Counter Strike : Global Offensive Source Code
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//========== Copyright © 2005, Valve Corporation, All rights reserved. ========
#ifndef SHADERUTIL_PS3NONVIRT_H
#define SHADERUTIL_PS3NONVIRT_H
#ifdef _PS3
#include "shaderapi/ishaderutil.h"
//////////////////////////////////////////////////////////////////////////
//
// PS3 non-virtual implementation proxy
//
// cat shaderutil_ps3nonvirt.h | nonvirtualscript.pl > shaderutil_ps3nonvirt.inl
struct CPs3NonVirt_IShaderUtil
{
//NONVIRTUALSCRIPTBEGIN
//NONVIRTUALSCRIPT/PROXY/CPs3NonVirt_IShaderUtil
//NONVIRTUALSCRIPT/DELEGATE/g_MaterialSystem.CMaterialSystem::
//
// IShaderUtil
//
static MaterialSystem_Config_t& GetConfig();
static bool ConvertImageFormat( unsigned char *src, enum ImageFormat srcImageFormat, unsigned char *dst, enum ImageFormat dstImageFormat, int width, int height, int srcStride = 0, int dstStride = 0 );
static int GetMemRequired( int width, int height, int depth, ImageFormat format, bool mipmap );
static const ImageFormatInfo_t& ImageFormatInfo( ImageFormat fmt );
static void BindStandardTexture( Sampler_t sampler, TextureBindFlags_t nBindFlags, StandardTextureId_t id );
static void GetLightmapDimensions( int *w, int *h );
static void ReleaseShaderObjects( int nChangeFlags = 0 );
static void RestoreShaderObjects( CreateInterfaceFn shaderFactory, int nChangeFlags = 0 );
static bool IsInStubMode();
static bool InFlashlightMode();
static void NoteAnisotropicLevel( int currentLevel );
static bool InEditorMode();
static ITexture *GetRenderTargetEx( int nRenderTargetID );
static void DrawClearBufferQuad( unsigned char r, unsigned char g, unsigned char b, unsigned char a, bool bClearColor, bool bClearAlpha, bool bClearDepth );
static void DrawReloadZcullQuad();
static bool OnDrawMesh( IMesh *pMesh, int firstIndex, int numIndices );
static bool OnDrawMesh( IMesh *pMesh, CPrimList *pLists, int nLists );
static bool OnSetFlexMesh( IMesh *pStaticMesh, IMesh *pMesh, int nVertexOffsetInBytes );
static bool OnSetColorMesh( IMesh *pStaticMesh, IMesh *pMesh, int nVertexOffsetInBytes );
static bool OnSetPrimitiveType( IMesh *pMesh, MaterialPrimitiveType_t type );
static void SyncMatrices();
static void SyncMatrix( MaterialMatrixMode_t mmm );
static void BindStandardVertexTexture( VertexTextureSampler_t sampler, StandardTextureId_t id );
static ShaderAPITextureHandle_t GetStandardTexture( StandardTextureId_t id );
static void GetStandardTextureDimensions( int *pWidth, int *pHeight, StandardTextureId_t id );
static int MaxHWMorphBatchCount();
static void GetCurrentColorCorrection( ShaderColorCorrectionInfo_t* pInfo );
static ShaderAPITextureHandle_t GetShaderAPITextureBindHandle( ITexture *pTexture, int nFrame, int nTextureChannel );
static float GetSubDHeight();
static bool OnDrawMeshModulated( IMesh *pMesh, const Vector4D &diffuseModulation, int firstIndex, int numIndices );
static void OnThreadEvent( uint32 threadEvent );
static MaterialThreadMode_t GetThreadMode();
static void UncacheUnusedMaterials( bool bRecomputeStateSnapshots = false );
static bool IsInFrame( );
static ShaderAPITextureHandle_t GetLightmapTexture( int nLightmapPage );
static bool IsRenderingPaint();
static ShaderAPITextureHandle_t GetPaintmapTexture( int nLightmapPage );
static bool IsCascadedShadowMapping();
//NONVIRTUALSCRIPTEND
};
#endif
#endif // SHADERUTIL_PS3NONVIRT_H