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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//===========================================================================//
#ifndef SHADERDEVICEDX10_H
#define SHADERDEVICEDX10_H
#ifdef _WIN32
#pragma once
#endif
#include "shaderdevicebase.h"
#include "tier1/utlvector.h"
#include "tier1/utlrbtree.h"
#include "tier1/utllinkedlist.h"
//-----------------------------------------------------------------------------
// Forward declaration
//-----------------------------------------------------------------------------
struct IDXGIFactory; struct IDXGIAdapter; struct IDXGIOutput; struct IDXGISwapChain; struct ID3D10Device; struct ID3D10RenderTargetView; struct ID3D10VertexShader; struct ID3D10PixelShader; struct ID3D10GeometryShader; struct ID3D10InputLayout; struct ID3D10ShaderReflection;
//-----------------------------------------------------------------------------
// The Base implementation of the shader device
//-----------------------------------------------------------------------------
class CShaderDeviceMgrDx10 : public CShaderDeviceMgrBase { typedef CShaderDeviceMgrBase BaseClass;
public: // constructor, destructor
CShaderDeviceMgrDx10(); virtual ~CShaderDeviceMgrDx10();
// Methods of IAppSystem
virtual bool Connect( CreateInterfaceFn factory ); virtual void Disconnect(); virtual InitReturnVal_t Init(); virtual void Shutdown();
// Methods of IShaderDeviceMgr
virtual int GetAdapterCount() const; virtual void GetAdapterInfo( int adapter, MaterialAdapterInfo_t& info ) const; virtual int GetModeCount( int nAdapter ) const; virtual void GetModeInfo( ShaderDisplayMode_t* pInfo, int nAdapter, int mode ) const; virtual void GetCurrentModeInfo( ShaderDisplayMode_t* pInfo, int nAdapter ) const; virtual bool SetAdapter( int nAdapter, int nFlags ); virtual CreateInterfaceFn SetMode( void *hWnd, int nAdapter, const ShaderDeviceInfo_t& mode );
private: // Initialize adapter information
void InitAdapterInfo();
// Determines hardware caps from D3D
bool ComputeCapsFromD3D( HardwareCaps_t *pCaps, IDXGIAdapter *pAdapter, IDXGIOutput *pOutput );
// Returns the amount of video memory in bytes for a particular adapter
virtual int GetVidMemBytes( int nAdapter ) const;
// Returns the appropriate adapter output to use
IDXGIOutput* GetAdapterOutput( int nAdapter ) const;
// Returns the adapter interface for a particular adapter
IDXGIAdapter* GetAdapter( int nAdapter ) const;
// Used to enumerate adapters, attach to windows
IDXGIFactory *m_pDXGIFactory;
bool m_bObeyDxCommandlineOverride: 1;
friend class CShaderDeviceDx10; };
//-----------------------------------------------------------------------------
// The Dx10 implementation of the shader device
//-----------------------------------------------------------------------------
class CShaderDeviceDx10 : public CShaderDeviceBase { public: // constructor, destructor
CShaderDeviceDx10(); virtual ~CShaderDeviceDx10();
public: // Methods of IShaderDevice
virtual bool IsUsingGraphics() const; virtual int GetCurrentAdapter() const; virtual ImageFormat GetBackBufferFormat() const; virtual void GetBackBufferDimensions( int& width, int& height ) const; virtual void SpewDriverInfo() const; virtual void Present(); virtual IShaderBuffer* CompileShader( const char *pProgram, size_t nBufLen, const char *pShaderVersion ); virtual VertexShaderHandle_t CreateVertexShader( IShaderBuffer *pShader ); virtual void DestroyVertexShader( VertexShaderHandle_t hShader ); virtual GeometryShaderHandle_t CreateGeometryShader( IShaderBuffer* pShaderBuffer ); virtual void DestroyGeometryShader( GeometryShaderHandle_t hShader ); virtual PixelShaderHandle_t CreatePixelShader( IShaderBuffer* pShaderBuffer ); virtual void DestroyPixelShader( PixelShaderHandle_t hShader ); virtual void ReleaseResources() {} virtual void ReacquireResources() {} virtual IMesh* CreateStaticMesh( VertexFormat_t format, const char *pTextureBudgetGroup, IMaterial * pMaterial ); virtual void DestroyStaticMesh( IMesh* mesh ); virtual IVertexBuffer *CreateVertexBuffer( ShaderBufferType_t type, VertexFormat_t fmt, int nVertexCount, const char *pTextureBudgetGroup ); virtual void DestroyVertexBuffer( IVertexBuffer *pVertexBuffer ); virtual IIndexBuffer *CreateIndexBuffer( ShaderBufferType_t type, MaterialIndexFormat_t fmt, int nIndexCount, const char *pTextureBudgetGroup ); virtual void DestroyIndexBuffer( IIndexBuffer *pIndexBuffer ); virtual IVertexBuffer *GetDynamicVertexBuffer( int nStreamID, VertexFormat_t vertexFormat, bool bBuffered = true ); virtual IIndexBuffer *GetDynamicIndexBuffer( MaterialIndexFormat_t fmt, bool bBuffered = true ); virtual void SetHardwareGammaRamp( float fGamma, float fGammaTVRangeMin, float fGammaTVRangeMax, float fGammaTVExponent, bool bTVEnabled );
// A special path used to tick the front buffer while loading on the 360
virtual void EnableNonInteractiveMode( MaterialNonInteractiveMode_t mode, ShaderNonInteractiveInfo_t *pInfo ) {} virtual void RefreshFrontBufferNonInteractive( ) {} virtual void HandleThreadEvent( uint32 threadEvent ) {}
public: // Methods of CShaderDeviceBase
virtual bool InitDevice( void *hWnd, int nAdapter, const ShaderDeviceInfo_t& mode ); virtual void ShutdownDevice(); virtual bool IsDeactivated() const { return false; }
// Other public methods
ID3D10VertexShader* GetVertexShader( VertexShaderHandle_t hShader ) const; ID3D10GeometryShader* GetGeometryShader( GeometryShaderHandle_t hShader ) const; ID3D10PixelShader* GetPixelShader( PixelShaderHandle_t hShader ) const; ID3D10InputLayout* GetInputLayout( VertexShaderHandle_t hShader, VertexFormat_t format );
private: struct InputLayout_t { ID3D10InputLayout *m_pInputLayout; VertexFormat_t m_VertexFormat; };
typedef CUtlRBTree< InputLayout_t, unsigned short > InputLayoutDict_t;
static bool InputLayoutLessFunc( const InputLayout_t &lhs, const InputLayout_t &rhs ) { return ( lhs.m_VertexFormat < rhs.m_VertexFormat ); }
struct VertexShader_t { ID3D10VertexShader *m_pShader; ID3D10ShaderReflection *m_pInfo; void *m_pByteCode; size_t m_nByteCodeLen; InputLayoutDict_t m_InputLayouts;
VertexShader_t() : m_InputLayouts( 0, 0, InputLayoutLessFunc ) {} };
struct GeometryShader_t { ID3D10GeometryShader *m_pShader; ID3D10ShaderReflection *m_pInfo; };
struct PixelShader_t { ID3D10PixelShader *m_pShader; ID3D10ShaderReflection *m_pInfo; };
typedef CUtlFixedLinkedList< VertexShader_t >::IndexType_t VertexShaderIndex_t; typedef CUtlFixedLinkedList< GeometryShader_t >::IndexType_t GeometryShaderIndex_t; typedef CUtlFixedLinkedList< PixelShader_t >::IndexType_t PixelShaderIndex_t;
void SetupHardwareCaps(); void ReleaseInputLayouts( VertexShaderIndex_t nIndex );
IDXGIOutput *m_pOutput; ID3D10Device *m_pDevice; IDXGISwapChain *m_pSwapChain; ID3D10RenderTargetView *m_pRenderTargetView;
CUtlFixedLinkedList< VertexShader_t > m_VertexShaderDict; CUtlFixedLinkedList< GeometryShader_t > m_GeometryShaderDict; CUtlFixedLinkedList< PixelShader_t > m_PixelShaderDict;
friend ID3D10Device *D3D10Device(); friend IDXGISwapChain *D3D10SwapChain(); friend ID3D10RenderTargetView *D3D10RenderTargetView(); };
//-----------------------------------------------------------------------------
// Inline methods of CShaderDeviceDx10
//-----------------------------------------------------------------------------
inline ID3D10VertexShader* CShaderDeviceDx10::GetVertexShader( VertexShaderHandle_t hShader ) const { if ( hShader != VERTEX_SHADER_HANDLE_INVALID ) return m_VertexShaderDict[ (VertexShaderIndex_t)hShader ].m_pShader; return NULL; }
inline ID3D10GeometryShader* CShaderDeviceDx10::GetGeometryShader( GeometryShaderHandle_t hShader ) const { if ( hShader != GEOMETRY_SHADER_HANDLE_INVALID ) return m_GeometryShaderDict[ (GeometryShaderIndex_t)hShader ].m_pShader; return NULL; }
inline ID3D10PixelShader* CShaderDeviceDx10::GetPixelShader( PixelShaderHandle_t hShader ) const { if ( hShader != PIXEL_SHADER_HANDLE_INVALID ) return m_PixelShaderDict[ (PixelShaderIndex_t)hShader ].m_pShader; return NULL; }
//-----------------------------------------------------------------------------
// Singleton
//-----------------------------------------------------------------------------
extern CShaderDeviceDx10* g_pShaderDeviceDx10;
//-----------------------------------------------------------------------------
// Utility methods
//-----------------------------------------------------------------------------
inline ID3D10Device *D3D10Device() { return g_pShaderDeviceDx10->m_pDevice; }
inline IDXGISwapChain *D3D10SwapChain() { return g_pShaderDeviceDx10->m_pSwapChain; }
inline ID3D10RenderTargetView *D3D10RenderTargetView() { return g_pShaderDeviceDx10->m_pRenderTargetView; }
#endif // SHADERDEVICEDX10_H
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