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//========== Copyright (c) 2005, Valve Corporation, All rights reserved. ========
//
// Purpose:
//
//=============================================================================
#ifndef CMATQUEUEDRENDERCONTEXT_H
#define CMATQUEUEDRENDERCONTEXT_H
#include "imatrendercontextinternal.h"
#include "cmatrendercontext.h"
#include "tier1/callqueue.h"
#include "tier1/utlenvelope.h"
#include "tier1/memstack.h"
#include "mathlib/mathlib.h"
#include "tier0/memdbgon.h"
#if defined( _WIN32 )
#pragma once
#endif
#ifndef MATSYS_INTERNAL
#error "This file is private to the implementation of IMaterialSystem/IMaterialSystemInternal"
#endif
class CMaterialSystem; class CMatQueuedMesh; class CMatQueuedIndexBuffer; class CPrimList;
//-----------------------------------------------------------------------------
#define DEFINE_QUEUED_CALL_0( FuncName, ClassName, pObject ) void FuncName() { (*(const_cast<CMatCallQueue *>(&m_queue))).QueueCall( pObject, (void (ClassName::*)())&ClassName::FuncName); }
#define DEFINE_QUEUED_CALL_1( FuncName, ArgType1, ClassName, pObject ) void FuncName( ArgType1 a1 ) { (*(const_cast<CMatCallQueue *>(&m_queue))).QueueCall( pObject, (void (ClassName::*)(ArgType1))&ClassName::FuncName, a1 ); }
#define DEFINE_QUEUED_CALL_2( FuncName, ArgType1, ArgType2, ClassName, pObject ) void FuncName( ArgType1 a1, ArgType2 a2 ) { (*(const_cast<CMatCallQueue *>(&m_queue))).QueueCall( pObject, (void (ClassName::*)(ArgType1, ArgType2))&ClassName::FuncName, a1, a2 ); }
#define DEFINE_QUEUED_CALL_3( FuncName, ArgType1, ArgType2, ArgType3, ClassName, pObject ) void FuncName( ArgType1 a1, ArgType2 a2, ArgType3 a3 ) { (*(const_cast<CMatCallQueue *>(&m_queue))).QueueCall( pObject, (void (ClassName::*)(ArgType1, ArgType2, ArgType3))&ClassName::FuncName, a1, a2, a3 ); }
#define DEFINE_QUEUED_CALL_4( FuncName, ArgType1, ArgType2, ArgType3, ArgType4, ClassName, pObject ) void FuncName( ArgType1 a1, ArgType2 a2, ArgType3 a3, ArgType4 a4 ) { (*(const_cast<CMatCallQueue *>(&m_queue))).QueueCall( pObject, (void (ClassName::*)(ArgType1, ArgType2, ArgType3, ArgType4))&ClassName::FuncName, a1, a2, a3, a4 ); }
#define DEFINE_QUEUED_CALL_5( FuncName, ArgType1, ArgType2, ArgType3, ArgType4, ArgType5, ClassName, pObject ) void FuncName( ArgType1 a1, ArgType2 a2, ArgType3 a3, ArgType4 a4, ArgType5 a5 ) { (*(const_cast<CMatCallQueue *>(&m_queue))).QueueCall( pObject, (void (ClassName::*)(ArgType1, ArgType2, ArgType3, ArgType4, ArgType5))&ClassName::FuncName, a1, a2, a3, a4, a5 ); }
#define DEFINE_QUEUED_CALL_6( FuncName, ArgType1, ArgType2, ArgType3, ArgType4, ArgType5, ArgType6, ClassName, pObject ) void FuncName( ArgType1 a1, ArgType2 a2, ArgType3 a3, ArgType4 a4, ArgType5 a5, ArgType6 a6 ) { (*(const_cast<CMatCallQueue *>(&m_queue))).QueueCall( pObject, (void (ClassName::*)(ArgType1, ArgType2, ArgType3, ArgType4, ArgType5, ArgType6))&ClassName::FuncName, a1, a2, a3, a4, a5, a6 ); }
#define DEFINE_QUEUED_CALL_7( FuncName, ArgType1, ArgType2, ArgType3, ArgType4, ArgType5, ArgType6, ArgType7, ClassName, pObject ) void FuncName( ArgType1 a1, ArgType2 a2, ArgType3 a3, ArgType4 a4, ArgType5 a5, ArgType6 a6, ArgType7 a7 ) { (*(const_cast<CMatCallQueue *>(&m_queue))).QueueCall( pObject, (void (ClassName::*)(ArgType1, ArgType2, ArgType3, ArgType4, ArgType5, ArgType6, ArgType7))&ClassName::FuncName, a1, a2, a3, a4, a5, a6, a7 ); }
#define DEFINE_QUEUED_CALL_8( FuncName, ArgType1, ArgType2, ArgType3, ArgType4, ArgType5, ArgType6, ArgType7, ArgType8, ClassName, pObject ) void FuncName( ArgType1 a1, ArgType2 a2, ArgType3 a3, ArgType4 a4, ArgType5 a5, ArgType6 a6, ArgType7 a7, ArgType8 a8 ) { (*(const_cast<CMatCallQueue *>(&m_queue))).QueueCall( pObject, (void (ClassName::*)(ArgType1, ArgType2, ArgType3, ArgType4, ArgType5, ArgType6, ArgType7, ArgType8))&ClassName::FuncName, a1, a2, a3, a4, a5, a6, a7, a8 ); }
#define DEFINE_QUEUED_CALL_9( FuncName, ArgType1, ArgType2, ArgType3, ArgType4, ArgType5, ArgType6, ArgType7, ArgType8, ArgType9, ClassName, pObject ) void FuncName( ArgType1 a1, ArgType2 a2, ArgType3 a3, ArgType4 a4, ArgType5 a5, ArgType6 a6, ArgType7 a7, ArgType8 a8, ArgType9 a9 ) { (*(const_cast<CMatCallQueue *>(&m_queue))).QueueCall( pObject, (void (ClassName::*)(ArgType1, ArgType2, ArgType3, ArgType4, ArgType5, ArgType6, ArgType7, ArgType8, ArgType9))&ClassName::FuncName, a1, a2, a3, a4, a5, a6, a7, a8, a9 ); }
#define DEFINE_QUEUED_CALL_11( FuncName, ArgType1, ArgType2, ArgType3, ArgType4, ArgType5, ArgType6, ArgType7, ArgType8, ArgType9, ArgType10, ArgType11, ClassName, pObject ) void FuncName( ArgType1 a1, ArgType2 a2, ArgType3 a3, ArgType4 a4, ArgType5 a5, ArgType6 a6, ArgType7 a7, ArgType8 a8, ArgType9 a9, ArgType10 a10, ArgType11 a11 ) { (*(const_cast<CMatCallQueue *>(&m_queue))).QueueCall( pObject, (void (ClassName::*)(ArgType1, ArgType2, ArgType3, ArgType4, ArgType5, ArgType6, ArgType7, ArgType8, ArgType9, ArgType10, ArgType11))&ClassName::FuncName, a1, a2, a3, a4, a5, a6, a7, a8, a9, a10, a11 ); }
#define DEFINE_QUEUED_CALL_12( FuncName, ArgType1, ArgType2, ArgType3, ArgType4, ArgType5, ArgType6, ArgType7, ArgType8, ArgType9, ArgType10, ArgType11, ArgType12, ClassName, pObject ) void FuncName( ArgType1 a1, ArgType2 a2, ArgType3 a3, ArgType4 a4, ArgType5 a5, ArgType6 a6, ArgType7 a7, ArgType8 a8, ArgType9 a9, ArgType10 a10, ArgType11 a11, ArgType12 a12 ) { (*(const_cast<CMatCallQueue *>(&m_queue))).QueueCall( pObject, (void (ClassName::*)(ArgType1, ArgType2, ArgType3, ArgType4, ArgType5, ArgType6, ArgType7, ArgType8, ArgType9, ArgType10, ArgType11, ArgType12))&ClassName::FuncName, a1, a2, a3, a4, a5, a6, a7, a8, a9, a10, a11, a12 ); }
#define DEFINE_QUEUED_CALL_0C( FuncName, ClassName, pObject ) void FuncName() const { (*(const_cast<CMatCallQueue *>(&m_queue))).QueueCall( pObject, (void (ClassName::*)() const)ClassName::FuncName); }
#define DEFINE_QUEUED_CALL_1C( FuncName, ArgType1, ClassName, pObject ) void FuncName( ArgType1 a1 ) const { (*(const_cast<CMatCallQueue *>(&m_queue))).QueueCall( pObject, (void (ClassName::*)(ArgType1) const)ClassName::FuncName, a1 ); }
#define DEFINE_QUEUED_CALL_2C( FuncName, ArgType1, ArgType2, ClassName, pObject ) void FuncName( ArgType1 a1, ArgType2 a2 ) const { (*(const_cast<CMatCallQueue *>(&m_queue))).QueueCall( pObject, (void (ClassName::*)(ArgType1, ArgType2) const)ClassName::FuncName, a1, a2 ); }
#define DEFINE_QUEUED_CALL_3C( FuncName, ArgType1, ArgType2, ArgType3, ClassName, pObject ) void FuncName( ArgType1 a1, ArgType2 a2, ArgType3 a3 ) const { (*(const_cast<CMatCallQueue *>(&m_queue))).QueueCall( pObject, (void (ClassName::*)(ArgType1, ArgType2, ArgType3) const)ClassName::FuncName, a1, a2, a3 ); }
#define DEFINE_QUEUED_CALL_4C( FuncName, ArgType1, ArgType2, ArgType3, ArgType4, ClassName, pObject ) void FuncName( ArgType1 a1, ArgType2 a2, ArgType3 a3, ArgType4 a4 ) const { (*(const_cast<CMatCallQueue *>(&m_queue))).QueueCall( pObject, (void (ClassName::*)(ArgType1, ArgType2, ArgType3, ArgType4) const)ClassName::FuncName, a1, a2, a3, a4 ); }
#define DEFINE_QUEUED_CALL_5C( FuncName, ArgType1, ArgType2, ArgType3, ArgType4, ArgType5, ClassName, pObject ) void FuncName( ArgType1 a1, ArgType2 a2, ArgType3 a3, ArgType4 a4, ArgType5 a5 ) const { (*(const_cast<CMatCallQueue *>(&m_queue))).QueueCall( pObject, (void (ClassName::*)(ArgType1, ArgType2, ArgType3, ArgType4, ArgType5) const)ClassName::FuncName, a1, a2, a3, a4, a5 ); }
#define DEFINE_QUEUED_CALL_6C( FuncName, ArgType1, ArgType2, ArgType3, ArgType4, ArgType5, ArgType6, ClassName, pObject ) void FuncName( ArgType1 a1, ArgType2 a2, ArgType3 a3, ArgType4 a4, ArgType5 a5, ArgType6 a6 ) const { (*(const_cast<CMatCallQueue *>(&m_queue))).QueueCall( pObject, (void (ClassName::*)(ArgType1, ArgType2, ArgType3, ArgType4, ArgType5, ArgType6) const)ClassName::FuncName, a1, a2, a3, a4, a5, a6 ); }
#define DEFINE_QUEUED_CALL_7C( FuncName, ArgType1, ArgType2, ArgType3, ArgType4, ArgType5, ArgType6, ArgType7, ClassName, pObject ) void FuncName( ArgType1 a1, ArgType2 a2, ArgType3 a3, ArgType4 a4, ArgType5 a5, ArgType6 a6, ArgType7 a7 ) const { (*(const_cast<CMatCallQueue *>(&m_queue))).QueueCall( pObject, (void (ClassName::*)(ArgType1, ArgType2, ArgType3, ArgType4, ArgType5, ArgType6, ArgType7) const)ClassName::FuncName, a1, a2, a3, a4, a5, a6, a7 ); }
#define DEFINE_QUEUED_CALL_8C( FuncName, ArgType1, ArgType2, ArgType3, ArgType4, ArgType5, ArgType6, ArgType7, ArgType8, ClassName, pObject ) void FuncName( ArgType1 a1, ArgType2 a2, ArgType3 a3, ArgType4 a4, ArgType5 a5, ArgType6 a6, ArgType7 a7, ArgType8 a8 ) const { (*(const_cast<CMatCallQueue *>(&m_queue))).QueueCall( pObject, (void (ClassName::*)(ArgType1, ArgType2, ArgType3, ArgType4, ArgType5, ArgType6, ArgType7, ArgType8) const)ClassName::FuncName, a1, a2, a3, a4, a5, a6, a7, a8 ); }
#define DEFINE_QUEUED_CALL_9C( FuncName, ArgType1, ArgType2, ArgType3, ArgType4, ArgType5, ArgType6, ArgType7, ArgType8, ArgType9, ClassName, pObject ) void FuncName( ArgType1 a1, ArgType2 a2, ArgType3 a3, ArgType4 a4, ArgType5 a5, ArgType6 a6, ArgType7 a7, ArgType8 a8, ArgType9 a9 ) const { (*(const_cast<CMatCallQueue *>(&m_queue))).QueueCall( pObject, (void (ClassName::*)(ArgType1, ArgType2, ArgType3, ArgType4, ArgType5, ArgType6, ArgType7, ArgType8, ArgType9) const)ClassName::FuncName, a1, a2, a3, a4, a5, a6, a7, a8, a9 ); }
#define DEFINE_QUEUED_CALL_AFTER_BASE_0( FuncName, ClassName, pObject ) void FuncName() { BaseClass::FuncName(); (*(const_cast<CMatCallQueue *>(&m_queue))).QueueCall( pObject, (void (ClassName::*)())&ClassName::FuncName ); }
#define DEFINE_QUEUED_CALL_AFTER_BASE_1( FuncName, ArgType1, ClassName, pObject ) void FuncName( ArgType1 a1 ) { BaseClass::FuncName( a1 ); (*(const_cast<CMatCallQueue *>(&m_queue))).QueueCall( pObject, (void (ClassName::*)(ArgType1))&ClassName::FuncName, a1 ); }
#define DEFINE_QUEUED_CALL_AFTER_BASE_2( FuncName, ArgType1, ArgType2, ClassName, pObject ) void FuncName( ArgType1 a1, ArgType2 a2 ) { BaseClass::FuncName( a1, a2 ); (*(const_cast<CMatCallQueue *>(&m_queue))).QueueCall( pObject, (void (ClassName::*)(ArgType1, ArgType2))&ClassName::FuncName, a1, a2 ); }
#define DEFINE_QUEUED_CALL_AFTER_BASE_3( FuncName, ArgType1, ArgType2, ArgType3, ClassName, pObject ) void FuncName( ArgType1 a1, ArgType2 a2, ArgType3 a3 ) { BaseClass::FuncName( a1, a2, a3 ); (*(const_cast<CMatCallQueue *>(&m_queue))).QueueCall( pObject, (void (ClassName::*)(ArgType1, ArgType2, ArgType3))&ClassName::FuncName, a1, a2, a3 ); }
#define DEFINE_QUEUED_CALL_AFTER_BASE_4( FuncName, ArgType1, ArgType2, ArgType3, ArgType4, ClassName, pObject ) void FuncName( ArgType1 a1, ArgType2 a2, ArgType3 a3, ArgType4 a4 ) { BaseClass::FuncName( a1, a2, a3, a4 ); (*(const_cast<CMatCallQueue *>(&m_queue))).QueueCall( pObject, (void (ClassName::*)(ArgType1, ArgType2, ArgType3, ArgType4))&ClassName::FuncName, a1, a2, a3, a4 ); }
#define DEFINE_QUEUED_CALL_AFTER_BASE_5( FuncName, ArgType1, ArgType2, ArgType3, ArgType4, ArgType5, ClassName, pObject ) void FuncName( ArgType1 a1, ArgType2 a2, ArgType3 a3, ArgType4 a4, ArgType5 a5 ) { BaseClass::FuncName( a1, a2, a3, a4, a5 ); (*(const_cast<CMatCallQueue *>(&m_queue))).QueueCall( pObject, (void (ClassName::*)(ArgType1, ArgType2, ArgType3, ArgType4, ArgType5))&ClassName::FuncName, a1, a2, a3, a4, a5 ); }
#define DEFINE_QUEUED_CALL_AFTER_BASE_6( FuncName, ArgType1, ArgType2, ArgType3, ArgType4, ArgType5, ArgType6, ClassName, pObject ) void FuncName( ArgType1 a1, ArgType2 a2, ArgType3 a3, ArgType4 a4, ArgType5 a5, ArgType6 a6 ) { BaseClass::FuncName( a1, a2, a3, a4, a5, a6 ); (*(const_cast<CMatCallQueue *>(&m_queue))).QueueCall( pObject, (void (ClassName::*)(ArgType1, ArgType2, ArgType3, ArgType4, ArgType5, ArgType6))&ClassName::FuncName, a1, a2, a3, a4, a5, a6 ); }
#define DEFINE_QUEUED_CALL_AFTER_BASE_7( FuncName, ArgType1, ArgType2, ArgType3, ArgType4, ArgType5, ArgType6, ArgType7, ClassName, pObject ) void FuncName( ArgType1 a1, ArgType2 a2, ArgType3 a3, ArgType4 a4, ArgType5 a5, ArgType6 a6, ArgType7 a7 ) { BaseClass::FuncName( a1, a2, a3, a4, a5, a6, a7 ); (*(const_cast<CMatCallQueue *>(&m_queue))).QueueCall( pObject, (void (ClassName::*)(ArgType1, ArgType2, ArgType3, ArgType4, ArgType5, ArgType6, ArgType7))&ClassName::FuncName, a1, a2, a3, a4, a5, a6, a7 ); }
#define DEFINE_QUEUED_CALL_AFTER_BASE_8( FuncName, ArgType1, ArgType2, ArgType3, ArgType4, ArgType5, ArgType6, ArgType7, ArgType8, ClassName, pObject ) void FuncName( ArgType1 a1, ArgType2 a2, ArgType3 a3, ArgType4 a4, ArgType5 a5, ArgType6 a6, ArgType7 a7, ArgType8 a8 ) { BaseClass::FuncName( a1, a2, a3, a4, a5, a6, a7, a8 ); (*(const_cast<CMatCallQueue *>(&m_queue))).QueueCall( pObject, (void (ClassName::*)(ArgType1, ArgType2, ArgType3, ArgType4, ArgType5, ArgType6, ArgType7, ArgType8))&ClassName::FuncName, a1, a2, a3, a4, a5, a6, a7, a8 ); }
#define DEFINE_QUEUED_CALL_AFTER_BASE_9( FuncName, ArgType1, ArgType2, ArgType3, ArgType4, ArgType5, ArgType6, ArgType7, ArgType8, ArgType9, ClassName, pObject ) void FuncName( ArgType1 a1, ArgType2 a2, ArgType3 a3, ArgType4 a4, ArgType5 a5, ArgType6 a6, ArgType7 a7, ArgType8 a8, ArgType9 a9 ) { BaseClass::FuncName( a1, a2, a3, a4, a5, a6, a7, a8, a9 ); (*(const_cast<CMatCallQueue *>(&m_queue))).QueueCall( pObject, (void (ClassName::*)(ArgType1, ArgType2, ArgType3, ArgType4, ArgType5, ArgType6, ArgType7, ArgType8, ArgType9))&ClassName::FuncName, a1, a2, a3, a4, a5, a6, a7, a8, a9 ); }
#define DEFINE_QUEUED_CALL_AFTER_BASE_0C( FuncName, ClassName, pObject ) void FuncName() const { BaseClass::FuncName(); (*(const_cast<CMatCallQueue *>(&m_queue))).QueueCall( pObject, (void (ClassName::*)())&ClassName::FuncName ); }
#define DEFINE_QUEUED_CALL_AFTER_BASE_1C( FuncName, ArgType1, ClassName, pObject ) void FuncName( ArgType1 a1 ) const { BaseClass::FuncName( a1 ); (*(const_cast<CMatCallQueue *>(&m_queue))).QueueCall( pObject, (void (ClassName::*)(ArgType1))&ClassName::FuncName, a1 ); }
#define DEFINE_QUEUED_CALL_AFTER_BASE_2C( FuncName, ArgType1, ArgType2, ClassName, pObject ) void FuncName( ArgType1 a1, ArgType2 a2 ) const { BaseClass::FuncName( a1, a2 ); (*(const_cast<CMatCallQueue *>(&m_queue))).QueueCall( pObject, (void (ClassName::*)(ArgType1, ArgType2))&ClassName::FuncName, a1, a2 ); }
#define DEFINE_QUEUED_CALL_AFTER_BASE_3C( FuncName, ArgType1, ArgType2, ArgType3, ClassName, pObject ) void FuncName( ArgType1 a1, ArgType2 a2, ArgType3 a3 ) const { BaseClass::FuncName( a1, a2, a3 ); (*(const_cast<CMatCallQueue *>(&m_queue))).QueueCall( pObject, (void (ClassName::*)(ArgType1, ArgType2, ArgType3))&ClassName::FuncName, a1, a2, a3 ); }
#define DEFINE_QUEUED_CALL_AFTER_BASE_4C( FuncName, ArgType1, ArgType2, ArgType3, ArgType4, ClassName, pObject ) void FuncName( ArgType1 a1, ArgType2 a2, ArgType3 a3, ArgType4 a4 ) const { BaseClass::FuncName( a1, a2, a3, a4 ); (*(const_cast<CMatCallQueue *>(&m_queue))).QueueCall( pObject, (void (ClassName::*)(ArgType1, ArgType2, ArgType3, ArgType4))&ClassName::FuncName, a1, a2, a3, a4 ); }
#define DEFINE_QUEUED_CALL_AFTER_BASE_5C( FuncName, ArgType1, ArgType2, ArgType3, ArgType4, ArgType5, ClassName, pObject ) void FuncName( ArgType1 a1, ArgType2 a2, ArgType3 a3, ArgType4 a4, ArgType5 a5 ) const { BaseClass::FuncName( a1, a2, a3, a4, a5 ); (*(const_cast<CMatCallQueue *>(&m_queue))).QueueCall( pObject, (void (ClassName::*)(ArgType1, ArgType2, ArgType3, ArgType4, ArgType5))&ClassName::FuncName, a1, a2, a3, a4, a5 ); }
#define DEFINE_QUEUED_CALL_AFTER_BASE_6C( FuncName, ArgType1, ArgType2, ArgType3, ArgType4, ArgType5, ArgType6, ClassName, pObject ) void FuncName( ArgType1 a1, ArgType2 a2, ArgType3 a3, ArgType4 a4, ArgType5 a5, ArgType6 a6 ) const { BaseClass::FuncName( a1, a2, a3, a4, a5, a6 ); (*(const_cast<CMatCallQueue *>(&m_queue))).QueueCall( pObject, (void (ClassName::*)(ArgType1, ArgType2, ArgType3, ArgType4, ArgType5, ArgType6))&ClassName::FuncName, a1, a2, a3, a4, a5, a6 ); }
#define DEFINE_QUEUED_CALL_AFTER_BASE_7C( FuncName, ArgType1, ArgType2, ArgType3, ArgType4, ArgType5, ArgType6, ArgType7, ClassName, pObject ) void FuncName( ArgType1 a1, ArgType2 a2, ArgType3 a3, ArgType4 a4, ArgType5 a5, ArgType6 a6, ArgType7 a7 ) const { BaseClass::FuncName( a1, a2, a3, a4, a5, a6, a7 ); (*(const_cast<CMatCallQueue *>(&m_queue))).QueueCall( pObject, (void (ClassName::*)(ArgType1, ArgType2, ArgType3, ArgType4, ArgType5, ArgType6, ArgType7))&ClassName::FuncName, a1, a2, a3, a4, a5, a6, a7 ); }
#define DEFINE_QUEUED_CALL_AFTER_BASE_8C( FuncName, ArgType1, ArgType2, ArgType3, ArgType4, ArgType5, ArgType6, ArgType7, ArgType8, ClassName, pObject ) void FuncName( ArgType1 a1, ArgType2 a2, ArgType3 a3, ArgType4 a4, ArgType5 a5, ArgType6 a6, ArgType7 a7, ArgType8 a8 ) const { BaseClass::FuncName( a1, a2, a3, a4, a5, a6, a7, a8 ); (*(const_cast<CMatCallQueue *>(&m_queue))).QueueCall( pObject, (void (ClassName::*)(ArgType1, ArgType2, ArgType3, ArgType4, ArgType5, ArgType6, ArgType7, ArgType8))&ClassName::FuncName, a1, a2, a3, a4, a5, a6, a7, a8 ); }
#define DEFINE_QUEUED_CALL_AFTER_BASE_9C( FuncName, ArgType1, ArgType2, ArgType3, ArgType4, ArgType5, ArgType6, ArgType7, ArgType8, ArgType9, ClassName, pObject ) void FuncName( ArgType1 a1, ArgType2 a2, ArgType3 a3, ArgType4 a4, ArgType5 a5, ArgType6 a6, ArgType7 a7, ArgType8 a8, ArgType9 a9 ) const { BaseClass::FuncName( a1, a2, a3, a4, a5, a6, a7, a8, a9 ); (*(const_cast<CMatCallQueue *>(&m_queue))).QueueCall( pObject, (void (ClassName::*)(ArgType1, ArgType2, ArgType3, ArgType4, ArgType5, ArgType6, ArgType7, ArgType8, ArgType9))&ClassName::FuncName, a1, a2, a3, a4, a5, a6, a7, a8, a9 ); }
//-----------------------------------------------------------------------------
#define Unsupported( funcName ) ExecuteOnce( Msg( "CMatQueuedRenderContext: %s is unsupported\n", #funcName ) )
#define FATAL_QUEUE 1
#ifdef FATAL_QUEUE
#define CannotSupport() ExecuteOnce( Msg( "Called function that cannot be supported\n" ) ); ExecuteOnce( DebuggerBreakIfDebugging() )
#else
#define CannotSupport() ExecuteOnce( Msg( "Called function that cannot be supported\n" ) )
#endif
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
class CMatQueuedRenderContext : public CMatRenderContextBase { typedef CMatRenderContextBase BaseClass; public: CMatQueuedRenderContext() : m_pHardwareContext( NULL ), m_iRenderDepth( 0 ), m_pQueuedMesh( NULL ), m_WidthBackBuffer( 0 ), m_HeightBackBuffer( 0 ), m_FogMode( MATERIAL_FOG_NONE ), m_flFogStart( 0 ), m_flFogEnd( 0 ), m_flFogZ( 0 ), m_flFogMaxDensity( 1.0 ) { memset( &m_FogColor, 0, sizeof(m_FogColor) ); }
void CycleDynamicBuffers( ); // For use in mat_queue_mode 1 only
void Init( CMaterialSystem *pMaterialSystem, CMatRenderContextBase *pHardwareContext ); void Shutdown();
void CompactMemory();
bool IsInitialized() const { return ( m_pHardwareContext != NULL ); }
void BeginQueue( CMatRenderContextBase *pInitialState = NULL ); void EndQueue( bool bCallQueued = false );
void BeginRender(); void EndRender();
void CallQueued( bool bTermAfterCall = false ); void FlushQueued();
ICallQueue * GetCallQueue(); CMatCallQueue * GetCallQueueInternal() { return &m_queue; }
DEFINE_QUEUED_CALL_0( EvictManagedResources, IShaderAPI, g_pShaderAPI );
bool OnDrawMesh( IMesh *pMesh, int firstIndex, int numIndices ); bool OnDrawMesh( IMesh *pMesh, CPrimList *pLists, int nLists ); bool OnDrawMeshModulated( IMesh *pMesh, const Vector4D &diffuseModulation, int firstIndex, int numIndices ); bool OnSetFlexMesh( IMesh *pStaticMesh, IMesh *pMesh, int nVertexOffsetInBytes ); bool OnSetColorMesh( IMesh *pStaticMesh, IMesh *pMesh, int nVertexOffsetInBytes ); bool OnSetPrimitiveType( IMesh *pMesh, MaterialPrimitiveType_t type );
DEFINE_QUEUED_CALL_1( Flush, bool, IMatRenderContext, m_pHardwareContext );
DEFINE_QUEUED_CALL_0( SwapBuffers, IMatRenderContextInternal, m_pHardwareContext );
void SetRenderTargetEx( int nRenderTargetID, ITexture *pTexture ); void GetRenderTargetDimensions( int &, int &) const; void GetViewport( int& x, int& y, int& width, int& height ) const;
void Bind( IMaterial *, void * ); DEFINE_QUEUED_CALL_AFTER_BASE_1( BindLocalCubemap, ITexture *, IMatRenderContext, m_pHardwareContext ); DEFINE_QUEUED_CALL_AFTER_BASE_1( BindLightmapPage, int, IMatRenderContext, m_pHardwareContext ); DEFINE_QUEUED_CALL_2( DepthRange, float, float, IMatRenderContext, m_pHardwareContext ); DEFINE_QUEUED_CALL_3( ClearBuffers, bool, bool, bool, IMatRenderContext, m_pHardwareContext );
void ReadPixels( int x, int y, int width, int height, unsigned char *data, ImageFormat dstFormat, ITexture *pRenderTargetTexture = NULL ); void ReadPixelsAsync( int x, int y, int width, int height, unsigned char *data, ImageFormat dstFormat, ITexture *pRenderTargetTexture = NULL, CThreadEvent *pPixelsReadEvent = NULL ); void ReadPixelsAsyncGetResult( int x, int y, int width, int height, unsigned char *data, ImageFormat dstFormat, CThreadEvent *pGetResultEvent = NULL );
void SetLightingState( const MaterialLightingState_t &desc ); void SetLights( int nCount, const LightDesc_t *pLights );
void SetLightingOrigin( Vector vLightingOrigin );
void SetAmbientLightCube( LightCube_t cube );
DEFINE_QUEUED_CALL_1( CopyRenderTargetToTexture, ITexture *, IMatRenderContext, m_pHardwareContext ); DEFINE_QUEUED_CALL_AFTER_BASE_2( SetFrameBufferCopyTexture, ITexture *, int, IMatRenderContext, m_pHardwareContext );
// matrix api
void MatrixMode( MaterialMatrixMode_t); void PushMatrix(); void PopMatrix(); void LoadMatrix( const VMatrix& matrix ); void LoadMatrix( const matrix3x4_t& matrix ); void MultMatrix( const VMatrix& matrix ); void MultMatrixLocal( const VMatrix& matrix ); void MultMatrix( const matrix3x4_t& matrix ); void MultMatrixLocal( const matrix3x4_t& matrix ); void LoadIdentity(); void Ortho( double, double, double, double, double, double); void PerspectiveX( double, double, double, double); void PerspectiveOffCenterX( double, double, double, double, double, double, double, double ); void PickMatrix( int, int, int, int); void Rotate( float, float, float, float); void Translate( float, float, float); void Scale( float, float, float); // end matrix api
void Viewport( int x, int y, int width, int height );
DEFINE_QUEUED_CALL_1( CullMode, MaterialCullMode_t, IMatRenderContext, m_pHardwareContext ); DEFINE_QUEUED_CALL_0( FlipCullMode, IMatRenderContext, m_pHardwareContext );
DEFINE_QUEUED_CALL_0( BeginGeneratingCSMs, IMatRenderContext, m_pHardwareContext ); DEFINE_QUEUED_CALL_0( EndGeneratingCSMs, IMatRenderContext, m_pHardwareContext ); DEFINE_QUEUED_CALL_3( PerpareForCascadeDraw, int, float, float, IMatRenderContext, m_pHardwareContext );
void FogMode( MaterialFogMode_t fogMode ); void FogStart( float fStart ); void FogEnd( float fEnd ); void SetFogZ( float fogZ ); MaterialFogMode_t GetFogMode( void ); void GetFogDistances( float *fStart, float *fEnd, float *fFogZ ); void FogMaxDensity( float flMaxDensity );
void FogColor3f( float r, float g, float b ); void FogColor3fv( float const* rgb ); void FogColor3ub( unsigned char r, unsigned char g, unsigned char b ); void FogColor3ubv( unsigned char const* rgb );
void GetFogColor( unsigned char *rgb );
int GetCurrentNumBones( ) const; void SetNumBoneWeights( int nBoneCount );
DELEGATE_TO_OBJECT_4( IMesh *, CreateStaticMesh, VertexFormat_t, const char *, IMaterial *, VertexStreamSpec_t *, m_pHardwareContext ); DEFINE_QUEUED_CALL_1( DestroyStaticMesh, IMesh *, IMatRenderContext, m_pHardwareContext );
IMesh * GetDynamicMesh(bool, IMesh *, IMesh *, IMaterial * ); IMesh* GetDynamicMeshEx( VertexFormat_t, bool, IMesh*, IMesh*, IMaterial* );
// ------------ New Vertex/Index Buffer interface ----------------------------
DELEGATE_TO_OBJECT_3( IVertexBuffer *, CreateStaticVertexBuffer, VertexFormat_t, int, const char *, m_pHardwareContext ); DELEGATE_TO_OBJECT_3( IIndexBuffer *, CreateStaticIndexBuffer, MaterialIndexFormat_t, int, const char *, m_pHardwareContext ); DELEGATE_TO_OBJECT_1V( DestroyVertexBuffer, IVertexBuffer *, m_pHardwareContext ); DELEGATE_TO_OBJECT_1V( DestroyIndexBuffer, IIndexBuffer *, m_pHardwareContext ); DELEGATE_TO_OBJECT_3( IVertexBuffer *, GetDynamicVertexBuffer, int, VertexFormat_t, bool, m_pHardwareContext ); IIndexBuffer * GetDynamicIndexBuffer( ); DELEGATE_TO_OBJECT_7V( BindVertexBuffer, int, IVertexBuffer *, int, int, int, VertexFormat_t, int, m_pHardwareContext ); DELEGATE_TO_OBJECT_2V( BindIndexBuffer, IIndexBuffer *, int, m_pHardwareContext ); DELEGATE_TO_OBJECT_3V( Draw, MaterialPrimitiveType_t, int, int, m_pHardwareContext ); // ------------ End ----------------------------
int SelectionMode( bool ) { CannotSupport(); return 0; }
void SelectionBuffer( unsigned int *, int ) { CannotSupport(); }
DEFINE_QUEUED_CALL_0( ClearSelectionNames, IMatRenderContext, m_pHardwareContext ); DEFINE_QUEUED_CALL_1( LoadSelectionName, int, IMatRenderContext, m_pHardwareContext ); DEFINE_QUEUED_CALL_1( PushSelectionName, int, IMatRenderContext, m_pHardwareContext ); DEFINE_QUEUED_CALL_0( PopSelectionName, IMatRenderContext, m_pHardwareContext ); DEFINE_QUEUED_CALL_3( ClearColor3ub, unsigned char, unsigned char, unsigned char, IMatRenderContext, m_pHardwareContext ); DEFINE_QUEUED_CALL_4( ClearColor4ub, unsigned char, unsigned char, unsigned char, unsigned char, IMatRenderContext, m_pHardwareContext ); DEFINE_QUEUED_CALL_3( OverrideDepthEnable, bool, bool, bool, IMatRenderContext, m_pHardwareContext ); DEFINE_QUEUED_CALL_2( OverrideAlphaWriteEnable, bool, bool, IMatRenderContext, m_pHardwareContext ); DEFINE_QUEUED_CALL_2( OverrideColorWriteEnable, bool, bool, IMatRenderContext, m_pHardwareContext ); DEFINE_QUEUED_CALL_1( DrawScreenSpaceQuad, IMaterial *, IMatRenderContext, m_pHardwareContext );
void SyncToken( const char *p );
// Allocate and delete query objects.
OcclusionQueryObjectHandle_t CreateOcclusionQueryObject(); DEFINE_QUEUED_CALL_1( DestroyOcclusionQueryObject, OcclusionQueryObjectHandle_t, IMatRenderContext, m_pHardwareContext ); DEFINE_QUEUED_CALL_1( BeginOcclusionQueryDrawing, OcclusionQueryObjectHandle_t, IMatRenderContext, m_pHardwareContext ); DEFINE_QUEUED_CALL_1( EndOcclusionQueryDrawing, OcclusionQueryObjectHandle_t, IMatRenderContext, m_pHardwareContext ); DEFINE_QUEUED_CALL_1( ResetOcclusionQueryObject, OcclusionQueryObjectHandle_t, IMatRenderContext, m_pHardwareContext ); int OcclusionQuery_GetNumPixelsRendered( OcclusionQueryObjectHandle_t );
void SetFlashlightState( const FlashlightState_t &s, const VMatrix &m );
DEFINE_QUEUED_CALL_AFTER_BASE_1( SetHeightClipMode, MaterialHeightClipMode_t, IMatRenderContext, m_pHardwareContext ); DEFINE_QUEUED_CALL_AFTER_BASE_1( SetHeightClipZ, float, IMatRenderContext, m_pHardwareContext );
bool EnableClipping( bool bEnable );
DEFINE_QUEUED_CALL_1( EnableUserClipTransformOverride, bool, IMatRenderContext, m_pHardwareContext );
void UserClipTransform( const VMatrix &m );
IMorph *CreateMorph( MorphFormat_t format, const char *pDebugName ) { CannotSupport(); return NULL; }
DEFINE_QUEUED_CALL_1( DestroyMorph, IMorph *, IMatRenderContext, m_pHardwareContext ); DEFINE_QUEUED_CALL_1( BindMorph, IMorph *, IMatRenderContext, m_pHardwareContext );
void ReadPixelsAndStretch( Rect_t *pSrcRect, Rect_t *pDstRect, unsigned char *pBuffer, ImageFormat dstFormat, int nDstStride );
void GetWindowSize( int &width, int &height ) const;
void DrawScreenSpaceRectangle( IMaterial *pMaterial, int destx, int desty, int width, int height, float src_texture_x0, float src_texture_y0, // which texel you want to appear at
// destx/y
float src_texture_x1, float src_texture_y1, // which texel you want to appear at
// destx+width-1, desty+height-1
int src_texture_width, int src_texture_height, // needed for fixup
void *pClientRenderable = NULL, int nXDice = 1, int nYDice = 1 );
void LoadBoneMatrix( int i, const matrix3x4_t &m );
DEFINE_QUEUED_CALL_AFTER_BASE_5( PushRenderTargetAndViewport, ITexture *, int, int, int, int, IMatRenderContext, m_pHardwareContext ); DEFINE_QUEUED_CALL_AFTER_BASE_6( PushRenderTargetAndViewport, ITexture *, ITexture *, int, int, int, int, IMatRenderContext, m_pHardwareContext ); DEFINE_QUEUED_CALL_AFTER_BASE_1( PushRenderTargetAndViewport, ITexture *, IMatRenderContext, m_pHardwareContext ); DEFINE_QUEUED_CALL_AFTER_BASE_0( PushRenderTargetAndViewport, IMatRenderContext, m_pHardwareContext ); DEFINE_QUEUED_CALL_AFTER_BASE_0( PopRenderTargetAndViewport, IMatRenderContext, m_pHardwareContext ); DEFINE_QUEUED_CALL_1( BindLightmapTexture, ITexture *, IMatRenderContext, m_pHardwareContext );
void CopyRenderTargetToTextureEx( ITexture *pTexture, int i, Rect_t *pSrc, Rect_t *pDst ); void CopyTextureToRenderTargetEx( int i, ITexture *pTexture, Rect_t *pSrc, Rect_t *pDst );
DEFINE_QUEUED_CALL_2( SetFloatRenderingParameter, int, float, IMatRenderContext, m_pHardwareContext ); DEFINE_QUEUED_CALL_2( SetIntRenderingParameter, int, int, IMatRenderContext, m_pHardwareContext ); DEFINE_QUEUED_CALL_2( SetTextureRenderingParameter, int, ITexture *, IMatRenderContext, m_pHardwareContext );
void SetVectorRenderingParameter( int i, const Vector &v ) { m_queue.QueueCall( m_pHardwareContext, &IMatRenderContext::SetVectorRenderingParameter, i, RefToVal( v ) ); }
float GetFloatRenderingParameter(int parm_number) const { CannotSupport(); return 0; }
int GetIntRenderingParameter(int parm_number) const { CannotSupport(); return 0; }
ITexture *GetTextureRenderingParameter(int parm_number) const { CannotSupport(); return 0; }
Vector GetVectorRenderingParameter(int parm_number) const { CannotSupport(); return Vector(0,0,0); }
virtual void SetStencilState( const ShaderStencilState_t &state ) { m_queue.QueueCall( m_pHardwareContext, &IMatRenderContext::SetStencilState, RefToVal( state ) ); }
DEFINE_QUEUED_CALL_5( ClearStencilBufferRectangle, int, int, int, int, int, IMatRenderContext, m_pHardwareContext );
DEFINE_QUEUED_CALL_2( SetShadowDepthBiasFactors, float, float, IMatRenderContext, m_pHardwareContext );
void PushCustomClipPlane( const float *p ) { m_queue.QueueCall( m_pHardwareContext, &IMatRenderContext::PushCustomClipPlane, m_queue.CopyArray( p, 4 ) ); }
DEFINE_QUEUED_CALL_0( PopCustomClipPlane, IMatRenderContext, m_pHardwareContext );
virtual void GetMaxToRender( IMesh *pMesh, bool bMaxUntilFlush, int *pMaxVerts, int *pMaxIndices ); virtual int GetMaxVerticesToRender( IMaterial *pMaterial ); virtual int GetMaxIndicesToRender( );
DEFINE_QUEUED_CALL_0( DisableAllLocalLights, IMatRenderContext, m_pHardwareContext );
int CompareMaterialCombos( IMaterial *pMaterial1, IMaterial *pMaterial2, int lightmapID1, int lightmapID2 ) { CannotSupport(); return 0; }
IMesh *GetFlexMesh();
void SetFlashlightStateEx( const FlashlightState_t &s, const VMatrix &m, ITexture *p ) { m_queue.QueueCall( m_pHardwareContext, &IMatRenderContext::SetFlashlightStateEx, RefToVal( s ), RefToVal( m ), p ); }
void PushScissorRect( const int nLeft, const int nTop, const int nRight, const int nBottom ) { m_queue.QueueCall( m_pHardwareContext, &IMatRenderContext::PushScissorRect, nLeft, nTop, nRight, nBottom ); }
void PopScissorRect( ) { m_queue.QueueCall( m_pHardwareContext, &IMatRenderContext::PopScissorRect ); }
virtual void DrawInstances( int nInstanceCount, const MeshInstanceData_t *pInstance );
virtual void PushDeformation( const DeformationBase_t *pDef ) { CannotSupport(); }
void PopDeformation( ) { CannotSupport(); }
int GetNumActiveDeformations( ) const { return 0; } ITexture *GetLocalCubemap() { return m_pLocalCubemapTexture; }
DEFINE_QUEUED_CALL_2( ClearBuffersObeyStencil, bool, bool, IMatRenderContext, m_pHardwareContext ); DEFINE_QUEUED_CALL_3( ClearBuffersObeyStencilEx, bool, bool, bool, IMatRenderContext, m_pHardwareContext ); DEFINE_QUEUED_CALL_0( PerformFullScreenStencilOperation, IMatRenderContext, m_pHardwareContext ); DEFINE_QUEUED_CALL_1( SetRenderingPaint, bool, IMatRenderContext, m_pHardwareContext );
bool GetUserClipTransform( VMatrix &worldToView ) { CannotSupport(); return false; }
bool InFlashlightMode( void ) const { CannotSupport(); return false; }
bool IsRenderingPaint() const { CannotSupport(); return false; }
virtual void SetFlashlightMode( bool bEnable ) { m_bFlashlightEnable = bEnable; m_queue.QueueCall( m_pHardwareContext, &IMatRenderContext::SetFlashlightMode, bEnable ); }
virtual bool GetFlashlightMode( void ) const { return m_bFlashlightEnable; }
virtual bool IsCullingEnabledForSinglePassFlashlight( void ) const { return m_bCullingEnabledForSinglePassFlashlight; }
virtual void EnableCullingForSinglePassFlashlight( bool bEnable ) { m_bCullingEnabledForSinglePassFlashlight = bEnable; m_queue.QueueCall( m_pHardwareContext, &IMatRenderContext::EnableCullingForSinglePassFlashlight, bEnable ); }
virtual bool IsCascadedShadowMapping() const { CannotSupport(); return false; }
virtual void SetCascadedShadowMapping( bool bEnable ) { m_bCascadedShadowMappingEnabled = bEnable; m_queue.QueueCall( m_pHardwareContext, &IMatRenderContext::SetCascadedShadowMapping, bEnable ); }
virtual void SetCascadedShadowMappingState( const CascadedShadowMappingState_t &state, ITexture *pDepthTextureAtlas ) { state, pDepthTextureAtlas; m_queue.QueueCall( m_pHardwareContext, &IMatRenderContext::SetCascadedShadowMappingState, RefToVal( state ), pDepthTextureAtlas ); } void BeginPIXEvent( unsigned long color, const char *pszName ) { #ifdef PROFILE
if ( IsX360() ) { m_pHardwareContext->BeginPIXEvent( color, pszName ); } #endif
m_queue.QueueCall( m_pHardwareContext, &IMatRenderContext::BeginPIXEvent, color, m_queue.Copy( pszName ) ); }
void EndPIXEvent( ) { #ifdef PROFILE
if ( IsX360() ) { m_pHardwareContext->EndPIXEvent( ); } #endif
m_queue.QueueCall( m_pHardwareContext, &IMatRenderContext::EndPIXEvent ); }
void SetPIXMarker( unsigned long color, const char *pszName ) { #ifdef PROFILE
if ( IsX360() ) { m_pHardwareContext->SetPIXMarker( color, pszName ); } #endif
m_queue.QueueCall( m_pHardwareContext, &IMatRenderContext::SetPIXMarker, color, m_queue.Copy( pszName ) ); }
DEFINE_QUEUED_CALL_0( ForceHardwareSync, IMatRenderContextInternal, m_pHardwareContext ); DEFINE_QUEUED_CALL_0( BeginFrame, IMatRenderContextInternal, m_pHardwareContext ); DEFINE_QUEUED_CALL_0( EndFrame, IMatRenderContextInternal, m_pHardwareContext );
DEFINE_QUEUED_CALL_0( BeginMorphAccumulation, IMatRenderContextInternal, m_pHardwareContext ); DEFINE_QUEUED_CALL_0( EndMorphAccumulation, IMatRenderContextInternal, m_pHardwareContext ); virtual void AccumulateMorph( IMorph* pMorph, int nMorphCount, const MorphWeight_t* pWeights ) { // FIXME: Must copy off the morph weights here. Not sure the pattern for this.
Assert( 0 ); } virtual bool GetMorphAccumulatorTexCoord( Vector2D *pTexCoord, IMorph *pIMorph, int nVertex ) { // FIXME: We must assign morph ids in the queued mode
// and pass the ids down to the morph mgr to get the texcoord
Assert(0); pTexCoord->Init(); return false; }
virtual void SetFlexWeights( int nFirstWeight, int nCount, const MorphWeight_t* pWeights ) { Assert(0); }
// Subdivision surface interface
virtual int GetSubDBufferWidth() { Assert( 0 ); return 0; }
virtual float* LockSubDBuffer( int nNumRows ) { Assert( 0 ); return NULL; }
virtual void UnlockSubDBuffer() { Assert( 0 ); }
DEFINE_QUEUED_CALL_1( UpdateGameTime, float, IMatRenderContext, m_pHardwareContext );
//-------------------------------------------------------------------------
DEFINE_QUEUED_CALL_AFTER_BASE_1( SetCurrentMaterialInternal, IMaterialInternal *, IMatRenderContextInternal, m_pHardwareContext ); DEFINE_QUEUED_CALL_AFTER_BASE_1( SetCurrentProxy, void *, IMatRenderContextInternal, m_pHardwareContext );
int GetLightmapPage() { CannotSupport(); return 0; }
void ForceDepthFuncEquals( bool ) { CannotSupport(); }
void BindStandardTexture( Sampler_t, TextureBindFlags_t nBindFlags, StandardTextureId_t ) { CannotSupport(); }
void GetLightmapDimensions( int *, int * ) { CannotSupport(); }
MorphFormat_t GetBoundMorphFormat() { CannotSupport(); return (MorphFormat_t)0; }
void DrawClearBufferQuad( unsigned char, unsigned char, unsigned char, unsigned char, bool, bool, bool ) { CannotSupport(); }
#ifdef _PS3
void DrawReloadZcullQuad() { CannotSupport(); } #endif // _PS3
void BeginBatch( IMesh* pIndices ); void BindBatch( IMesh* pVertices, IMaterial *pAutoBind = NULL ); void DrawBatch( MaterialPrimitiveType_t primType, int firstIndex, int numIndices ); void EndBatch();
// Color correction related methods..
// Client cannot call IColorCorrectionSystem directly because it is not thread-safe
// FIXME: Make IColorCorrectionSystem threadsafe?
virtual ColorCorrectionHandle_t AddLookup( const char *pName ); virtual void LockLookup( ColorCorrectionHandle_t handle ); virtual void LoadLookup( ColorCorrectionHandle_t handle, const char *pLookupName ); virtual void UnlockLookup( ColorCorrectionHandle_t handle ); virtual bool RemoveLookup( ColorCorrectionHandle_t handle );
DEFINE_QUEUED_CALL_1( EnableColorCorrection, bool, IColorCorrectionSystem, g_pColorCorrectionSystem ); DEFINE_QUEUED_CALL_0( ResetLookupWeights, IColorCorrectionSystem, g_pColorCorrectionSystem ); DEFINE_QUEUED_CALL_2( SetLookupWeight, ColorCorrectionHandle_t, float, IColorCorrectionSystem, g_pColorCorrectionSystem ); DEFINE_QUEUED_CALL_2( SetResetable, ColorCorrectionHandle_t, bool, IColorCorrectionSystem, g_pColorCorrectionSystem );
DEFINE_QUEUED_CALL_1( SetFullScreenDepthTextureValidityFlag, bool, IMatRenderContext, m_pHardwareContext );
void SetToneMappingScaleLinear( const Vector &scale ) { m_LastSetToneMapScale = scale; m_queue.QueueCall( m_pHardwareContext, &IMatRenderContext::SetToneMappingScaleLinear, RefToVal( scale ) ); }
Vector GetToneMappingScaleLinear( void ) { return m_LastSetToneMapScale; } #if defined( _GAMECONSOLE )
void BeginConsoleZPass( const WorldListIndicesInfo_t &indicesInfo ) { uint nSpaceLeft = Indices().GetSize() - Indices().GetUsed(); if( nSpaceLeft >= indicesInfo.m_nTotalIndices ) { // there's enough indices in the primary (non-spillover) index buffer that's resident in memory for 3 frames,
// and that's not a ring buffer. We don't need to worry about these indices being overwritten by anything due
// to ring buffer ending and restarting: there's another (spillover) ring buffer that does that
BeginConsoleZPass2( 0 ); } else { // there's some spillover from the main dynamic index buffer; thus, we need to compute the spillover and defer the decision
// about whether we have enough space in spillover buffer to start z prepass for later
// in the very worst case, we'll waste ( indicesInfo.m_nMaxBatchIndices - 1 ) indices
// in the end of the main dynamic IB
BeginConsoleZPass2( indicesInfo.m_nTotalIndices - nSpaceLeft + indicesInfo.m_nMaxBatchIndices - 1 ); } } #endif
void DeferredBeginBatch( ); void DeferredDrawPrimList( IMesh *pMesh, CPrimList *pLists, int nLists ); void DeferredSetFlexMesh( IMesh *pStaticMesh, int nVertexOffsetInBytes );
#if defined( _X360 )
DEFINE_QUEUED_CALL_1( PushVertexShaderGPRAllocation, int, IMatRenderContext, m_pHardwareContext ); DEFINE_QUEUED_CALL_0( PopVertexShaderGPRAllocation, IMatRenderContext, m_pHardwareContext ); DEFINE_QUEUED_CALL_0( FlushHiStencil, IMatRenderContext, m_pHardwareContext ); #endif
#if defined( _GAMECONSOLE )
DEFINE_QUEUED_CALL_1( BeginConsoleZPass2, int, IMatRenderContext, m_pHardwareContext ); DEFINE_QUEUED_CALL_0( EndConsoleZPass, IMatRenderContext, m_pHardwareContext ); #endif
#if defined( _PS3 )
DEFINE_QUEUED_CALL_0( FlushTextureCache, IMatRenderContext, m_pHardwareContext ); #endif
DEFINE_QUEUED_CALL_1( AntiAliasingHint, int, IMatRenderContext, m_pHardwareContext );
// A special path used to tick the front buffer while loading on the 360
DEFINE_QUEUED_CALL_5( SetNonInteractiveLogoTexture, ITexture *, float, float, float, float, IMatRenderContext, m_pHardwareContext ); DEFINE_QUEUED_CALL_4( SetNonInteractivePacifierTexture, ITexture *, float, float, float, IMatRenderContext, m_pHardwareContext ); DEFINE_QUEUED_CALL_2( SetNonInteractiveTempFullscreenBuffer, ITexture *, MaterialNonInteractiveMode_t, IMatRenderContext, m_pHardwareContext ); DEFINE_QUEUED_CALL_1( EnableNonInteractiveMode, MaterialNonInteractiveMode_t, IMatRenderContext, m_pHardwareContext ); DEFINE_QUEUED_CALL_0( RefreshFrontBufferNonInteractive, IMatRenderContext, m_pHardwareContext );
DELEGATE_TO_OBJECT_1V( FlipCulling, bool, g_pShaderAPI );
// DEFINE_QUEUED_CALL_1( EnableSinglePassFlashlightMode, bool, IMatRenderContext, m_pHardwareContext );
virtual void EnableSinglePassFlashlightMode( bool bEnable ) { m_bSinglePassFlashlightMode = bEnable; m_queue.QueueCall( m_pHardwareContext, &IMatRenderContext::EnableSinglePassFlashlightMode, bEnable ); }
virtual bool SinglePassFlashlightModeEnabled( void ) const { return m_bSinglePassFlashlightMode; }
//--------------------------------------------------------
// Memory allocation calls for queued mesh, et. al.
//--------------------------------------------------------
byte *AllocVertices( int nVerts, int nVertexSize, bool *pUsingExternalMemory ); byte *AllocIndices( int nIndices, int nIndexSize, bool *pUsingExternalMemory ); byte *ReallocVertices( byte *pVerts, int nVertsOld, int nVertsNew, int nVertexSize, bool bExternalMemory ); byte *ReallocIndices( byte *pIndices, int nIndicesOld, int nIndicesNew, int nIndexSize, bool bExternalMemory ); void FreeVertices( byte *pVerts, int nVerts, int nVertexSize ); void FreeIndices( byte *pIndices, int nIndices, int nIndexSize );
//--------------------------------------------------------
// debug logging - no-op in queued context
//--------------------------------------------------------
virtual void Printf( char *fmt, ... ) {}; virtual void PrintfVA( char *fmt, va_list vargs ){}; virtual float Knob( char *knobname, float *setvalue=NULL ) { return 0.0f; };
#if defined( DX_TO_GL_ABSTRACTION ) && !defined( _GAMECONSOLE )
void DoStartupShaderPreloading( void ) {} #endif
#if defined( INCLUDE_SCALEFORM )
//--------------------------------------------------------
// scaleform calls
//
// *** NOTE - THREAD SAFETY ***
// SFUI is not mutexed. If you add functions to this list check it is safe
// to call them in parallel with the main thread
//--------------------------------------------------------
DEFINE_QUEUED_CALL_5( SetScaleformSlotViewport, int, int, int, int, int, IMatRenderContext, m_pHardwareContext ); DEFINE_QUEUED_CALL_1( RenderScaleformSlot, int, IMatRenderContext, m_pHardwareContext ); DEFINE_QUEUED_CALL_4( SetScaleformCursorViewport, int, int, int, int, IMatRenderContext, m_pHardwareContext ); DEFINE_QUEUED_CALL_0( RenderScaleformCursor, IMatRenderContext, m_pHardwareContext );
// Unused on PC
DEFINE_QUEUED_CALL_1( ForkRenderScaleformSlot, int, IMatRenderContext, m_pHardwareContext ); DEFINE_QUEUED_CALL_1( JoinRenderScaleformSlot, int, IMatRenderContext, m_pHardwareContext );
void AdvanceAndRenderScaleformSlot( int slot ) { // always run advance slot on the main thread
ScaleformUI()->AdvanceSlot( slot ); // renderSlot can be queued
RenderScaleformSlot( slot ); }
void AdvanceAndRenderScaleformCursor() { // always run advance slot on the main thread
ScaleformUI()->AdvanceCursor(); // renderSlot can be queued
RenderScaleformCursor(); } #endif // INCLUDE_SCALEFORM
virtual ColorCorrectionHandle_t FindLookup( const char *pName );
private: void QueueMatrixSync(); void DeferredDrawInstances( int nInstanceCount, const MeshInstanceData_t *pInstances );
#ifndef MS_NO_DYNAMIC_BUFFER_COPY
FORCEINLINE CMemoryStack &Vertices() { return m_Vertices; } FORCEINLINE CMemoryStack &Indices() { return m_Indices; } #else
FORCEINLINE CMemoryStack &Vertices() { return *m_pVertices; } FORCEINLINE CMemoryStack &Indices() { return *m_pIndices; } #endif
//friend class CMatQueuedMesh;
friend class CCallQueueExternal;
CMatCallQueue m_queue; CMatQueuedMesh *m_pQueuedMesh; CMatQueuedMesh *m_pQueuedFlexMesh; CMatQueuedIndexBuffer *m_pQueuedIndexBuffer;
CMatRenderContextBase *m_pHardwareContext;
int m_iRenderDepth; int m_WidthBackBuffer, m_HeightBackBuffer; int m_nBoneCount; MaterialFogMode_t m_FogMode; float m_flFogStart; float m_flFogEnd; float m_flFogZ; float m_flFogMaxDensity; color24 m_FogColor;
CMemoryStack m_Vertices; CMemoryStack m_Indices;
#ifdef MS_NO_DYNAMIC_BUFFER_COPY
#define RENDER_CONTEXT_STACKS 3
static CMemoryStack s_Vertices[RENDER_CONTEXT_STACKS]; static CMemoryStack s_Indices[RENDER_CONTEXT_STACKS]; static int s_nCurStack; static bool s_bInitializedStacks; private: CMemoryStack *m_pVertices; CMemoryStack *m_pIndices; #endif
class CCallQueueExternal : public ICallQueue { void QueueFunctorInternal( CFunctor *pFunctor ) { GET_OUTER( CMatQueuedRenderContext, m_CallQueueExternal )->m_queue.QueueFunctor( pFunctor ); pFunctor->Release(); } };
CCallQueueExternal m_CallQueueExternal; };
//-----------------------------------------------------------------------------
#include "tier0/memdbgoff.h"
#endif // CMATQUEUEDRENDERCONTEXT_H
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