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//===== Copyright (c) Valve Corporation, All rights reserved. ======//
//
// Purpose:
//
// $NoKeywords: $
//
//===========================================================================//
#ifndef ISHADERAPI_H
#define ISHADERAPI_H
#ifdef _WIN32
#pragma once
#endif
#include "mathlib/vector4d.h"
#include "shaderapi/ishaderdynamic.h"
#include "shaderapi/IShaderDevice.h"
#include "materialsystem/deformations.h"
#include "shaderlib/shadercombosemantics.h"
//-----------------------------------------------------------------------------
// forward declarations
//-----------------------------------------------------------------------------
class IShaderUtil; class IFileSystem; class CPixelWriter; class CMeshBuilder; struct MaterialVideoMode_t; class IMesh; class IVertexBuffer; class IIndexBuffer; struct MeshDesc_t; enum MaterialCullMode_t; class IDataCache; struct MorphWeight_t; struct MeshInstanceData_t; #ifdef _X360
enum RTMultiSampleCount360_t; #endif
struct ShaderComboInformation_t;
//-----------------------------------------------------------------------------
// This must match the definition in playback.cpp!
//-----------------------------------------------------------------------------
enum ShaderRenderTarget_t { SHADER_RENDERTARGET_BACKBUFFER = -1, SHADER_RENDERTARGET_DEPTHBUFFER = -1, // GR - no RT, used to disable depth buffer
SHADER_RENDERTARGET_NONE = -2, };
//-----------------------------------------------------------------------------
// The state snapshot handle
//-----------------------------------------------------------------------------
typedef short StateSnapshot_t;
//-----------------------------------------------------------------------------
// The state snapshot handle
//-----------------------------------------------------------------------------
typedef int ShaderDLL_t;
//-----------------------------------------------------------------------------
// Texture creation
//-----------------------------------------------------------------------------
enum CreateTextureFlags_t { TEXTURE_CREATE_CUBEMAP = 0x00001, TEXTURE_CREATE_RENDERTARGET = 0x00002, TEXTURE_CREATE_MANAGED = 0x00004, TEXTURE_CREATE_DEPTHBUFFER = 0x00008, TEXTURE_CREATE_DYNAMIC = 0x00010, TEXTURE_CREATE_AUTOMIPMAP = 0x00020, TEXTURE_CREATE_VERTEXTEXTURE = 0x00040, TEXTURE_CREATE_CACHEABLE = 0x00080, // 360: texture may be subject to streaming
TEXTURE_CREATE_NOD3DMEMORY = 0x00100, // CONSOLE: real allocation needs to occur later
TEXTURE_CREATE_REDUCED = 0x00200, // CONSOLE: true dimensions forced smaller (i.e. exclusion)
TEXTURE_CREATE_EXCLUDED = 0x00400, // CONSOLE: marked as excluded
TEXTURE_CREATE_DEFAULT_POOL = 0x00800, TEXTURE_CREATE_UNFILTERABLE_OK = 0x01000, TEXTURE_CREATE_CANCONVERTFORMAT = 0x02000, // 360: allow format conversions at load
TEXTURE_CREATE_PWLCORRECTED = 0x04000, // 360: texture is pwl corrected
TEXTURE_CREATE_ERROR = 0x08000, // CONSOLE: texture was forced to checkerboard
TEXTURE_CREATE_SYSMEM = 0x10000, TEXTURE_CREATE_SRGB = 0x20000, // Posix/GL only, for textures which are SRGB-readable
TEXTURE_CREATE_ANISOTROPIC = 0x40000, // Posix/GL only, for textures which are flagged to use max aniso
TEXTURE_CREATE_REUSEHANDLES = 0x80000, // hint to re-use supplied texture handles
};
//-----------------------------------------------------------------------------
// Viewport structure
//-----------------------------------------------------------------------------
#define SHADER_VIEWPORT_VERSION 1
struct ShaderViewport_t { int m_nVersion; int m_nTopLeftX; int m_nTopLeftY; int m_nWidth; int m_nHeight; float m_flMinZ; float m_flMaxZ;
ShaderViewport_t() : m_nVersion( SHADER_VIEWPORT_VERSION ) {}
void Init() { memset( this, 0, sizeof(ShaderViewport_t) ); m_nVersion = SHADER_VIEWPORT_VERSION; }
void Init( int x, int y, int nWidth, int nHeight, float flMinZ = 0.0f, float flMaxZ = 1.0f ) { m_nVersion = SHADER_VIEWPORT_VERSION; m_nTopLeftX = x; m_nTopLeftY = y; m_nWidth = nWidth; m_nHeight = nHeight; m_flMinZ = flMinZ; m_flMaxZ = flMaxZ; } };
//-----------------------------------------------------------------------------
// Fill modes
//-----------------------------------------------------------------------------
enum ShaderFillMode_t { SHADER_FILL_SOLID = 0, SHADER_FILL_WIREFRAME, };
//-----------------------------------------------------------------------------
// Rasterization state object
//-----------------------------------------------------------------------------
struct ShaderRasterState_t { ShaderFillMode_t m_FillMode; MaterialCullMode_t m_CullMode; bool m_bCullEnable : 1; bool m_bDepthBias : 1; bool m_bScissorEnable : 1; bool m_bMultisampleEnable : 1; };
//-----------------------------------------------------------------------------
// allowed stencil operations. These match the d3d operations
//-----------------------------------------------------------------------------
enum ShaderStencilOp_t { #if !defined( _X360 )
SHADER_STENCILOP_KEEP = 1, SHADER_STENCILOP_ZERO = 2, SHADER_STENCILOP_SET_TO_REFERENCE = 3, SHADER_STENCILOP_INCREMENT_CLAMP = 4, SHADER_STENCILOP_DECREMENT_CLAMP = 5, SHADER_STENCILOP_INVERT = 6, SHADER_STENCILOP_INCREMENT_WRAP = 7, SHADER_STENCILOP_DECREMENT_WRAP = 8, #else
SHADER_STENCILOP_KEEP = D3DSTENCILOP_KEEP, SHADER_STENCILOP_ZERO = D3DSTENCILOP_ZERO, SHADER_STENCILOP_SET_TO_REFERENCE = D3DSTENCILOP_REPLACE, SHADER_STENCILOP_INCREMENT_CLAMP = D3DSTENCILOP_INCRSAT, SHADER_STENCILOP_DECREMENT_CLAMP = D3DSTENCILOP_DECRSAT, SHADER_STENCILOP_INVERT = D3DSTENCILOP_INVERT, SHADER_STENCILOP_INCREMENT_WRAP = D3DSTENCILOP_INCR, SHADER_STENCILOP_DECREMENT_WRAP = D3DSTENCILOP_DECR, #endif
SHADER_STENCILOP_FORCE_DWORD = 0x7fffffff };
enum ShaderStencilFunc_t { #if !defined( _X360 )
SHADER_STENCILFUNC_NEVER = 1, SHADER_STENCILFUNC_LESS = 2, SHADER_STENCILFUNC_EQUAL = 3, SHADER_STENCILFUNC_LEQUAL = 4, SHADER_STENCILFUNC_GREATER = 5, SHADER_STENCILFUNC_NOTEQUAL = 6, SHADER_STENCILFUNC_GEQUAL = 7, SHADER_STENCILFUNC_ALWAYS = 8, #else
SHADER_STENCILFUNC_NEVER = D3DCMP_NEVER, SHADER_STENCILFUNC_LESS = D3DCMP_LESS, SHADER_STENCILFUNC_EQUAL = D3DCMP_EQUAL, SHADER_STENCILFUNC_LEQUAL = D3DCMP_LESSEQUAL, SHADER_STENCILFUNC_GREATER = D3DCMP_GREATER, SHADER_STENCILFUNC_NOTEQUAL = D3DCMP_NOTEQUAL, SHADER_STENCILFUNC_GEQUAL = D3DCMP_GREATEREQUAL, SHADER_STENCILFUNC_ALWAYS = D3DCMP_ALWAYS, #endif
SHADER_STENCILFUNC_FORCE_DWORD = 0x7fffffff };
#if defined( _X360 )
enum ShaderHiStencilFunc_t { SHADER_HI_STENCILFUNC_EQUAL = D3DHSCMP_EQUAL, SHADER_HI_STENCILFUNC_NOTEQUAL = D3DHSCMP_NOTEQUAL,
SHADER_HI_STENCILFUNC_FORCE_DWORD = 0x7fffffff }; #endif
//-----------------------------------------------------------------------------
// Stencil state
//-----------------------------------------------------------------------------
struct ShaderStencilState_t { bool m_bEnable; ShaderStencilOp_t m_FailOp; ShaderStencilOp_t m_ZFailOp; ShaderStencilOp_t m_PassOp; ShaderStencilFunc_t m_CompareFunc; int m_nReferenceValue; uint32 m_nTestMask; uint32 m_nWriteMask;
#if defined( _X360 )
bool m_bHiStencilEnable; bool m_bHiStencilWriteEnable; ShaderHiStencilFunc_t m_HiStencilCompareFunc; int m_nHiStencilReferenceValue; #endif
ShaderStencilState_t() { m_bEnable = false; m_PassOp = m_FailOp = m_ZFailOp = SHADER_STENCILOP_KEEP; m_CompareFunc = SHADER_STENCILFUNC_ALWAYS; m_nReferenceValue = 0; m_nTestMask = m_nWriteMask = 0xFFFFFFFF;
#if defined( _X360 )
m_bHiStencilEnable = false; m_bHiStencilWriteEnable = false; m_HiStencilCompareFunc = SHADER_HI_STENCILFUNC_EQUAL; m_nHiStencilReferenceValue = 0; #endif
} };
//-----------------------------------------------------------------------------
// Used for occlusion queries
//-----------------------------------------------------------------------------
DECLARE_POINTER_HANDLE( ShaderAPIOcclusionQuery_t ); #define INVALID_SHADERAPI_OCCLUSION_QUERY_HANDLE ( (ShaderAPIOcclusionQuery_t)0 )
enum ShaderAPIOcclusionQueryResult_t { OCCLUSION_QUERY_RESULT_PENDING = -1, OCCLUSION_QUERY_RESULT_ERROR = -2 }; #define OCCLUSION_QUERY_FINISHED( iQueryResult ) ( ( iQueryResult ) != OCCLUSION_QUERY_RESULT_PENDING )
//-----------------------------------------------------------------------------
// Used on the 360 to create meshes from data in write-combined memory
//-----------------------------------------------------------------------------
struct ExternalMeshInfo_t { IMaterial *m_pMaterial; VertexFormat_t m_VertexFormat; bool m_bFlexMesh; IMesh* m_pVertexOverride; IMesh* m_pIndexOverride; };
struct ExternalMeshData_t { uint8 *m_pVertexData; int m_nVertexCount; int m_nVertexSizeInBytes; uint16 *m_pIndexData; int m_nIndexCount; };
//-----------------------------------------------------------------------------
// This is what the material system gets to see.
//-----------------------------------------------------------------------------
#define SHADERAPI_INTERFACE_VERSION "ShaderApi029"
abstract_class IShaderAPI : public IShaderDynamicAPI { public: //
// NOTE: These methods have been ported to DX10
//
// Viewport methods
virtual void SetViewports( int nCount, const ShaderViewport_t* pViewports, bool setImmediately = false ) = 0; virtual int GetViewports( ShaderViewport_t* pViewports, int nMax ) const = 0;
// Buffer clearing
virtual void ClearBuffers( bool bClearColor, bool bClearDepth, bool bClearStencil, int renderTargetWidth, int renderTargetHeight ) = 0; virtual void ClearColor3ub( unsigned char r, unsigned char g, unsigned char b ) = 0; virtual void ClearColor4ub( unsigned char r, unsigned char g, unsigned char b, unsigned char a ) = 0;
// Methods related to binding shaders
virtual void BindVertexShader( VertexShaderHandle_t hVertexShader ) = 0; virtual void BindGeometryShader( GeometryShaderHandle_t hGeometryShader ) = 0; virtual void BindPixelShader( PixelShaderHandle_t hPixelShader ) = 0;
// Methods related to state objects
virtual void SetRasterState( const ShaderRasterState_t& state ) = 0;
//
// NOTE: These methods have not yet been ported to DX10
//
// Sets the mode...
virtual bool SetMode( void* hwnd, int nAdapter, const ShaderDeviceInfo_t &info ) = 0;
virtual void ChangeVideoMode( const ShaderDeviceInfo_t &info ) = 0;
// Returns the snapshot id for the shader state
virtual StateSnapshot_t TakeSnapshot( ) = 0;
virtual void TexMinFilter( ShaderTexFilterMode_t texFilterMode ) = 0; virtual void TexMagFilter( ShaderTexFilterMode_t texFilterMode ) = 0; virtual void TexWrap( ShaderTexCoordComponent_t coord, ShaderTexWrapMode_t wrapMode ) = 0;
virtual void CopyRenderTargetToTexture( ShaderAPITextureHandle_t textureHandle ) = 0;
// Binds a particular material to render with
virtual void Bind( IMaterial* pMaterial ) = 0;
// 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.
virtual IMesh* GetDynamicMesh( IMaterial* pMaterial, int nHWSkinBoneCount, bool bBuffered = true, IMesh* pVertexOverride = 0, IMesh* pIndexOverride = 0) = 0; virtual IMesh* GetDynamicMeshEx( IMaterial* pMaterial, VertexFormat_t vertexFormat, int nHWSkinBoneCount, bool bBuffered = true, IMesh* pVertexOverride = 0, IMesh* pIndexOverride = 0 ) = 0;
// Methods to ask about particular state snapshots
virtual bool IsTranslucent( StateSnapshot_t id ) const = 0; virtual bool IsAlphaTested( StateSnapshot_t id ) const = 0; virtual bool UsesVertexAndPixelShaders( StateSnapshot_t id ) const = 0; virtual bool IsDepthWriteEnabled( StateSnapshot_t id ) const = 0;
// Gets the vertex format for a set of snapshot ids
virtual VertexFormat_t ComputeVertexFormat( int numSnapshots, StateSnapshot_t* pIds ) const = 0;
// What fields in the vertex do we actually use?
virtual VertexFormat_t ComputeVertexUsage( int numSnapshots, StateSnapshot_t* pIds ) const = 0;
// Begins a rendering pass
virtual void BeginPass( StateSnapshot_t snapshot ) = 0;
// Renders a single pass of a material
virtual void RenderPass( const unsigned char *pInstanceCommandBuffer, int nPass, int nPassCount ) = 0;
// Set the number of bone weights
virtual void SetNumBoneWeights( int numBones ) = 0;
// Sets the lights
virtual void SetLights( int nCount, const LightDesc_t *pDesc ) = 0;
// Lighting origin for the current model
virtual void SetLightingOrigin( Vector vLightingOrigin ) = 0;
virtual void SetLightingState( const MaterialLightingState_t& state ) = 0; virtual void SetAmbientLightCube( Vector4D cube[6] ) = 0;
// The shade mode
virtual void ShadeMode( ShaderShadeMode_t mode ) = 0;
// The cull mode
virtual void CullMode( MaterialCullMode_t cullMode ) = 0; virtual void FlipCullMode( void ) = 0; //CW->CCW or CCW->CW, intended for mirror support where the view matrix is flipped horizontally
virtual void BeginGeneratingCSMs()= 0; virtual void EndGeneratingCSMs() = 0; virtual void PerpareForCascadeDraw( int cascade, float fShadowSlopeScaleDepthBias, float fShadowDepthBias ) = 0;
// Force writes only when z matches. . . useful for stenciling things out
// by rendering the desired Z values ahead of time.
virtual void ForceDepthFuncEquals( bool bEnable ) = 0;
// Forces Z buffering to be on or off
virtual void OverrideDepthEnable( bool bEnable, bool bDepthWriteEnable, bool bDepthTestEnable = true ) = 0;
virtual void SetHeightClipZ( float z ) = 0; virtual void SetHeightClipMode( enum MaterialHeightClipMode_t heightClipMode ) = 0;
virtual void SetClipPlane( int index, const float *pPlane ) = 0; virtual void EnableClipPlane( int index, bool bEnable ) = 0; // Returns the nearest supported format
virtual ImageFormat GetNearestSupportedFormat( ImageFormat fmt, bool bFilteringRequired = true ) const = 0; virtual ImageFormat GetNearestRenderTargetFormat( ImageFormat fmt ) const = 0;
// When AA is enabled, render targets are not AA and require a separate
// depth buffer.
virtual bool DoRenderTargetsNeedSeparateDepthBuffer() const = 0;
// Texture management methods
// For CreateTexture also see CreateTextures below
virtual ShaderAPITextureHandle_t CreateTexture( int width, int height, int depth, ImageFormat dstImageFormat, int numMipLevels, int numCopies, int flags, const char *pDebugName, const char *pTextureGroupName ) = 0;
virtual void DeleteTexture( ShaderAPITextureHandle_t textureHandle ) = 0;
virtual ShaderAPITextureHandle_t CreateDepthTexture( ImageFormat renderTargetFormat, int width, int height, const char *pDebugName, bool bTexture, bool bAliasDepthSurfaceOverColorX360 = false ) = 0;
virtual bool IsTexture( ShaderAPITextureHandle_t textureHandle ) = 0; virtual bool IsTextureResident( ShaderAPITextureHandle_t textureHandle ) = 0;
// Indicates we're going to be modifying this texture
// TexImage2D, TexSubImage2D, TexWrap, TexMinFilter, and TexMagFilter
// all use the texture specified by this function.
virtual void ModifyTexture( ShaderAPITextureHandle_t textureHandle ) = 0;
virtual void TexImage2D( int level, int cubeFaceID, ImageFormat dstFormat, int zOffset, int width, int height, ImageFormat srcFormat, bool bSrcIsTiled, // NOTE: for X360 only
void *imageData ) = 0;
virtual void TexSubImage2D( int level, int cubeFaceID, int xOffset, int yOffset, int zOffset, int width, int height, ImageFormat srcFormat, int srcStride, bool bSrcIsTiled, // NOTE: for X360 only
void *imageData ) = 0; // An alternate (and faster) way of writing image data
// (locks the current Modify Texture). Use the pixel writer to write the data
// after Lock is called
// Doesn't work for compressed textures
virtual bool TexLock( int level, int cubeFaceID, int xOffset, int yOffset, int width, int height, CPixelWriter& writer ) = 0; virtual void TexUnlock( ) = 0;
// Copy sysmem surface to default pool surface asynchronously
virtual void UpdateTexture( int xOffset, int yOffset, int w, int h, ShaderAPITextureHandle_t hDstTexture, ShaderAPITextureHandle_t hSrcTexture ) = 0; virtual void *LockTex( ShaderAPITextureHandle_t hTexture ) = 0; virtual void UnlockTex( ShaderAPITextureHandle_t hTexture ) = 0;
// These are bound to the texture
virtual void TexSetPriority( int priority ) = 0;
// Sets the texture state
virtual void BindTexture( Sampler_t sampler, TextureBindFlags_t nBindFlags, ShaderAPITextureHandle_t textureHandle ) = 0;
// Set the render target to a texID.
// Set to SHADER_RENDERTARGET_BACKBUFFER if you want to use the regular framebuffer.
// Set to SHADER_RENDERTARGET_DEPTHBUFFER if you want to use the regular z buffer.
virtual void SetRenderTarget( ShaderAPITextureHandle_t colorTextureHandle = SHADER_RENDERTARGET_BACKBUFFER, ShaderAPITextureHandle_t depthTextureHandle = SHADER_RENDERTARGET_DEPTHBUFFER ) = 0; // stuff that isn't to be used from within a shader
virtual void ClearBuffersObeyStencil( bool bClearColor, bool bClearDepth ) = 0; virtual void ReadPixels( int x, int y, int width, int height, unsigned char *data, ImageFormat dstFormat, ITexture *pRenderTargetTexture = NULL ) = 0; virtual void ReadPixelsAsync( int x, int y, int width, int height, unsigned char *data, ImageFormat dstFormat, ITexture *pRenderTargetTexture = NULL, CThreadEvent *pPixelsReadEvent = NULL ) = 0; virtual void ReadPixelsAsyncGetResult( int x, int y, int width, int height, unsigned char *data, ImageFormat dstFormat, CThreadEvent *pGetResultEvent = NULL ) = 0; virtual void ReadPixels( Rect_t *pSrcRect, Rect_t *pDstRect, unsigned char *data, ImageFormat dstFormat, int nDstStride ) = 0;
virtual void FlushHardware() = 0;
// Use this to begin and end the frame
virtual void BeginFrame() = 0; virtual void EndFrame() = 0;
// Selection mode methods
virtual int SelectionMode( bool selectionMode ) = 0; virtual void SelectionBuffer( unsigned int* pBuffer, int size ) = 0; virtual void ClearSelectionNames( ) = 0; virtual void LoadSelectionName( int name ) = 0; virtual void PushSelectionName( int name ) = 0; virtual void PopSelectionName() = 0;
// Force the hardware to finish whatever it's doing
virtual void ForceHardwareSync() = 0;
// Used to clear the transition table when we know it's become invalid.
virtual void ClearSnapshots() = 0;
virtual void FogStart( float fStart ) = 0; virtual void FogEnd( float fEnd ) = 0; virtual void SetFogZ( float fogZ ) = 0; // Scene fog state.
virtual void SceneFogColor3ub( unsigned char r, unsigned char g, unsigned char b ) = 0; virtual void GetSceneFogColor( unsigned char *rgb ) = 0; virtual void SceneFogMode( MaterialFogMode_t fogMode ) = 0;
// Can we download textures?
virtual bool CanDownloadTextures() const = 0;
virtual void ResetRenderState( bool bFullReset = true ) = 0;
// We use smaller dynamic VBs during level transitions, to free up memory
virtual int GetCurrentDynamicVBSize( void ) = 0; virtual void DestroyVertexBuffers( bool bExitingLevel = false ) = 0;
virtual void EvictManagedResources() = 0;
// Get stats on GPU memory usage
virtual void GetGPUMemoryStats( GPUMemoryStats &stats ) = 0;
// Level of anisotropic filtering
virtual void SetAnisotropicLevel( int nAnisotropyLevel ) = 0;
// For debugging and building recording files. This will stuff a token into the recording file,
// then someone doing a playback can watch for the token.
virtual void SyncToken( const char *pToken ) = 0;
// Setup standard vertex shader constants (that don't change)
// This needs to be called anytime that overbright changes.
virtual void SetStandardVertexShaderConstants( float fOverbright ) = 0;
//
// Occlusion query support
//
// Allocate and delete query objects.
virtual ShaderAPIOcclusionQuery_t CreateOcclusionQueryObject( void ) = 0; virtual void DestroyOcclusionQueryObject( ShaderAPIOcclusionQuery_t ) = 0;
// Bracket drawing with begin and end so that we can get counts next frame.
virtual void BeginOcclusionQueryDrawing( ShaderAPIOcclusionQuery_t ) = 0; virtual void EndOcclusionQueryDrawing( ShaderAPIOcclusionQuery_t ) = 0;
// OcclusionQuery_GetNumPixelsRendered
// Get the number of pixels rendered between begin and end on an earlier frame.
// Calling this in the same frame is a huge perf hit!
// Returns iQueryResult:
// iQueryResult >= 0 - iQueryResult is the number of pixels rendered
// OCCLUSION_QUERY_RESULT_PENDING - query results are not available yet
// OCCLUSION_QUERY_RESULT_ERROR - query failed
// Use OCCLUSION_QUERY_FINISHED( iQueryResult ) to test if query finished.
virtual int OcclusionQuery_GetNumPixelsRendered( ShaderAPIOcclusionQuery_t hQuery, bool bFlush = false ) = 0;
virtual void SetFlashlightState( const FlashlightState_t &state, const VMatrix &worldToTexture ) = 0; virtual bool IsCascadedShadowMapping() const = 0; virtual void SetCascadedShadowMappingState( const CascadedShadowMappingState_t &state, ITexture *pDepthTextureAtlas ) = 0; virtual const CascadedShadowMappingState_t &GetCascadedShadowMappingState( ITexture **pDepthTextureAtlas, bool bLightMapScale = false ) const = 0;
virtual void ClearVertexAndPixelShaderRefCounts() = 0; virtual void PurgeUnusedVertexAndPixelShaders() = 0;
// Called when the dx support level has changed
virtual void DXSupportLevelChanged( int nDXLevel ) = 0;
// By default, the material system applies the VIEW and PROJECTION matrices to the user clip
// planes (which are specified in world space) to generate projection-space user clip planes
// Occasionally (for the particle system in hl2, for example), we want to override that
// behavior and explictly specify a View transform for user clip planes. The PROJECTION
// will be mutliplied against this instead of the normal VIEW matrix.
virtual void EnableUserClipTransformOverride( bool bEnable ) = 0; virtual void UserClipTransform( const VMatrix &worldToView ) = 0;
// ----------------------------------------------------------------------------------
// Everything after this point added after HL2 shipped.
// ----------------------------------------------------------------------------------
// Set the render target to a texID.
// Set to SHADER_RENDERTARGET_BACKBUFFER if you want to use the regular framebuffer.
// Set to SHADER_RENDERTARGET_DEPTHBUFFER if you want to use the regular z buffer.
virtual void SetRenderTargetEx( int nRenderTargetID, ShaderAPITextureHandle_t colorTextureHandle = SHADER_RENDERTARGET_BACKBUFFER, ShaderAPITextureHandle_t depthTextureHandle = SHADER_RENDERTARGET_DEPTHBUFFER ) = 0;
virtual void CopyRenderTargetToTextureEx( ShaderAPITextureHandle_t textureHandle, int nRenderTargetID, Rect_t *pSrcRect = NULL, Rect_t *pDstRect = NULL ) = 0; virtual void CopyTextureToRenderTargetEx( int nRenderTargetID, ShaderAPITextureHandle_t textureHandle, Rect_t *pSrcRect = NULL, Rect_t *pDstRect = NULL ) = 0;
// For dealing with device lost in cases where SwapBuffers isn't called all the time (Hammer)
virtual void HandleDeviceLost() = 0;
virtual void EnableLinearColorSpaceFrameBuffer( bool bEnable ) = 0;
// Lets the shader know about the full-screen texture so it can
virtual void SetFullScreenTextureHandle( ShaderAPITextureHandle_t h ) = 0;
// Rendering parameters control special drawing modes withing the material system, shader
// system, shaders, and engine. renderparm.h has their definitions.
virtual void SetFloatRenderingParameter(int parm_number, float value) = 0; virtual void SetIntRenderingParameter(int parm_number, int value) = 0; virtual void SetVectorRenderingParameter(int parm_number, Vector const &value) = 0;
virtual float GetFloatRenderingParameter(int parm_number) const = 0; virtual int GetIntRenderingParameter(int parm_number) const = 0; virtual Vector GetVectorRenderingParameter(int parm_number) const = 0;
virtual void SetFastClipPlane( const float *pPlane ) = 0; virtual void EnableFastClip( bool bEnable ) = 0;
// Returns the number of vertices + indices we can render using the dynamic mesh
// Passing true in the second parameter will return the max # of vertices + indices
// we can use before a flush is provoked and may return different values
// if called multiple times in succession.
// Passing false into the second parameter will return
// the maximum possible vertices + indices that can be rendered in a single batch
virtual void GetMaxToRender( IMesh *pMesh, bool bMaxUntilFlush, int *pMaxVerts, int *pMaxIndices ) = 0;
// Returns the max number of vertices we can render for a given material
virtual int GetMaxVerticesToRender( IMaterial *pMaterial ) = 0; virtual int GetMaxIndicesToRender( ) = 0;
// stencil methods
virtual void SetStencilState( const ShaderStencilState_t& state ) = 0; virtual void ClearStencilBufferRectangle(int xmin, int ymin, int xmax, int ymax, int value) = 0;
// disables all local lights
virtual void DisableAllLocalLights() = 0; virtual int CompareSnapshots( StateSnapshot_t snapshot0, StateSnapshot_t snapshot1 ) = 0;
virtual IMesh *GetFlexMesh() = 0;
virtual void SetFlashlightStateEx( const FlashlightState_t &state, const VMatrix &worldToTexture, ITexture *pFlashlightDepthTexture ) = 0;
virtual bool SupportsMSAAMode( int nMSAAMode ) = 0;
#if defined( _GAMECONSOLE )
virtual bool PostQueuedTexture( const void *pData, int nSize, ShaderAPITextureHandle_t *pHandles, int nHandles, int nWidth, int nHeight, int nDepth, int nMips, int *pRefCount ) = 0; #endif // _GAMECONSOLE
#if defined( _X360 )
virtual HXUIFONT OpenTrueTypeFont( const char *pFontname, int tall, int style ) = 0; virtual void CloseTrueTypeFont( HXUIFONT hFont ) = 0; virtual bool GetTrueTypeFontMetrics( HXUIFONT hFont, wchar_t wchFirst, wchar_t wchLast, XUIFontMetrics *pFontMetrics, XUICharMetrics *pCharMetrics ) = 0; // Render a sequence of characters and extract the data into a buffer
// For each character, provide the width+height of the font texture subrect,
// an offset to apply when rendering the glyph, and an offset into a buffer to receive the RGBA data
virtual bool GetTrueTypeGlyphs( HXUIFONT hFont, int numChars, wchar_t *pWch, int *pOffsetX, int *pOffsetY, int *pWidth, int *pHeight, unsigned char *pRGBA, int *pRGBAOffset ) = 0; virtual ShaderAPITextureHandle_t CreateRenderTargetSurface( int width, int height, ImageFormat format, RTMultiSampleCount360_t multiSampleCount, const char *pDebugName, const char *pTextureGroupName ) = 0; virtual void PersistDisplay() = 0; virtual void *GetD3DDevice() = 0;
virtual void PushVertexShaderGPRAllocation( int iVertexShaderCount = 64 ) = 0; virtual void PopVertexShaderGPRAllocation( void ) = 0;
// 360 allows us to bypass vsync blocking up to 60 fps without creating a new device
virtual void EnableVSync_360( bool bEnable ) = 0;
virtual void SetCacheableTextureParams( ShaderAPITextureHandle_t *pHandles, int count, const char *pFilename, int mipSkipCount ) = 0; virtual void FlushHiStencil() = 0; #endif
#if defined( _GAMECONSOLE )
virtual void BeginConsoleZPass2( int nNumDynamicIndicesNeeded ) = 0; virtual void EndConsoleZPass() = 0; virtual unsigned int GetConsoleZPassCounter() const = 0; #endif
#if defined( _PS3 )
virtual void FlushTextureCache() = 0; #endif
virtual void AntiAliasingHint( int nHint ) = 0;
virtual bool OwnGPUResources( bool bEnable ) = 0;
//get fog distances entered with FogStart(), FogEnd(), and SetFogZ()
virtual void GetFogDistances( float *fStart, float *fEnd, float *fFogZ ) = 0;
// Hooks for firing PIX events from outside the Material System...
virtual void BeginPIXEvent( unsigned long color, const char *szName ) = 0; virtual void EndPIXEvent() = 0; virtual void SetPIXMarker( unsigned long color, const char *szName ) = 0;
// Enables and disables for Alpha To Coverage
virtual void EnableAlphaToCoverage() = 0; virtual void DisableAlphaToCoverage() = 0;
// Computes the vertex buffer pointers
virtual void ComputeVertexDescription( unsigned char* pBuffer, VertexFormat_t vertexFormat, MeshDesc_t& desc ) const = 0; virtual int VertexFormatSize( VertexFormat_t vertexFormat ) const = 0;
virtual void SetDisallowAccess( bool ) = 0; virtual void EnableShaderShaderMutex( bool ) = 0; virtual void ShaderLock() = 0; virtual void ShaderUnlock() = 0;
virtual void SetShadowDepthBiasFactors( float fShadowSlopeScaleDepthBias, float fShadowDepthBias ) = 0;
// ------------ New Vertex/Index Buffer interface ----------------------------
virtual void BindVertexBuffer( int nStreamID, IVertexBuffer *pVertexBuffer, int nOffsetInBytes, int nFirstVertex, int nVertexCount, VertexFormat_t fmt, int nRepetitions = 1 ) = 0; virtual void BindIndexBuffer( IIndexBuffer *pIndexBuffer, int nOffsetInBytes ) = 0; virtual void Draw( MaterialPrimitiveType_t primitiveType, int nFirstIndex, int nIndexCount ) = 0; // ------------ End ----------------------------
// Apply stencil operations to every pixel on the screen without disturbing depth or color buffers
virtual void PerformFullScreenStencilOperation( void ) = 0;
virtual void SetScissorRect( const int nLeft, const int nTop, const int nRight, const int nBottom, const bool bEnableScissor ) = 0;
// nVidia CSAA modes, different from SupportsMSAAMode()
virtual bool SupportsCSAAMode( int nNumSamples, int nQualityLevel ) = 0;
//Notifies the shaderapi to invalidate the current set of delayed constants because we just finished a draw pass. Either actual or not.
virtual void InvalidateDelayedShaderConstants( void ) = 0;
// Gamma<->Linear conversions according to the video hardware we're running on
virtual float GammaToLinear_HardwareSpecific( float fGamma ) const =0; virtual float LinearToGamma_HardwareSpecific( float fLinear ) const =0;
//Set's the linear->gamma conversion textures to use for this hardware for both srgb writes enabled and disabled(identity)
virtual void SetLinearToGammaConversionTextures( ShaderAPITextureHandle_t hSRGBWriteEnabledTexture, ShaderAPITextureHandle_t hIdentityTexture ) = 0;
virtual void BindVertexTexture( VertexTextureSampler_t nSampler, ShaderAPITextureHandle_t textureHandle ) = 0;
// Enables hardware morphing
virtual void EnableHWMorphing( bool bEnable ) = 0;
// Sets flexweights for rendering
virtual void SetFlexWeights( int nFirstWeight, int nCount, const MorphWeight_t* pWeights ) = 0;
virtual void FogMaxDensity( float flMaxDensity ) = 0;
virtual void *GetD3DTexturePtr( ShaderAPITextureHandle_t hTexture ) = 0; #ifdef _PS3
virtual void GetPs3Texture(void* tex, ShaderAPITextureHandle_t hTexture ) = 0; virtual void GetPs3Texture(void* tex, StandardTextureId_t nTextureId ) = 0; #endif
virtual bool IsStandardTextureHandleValid( StandardTextureId_t textureId ) = 0;
// Create a multi-frame texture (equivalent to calling "CreateTexture" multiple times, but more efficient)
virtual 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 ) = 0;
virtual void AcquireThreadOwnership() = 0; virtual void ReleaseThreadOwnership() = 0;
// Only does anything on XBox360. This is useful to eliminate stalls
virtual void EnableBuffer2FramesAhead( bool bEnable ) = 0;
virtual void FlipCulling( bool bFlipCulling ) = 0;
virtual void SetTextureRenderingParameter(int parm_number, ITexture *pTexture) = 0;
//only actually sets a bool that can be read in from shaders, doesn't do any of the legwork
virtual void EnableSinglePassFlashlightMode( bool bEnable ) = 0;
// stuff related to matrix stacks
virtual void MatrixMode( MaterialMatrixMode_t matrixMode ) = 0; virtual void PushMatrix() = 0; virtual void PopMatrix() = 0; virtual void LoadMatrix( float *m ) = 0; virtual void MultMatrix( float *m ) = 0; virtual void MultMatrixLocal( float *m ) = 0; virtual void LoadIdentity( void ) = 0; virtual void LoadCameraToWorld( void ) = 0; virtual void Ortho( double left, double right, double bottom, double top, double zNear, double zFar ) = 0; virtual void PerspectiveX( double fovx, double aspect, double zNear, double zFar ) = 0; virtual void PickMatrix( int x, int y, int width, int height ) = 0; virtual void Rotate( float angle, float x, float y, float z ) = 0; virtual void Translate( float x, float y, float z ) = 0; virtual void Scale( float x, float y, float z ) = 0; virtual void ScaleXY( float x, float y ) = 0; virtual void PerspectiveOffCenterX( double fovx, double aspect, double zNear, double zFar, double bottom, double top, double left, double right ) = 0;
virtual void LoadBoneMatrix( int boneIndex, const float *m ) = 0;
// interface for mat system to tell shaderapi about standard texture handles
virtual void SetStandardTextureHandle( StandardTextureId_t nId, ShaderAPITextureHandle_t nHandle ) =0;
virtual void DrawInstances( int nInstanceCount, const MeshInstanceData_t *pInstance ) = 0;
// Allows us to override the color/alpha write settings of a material
virtual void OverrideAlphaWriteEnable( bool bOverrideEnable, bool bAlphaWriteEnable ) = 0; virtual void OverrideColorWriteEnable( bool bOverrideEnable, bool bColorWriteEnable ) = 0;
//extended clear buffers function with alpha independent from color
virtual void ClearBuffersObeyStencilEx( bool bClearColor, bool bClearAlpha, bool bClearDepth ) = 0;
virtual void OnPresent( void ) = 0;
virtual void UpdateGameTime( float flTime ) = 0;
#ifdef _GAMECONSOLE
// Backdoor used by the queued context to directly use write-combined memory
virtual IMesh *GetExternalMesh( const ExternalMeshInfo_t& info ) = 0; virtual void SetExternalMeshData( IMesh *pMesh, const ExternalMeshData_t &data ) = 0; virtual IIndexBuffer *GetExternalIndexBuffer( int nIndexCount, uint16 *pIndexData ) = 0; virtual void FlushGPUCache( void *pBaseAddr, size_t nSizeInBytes ) = 0; #endif
virtual bool IsStereoSupported() const = 0; virtual void UpdateStereoTexture( ShaderAPITextureHandle_t texHandle, bool *pStereoActiveThisFrame ) = 0; virtual void SetSRGBWrite( bool bState ) = 0;
// debug logging
// only implemented in some subclasses
virtual void PrintfVA( char *fmt, va_list vargs ) = 0; virtual void Printf( char *fmt, ... ) = 0; virtual float Knob( char *knobname, float *setvalue = NULL ) = 0;
virtual void AddShaderComboInformation( const ShaderComboSemantics_t *pSemantics ) = 0;
virtual float GetLightMapScaleFactor() const = 0;
virtual ShaderAPITextureHandle_t FindTexture( const char *pDebugName ) = 0; virtual void GetTextureDimensions( ShaderAPITextureHandle_t hTexture, int &nWidth, int &nHeight, int &nDepth ) = 0;
virtual ShaderAPITextureHandle_t GetStandardTextureHandle(StandardTextureId_t id) = 0; };
#endif // ISHADERAPI_H
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