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147 lines
5.8 KiB
147 lines
5.8 KiB
//===================== Copyright (c) Valve Corporation. All Rights Reserved. ======================
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#ifndef VERTEXSHADERDX8_H
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#define VERTEXSHADERDX8_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "shaderapi/ishaderapi.h"
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#include "datacache/idatacache.h"
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#include "locald3dtypes.h"
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// uncomment to get dynamic compilation for HLSL shaders
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// **IMPORTANT**: if you are trying to use DYNAMIC_SHADER_COMPILE in a RELEASE build, you *must* modify the .vpc file to re-enable the /FC compiler option, otherwise the __FILE__ macro won't work properly in
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// GetShaderSourcePath() and shader files won't be found.
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//#define DYNAMIC_SHADER_COMPILE
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// uncomment to get spew about what combos are being compiled.
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//#define DYNAMIC_SHADER_COMPILE_VERBOSE
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// uncomment to hide combos that are 0 (requires VERBOSE above)
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//#define DYNAMIC_SHADER_COMPILE_THIN
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// Uncomment to use remoteshadercompiler.exe as a shader compile server
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// Must also set mat_remoteshadercompile to remote shader compile machine name
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//#define REMOTE_DYNAMIC_SHADER_COMPILE
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// uncomment and fill in with a path to use a specific set of shader source files. Meant for network use.
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// PC path format is of style "\\\\somemachine\\sourcetreeshare\\materialsystem\\stdshaders"
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// Mac path format is of style "/Volumes/jasonm/portal2/staging/src/materialsystem/stdshaders"
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// Linux path format is of style "/home/mariod/p4/csgo/trunk/src/materialsystem/stdshaders"
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// Xbox is not supported. Xbox's ability to see PC is not supported by XDK in Vista.
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//#define DYNAMIC_SHADER_COMPILE_CUSTOM_PATH "/Volumes/Data/p4/csgo/staging/src/materialsystem/stdshaders"
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//#define SHADER_COMBO_SPEW_VERBOSE 1
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// uncomment to get disassembled (asm) shader code in your game dir as *.asm
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//#define DYNAMIC_SHADER_COMPILE_WRITE_ASSEMBLY
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// uncomment to get disassembled (asm) shader code in your game dir as *.asm
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//#define WRITE_ASSEMBLY
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#if defined( DYNAMIC_SHADER_COMPILE ) && defined( _X360 ) && !defined( X360_LINK_WITH_SHADER_COMPILE )
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// automatically turn on X360_LINK_WITH_SHADER_COMPILE with dynamic shader compile
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#define X360_LINK_WITH_SHADER_COMPILE 1
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#endif
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#if defined( _X360 )
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// Define this to link shader compilation code from D3DX9.LIB
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//#define X360_LINK_WITH_SHADER_COMPILE 1
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#endif
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#if defined( X360_LINK_WITH_SHADER_COMPILE ) && defined( _CERT )
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#error "Don't ship with X360_LINK_WITH_SHADER_COMPILE defined!! It causes 2MB+ DLL bloat. Only define it while revving XDKs."
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#endif
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//-----------------------------------------------------------------------------
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// Vertex + pixel shader manager
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//-----------------------------------------------------------------------------
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abstract_class IShaderManager
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{
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protected:
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// The current vertex and pixel shader index
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int m_nVertexShaderIndex;
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int m_nPixelShaderIndex;
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public:
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// Initialize, shutdown
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virtual void Init() = 0;
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virtual void Shutdown() = 0;
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// Compiles vertex shaders
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virtual IShaderBuffer *CompileShader( const char *pProgram, size_t nBufLen, const char *pShaderVersion ) = 0;
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// New version of these methods [dx10 port]
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virtual VertexShaderHandle_t CreateVertexShader( IShaderBuffer* pShaderBuffer ) = 0;
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virtual void DestroyVertexShader( VertexShaderHandle_t hShader ) = 0;
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virtual PixelShaderHandle_t CreatePixelShader( IShaderBuffer* pShaderBuffer ) = 0;
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virtual void DestroyPixelShader( PixelShaderHandle_t hShader ) = 0;
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// Creates vertex, pixel shaders
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virtual VertexShader_t CreateVertexShader( const char *pVertexShaderFile, int nStaticVshIndex = 0, char *debugLabel = NULL ) = 0;
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virtual PixelShader_t CreatePixelShader( const char *pPixelShaderFile, int nStaticPshIndex = 0, char *debugLabel = NULL ) = 0;
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// Sets which dynamic version of the vertex + pixel shader to use
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FORCEINLINE void SetVertexShaderIndex( int vshIndex );
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FORCEINLINE void SetPixelShaderIndex( int pshIndex );
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// Sets the vertex + pixel shader render state
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virtual void SetVertexShader( VertexShader_t shader ) = 0;
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virtual void SetPixelShader( PixelShader_t shader ) = 0;
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virtual void SetPixelShaderState_Internal( HardwareShader_t shader, DataCacheHandle_t hCachedShader ) = 0;
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virtual void SetVertexShaderState_Internal( HardwareShader_t shader, DataCacheHandle_t hCachedShader ) = 0;
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// Resets the vertex + pixel shader state
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virtual void ResetShaderState() = 0;
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// Flushes all shaders so they are reloaded+recompiled (does nothing unless dynamic shader compile is enabled)
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virtual void FlushShaders() = 0;
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// Returns the current vertex + pixel shaders
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virtual void *GetCurrentVertexShader() = 0;
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virtual void *GetCurrentPixelShader() = 0;
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virtual void ClearVertexAndPixelShaderRefCounts() = 0;
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virtual void PurgeUnusedVertexAndPixelShaders() = 0;
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// The low-level dx call to set the vertex shader state
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virtual void BindVertexShader( VertexShaderHandle_t shader ) = 0;
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virtual void BindPixelShader( PixelShaderHandle_t shader ) = 0;
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virtual void AddShaderComboInformation( const ShaderComboSemantics_t *pSemantics ) = 0;
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#if defined( _X360 )
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virtual const char *GetActiveVertexShaderName() = 0;
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virtual const char *GetActivePixelShaderName() = 0;
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#endif
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#if defined( DX_TO_GL_ABSTRACTION ) && !defined( _GAMECONSOLE )
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virtual void DoStartupShaderPreloading() = 0;
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#endif
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virtual HardwareShader_t GetVertexShader( VertexShader_t vs, int dynIdx ) = 0;
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virtual HardwareShader_t GetPixelShader( PixelShader_t ps, int dynIdx ) = 0;
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};
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//-----------------------------------------------------------------------------
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//
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// Methods related to setting vertex + pixel shader state
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//
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//-----------------------------------------------------------------------------
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FORCEINLINE void IShaderManager::SetVertexShaderIndex( int vshIndex )
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{
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m_nVertexShaderIndex = vshIndex;
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}
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FORCEINLINE void IShaderManager::SetPixelShaderIndex( int pshIndex )
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{
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m_nPixelShaderIndex = pshIndex;
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}
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extern void DestroyAllVertexAndPixelShaders( void );
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#endif // VERTEXSHADERDX8_H
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