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//===== Copyright © 1996-2008, Valve Corporation, All rights reserved. ======//
//
// Purpose:
//
// $NoKeywords: $
//
//===========================================================================//
#ifndef SHADERAPIDX10_H
#define SHADERAPIDX10_H
#ifdef _WIN32
#pragma once
#endif
#include <d3d10.h>
#include "shaderapibase.h"
#include "materialsystem/idebugtextureinfo.h"
#include "meshdx10.h"
//-----------------------------------------------------------------------------
// Forward declarations
//-----------------------------------------------------------------------------
struct MaterialSystemHardwareIdentifier_t;
//-----------------------------------------------------------------------------
// DX10 enumerations that don't appear to exist
//-----------------------------------------------------------------------------
#define MAX_DX10_VIEWPORTS 16
#define MAX_DX10_STREAMS 16
//-----------------------------------------------------------------------------
// A record describing the state on the board
//-----------------------------------------------------------------------------
struct ShaderIndexBufferStateDx10_t { ID3D10Buffer *m_pBuffer; DXGI_FORMAT m_Format; UINT m_nOffset;
bool operator!=( const ShaderIndexBufferStateDx10_t& src ) const { return memcmp( this, &src, sizeof(ShaderIndexBufferStateDx10_t) ) != 0; } };
struct ShaderVertexBufferStateDx10_t { ID3D10Buffer *m_pBuffer; UINT m_nStride; UINT m_nOffset; };
struct ShaderInputLayoutStateDx10_t { VertexShaderHandle_t m_hVertexShader; VertexFormat_t m_pVertexDecl[ MAX_DX10_STREAMS ]; };
struct ShaderStateDx10_t { int m_nViewportCount; D3D10_VIEWPORT m_pViewports[ MAX_DX10_VIEWPORTS ]; FLOAT m_ClearColor[4]; ShaderRasterState_t m_RasterState; ID3D10RasterizerState *m_pRasterState; ID3D10VertexShader *m_pVertexShader; ID3D10GeometryShader *m_pGeometryShader; ID3D10PixelShader *m_pPixelShader; ShaderVertexBufferStateDx10_t m_pVertexBuffer[ MAX_DX10_STREAMS ]; ShaderIndexBufferStateDx10_t m_IndexBuffer; ShaderInputLayoutStateDx10_t m_InputLayout; D3D10_PRIMITIVE_TOPOLOGY m_Topology; };
//-----------------------------------------------------------------------------
// Commit function helper class
//-----------------------------------------------------------------------------
typedef void (*StateCommitFunc_t)( ID3D10Device *pDevice, const ShaderStateDx10_t &desiredState, ShaderStateDx10_t ¤tState, bool bForce );
class CFunctionCommit { public: CFunctionCommit(); ~CFunctionCommit();
void Init( int nFunctionCount );
// Methods related to queuing functions to be called per-(pMesh->Draw call) or per-pass
void ClearAllCommitFuncs( ); void CallCommitFuncs( bool bForce ); bool IsCommitFuncInUse( int nFunc ) const; void MarkCommitFuncInUse( int nFunc ); void AddCommitFunc( StateCommitFunc_t f ); void CallCommitFuncs( ID3D10Device *pDevice, const ShaderStateDx10_t &desiredState, ShaderStateDx10_t ¤tState, bool bForce = false );
private: // A list of state commit functions to run as per-draw call commit time
unsigned char* m_pCommitFlags; int m_nCommitBufferSize; CUtlVector< StateCommitFunc_t > m_CommitFuncs; };
//-----------------------------------------------------------------------------
// The Dx10 implementation of the shader API
//-----------------------------------------------------------------------------
class CShaderAPIDx10 : public CShaderAPIBase, public IDebugTextureInfo { typedef CShaderAPIBase BaseClass;
public: // constructor, destructor
CShaderAPIDx10( ); virtual ~CShaderAPIDx10();
// Methods of IShaderAPI
// NOTE: These methods have been ported over
public: virtual void SetViewports( int nCount, const ShaderViewport_t* pViewports ); virtual int GetViewports( ShaderViewport_t* pViewports, int nMax ) const; virtual void ClearBuffers( bool bClearColor, bool bClearDepth, bool bClearStencil, int renderTargetWidth, int renderTargetHeight ); virtual void ClearColor3ub( unsigned char r, unsigned char g, unsigned char b ); virtual void ClearColor4ub( unsigned char r, unsigned char g, unsigned char b, unsigned char a ); virtual void SetRasterState( const ShaderRasterState_t& state ); virtual void BindVertexShader( VertexShaderHandle_t hVertexShader ); virtual void BindGeometryShader( GeometryShaderHandle_t hGeometryShader ); virtual void BindPixelShader( PixelShaderHandle_t hPixelShader ); virtual void BindVertexBuffer( int nStreamID, IVertexBuffer *pVertexBuffer, int nOffsetInBytes, int nFirstVertex, int nVertexCount, VertexFormat_t fmt, int nRepetitions = 1 ); virtual void BindIndexBuffer( IIndexBuffer *pIndexBuffer, int nOffsetInBytes ); virtual void Draw( MaterialPrimitiveType_t primitiveType, int nFirstIndex, int nIndexCount ); virtual void OnPresent( void ); virtual void UpdateGameTime( float ) {}
// Methods of IShaderDynamicAPI
public: virtual void GetBackBufferDimensions( int& nWidth, int& nHeight ) const; virtual void GetCurrentRenderTargetDimensions( int& nWidth, int& nHeight ) const; virtual void GetCurrentViewport( int& nX, int& nY, int& nWidth, int& nHeight ) const; virtual void SetScreenSizeForVPOS( int pshReg = 32 ); virtual void SetVSNearAndFarZ( int vshReg ); virtual float GetFarZ();
public: // Methods of CShaderAPIBase
virtual bool OnDeviceInit() { ResetRenderState(); return true; } virtual void OnDeviceShutdown() {} virtual void ReleaseShaderObjects( bool bReleaseManagedResources = true ); virtual void RestoreShaderObjects(); virtual void BeginPIXEvent( unsigned long color, const char *szName ) {} virtual void EndPIXEvent() {} virtual void AdvancePIXFrame() {}
// NOTE: These methods have not been ported over.
// IDebugTextureInfo implementation.
public:
virtual bool IsDebugTextureListFresh( int numFramesAllowed = 1 ) { return false; } virtual void EnableDebugTextureList( bool bEnable ) {} virtual void EnableGetAllTextures( bool bEnable ) {} virtual KeyValues* GetDebugTextureList() { return NULL; } virtual int GetTextureMemoryUsed( TextureMemoryType eTextureMemory ) { return 0; } virtual bool SetDebugTextureRendering( bool bEnable ) { return false; } public: // Other public methods
void Unbind( VertexShaderHandle_t hShader ); void Unbind( GeometryShaderHandle_t hShader ); void Unbind( PixelShaderHandle_t hShader ); void UnbindVertexBuffer( ID3D10Buffer *pBuffer ); void UnbindIndexBuffer( ID3D10Buffer *pBuffer );
void PrintfVA( char *fmt, va_list vargs ) {} void Printf( char *fmt, ... ) {} float Knob( char *knobname, float *setvalue = NULL ) { return 0.0f;}
private:
// Returns a d3d texture associated with a texture handle
virtual IDirect3DBaseTexture* GetD3DTexture( ShaderAPITextureHandle_t hTexture ) { Assert(0); return NULL; } virtual void QueueResetRenderState() {}
void SetTopology( MaterialPrimitiveType_t topology );
virtual bool DoRenderTargetsNeedSeparateDepthBuffer() const;
void SetHardwareGammaRamp( float fGamma ) { }
// Used to clear the transition table when we know it's become invalid.
void ClearSnapshots();
// Sets the mode...
bool SetMode( void* hwnd, int nAdapter, const ShaderDeviceInfo_t &info ) { return true; }
void ChangeVideoMode( const ShaderDeviceInfo_t &info ) { }
// Called when the dx support level has changed
virtual void DXSupportLevelChanged( int nDXLevel ) {}
virtual void EnableUserClipTransformOverride( bool bEnable ) {} virtual void UserClipTransform( const VMatrix &worldToView ) {} virtual bool GetUserClipTransform( VMatrix &worldToView ) { return false; }
// Sets the default *dynamic* state
void SetDefaultState( );
// Returns the snapshot id for the shader state
StateSnapshot_t TakeSnapshot( );
// Returns true if the state snapshot is transparent
bool IsTranslucent( StateSnapshot_t id ) const; bool IsAlphaTested( StateSnapshot_t id ) const; bool UsesVertexAndPixelShaders( StateSnapshot_t id ) const; virtual bool IsDepthWriteEnabled( StateSnapshot_t id ) const;
// Gets the vertex format for a set of snapshot ids
VertexFormat_t ComputeVertexFormat( int numSnapshots, StateSnapshot_t* pIds ) const;
// Gets the vertex format for a set of snapshot ids
VertexFormat_t ComputeVertexUsage( int numSnapshots, StateSnapshot_t* pIds ) const;
// Begins a rendering pass that uses a state snapshot
void BeginPass( StateSnapshot_t snapshot );
// Uses a state snapshot
void UseSnapshot( StateSnapshot_t snapshot );
// Sets the lights
void SetLights( int lightNum, const LightDesc_t* pDesc ); void SetLightingState( const MaterialLightingState_t &state ); void SetAmbientLightCube( Vector4D cube[6] ); virtual void SetLightingOrigin( Vector vLightingOrigin ) {}
// Render state for the ambient light cube (vertex shaders)
virtual void GetDX9LightState( LightState_t *state ) const {}
void CopyRenderTargetToTexture( ShaderAPITextureHandle_t texID ) { }
void CopyRenderTargetToTextureEx( ShaderAPITextureHandle_t texID, int nRenderTargetID, Rect_t *pSrcRect, Rect_t *pDstRect ) { }
// Set the number of bone weights
void SetNumBoneWeights( int numBones );
// Flushes any primitives that are buffered
void FlushBufferedPrimitives();
// Creates/destroys Mesh
IMesh* CreateStaticMesh( VertexFormat_t fmt, const char *pTextureBudgetGroup, IMaterial * pMaterial = NULL, VertexStreamSpec_t *pStreamSpec = NULL ); void DestroyStaticMesh( IMesh* mesh );
// Gets the dynamic mesh; note that you've got to render the mesh
// before calling this function a second time. Clients should *not*
// call DestroyStaticMesh on the mesh returned by this call.
IMesh* GetDynamicMesh( IMaterial* pMaterial, int nHWSkinBoneCount, bool buffered, IMesh* pVertexOverride, IMesh* pIndexOverride ); IMesh* GetDynamicMeshEx( IMaterial* pMaterial, VertexFormat_t fmt, int nHWSkinBoneCount, bool buffered, IMesh* pVertexOverride, IMesh* pIndexOverride ); IVertexBuffer *GetDynamicVertexBuffer( IMaterial* pMaterial, bool buffered ) { Assert( 0 ); return NULL; } IMesh* GetFlexMesh();
// Renders a single pass of a material
void RenderPass( const unsigned char *pInstanceCommandBuffer, int nPass, int nPassCount );
// stuff related to matrix stacks
void MatrixMode( MaterialMatrixMode_t matrixMode ); void PushMatrix(); void PopMatrix(); void LoadMatrix( float *m ); void LoadBoneMatrix( int boneIndex, const float *m ) {} void MultMatrix( float *m ); void MultMatrixLocal( float *m ); void GetMatrix( MaterialMatrixMode_t matrixMode, float *dst ); void LoadIdentity( void ); void LoadCameraToWorld( void ); void Ortho( double left, double top, double right, double bottom, double zNear, double zFar ); void PerspectiveX( double fovx, double aspect, double zNear, double zFar ); void PerspectiveOffCenterX( double fovx, double aspect, double zNear, double zFar, double bottom, double top, double left, double right ); void PickMatrix( int x, int y, int width, int height ); void Rotate( float angle, float x, float y, float z ); void Translate( float x, float y, float z ); void Scale( float x, float y, float z ); void ScaleXY( float x, float y );
void Viewport( int x, int y, int width, int height ); void GetViewport( int& x, int& y, int& width, int& height ) const;
// Fog methods...
void FogMode( MaterialFogMode_t fogMode ); void FogStart( float fStart ); void FogEnd( float fEnd ); void SetFogZ( float fogZ ); void FogMaxDensity( float flMaxDensity ); void GetFogDistances( float *fStart, float *fEnd, float *fFogZ ); 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 );
virtual void SceneFogColor3ub( unsigned char r, unsigned char g, unsigned char b ); virtual void SceneFogMode( MaterialFogMode_t fogMode ); virtual void GetSceneFogColor( unsigned char *rgb ); virtual MaterialFogMode_t GetSceneFogMode( ); virtual int GetPixelFogCombo( ); // deprecated. . don't use.
void SetHeightClipZ( float z ); void SetHeightClipMode( enum MaterialHeightClipMode_t heightClipMode );
void SetClipPlane( int index, const float *pPlane ); void EnableClipPlane( int index, bool bEnable );
void SetFastClipPlane( const float *pPlane ); void EnableFastClip( bool bEnable );
// We use smaller dynamic VBs during level transitions, to free up memory
virtual int GetCurrentDynamicVBSize( void ); virtual void DestroyVertexBuffers( bool bExitingLevel = false );
// Sets the vertex and pixel shaders
void SetVertexShaderIndex( int vshIndex ); void SetPixelShaderIndex( int pshIndex );
// Sets the constant register for vertex and pixel shaders
void SetVertexShaderConstant( int var, float const* pVec, int numConst = 1, bool bForce = false ); void SetPixelShaderConstant( int var, float const* pVec, int numConst = 1, bool bForce = false );
void SetBooleanVertexShaderConstant( int var, BOOL const* pVec, int numBools = 1, bool bForce = false ) { Assert(0); }
void SetIntegerVertexShaderConstant( int var, int const* pVec, int numIntVecs = 1, bool bForce = false ) { Assert(0); }
void SetBooleanPixelShaderConstant( int var, BOOL const* pVec, int numBools = 1, bool bForce = false ) { Assert(0); }
void SetIntegerPixelShaderConstant( int var, int const* pVec, int numIntVecs = 1, bool bForce = false ) { Assert(0); }
bool ShouldWriteDepthToDestAlpha( void ) const { Assert(0); return false; }
void InvalidateDelayedShaderConstants( void );
// Gamma<->Linear conversions according to the video hardware we're running on
float GammaToLinear_HardwareSpecific( float fGamma ) const { return 0.; }
float LinearToGamma_HardwareSpecific( float fLinear ) const { return 0.; }
//Set's the linear->gamma conversion textures to use for this hardware for both srgb writes enabled and disabled(identity)
void SetLinearToGammaConversionTextures( ShaderAPITextureHandle_t hSRGBWriteEnabledTexture, ShaderAPITextureHandle_t hIdentityTexture );
// Cull mode
void CullMode( MaterialCullMode_t cullMode ); void FlipCullMode( void );
// Force writes only when z matches. . . useful for stenciling things out
// by rendering the desired Z values ahead of time.
void ForceDepthFuncEquals( bool bEnable );
// Forces Z buffering on or off
void OverrideDepthEnable( bool bEnable, bool bDepthEnable ); // Forces alpha writes on or off
void OverrideAlphaWriteEnable( bool bOverrideEnable, bool bAlphaWriteEnable ); //forces color writes on or off
void OverrideColorWriteEnable( bool bOverrideEnable, bool bColorWriteEnable );
// Sets the shade mode
void ShadeMode( ShaderShadeMode_t mode );
// Binds a particular material to render with
void Bind( IMaterial* pMaterial );
// Returns the nearest supported format
ImageFormat GetNearestSupportedFormat( ImageFormat fmt, bool bFilteringRequired = true ) const; ImageFormat GetNearestRenderTargetFormat( ImageFormat fmt ) const;
// Sets the texture state
void BindTexture( Sampler_t stage, ShaderAPITextureHandle_t textureHandle );
void BindVertexTexture( VertexTextureSampler_t vtSampler, ShaderAPITextureHandle_t textureHandle );
void SetRenderTarget( ShaderAPITextureHandle_t colorTextureHandle, ShaderAPITextureHandle_t depthTextureHandle ) { }
void SetRenderTargetEx( int nRenderTargetID, ShaderAPITextureHandle_t colorTextureHandle, ShaderAPITextureHandle_t depthTextureHandle ) { }
// Indicates we're going to be modifying this texture
// TexImage2D, TexSubImage2D, TexWrap, TexMinFilter, and TexMagFilter
// all use the texture specified by this function.
void ModifyTexture( ShaderAPITextureHandle_t textureHandle );
// Texture management methods
void TexImage2D( int level, int cubeFace, ImageFormat dstFormat, int zOffset, int width, int height, ImageFormat srcFormat, bool bSrcIsTiled, void *imageData ); void TexSubImage2D( int level, int cubeFace, int xOffset, int yOffset, int zOffset, int width, int height, ImageFormat srcFormat, int srcStride, bool bSrcIsTiled, void *imageData );
bool TexLock( int level, int cubeFaceID, int xOffset, int yOffset, int width, int height, CPixelWriter& writer ); void TexUnlock( );
void UpdateTexture( int xOffset, int yOffset, int w, int h, ShaderAPITextureHandle_t hDstTexture, ShaderAPITextureHandle_t hSrcTexture );
void *LockTex( ShaderAPITextureHandle_t hTexture ); void UnlockTex( ShaderAPITextureHandle_t hTexture );
// These are bound to the texture, not the texture environment
void TexMinFilter( ShaderTexFilterMode_t texFilterMode ); void TexMagFilter( ShaderTexFilterMode_t texFilterMode ); void TexWrap( ShaderTexCoordComponent_t coord, ShaderTexWrapMode_t wrapMode ); void TexSetPriority( int priority );
ShaderAPITextureHandle_t CreateTexture( int width, int height, int depth, ImageFormat dstImageFormat, int numMipLevels, int numCopies, int flags, const char *pDebugName, const char *pTextureGroupName ); void CreateTextures( ShaderAPITextureHandle_t *pHandles, int count, int width, int height, int depth, ImageFormat dstImageFormat, int numMipLevels, int numCopies, int flags, const char *pDebugName, const char *pTextureGroupName ); ShaderAPITextureHandle_t CreateDepthTexture( ImageFormat renderFormat, int width, int height, const char *pDebugName, bool bTexture ); void DeleteTexture( ShaderAPITextureHandle_t textureHandle ); bool IsTexture( ShaderAPITextureHandle_t textureHandle ); bool IsTextureResident( ShaderAPITextureHandle_t textureHandle );
// stuff that isn't to be used from within a shader
void ClearBuffersObeyStencil( bool bClearColor, bool bClearDepth ); void ClearBuffersObeyStencilEx( bool bClearColor, bool bClearAlpha, bool bClearDepth ); void PerformFullScreenStencilOperation( void ); void ReadPixels( int x, int y, int width, int height, unsigned char *data, ImageFormat dstFormat ); virtual void ReadPixels( Rect_t *pSrcRect, Rect_t *pDstRect, unsigned char *data, ImageFormat dstFormat, int nDstStride );
// Selection mode methods
int SelectionMode( bool selectionMode ); void SelectionBuffer( unsigned int* pBuffer, int size ); void ClearSelectionNames( ); void LoadSelectionName( int name ); void PushSelectionName( int name ); void PopSelectionName();
void FlushHardware(); void ResetRenderState( bool bFullReset = true );
// Can we download textures?
virtual bool CanDownloadTextures() const;
// Board-independent calls, here to unify how shaders set state
// Implementations should chain back to IShaderUtil->BindTexture(), etc.
// Use this to begin and end the frame
void BeginFrame(); void EndFrame();
// returns current time
double CurrentTime() const;
// Get the current camera position in world space.
void GetWorldSpaceCameraPosition( float * pPos ) const; void GetWorldSpaceCameraDirection( float* pDir ) const;
void ForceHardwareSync( void );
int GetCurrentNumBones( void ) const; bool IsHWMorphingEnabled( ) const; TessellationMode_t GetTessellationMode( ) const; int GetCurrentLightCombo( void ) const; int MapLightComboToPSLightCombo( int nLightCombo ) const; MaterialFogMode_t GetCurrentFogType( void ) const; // deprecated. don't use.
void RecordString( const char *pStr );
void EvictManagedResources();
// Get stats on GPU memory usage
void GetGPUMemoryStats( GPUMemoryStats &stats );
// Gets the lightmap dimensions
virtual void GetLightmapDimensions( int *w, int *h );
virtual void SyncToken( const char *pToken );
// Setup standard vertex shader constants (that don't change)
// This needs to be called anytime that overbright changes.
virtual void SetStandardVertexShaderConstants( float fOverbright ) { }
// Scissor Rect
virtual void SetScissorRect( const int nLeft, const int nTop, const int nRight, const int nBottom, const bool bEnableScissor ) {}
// Reports support for a given CSAA mode
bool SupportsCSAAMode( int nNumSamples, int nQualityLevel ) { return false; }
// Level of anisotropic filtering
virtual void SetAnisotropicLevel( int nAnisotropyLevel ) { }
void SetDefaultDynamicState() { } virtual void CommitPixelShaderLighting( int pshReg ) { }
virtual void MarkUnusedVertexFields( unsigned int nFlags, int nTexCoordCount, bool *pUnusedTexCoords ) { }
ShaderAPIOcclusionQuery_t CreateOcclusionQueryObject( void ) { return INVALID_SHADERAPI_OCCLUSION_QUERY_HANDLE; }
void DestroyOcclusionQueryObject( ShaderAPIOcclusionQuery_t handle ) { }
void BeginOcclusionQueryDrawing( ShaderAPIOcclusionQuery_t handle ) { }
void EndOcclusionQueryDrawing( ShaderAPIOcclusionQuery_t handle ) { }
int OcclusionQuery_GetNumPixelsRendered( ShaderAPIOcclusionQuery_t handle, bool bFlush ) { return 0; }
virtual void AcquireThreadOwnership() {} virtual void ReleaseThreadOwnership() {}
virtual bool SupportsBorderColor() const { return false; } virtual bool SupportsFetch4() const { return false; } virtual void EnableBuffer2FramesAhead( bool bEnable ) {}
virtual void SetDepthFeatheringPixelShaderConstant( int iConstant, float fDepthBlendScale ) {}
void SetPixelShaderFogParams( int reg ) { }
virtual bool InFlashlightMode() const { return false; }
virtual bool InEditorMode() const { return false; }
void GetStandardTextureDimensions( int *pWidth, int *pHeight, StandardTextureId_t id );
float GetSubDHeight(); // Binds a standard texture
virtual void BindStandardTexture( Sampler_t stage, StandardTextureId_t id ) { }
virtual void BindStandardVertexTexture( VertexTextureSampler_t stage, StandardTextureId_t id ) { }
virtual void SetFlashlightState( const FlashlightState_t &state, const VMatrix &worldToTexture ) { }
virtual void SetFlashlightStateEx( const FlashlightState_t &state, const VMatrix &worldToTexture, ITexture *pFlashlightDepthTexture ) { }
virtual const FlashlightState_t &GetFlashlightState( VMatrix &worldToTexture ) const { static FlashlightState_t blah; return blah; }
virtual const FlashlightState_t &GetFlashlightStateEx( VMatrix &worldToTexture, ITexture **pFlashlightDepthTexture ) const { static FlashlightState_t blah; return blah; }
virtual void GetFlashlightShaderInfo( bool *pShadowsEnabled, bool *pUberLight ) const { *pShadowsEnabled = false; *pUberLight = false; }
virtual float GetFlashlightAmbientOcclusion( ) const { return 1.0f; }
virtual void SetModeChangeCallback( ModeChangeCallbackFunc_t func ) { }
virtual void ClearVertexAndPixelShaderRefCounts() { }
virtual void PurgeUnusedVertexAndPixelShaders() { }
// Sets morph target factors
virtual void SetFlexWeights( int nFirstWeight, int nCount, const MorphWeight_t* pWeights ) { }
// NOTE: Stuff after this is added after shipping HL2.
ITexture *GetRenderTargetEx( int nRenderTargetID ) const { return NULL; }
void SetToneMappingScaleLinear( const Vector &scale ) { }
const Vector &GetToneMappingScaleLinear( void ) const { static Vector dummy; return dummy; }
// For dealing with device lost in cases where SwapBuffers isn't called all the time (Hammer)
virtual void HandleDeviceLost() { }
virtual void EnableLinearColorSpaceFrameBuffer( bool bEnable ) { }
// Lets the shader know about the full-screen texture so it can
virtual void SetFullScreenTextureHandle( ShaderAPITextureHandle_t h ) { }
void SetFloatRenderingParameter(int parm_number, float value) { }
void SetIntRenderingParameter(int parm_number, int value) { }
void SetTextureRenderingParameter(int parm_number, ITexture *pTexture) { }
void SetVectorRenderingParameter(int parm_number, Vector const &value) { }
float GetFloatRenderingParameter(int parm_number) const { return 0; }
int GetIntRenderingParameter(int parm_number) const { return 0; }
ITexture *GetTextureRenderingParameter(int parm_number) const { return NULL; }
Vector GetVectorRenderingParameter(int parm_number) const { return Vector(0,0,0); }
// Methods related to stencil
virtual void SetStencilState( const ShaderStencilState_t &state ) {}
void ClearStencilBufferRectangle( int xmin, int ymin, int xmax, int ymax,int value) { }
virtual void GetMaxToRender( IMesh *pMesh, bool bMaxUntilFlush, int *pMaxVerts, int *pMaxIndices ) { *pMaxVerts = 32768; *pMaxIndices = 32768; }
// Returns the max possible vertices + indices to render in a single draw call
virtual int GetMaxVerticesToRender( IMaterial *pMaterial ) { return 32768; }
virtual int GetMaxIndicesToRender( ) { return 32768; } virtual int CompareSnapshots( StateSnapshot_t snapshot0, StateSnapshot_t snapshot1 ) { return 0; }
virtual void DisableAllLocalLights() {}
virtual bool SupportsMSAAMode( int nMSAAMode ) { return false; }
// Hooks for firing PIX events from outside the Material System...
virtual void SetPIXMarker( unsigned long color, const char *szName ) {}
virtual void ComputeVertexDescription( unsigned char* pBuffer, VertexFormat_t vertexFormat, MeshDesc_t& desc ) const {}
virtual bool SupportsShadowDepthTextures() { return false; }
virtual int NeedsShaderSRGBConversion(void) const { return 1; }
virtual bool SupportsFetch4() { return false; }
virtual void SetShadowDepthBiasFactors( float fShadowSlopeScaleDepthBias, float fShadowDepthBias ) {}
virtual void SetDisallowAccess( bool ) {} virtual void EnableShaderShaderMutex( bool ) {} virtual void ShaderLock() {} virtual void ShaderUnlock() {} virtual void EnableHWMorphing( bool bEnable ) {} ImageFormat GetNullTextureFormat( void ) { return IMAGE_FORMAT_ABGR8888; } // stub
virtual void PushDeformation( DeformationBase_t const *Deformation ) { }
virtual void PopDeformation( ) { }
virtual int GetNumActiveDeformations() const { return 0; }
virtual void ExecuteCommandBuffer( uint8 *pBuf ) { }
virtual void DrawInstances( int nInstanceCount, const MeshInstanceData_t *pInstances ) { }
void SetStandardTextureHandle(StandardTextureId_t,ShaderAPITextureHandle_t) { }
int GetPackedDeformationInformation( int nMaskOfUnderstoodDeformations, float *pConstantValuesOut, int nBufferSize, int nMaximumDeformations, int *pNumDefsOut ) const { *pNumDefsOut = 0; return 0; } virtual bool OwnGPUResources( bool bEnable ) { return false; }
virtual void FlipCulling( bool bFlipCulling ) {}
virtual void EnableSinglePassFlashlightMode( bool bEnable ) {} virtual bool SinglePassFlashlightModeEnabled( void ) { return false; }
virtual void SetTextureFilterMode( Sampler_t sampler, TextureFilterMode_t nMode ) { }
private: enum { TRANSLUCENT = 0x1, ALPHATESTED = 0x2, VERTEX_AND_PIXEL_SHADERS = 0x4, DEPTHWRITE = 0x8, }; void EnableAlphaToCoverage() {} ; void DisableAlphaToCoverage() {} ;
ImageFormat GetShadowDepthTextureFormat() { return IMAGE_FORMAT_UNKNOWN; };
//
// NOTE: Under here are real methods being used by dx10 implementation
// above is stuff I still have to port over.
//
private: void ClearShaderState( ShaderStateDx10_t* pState ); void CommitStateChanges( bool bForce = false );
private: CMeshDx10 m_Mesh;
bool m_bResettingRenderState : 1; CFunctionCommit m_Commit; ShaderStateDx10_t m_DesiredState; ShaderStateDx10_t m_CurrentState; };
//-----------------------------------------------------------------------------
// Singleton global
//-----------------------------------------------------------------------------
extern CShaderAPIDx10* g_pShaderAPIDx10;
#endif // SHADERAPIDX10_H
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