also see CreateTextures below
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virtual ShaderAPITextureHandle_t CreateTexture(
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int width,
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int height,
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int depth,
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ImageFormat dstImageFormat,
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int numMipLevels,
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int numCopies,
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int flags,
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const char *pDebugName,
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const char *pTextureGroupName ) = 0;
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virtual void DeleteTexture( ShaderAPITextureHandle_t textureHandle ) = 0;
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virtual ShaderAPITextureHandle_t CreateDepthTexture(
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ImageFormat renderTargetFormat,
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int width,
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int height,
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const char *pDebugName,
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bool bTexture ) = 0;
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virtual bool IsTexture( ShaderAPITextureHandle_t textureHandle ) = 0;
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virtual bool IsTextureResident( ShaderAPITextureHandle_t textureHandle ) = 0;
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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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virtual void ModifyTexture( ShaderAPITextureHandle_t textureHandle ) = 0;
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virtual void TexImage2D(
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int level,
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int cubeFaceID,
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ImageFormat dstFormat,
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int zOffset,
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int width,
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int height,
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ImageFormat srcFormat,
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bool bSrcIsTiled, // NOTE: for X360 only
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void *imageData ) = 0;
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virtual void TexSubImage2D(
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int level,
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int cubeFaceID,
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int xOffset,
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int yOffset,
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int zOffset,
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int width,
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int height,
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ImageFormat srcFormat,
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int srcStride,
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bool bSrcIsTiled, // NOTE: for X360 only
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void *imageData ) = 0;
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virtual void TexImageFromVTF( IVTFTexture* pVTF, int iVTFFrame ) = 0;
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// An alternate (and faster) way of writing image data
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// (locks the current Modify Texture). Use the pixel writer to write the data
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// after Lock is called
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// Doesn't work for compressed textures
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virtual bool TexLock( int level, int cubeFaceID, int xOffset, int yOffset,
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int width, int height, CPixelWriter& writer ) = 0;
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virtual void TexUnlock( ) = 0;
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// These are bound to the texture
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virtual void TexSetPriority( int priority ) = 0;
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// Sets the texture state
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virtual void BindTexture( Sampler_t sampler, ShaderAPITextureHandle_t textureHandle ) = 0;
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// Set the render target to a texID.
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// Set to SHADER_RENDERTARGET_BACKBUFFER if you want to use the regular framebuffer.
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// Set to SHADER_RENDERTARGET_DEPTHBUFFER if you want to use the regular z buffer.
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virtual void SetRenderTarget( ShaderAPITextureHandle_t colorTextureHandle = SHADER_RENDERTARGET_BACKBUFFER,
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ShaderAPITextureHandle_t depthTextureHandle = SHADER_RENDERTARGET_DEPTHBUFFER ) = 0;
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// stuff that isn't to be used from within a shader
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virtual void ClearBuffersObeyStencil( bool bClearColor, bool bClearDepth ) = 0;
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virtual void ReadPixels( int x, int y, int width, int height, unsigned char *data, ImageFormat dstFormat ) = 0;
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virtual void ReadPixels( Rect_t *pSrcRect, Rect_t *pDstRect, unsigned char *data, ImageFormat dstFormat, int nDstStride ) = 0;
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virtual void FlushHardware() = 0;
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// Use this to begin and end the frame
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virtual void BeginFrame() = 0;
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virtual void EndFrame() = 0;
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// Selection mode methods
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virtual int SelectionMode( bool selectionMode ) = 0;
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virtual void SelectionBuffer( unsigned int* pBuffer, int size ) = 0;
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virtual void ClearSelectionNames( ) = 0;
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virtual void LoadSelectionName( int name ) = 0;
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virtual void PushSelectionName( int name ) = 0;
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virtual void PopSelectionName() = 0;
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// Force the hardware to finish whatever it's doing
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virtual void ForceHardwareSync() = 0;
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// Used to clear the transition table when we know it's become invalid.
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virtual void ClearSnapshots() = 0;
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virtual void FogStart( float fStart ) = 0;
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virtual void FogEnd( float fEnd ) = 0;
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virtual void SetFogZ( float fogZ ) = 0;
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// Scene fog state.
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virtual void SceneFogColor3ub( unsigned char r, unsigned char g, unsigned char b ) = 0;
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virtual void GetSceneFogColor( unsigned char *rgb ) = 0;
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virtual void SceneFogMode( MaterialFogMode_t fogMode ) = 0;
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// Can we download textures?
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virtual bool CanDownloadTextures() const = 0;
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virtual void ResetRenderState( bool bFullReset = true ) = 0;
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// We use smaller dynamic VBs during level transitions, to free up memory
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virtual int GetCurrentDynamicVBSize( void ) = 0;
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virtual void DestroyVertexBuffers( bool bExitingLevel = false ) = 0;
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virtual void EvictManagedResources() = 0;
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// Level of anisotropic filtering
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virtual void SetAnisotropicLevel( int nAnisotropyLevel ) = 0;
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// For debugging and building recording files. This will stuff a token into the recording file,
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// then someone doing a playback can watch for the token.
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virtual void SyncToken( const char *pToken ) = 0;
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// Setup standard vertex shader constants (that don't change)
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// This needs to be called anytime that overbright changes.
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virtual void SetStandardVertexShaderConstants( float fOverbright ) = 0;
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//
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// Occlusion query support
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//
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// Allocate and delete query objects.
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virtual ShaderAPIOcclusionQuery_t CreateOcclusionQueryObject( void ) = 0;
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virtual void DestroyOcclusionQueryObject( ShaderAPIOcclusionQuery_t ) = 0;
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// Bracket drawing with begin and end so that we can get counts next frame.
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virtual void BeginOcclusionQueryDrawing( ShaderAPIOcclusionQuery_t ) = 0;
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virtual void EndOcclusionQueryDrawing( ShaderAPIOcclusionQuery_t ) = 0;
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// OcclusionQuery_GetNumPixelsRendered
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// Get the number of pixels rendered between begin and end on an earlier frame.
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// Calling this in the same frame is a huge perf hit!
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// Returns iQueryResult:
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// iQueryResult >= 0 - iQueryResult is the number of pixels rendered
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// OCCLUSION_QUERY_RESULT_PENDING - query results are not available yet
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// OCCLUSION_QUERY_RESULT_ERROR - query failed
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// Use OCCLUSION_QUERY_FINISHED( iQueryResult ) to test if query finished.
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virtual int OcclusionQuery_GetNumPixelsRendered( ShaderAPIOcclusionQuery_t hQuery, bool bFlush = false ) = 0;
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virtual void SetFlashlightState( const FlashlightState_t &state, const VMatrix &worldToTexture ) = 0;
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virtual void ClearVertexAndPixelShaderRefCounts() = 0;
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virtual void PurgeUnusedVertexAndPixelShaders() = 0;
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// Called when the dx support level has changed
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virtual void DXSupportLevelChanged() = 0;
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// By default, the material system applies the VIEW and PROJECTION matrices to the user clip
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// planes (which are specified in world space) to generate projection-space user clip planes
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// Occasionally (for the particle system in hl2, for example), we want to override that
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// behavior and explictly specify a View transform for user clip planes. The PROJECTION
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// will be mutliplied against this instead of the normal VIEW matrix.
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virtual void EnableUserClipTransformOverride( bool bEnable ) = 0;
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virtual void UserClipTransform( const VMatrix &worldToView ) = 0;
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// ----------------------------------------------------------------------------------
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// Everything after this point added after HL2 shipped.
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// ----------------------------------------------------------------------------------
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// What fields in the morph do we actually use?
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virtual MorphFormat_t ComputeMorphFormat( int numSnapshots, StateSnapshot_t* pIds ) const = 0;
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// Set the render target to a texID.
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// Set to SHADER_RENDERTARGET_BACKBUFFER if you want to use the regular framebuffer.
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// Set to SHADER_RENDERTARGET_DEPTHBUFFER if you want to use the regular z buffer.
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virtual void SetRenderTargetEx( int nRenderTargetID,
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ShaderAPITextureHandle_t colorTextureHandle = SHADER_RENDERTARGET_BACKBUFFER,
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ShaderAPITextureHandle_t depthTextureHandle = SHADER_RENDERTARGET_DEPTHBUFFER ) = 0;
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virtual void CopyRenderTargetToTextureEx( ShaderAPITextureHandle_t textureHandle, int nRenderTargetID, Rect_t *pSrcRect = NULL, Rect_t *pDstRect = NULL ) = 0;
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virtual void CopyTextureToRenderTargetEx( int nRenderTargetID, ShaderAPITextureHandle_t textureHandle, Rect_t *pSrcRect = NULL, Rect_t *pDstRect = NULL ) = 0;
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// For dealing with device lost in cases where SwapBuffers isn't called all the time (Hammer)
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virtual void HandleDeviceLost() = 0;
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virtual void EnableLinearColorSpaceFrameBuffer( bool bEnable ) = 0;
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// Lets the shader know about the full-screen texture so it can
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virtual void SetFullScreenTextureHandle( ShaderAPITextureHandle_t h ) = 0;
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// Rendering parameters control special drawing modes withing the material system, shader
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// system, shaders, and engine. renderparm.h has their definitions.
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virtual void SetFloatRenderingParameter(int parm_number, float value) = 0;
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virtual void SetIntRenderingParameter(int parm_number, int value) = 0;
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virtual void SetVectorRenderingParameter(int parm_number, Vector const &value) = 0;
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virtual float GetFloatRenderingParameter(int parm_number) const = 0;
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virtual int GetIntRenderingParameter(int parm_number) const = 0;
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virtual Vector GetVectorRenderingParameter(int parm_number) const = 0;
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virtual void SetFastClipPlane( const float *pPlane ) = 0;
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virtual void EnableFastClip( bool bEnable ) = 0;
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// Returns the number of vertices + indices we can render using the dynamic mesh
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// Passing true in the second parameter will return the max # of vertices + indices
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// we can use before a flush is provoked and may return different values
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// if called multiple times in succession.
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// Passing false into the second parameter will return
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// the maximum possible vertices + indices that can be rendered in a single batch
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virtual void GetMaxToRender( IMesh *pMesh, bool bMaxUntilFlush, int *pMaxVerts, int *pMaxIndices ) = 0;
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// Returns the max number of vertices we can render for a given material
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virtual int GetMaxVerticesToRender( IMaterial *pMaterial ) = 0;
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virtual int GetMaxIndicesToRender( ) = 0;
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// stencil methods
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virtual void SetStencilEnable(bool onoff) = 0;
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virtual void SetStencilFailOperation(StencilOperation_t op) = 0;
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virtual void SetStencilZFailOperation(StencilOperation_t op) = 0;
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virtual void SetStencilPassOperation(StencilOperation_t op) = 0;
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virtual void SetStencilCompareFunction(StencilComparisonFunction_t cmpfn) = 0;
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virtual void SetStencilReferenceValue(int ref) = 0;
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virtual void SetStencilTestMask(uint32 msk) = 0;
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virtual void SetStencilWriteMask(uint32 msk) = 0;
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virtual void ClearStencilBufferRectangle(int xmin, int ymin, int xmax, int ymax, int value) = 0;
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// disables all local lights
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virtual void DisableAllLocalLights() = 0;
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virtual int CompareSnapshots( StateSnapshot_t snapshot0, StateSnapshot_t snapshot1 ) = 0;
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virtual IMesh *GetFlexMesh() = 0;
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virtual void SetFlashlightStateEx( const FlashlightState_t &state, const VMatrix &worldToTexture, ITexture *pFlashlightDepthTexture ) = 0;
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virtual bool SupportsMSAAMode( int nMSAAMode ) = 0;
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#if defined( _X360 )
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virtual HXUIFONT OpenTrueTypeFont( const char *pFontname, int tall, int style ) = 0;
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virtual void CloseTrueTypeFont( HXUIFONT hFont ) = 0;
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virtual bool GetTrueTypeFontMetrics( HXUIFONT hFont, XUIFontMetrics *pFontMetrics, XUICharMetrics charMetrics[256] ) = 0;
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// Render a sequence of characters and extract the data into a buffer
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// For each character, provide the width+height of the font texture subrect,
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// an offset to apply when rendering the glyph, and an offset into a buffer to receive the RGBA data
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virtual bool GetTrueTypeGlyphs( HXUIFONT hFont, int numChars, wchar_t *pWch, int *pOffsetX, int *pOffsetY, int *pWidth, int *pHeight, unsigned char *pRGBA, int *pRGBAOffset ) = 0;
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virtual ShaderAPITextureHandle_t CreateRenderTargetSurface( int width, int height, ImageFormat format, const char *pDebugName, const char *pTextureGroupName ) = 0;
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virtual void PersistDisplay() = 0;
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virtual bool PostQueuedTexture( const void *pData, int nSize, ShaderAPITextureHandle_t *pHandles, int nHandles, int nWidth, int nHeight, int nDepth, int nMips, int *pRefCount ) = 0;
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virtual void *GetD3DDevice() = 0;
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virtual void PushVertexShaderGPRAllocation( int iVertexShaderCount = 64 ) = 0;
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virtual void PopVertexShaderGPRAllocation( void ) = 0;
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virtual void EnableVSync_360( bool bEnable ) = 0; //360 allows us to bypass vsync blocking up to 60 fps without creating a new device
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#endif
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virtual bool OwnGPUResources( bool bEnable ) = 0;
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//get fog distances entered with FogStart(), FogEnd(), and SetFogZ()
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virtual void GetFogDistances( float *fStart, float *fEnd, float *fFogZ ) = 0;
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// Hooks for firing PIX events from outside the Material System...
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virtual void BeginPIXEvent( unsigned long color, const char *szName ) = 0;
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virtual void EndPIXEvent() = 0;
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virtual void SetPIXMarker( unsigned long color, const char *szName ) = 0;
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// Enables and disables for Alpha To Coverage
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virtual void EnableAlphaToCoverage() = 0;
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virtual void DisableAlphaToCoverage() = 0;
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// Computes the vertex buffer pointers
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virtual void ComputeVertexDescription( unsigned char* pBuffer, VertexFormat_t vertexFormat, MeshDesc_t& desc ) const = 0;
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virtual bool SupportsShadowDepthTextures( void ) = 0;
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virtual void SetDisallowAccess( bool ) = 0;
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virtual void EnableShaderShaderMutex( bool ) = 0;
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virtual void ShaderLock() = 0;
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virtual void ShaderUnlock() = 0;
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virtual ImageFormat GetShadowDepthTextureFormat( void ) = 0;
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virtual bool SupportsFetch4( void ) = 0;
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virtual void SetShadowDepthBiasFactors( float fShadowSlopeScaleDepthBias, float fShadowDepthBias ) = 0;
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// ------------ New Vertex/Index Buffer interface ----------------------------
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virtual void BindVertexBuffer( int nStreamID, IVertexBuffer *pVertexBuffer, int nOffsetInBytes, int nFirstVertex, int nVertexCount, VertexFormat_t fmt, int nRepetitions = 1 ) = 0;
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virtual void BindIndexBuffer( IIndexBuffer *pIndexBuffer, int nOffsetInBytes ) = 0;
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virtual void Draw( MaterialPrimitiveType_t primitiveType, int nFirstIndex, int nIndexCount ) = 0;
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// ------------ End ----------------------------
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// Apply stencil operations to every pixel on the screen without disturbing depth or color buffers
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virtual void PerformFullScreenStencilOperation( void ) = 0;
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virtual void SetScissorRect( const int nLeft, const int nTop, const int nRight, const int nBottom, const bool bEnableScissor ) = 0;
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// nVidia CSAA modes, different from SupportsMSAAMode()
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virtual bool SupportsCSAAMode( int nNumSamples, int nQualityLevel ) = 0;
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//Notifies the shaderapi to invalidate the current set of delayed constants because we just finished a draw pass. Either actual or not.
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virtual void InvalidateDelayedShaderConstants( void ) = 0;
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// Gamma<->Linear conversions according to the video hardware we're running on
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virtual float GammaToLinear_HardwareSpecific( float fGamma ) const =0;
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virtual float LinearToGamma_HardwareSpecific( float fLinear ) const =0;
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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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virtual void SetLinearToGammaConversionTextures( ShaderAPITextureHandle_t hSRGBWriteEnabledTexture, ShaderAPITextureHandle_t hIdentityTexture ) = 0;
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virtual ImageFormat GetNullTextureFormat( void ) = 0;
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virtual void BindVertexTexture( VertexTextureSampler_t nSampler, ShaderAPITextureHandle_t textureHandle ) = 0;
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// Enables hardware morphing
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virtual void EnableHWMorphing( bool bEnable ) = 0;
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// Sets flexweights for rendering
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virtual void SetFlexWeights( int nFirstWeight, int nCount, const MorphWeight_t* pWeights ) = 0;
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virtual void FogMaxDensity( float flMaxDensity ) = 0;
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// Create a multi-frame texture (equivalent to calling "CreateTexture" multiple times, but more efficient)
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virtual void CreateTextures(
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ShaderAPITextureHandle_t *pHandles,
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int count,
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int width,
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int height,
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int depth,
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ImageFormat dstImageFormat,
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int numMipLevels,
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int numCopies,
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int flags,
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const char *pDebugName,
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const char *pTextureGroupName ) = 0;
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virtual void AcquireThreadOwnership() = 0;
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virtual void ReleaseThreadOwnership() = 0;
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virtual bool SupportsNormalMapCompression() const { Assert( !"This has all been removed." ); return false; }
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// Only does anything on XBox360. This is useful to eliminate stalls
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virtual void EnableBuffer2FramesAhead( bool bEnable ) = 0;
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virtual void SetDepthFeatheringPixelShaderConstant( int iConstant, float fDepthBlendScale ) = 0;
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// debug logging
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// only implemented in some subclasses
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virtual void PrintfVA( char *fmt, va_list vargs ) = 0;
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virtual void Printf( PRINTF_FORMAT_STRING const char *fmt, ... ) = 0;
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virtual float Knob( char *knobname, float *setvalue = NULL ) = 0;
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// Allows us to override the alpha write setting of a material
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virtual void OverrideAlphaWriteEnable( bool bEnable, bool bAlphaWriteEnable ) = 0;
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virtual void OverrideColorWriteEnable( bool bOverrideEnable, bool bColorWriteEnable ) = 0;
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//extended clear buffers function with alpha independent from color
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virtual void ClearBuffersObeyStencilEx( bool bClearColor, bool bClearAlpha, bool bClearDepth ) = 0;
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// Allows copying a render target to another texture by specifying them both.
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virtual void CopyRenderTargetToScratchTexture( ShaderAPITextureHandle_t srcRt, ShaderAPITextureHandle_t dstTex, Rect_t *pSrcRect = NULL, Rect_t *pDstRect = NULL ) = 0;
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// Allows locking and unlocking of very specific surface types.
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virtual void LockRect( void** pOutBits, int* pOutPitch, ShaderAPITextureHandle_t texHandle, int mipmap, int x, int y, int w, int h, bool bWrite, bool bRead ) = 0;
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virtual void UnlockRect( ShaderAPITextureHandle_t texHandle, int mipmap ) = 0;
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// Set the finest mipmap that can be used for the texture which is currently being modified.
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virtual void TexLodClamp( int finest ) = 0;
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// Set the Lod Bias for the texture which is currently being modified.
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virtual void TexLodBias( float bias ) = 0;
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virtual void CopyTextureToTexture( ShaderAPITextureHandle_t srcTex, ShaderAPITextureHandle_t dstTex ) = 0;
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};
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#endif // ISHADERAPI_H
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