Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//===========================================================================//
#ifndef SHADERRENDERBASE_H
#define SHADERRENDERBASE_H
#ifdef _WIN32
#pragma once
#endif
#include "togl/rendermechanism.h"
#include "shaderapi/ishaderapi.h"
#include "shaderapi_global.h"
#include "locald3dtypes.h"
// Colors for PIX graphs
#define PIX_VALVE_ORANGE 0xFFF5940F
//-----------------------------------------------------------------------------
// The Base implementation of the shader rendering interface
//-----------------------------------------------------------------------------
class CShaderAPIBase : public IShaderAPI { public: // constructor, destructor
CShaderAPIBase(); virtual ~CShaderAPIBase();
// Called when the device is initializing or shutting down
virtual bool OnDeviceInit() = 0; virtual void OnDeviceShutdown() = 0;
// Pix events
virtual void BeginPIXEvent( unsigned long color, const char *szName ) = 0; virtual void EndPIXEvent() = 0; virtual void AdvancePIXFrame() = 0;
// Release, reacquire objects
virtual void ReleaseShaderObjects() = 0; virtual void RestoreShaderObjects() = 0;
// Resets the render state to its well defined initial value
virtual void ResetRenderState( bool bFullReset = true ) = 0;
// Returns a d3d texture associated with a texture handle
virtual IDirect3DBaseTexture* GetD3DTexture( ShaderAPITextureHandle_t hTexture ) = 0;
// Queues a non-full reset of render state next BeginFrame.
virtual void QueueResetRenderState() = 0;
// Methods of IShaderDynamicAPI
public: virtual void GetCurrentColorCorrection( ShaderColorCorrectionInfo_t* pInfo );
protected: };
//-----------------------------------------------------------------------------
// Pix measurement class
//-----------------------------------------------------------------------------
class CPixEvent { public: CPixEvent( unsigned long color, const char *szName ) { if ( g_pShaderAPI ) g_pShaderAPI->BeginPIXEvent( color, szName ); }
~CPixEvent() { if ( g_pShaderAPI ) g_pShaderAPI->EndPIXEvent(); } };
#endif // SHADERRENDERBASE_H
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