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85 lines
2.2 KiB
85 lines
2.2 KiB
//===== Copyright � 1996-2005, Valve Corporation, All rights reserved. ======//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//
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//===========================================================================//
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#ifndef SHADERRENDERBASE_H
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#define SHADERRENDERBASE_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "togl/rendermechanism.h"
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#include "shaderapi/ishaderapi.h"
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#include "shaderapi_global.h"
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#include "locald3dtypes.h"
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// Colors for PIX graphs
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#define PIX_VALVE_ORANGE 0xFFF5940F
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//-----------------------------------------------------------------------------
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// The Base implementation of the shader rendering interface
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//-----------------------------------------------------------------------------
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class CShaderAPIBase : public IShaderAPI
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{
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public:
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// constructor, destructor
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CShaderAPIBase();
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virtual ~CShaderAPIBase();
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// Called when the device is initializing or shutting down
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virtual bool OnDeviceInit() = 0;
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virtual void OnDeviceShutdown() = 0;
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// Pix events
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virtual void BeginPIXEvent( unsigned long color, const char *szName ) = 0;
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virtual void EndPIXEvent() = 0;
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virtual void AdvancePIXFrame() = 0;
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// Release, reacquire objects
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virtual void ReleaseShaderObjects( bool bReleaseManagedResources = true ) = 0;
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virtual void RestoreShaderObjects() = 0;
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// Resets the render state to its well defined initial value
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virtual void ResetRenderState( bool bFullReset = true ) = 0;
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// Returns a d3d texture associated with a texture handle
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virtual IDirect3DBaseTexture* GetD3DTexture( ShaderAPITextureHandle_t hTexture ) = 0;
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// Queues a non-full reset of render state next BeginFrame.
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virtual void QueueResetRenderState() = 0;
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// Methods of IShaderDynamicAPI
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public:
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virtual void GetCurrentColorCorrection( ShaderColorCorrectionInfo_t* pInfo );
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protected:
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};
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//-----------------------------------------------------------------------------
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// Pix measurement class
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//-----------------------------------------------------------------------------
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class CPixEvent
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{
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public:
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CPixEvent( unsigned long color, const char *szName )
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{
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if ( g_pShaderAPI )
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g_pShaderAPI->BeginPIXEvent( color, szName );
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}
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~CPixEvent()
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{
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if ( g_pShaderAPI )
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g_pShaderAPI->EndPIXEvent();
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}
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};
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#endif // SHADERRENDERBASE_H
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