Team Fortress 2 Source Code as on 22/4/2020
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  1. //========= Copyright Valve Corporation, All rights reserved. ============//
  2. //
  3. // Purpose:
  4. //
  5. // $NoKeywords: $
  6. //
  7. //===========================================================================//
  8. #ifndef ISHADERDEVICE_H
  9. #define ISHADERDEVICE_H
  10. #ifdef _WIN32
  11. #pragma once
  12. #endif
  13. #include "tier1/interface.h"
  14. #include "appframework/IAppSystem.h"
  15. #include "bitmap/imageformat.h"
  16. #include "tier1/utlbuffer.h"
  17. #include "materialsystem/imaterial.h"
  18. #include "shaderapi/ishaderdynamic.h"
  19. //-----------------------------------------------------------------------------
  20. // forward declarations
  21. //-----------------------------------------------------------------------------
  22. struct MaterialAdapterInfo_t;
  23. class IMesh;
  24. class KeyValues;
  25. //-----------------------------------------------------------------------------
  26. // Describes how to set the mode
  27. //-----------------------------------------------------------------------------
  28. #define SHADER_DISPLAY_MODE_VERSION 1
  29. struct ShaderDisplayMode_t
  30. {
  31. ShaderDisplayMode_t() { memset( this, 0, sizeof(ShaderDisplayMode_t) ); m_nVersion = SHADER_DISPLAY_MODE_VERSION; }
  32. int m_nVersion;
  33. int m_nWidth; // 0 when running windowed means use desktop resolution
  34. int m_nHeight;
  35. ImageFormat m_Format; // use ImageFormats (ignored for windowed mode)
  36. int m_nRefreshRateNumerator; // Refresh rate. Use 0 in numerator + denominator for a default setting.
  37. int m_nRefreshRateDenominator; // Refresh rate = numerator / denominator.
  38. };
  39. //-----------------------------------------------------------------------------
  40. // Describes how to set the device
  41. //-----------------------------------------------------------------------------
  42. #define SHADER_DEVICE_INFO_VERSION 1
  43. struct ShaderDeviceInfo_t
  44. {
  45. ShaderDeviceInfo_t() { memset( this, 0, sizeof(ShaderDeviceInfo_t) ); m_nVersion = SHADER_DEVICE_INFO_VERSION; m_DisplayMode.m_nVersion = SHADER_DISPLAY_MODE_VERSION; }
  46. int m_nVersion;
  47. ShaderDisplayMode_t m_DisplayMode;
  48. int m_nBackBufferCount; // valid values are 1 or 2 [2 results in triple buffering]
  49. int m_nAASamples; // Number of AA samples to use
  50. int m_nAAQuality; // AA quality level
  51. int m_nDXLevel; // 0 means use recommended DX level for this adapter
  52. int m_nWindowedSizeLimitWidth; // Used if m_bLimitWindowedSize is set, defines max bounds for the back buffer
  53. int m_nWindowedSizeLimitHeight;
  54. bool m_bWindowed : 1;
  55. bool m_bResizing : 1; // Only is meaningful when using windowed mode; means the window can be resized.
  56. bool m_bUseStencil : 1;
  57. bool m_bLimitWindowedSize : 1; // In windowed mode, should we prevent the back buffer from getting too large?
  58. bool m_bWaitForVSync : 1; // Would we not present until vsync?
  59. bool m_bScaleToOutputResolution : 1; // 360 ONLY: sets up hardware scaling
  60. bool m_bProgressive : 1; // 360 ONLY: interlaced or progressive
  61. bool m_bUsingMultipleWindows : 1; // Forces D3DPresent to use _COPY instead
  62. };
  63. //-----------------------------------------------------------------------------
  64. // Info for non-interactive mode
  65. //-----------------------------------------------------------------------------
  66. struct ShaderNonInteractiveInfo_t
  67. {
  68. ShaderAPITextureHandle_t m_hTempFullscreenTexture;
  69. int m_nPacifierCount;
  70. ShaderAPITextureHandle_t m_pPacifierTextures[64];
  71. float m_flNormalizedX;
  72. float m_flNormalizedY;
  73. float m_flNormalizedSize;
  74. };
  75. //-----------------------------------------------------------------------------
  76. // For vertex/index buffers. What type is it?
  77. // (NOTE: mirror this with a similarly named enum at the material system level for backwards compatability.)
  78. //-----------------------------------------------------------------------------
  79. enum ShaderBufferType_t
  80. {
  81. SHADER_BUFFER_TYPE_STATIC = 0,
  82. SHADER_BUFFER_TYPE_DYNAMIC,
  83. SHADER_BUFFER_TYPE_STATIC_TEMP,
  84. SHADER_BUFFER_TYPE_DYNAMIC_TEMP,
  85. SHADER_BUFFER_TYPE_COUNT,
  86. };
  87. inline bool IsDynamicBufferType( ShaderBufferType_t type )
  88. {
  89. return ( ( type == SHADER_BUFFER_TYPE_DYNAMIC ) || ( type == SHADER_BUFFER_TYPE_DYNAMIC_TEMP ) );
  90. }
  91. //-----------------------------------------------------------------------------
  92. // Handle to a vertex, pixel, and geometry shader
  93. //-----------------------------------------------------------------------------
  94. DECLARE_POINTER_HANDLE( VertexShaderHandle_t );
  95. DECLARE_POINTER_HANDLE( GeometryShaderHandle_t );
  96. DECLARE_POINTER_HANDLE( PixelShaderHandle_t );
  97. #define VERTEX_SHADER_HANDLE_INVALID ( (VertexShaderHandle_t)0 )
  98. #define GEOMETRY_SHADER_HANDLE_INVALID ( (GeometryShaderHandle_t)0 )
  99. #define PIXEL_SHADER_HANDLE_INVALID ( (PixelShaderHandle_t)0 )
  100. //-----------------------------------------------------------------------------
  101. // A shader buffer returns a block of memory which must be released when done with it
  102. //-----------------------------------------------------------------------------
  103. abstract_class IShaderBuffer
  104. {
  105. public:
  106. virtual size_t GetSize() const = 0;
  107. virtual const void* GetBits() const = 0;
  108. virtual void Release() = 0;
  109. };
  110. //-----------------------------------------------------------------------------
  111. // Mode chance callback
  112. //-----------------------------------------------------------------------------
  113. typedef void (*ShaderModeChangeCallbackFunc_t)( void );
  114. //-----------------------------------------------------------------------------
  115. // Methods related to discovering and selecting devices
  116. //-----------------------------------------------------------------------------
  117. #define SHADER_DEVICE_MGR_INTERFACE_VERSION "ShaderDeviceMgr001"
  118. abstract_class IShaderDeviceMgr : public IAppSystem
  119. {
  120. public:
  121. // Gets the number of adapters...
  122. virtual int GetAdapterCount() const = 0;
  123. // Returns info about each adapter
  124. virtual void GetAdapterInfo( int nAdapter, MaterialAdapterInfo_t& info ) const = 0;
  125. // Gets recommended congifuration for a particular adapter at a particular dx level
  126. virtual bool GetRecommendedConfigurationInfo( int nAdapter, int nDXLevel, KeyValues *pConfiguration ) = 0;
  127. // Returns the number of modes
  128. virtual int GetModeCount( int nAdapter ) const = 0;
  129. // Returns mode information..
  130. virtual void GetModeInfo( ShaderDisplayMode_t* pInfo, int nAdapter, int nMode ) const = 0;
  131. // Returns the current mode info for the requested adapter
  132. virtual void GetCurrentModeInfo( ShaderDisplayMode_t* pInfo, int nAdapter ) const = 0;
  133. // Initialization, shutdown
  134. virtual bool SetAdapter( int nAdapter, int nFlags ) = 0;
  135. // Sets the mode
  136. // Use the returned factory to get at an IShaderDevice and an IShaderRender
  137. // and any other interfaces we decide to create.
  138. // A returned factory of NULL indicates the mode was not set properly.
  139. virtual CreateInterfaceFn SetMode( void *hWnd, int nAdapter, const ShaderDeviceInfo_t& mode ) = 0;
  140. // Installs a callback to get called
  141. virtual void AddModeChangeCallback( ShaderModeChangeCallbackFunc_t func ) = 0;
  142. virtual void RemoveModeChangeCallback( ShaderModeChangeCallbackFunc_t func ) = 0;
  143. };
  144. //-----------------------------------------------------------------------------
  145. // Methods related to control of the device
  146. //-----------------------------------------------------------------------------
  147. #define SHADER_DEVICE_INTERFACE_VERSION "ShaderDevice001"
  148. abstract_class IShaderDevice
  149. {
  150. public:
  151. // Releases/reloads resources when other apps want some memory
  152. virtual void ReleaseResources() = 0;
  153. virtual void ReacquireResources() = 0;
  154. // returns the backbuffer format and dimensions
  155. virtual ImageFormat GetBackBufferFormat() const = 0;
  156. virtual void GetBackBufferDimensions( int& width, int& height ) const = 0;
  157. // Returns the current adapter in use
  158. virtual int GetCurrentAdapter() const = 0;
  159. // Are we using graphics?
  160. virtual bool IsUsingGraphics() const = 0;
  161. // Use this to spew information about the 3D layer
  162. virtual void SpewDriverInfo() const = 0;
  163. // What's the bit depth of the stencil buffer?
  164. virtual int StencilBufferBits() const = 0;
  165. // Are we using a mode that uses MSAA
  166. virtual bool IsAAEnabled() const = 0;
  167. // Does a page flip
  168. virtual void Present() = 0;
  169. // Returns the window size
  170. virtual void GetWindowSize( int &nWidth, int &nHeight ) const = 0;
  171. // Gamma ramp control
  172. virtual void SetHardwareGammaRamp( float fGamma, float fGammaTVRangeMin, float fGammaTVRangeMax, float fGammaTVExponent, bool bTVEnabled ) = 0;
  173. // Creates/ destroys a child window
  174. virtual bool AddView( void* hWnd ) = 0;
  175. virtual void RemoveView( void* hWnd ) = 0;
  176. // Activates a view
  177. virtual void SetView( void* hWnd ) = 0;
  178. // Shader compilation
  179. virtual IShaderBuffer* CompileShader( const char *pProgram, size_t nBufLen, const char *pShaderVersion ) = 0;
  180. // Shader creation, destruction
  181. virtual VertexShaderHandle_t CreateVertexShader( IShaderBuffer* pShaderBuffer ) = 0;
  182. virtual void DestroyVertexShader( VertexShaderHandle_t hShader ) = 0;
  183. virtual GeometryShaderHandle_t CreateGeometryShader( IShaderBuffer* pShaderBuffer ) = 0;
  184. virtual void DestroyGeometryShader( GeometryShaderHandle_t hShader ) = 0;
  185. virtual PixelShaderHandle_t CreatePixelShader( IShaderBuffer* pShaderBuffer ) = 0;
  186. virtual void DestroyPixelShader( PixelShaderHandle_t hShader ) = 0;
  187. // Utility methods to make shader creation simpler
  188. // NOTE: For the utlbuffer version, use a binary buffer for a compiled shader
  189. // and a text buffer for a source-code (.fxc) shader
  190. VertexShaderHandle_t CreateVertexShader( const char *pProgram, size_t nBufLen, const char *pShaderVersion );
  191. VertexShaderHandle_t CreateVertexShader( CUtlBuffer &buf, const char *pShaderVersion = NULL );
  192. GeometryShaderHandle_t CreateGeometryShader( const char *pProgram, size_t nBufLen, const char *pShaderVersion );
  193. GeometryShaderHandle_t CreateGeometryShader( CUtlBuffer &buf, const char *pShaderVersion = NULL );
  194. PixelShaderHandle_t CreatePixelShader( const char *pProgram, size_t nBufLen, const char *pShaderVersion );
  195. PixelShaderHandle_t CreatePixelShader( CUtlBuffer &buf, const char *pShaderVersion = NULL );
  196. // NOTE: Deprecated!! Use CreateVertexBuffer/CreateIndexBuffer instead
  197. // Creates/destroys Mesh
  198. virtual IMesh* CreateStaticMesh( VertexFormat_t vertexFormat, const char *pTextureBudgetGroup, IMaterial * pMaterial = NULL ) = 0;
  199. virtual void DestroyStaticMesh( IMesh* mesh ) = 0;
  200. // Creates/destroys static vertex + index buffers
  201. virtual IVertexBuffer *CreateVertexBuffer( ShaderBufferType_t type, VertexFormat_t fmt, int nVertexCount, const char *pBudgetGroup ) = 0;
  202. virtual void DestroyVertexBuffer( IVertexBuffer *pVertexBuffer ) = 0;
  203. virtual IIndexBuffer *CreateIndexBuffer( ShaderBufferType_t bufferType, MaterialIndexFormat_t fmt, int nIndexCount, const char *pBudgetGroup ) = 0;
  204. virtual void DestroyIndexBuffer( IIndexBuffer *pIndexBuffer ) = 0;
  205. // Do we need to specify the stream here in the case of locking multiple dynamic VBs on different streams?
  206. virtual IVertexBuffer *GetDynamicVertexBuffer( int nStreamID, VertexFormat_t vertexFormat, bool bBuffered = true ) = 0;
  207. virtual IIndexBuffer *GetDynamicIndexBuffer( MaterialIndexFormat_t fmt, bool bBuffered = true ) = 0;
  208. // A special path used to tick the front buffer while loading on the 360
  209. virtual void EnableNonInteractiveMode( MaterialNonInteractiveMode_t mode, ShaderNonInteractiveInfo_t *pInfo = NULL ) = 0;
  210. virtual void RefreshFrontBufferNonInteractive( ) = 0;
  211. virtual void HandleThreadEvent( uint32 threadEvent ) = 0;
  212. #ifdef DX_TO_GL_ABSTRACTION
  213. virtual void DoStartupShaderPreloading( void ) = 0;
  214. #endif
  215. virtual char *GetDisplayDeviceName() = 0;
  216. };
  217. //-----------------------------------------------------------------------------
  218. // Helper wrapper for IShaderBuffer for reading precompiled shader files
  219. // NOTE: This is meant to be instanced on the stack; so don't call Release!
  220. //-----------------------------------------------------------------------------
  221. class CUtlShaderBuffer : public IShaderBuffer
  222. {
  223. public:
  224. CUtlShaderBuffer( CUtlBuffer &buf ) : m_pBuf( &buf ) {}
  225. virtual size_t GetSize() const
  226. {
  227. return m_pBuf->TellMaxPut();
  228. }
  229. virtual const void* GetBits() const
  230. {
  231. return m_pBuf->Base();
  232. }
  233. virtual void Release()
  234. {
  235. Assert( 0 );
  236. }
  237. private:
  238. CUtlBuffer *m_pBuf;
  239. };
  240. //-----------------------------------------------------------------------------
  241. // Inline methods of IShaderDevice
  242. //-----------------------------------------------------------------------------
  243. inline VertexShaderHandle_t IShaderDevice::CreateVertexShader( CUtlBuffer &buf, const char *pShaderVersion )
  244. {
  245. // NOTE: Text buffers are assumed to have source-code shader files
  246. // Binary buffers are assumed to have compiled shader files
  247. if ( buf.IsText() )
  248. {
  249. Assert( pShaderVersion );
  250. return CreateVertexShader( (const char *)buf.Base(), buf.TellMaxPut(), pShaderVersion );
  251. }
  252. CUtlShaderBuffer shaderBuffer( buf );
  253. return CreateVertexShader( &shaderBuffer );
  254. }
  255. inline VertexShaderHandle_t IShaderDevice::CreateVertexShader( const char *pProgram, size_t nBufLen, const char *pShaderVersion )
  256. {
  257. VertexShaderHandle_t hVertexShader = VERTEX_SHADER_HANDLE_INVALID;
  258. IShaderBuffer* pShaderBuffer = CompileShader( pProgram, nBufLen, pShaderVersion );
  259. if ( pShaderBuffer )
  260. {
  261. hVertexShader = CreateVertexShader( pShaderBuffer );
  262. pShaderBuffer->Release();
  263. }
  264. return hVertexShader;
  265. }
  266. inline GeometryShaderHandle_t IShaderDevice::CreateGeometryShader( CUtlBuffer &buf, const char *pShaderVersion )
  267. {
  268. // NOTE: Text buffers are assumed to have source-code shader files
  269. // Binary buffers are assumed to have compiled shader files
  270. if ( buf.IsText() )
  271. {
  272. Assert( pShaderVersion );
  273. return CreateGeometryShader( (const char *)buf.Base(), buf.TellMaxPut(), pShaderVersion );
  274. }
  275. CUtlShaderBuffer shaderBuffer( buf );
  276. return CreateGeometryShader( &shaderBuffer );
  277. }
  278. inline GeometryShaderHandle_t IShaderDevice::CreateGeometryShader( const char *pProgram, size_t nBufLen, const char *pShaderVersion )
  279. {
  280. GeometryShaderHandle_t hGeometryShader = GEOMETRY_SHADER_HANDLE_INVALID;
  281. IShaderBuffer* pShaderBuffer = CompileShader( pProgram, nBufLen, pShaderVersion );
  282. if ( pShaderBuffer )
  283. {
  284. hGeometryShader = CreateGeometryShader( pShaderBuffer );
  285. pShaderBuffer->Release();
  286. }
  287. return hGeometryShader;
  288. }
  289. inline PixelShaderHandle_t IShaderDevice::CreatePixelShader( CUtlBuffer &buf, const char *pShaderVersion )
  290. {
  291. // NOTE: Text buffers are assumed to have source-code shader files
  292. // Binary buffers are assumed to have compiled shader files
  293. if ( buf.IsText() )
  294. {
  295. Assert( pShaderVersion );
  296. return CreatePixelShader( (const char *)buf.Base(), buf.TellMaxPut(), pShaderVersion );
  297. }
  298. CUtlShaderBuffer shaderBuffer( buf );
  299. return CreatePixelShader( &shaderBuffer );
  300. }
  301. inline PixelShaderHandle_t IShaderDevice::CreatePixelShader( const char *pProgram, size_t nBufLen, const char *pShaderVersion )
  302. {
  303. PixelShaderHandle_t hPixelShader = PIXEL_SHADER_HANDLE_INVALID;
  304. IShaderBuffer* pShaderBuffer = CompileShader( pProgram, nBufLen, pShaderVersion );
  305. if ( pShaderBuffer )
  306. {
  307. hPixelShader = CreatePixelShader( pShaderBuffer );
  308. pShaderBuffer->Release();
  309. }
  310. return hPixelShader;
  311. }
  312. #endif // ISHADERDEVICE_H