Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================
#ifndef CMATQUEUEDRENDERCONTEXT_H
#define CMATQUEUEDRENDERCONTEXT_H
#include "imatrendercontextinternal.h"
#include "cmatrendercontext.h"
#include "tier1/callqueue.h"
#include "tier1/utlenvelope.h"
#include "tier1/memstack.h"
#include "mathlib/mathlib.h"
#include "tier0/memdbgon.h"
#if defined( _WIN32 )
#pragma once
#endif
#ifndef MATSYS_INTERNAL
#error "This file is private to the implementation of IMaterialSystem/IMaterialSystemInternal"
#endif
class CMaterialSystem;
class CMatQueuedMesh;
class CPrimList;
//-----------------------------------------------------------------------------
#define DEFINE_QUEUED_CALL_0( FuncName, ClassName, pObject ) void FuncName() { (*(const_cast<CMatCallQueue *>(&m_queue))).QueueCall( pObject, (void (ClassName::*)())&ClassName::FuncName); }
#define DEFINE_QUEUED_CALL_1( FuncName, ArgType1, ClassName, pObject ) void FuncName( ArgType1 a1 ) { (*(const_cast<CMatCallQueue *>(&m_queue))).QueueCall( pObject, (void (ClassName::*)(ArgType1))&ClassName::FuncName, a1 ); }
#define DEFINE_QUEUED_CALL_2( FuncName, ArgType1, ArgType2, ClassName, pObject ) void FuncName( ArgType1 a1, ArgType2 a2 ) { (*(const_cast<CMatCallQueue *>(&m_queue))).QueueCall( pObject, (void (ClassName::*)(ArgType1, ArgType2))&ClassName::FuncName, a1, a2 ); }
#define DEFINE_QUEUED_CALL_3( FuncName, ArgType1, ArgType2, ArgType3, ClassName, pObject ) void FuncName( ArgType1 a1, ArgType2 a2, ArgType3 a3 ) { (*(const_cast<CMatCallQueue *>(&m_queue))).QueueCall( pObject, (void (ClassName::*)(ArgType1, ArgType2, ArgType3))&ClassName::FuncName, a1, a2, a3 ); }
#define DEFINE_QUEUED_CALL_4( FuncName, ArgType1, ArgType2, ArgType3, ArgType4, ClassName, pObject ) void FuncName( ArgType1 a1, ArgType2 a2, ArgType3 a3, ArgType4 a4 ) { (*(const_cast<CMatCallQueue *>(&m_queue))).QueueCall( pObject, (void (ClassName::*)(ArgType1, ArgType2, ArgType3, ArgType4))&ClassName::FuncName, a1, a2, a3, a4 ); }
#define DEFINE_QUEUED_CALL_5( FuncName, ArgType1, ArgType2, ArgType3, ArgType4, ArgType5, ClassName, pObject ) void FuncName( ArgType1 a1, ArgType2 a2, ArgType3 a3, ArgType4 a4, ArgType5 a5 ) { (*(const_cast<CMatCallQueue *>(&m_queue))).QueueCall( pObject, (void (ClassName::*)(ArgType1, ArgType2, ArgType3, ArgType4, ArgType5))&ClassName::FuncName, a1, a2, a3, a4, a5 ); }
#define DEFINE_QUEUED_CALL_6( FuncName, ArgType1, ArgType2, ArgType3, ArgType4, ArgType5, ArgType6, ClassName, pObject ) void FuncName( ArgType1 a1, ArgType2 a2, ArgType3 a3, ArgType4 a4, ArgType5 a5, ArgType6 a6 ) { (*(const_cast<CMatCallQueue *>(&m_queue))).QueueCall( pObject, (void (ClassName::*)(ArgType1, ArgType2, ArgType3, ArgType4, ArgType5, ArgType6))&ClassName::FuncName, a1, a2, a3, a4, a5, a6 ); }
#define DEFINE_QUEUED_CALL_7( FuncName, ArgType1, ArgType2, ArgType3, ArgType4, ArgType5, ArgType6, ArgType7, ClassName, pObject ) void FuncName( ArgType1 a1, ArgType2 a2, ArgType3 a3, ArgType4 a4, ArgType5 a5, ArgType6 a6, ArgType7 a7 ) { (*(const_cast<CMatCallQueue *>(&m_queue))).QueueCall( pObject, (void (ClassName::*)(ArgType1, ArgType2, ArgType3, ArgType4, ArgType5, ArgType6, ArgType7))&ClassName::FuncName, a1, a2, a3, a4, a5, a6, a7 ); }
#define DEFINE_QUEUED_CALL_8( FuncName, ArgType1, ArgType2, ArgType3, ArgType4, ArgType5, ArgType6, ArgType7, ArgType8, ClassName, pObject ) void FuncName( ArgType1 a1, ArgType2 a2, ArgType3 a3, ArgType4 a4, ArgType5 a5, ArgType6 a6, ArgType7 a7, ArgType8 a8 ) { (*(const_cast<CMatCallQueue *>(&m_queue))).QueueCall( pObject, (void (ClassName::*)(ArgType1, ArgType2, ArgType3, ArgType4, ArgType5, ArgType6, ArgType7, ArgType8))&ClassName::FuncName, a1, a2, a3, a4, a5, a6, a7, a8 ); }
#define DEFINE_QUEUED_CALL_9( FuncName, ArgType1, ArgType2, ArgType3, ArgType4, ArgType5, ArgType6, ArgType7, ArgType8, ArgType9, ClassName, pObject ) void FuncName( ArgType1 a1, ArgType2 a2, ArgType3 a3, ArgType4 a4, ArgType5 a5, ArgType6 a6, ArgType7 a7, ArgType8 a8, ArgType9 a9 ) { (*(const_cast<CMatCallQueue *>(&m_queue))).QueueCall( pObject, (void (ClassName::*)(ArgType1, ArgType2, ArgType3, ArgType4, ArgType5, ArgType6, ArgType7, ArgType8, ArgType9))&ClassName::FuncName, a1, a2, a3, a4, a5, a6, a7, a8, a9 ); }
#define DEFINE_QUEUED_CALL_11( FuncName, ArgType1, ArgType2, ArgType3, ArgType4, ArgType5, ArgType6, ArgType7, ArgType8, ArgType9, ArgType10, ArgType11, ClassName, pObject ) void FuncName( ArgType1 a1, ArgType2 a2, ArgType3 a3, ArgType4 a4, ArgType5 a5, ArgType6 a6, ArgType7 a7, ArgType8 a8, ArgType9 a9, ArgType10 a10, ArgType11 a11 ) { (*(const_cast<CMatCallQueue *>(&m_queue))).QueueCall( pObject, (void (ClassName::*)(ArgType1, ArgType2, ArgType3, ArgType4, ArgType5, ArgType6, ArgType7, ArgType8, ArgType9, ArgType10, ArgType11))&ClassName::FuncName, a1, a2, a3, a4, a5, a6, a7, a8, a9, a10, a11 ); }
#define DEFINE_QUEUED_CALL_12( FuncName, ArgType1, ArgType2, ArgType3, ArgType4, ArgType5, ArgType6, ArgType7, ArgType8, ArgType9, ArgType10, ArgType11, ArgType12, ClassName, pObject ) void FuncName( ArgType1 a1, ArgType2 a2, ArgType3 a3, ArgType4 a4, ArgType5 a5, ArgType6 a6, ArgType7 a7, ArgType8 a8, ArgType9 a9, ArgType10 a10, ArgType11 a11, ArgType12 a12 ) { (*(const_cast<CMatCallQueue *>(&m_queue))).QueueCall( pObject, (void (ClassName::*)(ArgType1, ArgType2, ArgType3, ArgType4, ArgType5, ArgType6, ArgType7, ArgType8, ArgType9, ArgType10, ArgType11, ArgType12))&ClassName::FuncName, a1, a2, a3, a4, a5, a6, a7, a8, a9, a10, a11, a12 ); }
#define DEFINE_QUEUED_CALL_0C( FuncName, ClassName, pObject ) void FuncName() const { (*(const_cast<CMatCallQueue *>(&m_queue))).QueueCall( pObject, (void (ClassName::*)() const)ClassName::FuncName); }
#define DEFINE_QUEUED_CALL_1C( FuncName, ArgType1, ClassName, pObject ) void FuncName( ArgType1 a1 ) const { (*(const_cast<CMatCallQueue *>(&m_queue))).QueueCall( pObject, (void (ClassName::*)(ArgType1) const)ClassName::FuncName, a1 ); }
#define DEFINE_QUEUED_CALL_2C( FuncName, ArgType1, ArgType2, ClassName, pObject ) void FuncName( ArgType1 a1, ArgType2 a2 ) const { (*(const_cast<CMatCallQueue *>(&m_queue))).QueueCall( pObject, (void (ClassName::*)(ArgType1, ArgType2) const)ClassName::FuncName, a1, a2 ); }
#define DEFINE_QUEUED_CALL_3C( FuncName, ArgType1, ArgType2, ArgType3, ClassName, pObject ) void FuncName( ArgType1 a1, ArgType2 a2, ArgType3 a3 ) const { (*(const_cast<CMatCallQueue *>(&m_queue))).QueueCall( pObject, (void (ClassName::*)(ArgType1, ArgType2, ArgType3) const)ClassName::FuncName, a1, a2, a3 ); }
#define DEFINE_QUEUED_CALL_4C( FuncName, ArgType1, ArgType2, ArgType3, ArgType4, ClassName, pObject ) void FuncName( ArgType1 a1, ArgType2 a2, ArgType3 a3, ArgType4 a4 ) const { (*(const_cast<CMatCallQueue *>(&m_queue))).QueueCall( pObject, (void (ClassName::*)(ArgType1, ArgType2, ArgType3, ArgType4) const)ClassName::FuncName, a1, a2, a3, a4 ); }
#define DEFINE_QUEUED_CALL_5C( FuncName, ArgType1, ArgType2, ArgType3, ArgType4, ArgType5, ClassName, pObject ) void FuncName( ArgType1 a1, ArgType2 a2, ArgType3 a3, ArgType4 a4, ArgType5 a5 ) const { (*(const_cast<CMatCallQueue *>(&m_queue))).QueueCall( pObject, (void (ClassName::*)(ArgType1, ArgType2, ArgType3, ArgType4, ArgType5) const)ClassName::FuncName, a1, a2, a3, a4, a5 ); }
#define DEFINE_QUEUED_CALL_6C( FuncName, ArgType1, ArgType2, ArgType3, ArgType4, ArgType5, ArgType6, ClassName, pObject ) void FuncName( ArgType1 a1, ArgType2 a2, ArgType3 a3, ArgType4 a4, ArgType5 a5, ArgType6 a6 ) const { (*(const_cast<CMatCallQueue *>(&m_queue))).QueueCall( pObject, (void (ClassName::*)(ArgType1, ArgType2, ArgType3, ArgType4, ArgType5, ArgType6) const)ClassName::FuncName, a1, a2, a3, a4, a5, a6 ); }
#define DEFINE_QUEUED_CALL_7C( FuncName, ArgType1, ArgType2, ArgType3, ArgType4, ArgType5, ArgType6, ArgType7, ClassName, pObject ) void FuncName( ArgType1 a1, ArgType2 a2, ArgType3 a3, ArgType4 a4, ArgType5 a5, ArgType6 a6, ArgType7 a7 ) const { (*(const_cast<CMatCallQueue *>(&m_queue))).QueueCall( pObject, (void (ClassName::*)(ArgType1, ArgType2, ArgType3, ArgType4, ArgType5, ArgType6, ArgType7) const)ClassName::FuncName, a1, a2, a3, a4, a5, a6, a7 ); }
#define DEFINE_QUEUED_CALL_8C( FuncName, ArgType1, ArgType2, ArgType3, ArgType4, ArgType5, ArgType6, ArgType7, ArgType8, ClassName, pObject ) void FuncName( ArgType1 a1, ArgType2 a2, ArgType3 a3, ArgType4 a4, ArgType5 a5, ArgType6 a6, ArgType7 a7, ArgType8 a8 ) const { (*(const_cast<CMatCallQueue *>(&m_queue))).QueueCall( pObject, (void (ClassName::*)(ArgType1, ArgType2, ArgType3, ArgType4, ArgType5, ArgType6, ArgType7, ArgType8) const)ClassName::FuncName, a1, a2, a3, a4, a5, a6, a7, a8 ); }
#define DEFINE_QUEUED_CALL_9C( FuncName, ArgType1, ArgType2, ArgType3, ArgType4, ArgType5, ArgType6, ArgType7, ArgType8, ArgType9, ClassName, pObject ) void FuncName( ArgType1 a1, ArgType2 a2, ArgType3 a3, ArgType4 a4, ArgType5 a5, ArgType6 a6, ArgType7 a7, ArgType8 a8, ArgType9 a9 ) const { (*(const_cast<CMatCallQueue *>(&m_queue))).QueueCall( pObject, (void (ClassName::*)(ArgType1, ArgType2, ArgType3, ArgType4, ArgType5, ArgType6, ArgType7, ArgType8, ArgType9) const)ClassName::FuncName, a1, a2, a3, a4, a5, a6, a7, a8, a9 ); }
#define DEFINE_QUEUED_CALL_AFTER_BASE_0( FuncName, ClassName, pObject ) void FuncName() { BaseClass::FuncName(); (*(const_cast<CMatCallQueue *>(&m_queue))).QueueCall( pObject, (void (ClassName::*)())&ClassName::FuncName ); }
#define DEFINE_QUEUED_CALL_AFTER_BASE_1( FuncName, ArgType1, ClassName, pObject ) void FuncName( ArgType1 a1 ) { BaseClass::FuncName( a1 ); (*(const_cast<CMatCallQueue *>(&m_queue))).QueueCall( pObject, (void (ClassName::*)(ArgType1))&ClassName::FuncName, a1 ); }
#define DEFINE_QUEUED_CALL_AFTER_BASE_2( FuncName, ArgType1, ArgType2, ClassName, pObject ) void FuncName( ArgType1 a1, ArgType2 a2 ) { BaseClass::FuncName( a1, a2 ); (*(const_cast<CMatCallQueue *>(&m_queue))).QueueCall( pObject, (void (ClassName::*)(ArgType1, ArgType2))&ClassName::FuncName, a1, a2 ); }
#define DEFINE_QUEUED_CALL_AFTER_BASE_3( FuncName, ArgType1, ArgType2, ArgType3, ClassName, pObject ) void FuncName( ArgType1 a1, ArgType2 a2, ArgType3 a3 ) { BaseClass::FuncName( a1, a2, a3 ); (*(const_cast<CMatCallQueue *>(&m_queue))).QueueCall( pObject, (void (ClassName::*)(ArgType1, ArgType2, ArgType3))&ClassName::FuncName, a1, a2, a3 ); }
#define DEFINE_QUEUED_CALL_AFTER_BASE_4( FuncName, ArgType1, ArgType2, ArgType3, ArgType4, ClassName, pObject ) void FuncName( ArgType1 a1, ArgType2 a2, ArgType3 a3, ArgType4 a4 ) { BaseClass::FuncName( a1, a2, a3, a4 ); (*(const_cast<CMatCallQueue *>(&m_queue))).QueueCall( pObject, (void (ClassName::*)(ArgType1, ArgType2, ArgType3, ArgType4))&ClassName::FuncName, a1, a2, a3, a4 ); }
#define DEFINE_QUEUED_CALL_AFTER_BASE_5( FuncName, ArgType1, ArgType2, ArgType3, ArgType4, ArgType5, ClassName, pObject ) void FuncName( ArgType1 a1, ArgType2 a2, ArgType3 a3, ArgType4 a4, ArgType5 a5 ) { BaseClass::FuncName( a1, a2, a3, a4, a5 ); (*(const_cast<CMatCallQueue *>(&m_queue))).QueueCall( pObject, (void (ClassName::*)(ArgType1, ArgType2, ArgType3, ArgType4, ArgType5))&ClassName::FuncName, a1, a2, a3, a4, a5 ); }
#define DEFINE_QUEUED_CALL_AFTER_BASE_6( FuncName, ArgType1, ArgType2, ArgType3, ArgType4, ArgType5, ArgType6, ClassName, pObject ) void FuncName( ArgType1 a1, ArgType2 a2, ArgType3 a3, ArgType4 a4, ArgType5 a5, ArgType6 a6 ) { BaseClass::FuncName( a1, a2, a3, a4, a5, a6 ); (*(const_cast<CMatCallQueue *>(&m_queue))).QueueCall( pObject, (void (ClassName::*)(ArgType1, ArgType2, ArgType3, ArgType4, ArgType5, ArgType6))&ClassName::FuncName, a1, a2, a3, a4, a5, a6 ); }
#define DEFINE_QUEUED_CALL_AFTER_BASE_7( FuncName, ArgType1, ArgType2, ArgType3, ArgType4, ArgType5, ArgType6, ArgType7, ClassName, pObject ) void FuncName( ArgType1 a1, ArgType2 a2, ArgType3 a3, ArgType4 a4, ArgType5 a5, ArgType6 a6, ArgType7 a7 ) { BaseClass::FuncName( a1, a2, a3, a4, a5, a6, a7 ); (*(const_cast<CMatCallQueue *>(&m_queue))).QueueCall( pObject, (void (ClassName::*)(ArgType1, ArgType2, ArgType3, ArgType4, ArgType5, ArgType6, ArgType7))&ClassName::FuncName, a1, a2, a3, a4, a5, a6, a7 ); }
#define DEFINE_QUEUED_CALL_AFTER_BASE_8( FuncName, ArgType1, ArgType2, ArgType3, ArgType4, ArgType5, ArgType6, ArgType7, ArgType8, ClassName, pObject ) void FuncName( ArgType1 a1, ArgType2 a2, ArgType3 a3, ArgType4 a4, ArgType5 a5, ArgType6 a6, ArgType7 a7, ArgType8 a8 ) { BaseClass::FuncName( a1, a2, a3, a4, a5, a6, a7, a8 ); (*(const_cast<CMatCallQueue *>(&m_queue))).QueueCall( pObject, (void (ClassName::*)(ArgType1, ArgType2, ArgType3, ArgType4, ArgType5, ArgType6, ArgType7, ArgType8))&ClassName::FuncName, a1, a2, a3, a4, a5, a6, a7, a8 ); }
#define DEFINE_QUEUED_CALL_AFTER_BASE_9( FuncName, ArgType1, ArgType2, ArgType3, ArgType4, ArgType5, ArgType6, ArgType7, ArgType8, ArgType9, ClassName, pObject ) void FuncName( ArgType1 a1, ArgType2 a2, ArgType3 a3, ArgType4 a4, ArgType5 a5, ArgType6 a6, ArgType7 a7, ArgType8 a8, ArgType9 a9 ) { BaseClass::FuncName( a1, a2, a3, a4, a5, a6, a7, a8, a9 ); (*(const_cast<CMatCallQueue *>(&m_queue))).QueueCall( pObject, (void (ClassName::*)(ArgType1, ArgType2, ArgType3, ArgType4, ArgType5, ArgType6, ArgType7, ArgType8, ArgType9))&ClassName::FuncName, a1, a2, a3, a4, a5, a6, a7, a8, a9 ); }
#define DEFINE_QUEUED_CALL_AFTER_BASE_0C( FuncName, ClassName, pObject ) void FuncName() const { BaseClass::FuncName(); (*(const_cast<CMatCallQueue *>(&m_queue))).QueueCall( pObject, (void (ClassName::*)())&ClassName::FuncName ); }
#define DEFINE_QUEUED_CALL_AFTER_BASE_1C( FuncName, ArgType1, ClassName, pObject ) void FuncName( ArgType1 a1 ) const { BaseClass::FuncName( a1 ); (*(const_cast<CMatCallQueue *>(&m_queue))).QueueCall( pObject, (void (ClassName::*)(ArgType1))&ClassName::FuncName, a1 ); }
#define DEFINE_QUEUED_CALL_AFTER_BASE_2C( FuncName, ArgType1, ArgType2, ClassName, pObject ) void FuncName( ArgType1 a1, ArgType2 a2 ) const { BaseClass::FuncName( a1, a2 ); (*(const_cast<CMatCallQueue *>(&m_queue))).QueueCall( pObject, (void (ClassName::*)(ArgType1, ArgType2))&ClassName::FuncName, a1, a2 ); }
#define DEFINE_QUEUED_CALL_AFTER_BASE_3C( FuncName, ArgType1, ArgType2, ArgType3, ClassName, pObject ) void FuncName( ArgType1 a1, ArgType2 a2, ArgType3 a3 ) const { BaseClass::FuncName( a1, a2, a3 ); (*(const_cast<CMatCallQueue *>(&m_queue))).QueueCall( pObject, (void (ClassName::*)(ArgType1, ArgType2, ArgType3))&ClassName::FuncName, a1, a2, a3 ); }
#define DEFINE_QUEUED_CALL_AFTER_BASE_4C( FuncName, ArgType1, ArgType2, ArgType3, ArgType4, ClassName, pObject ) void FuncName( ArgType1 a1, ArgType2 a2, ArgType3 a3, ArgType4 a4 ) const { BaseClass::FuncName( a1, a2, a3, a4 ); (*(const_cast<CMatCallQueue *>(&m_queue))).QueueCall( pObject, (void (ClassName::*)(ArgType1, ArgType2, ArgType3, ArgType4))&ClassName::FuncName, a1, a2, a3, a4 ); }
#define DEFINE_QUEUED_CALL_AFTER_BASE_5C( FuncName, ArgType1, ArgType2, ArgType3, ArgType4, ArgType5, ClassName, pObject ) void FuncName( ArgType1 a1, ArgType2 a2, ArgType3 a3, ArgType4 a4, ArgType5 a5 ) const { BaseClass::FuncName( a1, a2, a3, a4, a5 ); (*(const_cast<CMatCallQueue *>(&m_queue))).QueueCall( pObject, (void (ClassName::*)(ArgType1, ArgType2, ArgType3, ArgType4, ArgType5))&ClassName::FuncName, a1, a2, a3, a4, a5 ); }
#define DEFINE_QUEUED_CALL_AFTER_BASE_6C( FuncName, ArgType1, ArgType2, ArgType3, ArgType4, ArgType5, ArgType6, ClassName, pObject ) void FuncName( ArgType1 a1, ArgType2 a2, ArgType3 a3, ArgType4 a4, ArgType5 a5, ArgType6 a6 ) const { BaseClass::FuncName( a1, a2, a3, a4, a5, a6 ); (*(const_cast<CMatCallQueue *>(&m_queue))).QueueCall( pObject, (void (ClassName::*)(ArgType1, ArgType2, ArgType3, ArgType4, ArgType5, ArgType6))&ClassName::FuncName, a1, a2, a3, a4, a5, a6 ); }
#define DEFINE_QUEUED_CALL_AFTER_BASE_7C( FuncName, ArgType1, ArgType2, ArgType3, ArgType4, ArgType5, ArgType6, ArgType7, ClassName, pObject ) void FuncName( ArgType1 a1, ArgType2 a2, ArgType3 a3, ArgType4 a4, ArgType5 a5, ArgType6 a6, ArgType7 a7 ) const { BaseClass::FuncName( a1, a2, a3, a4, a5, a6, a7 ); (*(const_cast<CMatCallQueue *>(&m_queue))).QueueCall( pObject, (void (ClassName::*)(ArgType1, ArgType2, ArgType3, ArgType4, ArgType5, ArgType6, ArgType7))&ClassName::FuncName, a1, a2, a3, a4, a5, a6, a7 ); }
#define DEFINE_QUEUED_CALL_AFTER_BASE_8C( FuncName, ArgType1, ArgType2, ArgType3, ArgType4, ArgType5, ArgType6, ArgType7, ArgType8, ClassName, pObject ) void FuncName( ArgType1 a1, ArgType2 a2, ArgType3 a3, ArgType4 a4, ArgType5 a5, ArgType6 a6, ArgType7 a7, ArgType8 a8 ) const { BaseClass::FuncName( a1, a2, a3, a4, a5, a6, a7, a8 ); (*(const_cast<CMatCallQueue *>(&m_queue))).QueueCall( pObject, (void (ClassName::*)(ArgType1, ArgType2, ArgType3, ArgType4, ArgType5, ArgType6, ArgType7, ArgType8))&ClassName::FuncName, a1, a2, a3, a4, a5, a6, a7, a8 ); }
#define DEFINE_QUEUED_CALL_AFTER_BASE_9C( FuncName, ArgType1, ArgType2, ArgType3, ArgType4, ArgType5, ArgType6, ArgType7, ArgType8, ArgType9, ClassName, pObject ) void FuncName( ArgType1 a1, ArgType2 a2, ArgType3 a3, ArgType4 a4, ArgType5 a5, ArgType6 a6, ArgType7 a7, ArgType8 a8, ArgType9 a9 ) const { BaseClass::FuncName( a1, a2, a3, a4, a5, a6, a7, a8, a9 ); (*(const_cast<CMatCallQueue *>(&m_queue))).QueueCall( pObject, (void (ClassName::*)(ArgType1, ArgType2, ArgType3, ArgType4, ArgType5, ArgType6, ArgType7, ArgType8, ArgType9))&ClassName::FuncName, a1, a2, a3, a4, a5, a6, a7, a8, a9 ); }
//-----------------------------------------------------------------------------
#define Unsupported( funcName ) ExecuteOnce( Msg( "CMatQueuedRenderContext: %s is unsupported\n", #funcName ) )
#define FATAL_QUEUE 1
#ifdef FATAL_QUEUE
#define CannotSupport() ExecuteOnce( Msg( "Called function that cannot be supported\n" ) ); ExecuteOnce( DebuggerBreakIfDebugging() )
#else
#define CannotSupport() ExecuteOnce( Msg( "Called function that cannot be supported\n" ) )
#endif
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
class CMatQueuedRenderContext : public CMatRenderContextBase
{
typedef CMatRenderContextBase BaseClass;
public:
CMatQueuedRenderContext()
: m_pHardwareContext( NULL ),
m_iRenderDepth( 0 ),
m_pQueuedMesh( NULL ),
m_WidthBackBuffer( 0 ),
m_HeightBackBuffer( 0 ),
m_FogMode( MATERIAL_FOG_NONE ),
m_flFogStart( 0 ),
m_flFogEnd( 0 ),
m_flFogZ( 0 ),
m_flFogMaxDensity( 1.0 )
{
memset( &m_FogColor, 0, sizeof(m_FogColor) );
}
bool Init( CMaterialSystem *pMaterialSystem, CMatRenderContextBase *pHardwareContext );
void Shutdown();
void Free();
void CompactMemory();
bool IsInitialized() const { return ( m_pHardwareContext != NULL ); }
void BeginQueue( CMatRenderContextBase *pInitialState = NULL );
void EndQueue( bool bCallQueued = false );
void BeginRender();
void EndRender();
void CallQueued( bool bTermAfterCall = false );
void FlushQueued();
ICallQueue * GetCallQueue();
CMatCallQueue * GetCallQueueInternal() { return &m_queue; }
bool OnDrawMesh( IMesh *pMesh, int firstIndex, int numIndices );
bool OnDrawMesh( IMesh *pMesh, CPrimList *pLists, int nLists );
bool OnSetFlexMesh( IMesh *pStaticMesh, IMesh *pMesh, int nVertexOffsetInBytes );
bool OnSetColorMesh( IMesh *pStaticMesh, IMesh *pMesh, int nVertexOffsetInBytes );
bool OnSetPrimitiveType( IMesh *pMesh, MaterialPrimitiveType_t type );
bool OnFlushBufferedPrimitives();
DEFINE_QUEUED_CALL_1( Flush, bool, IMatRenderContext, m_pHardwareContext );
DEFINE_QUEUED_CALL_0( SwapBuffers, IMatRenderContextInternal, m_pHardwareContext );
void SetRenderTargetEx( int nRenderTargetID, ITexture *pTexture );
void GetRenderTargetDimensions( int &, int &) const;
void GetViewport( int& x, int& y, int& width, int& height ) const;
void Bind( IMaterial *, void * );
DEFINE_QUEUED_CALL_AFTER_BASE_1( BindLocalCubemap, ITexture *, IMatRenderContext, m_pHardwareContext );
DEFINE_QUEUED_CALL_AFTER_BASE_1( BindLightmapPage, int, IMatRenderContext, m_pHardwareContext );
DEFINE_QUEUED_CALL_2( DepthRange, float, float, IMatRenderContext, m_pHardwareContext );
DEFINE_QUEUED_CALL_3( ClearBuffers, bool, bool, bool, IMatRenderContext, m_pHardwareContext );
void ReadPixels( int x, int y, int width, int height, unsigned char *data, ImageFormat dstFormat );
DEFINE_QUEUED_CALL_3( SetAmbientLight, float, float, float, IMatRenderContext, m_pHardwareContext );
void SetLight( int i, const LightDesc_t &desc );
void SetLightingOrigin( Vector vLightingOrigin );
void SetAmbientLightCube( LightCube_t cube );
DEFINE_QUEUED_CALL_1( CopyRenderTargetToTexture, ITexture *, IMatRenderContext, m_pHardwareContext );
DEFINE_QUEUED_CALL_AFTER_BASE_2( SetFrameBufferCopyTexture, ITexture *, int, IMatRenderContext, m_pHardwareContext );
// matrix api
void MatrixMode( MaterialMatrixMode_t);
void PushMatrix();
void PopMatrix();
void LoadMatrix( const VMatrix& matrix );
void LoadMatrix( const matrix3x4_t& matrix );
void MultMatrix( const VMatrix& matrix );
void MultMatrixLocal( const VMatrix& matrix );
void MultMatrix( const matrix3x4_t& matrix );
void MultMatrixLocal( const matrix3x4_t& matrix );
void LoadIdentity();
void Ortho( double, double, double, double, double, double);
void PerspectiveX( double, double, double, double);
void PerspectiveOffCenterX( double, double, double, double, double, double, double, double );
void PickMatrix( int, int, int, int);
void Rotate( float, float, float, float);
void Translate( float, float, float);
void Scale( float, float, float);
// end matrix api
void Viewport( int x, int y, int width, int height );
DEFINE_QUEUED_CALL_1( CullMode, MaterialCullMode_t, IMatRenderContext, m_pHardwareContext );
void FogMode( MaterialFogMode_t fogMode );
void FogStart( float fStart );
void FogEnd( float fEnd );
void SetFogZ( float fogZ );
MaterialFogMode_t GetFogMode( void );
void GetFogDistances( float *fStart, float *fEnd, float *fFogZ );
void FogMaxDensity( float flMaxDensity );
void FogColor3f( float r, float g, float b );
void FogColor3fv( float const* rgb );
void FogColor3ub( unsigned char r, unsigned char g, unsigned char b );
void FogColor3ubv( unsigned char const* rgb );
void GetFogColor( unsigned char *rgb );
int GetCurrentNumBones( ) const;
void SetNumBoneWeights( int nBoneCount );
DELEGATE_TO_OBJECT_3( IMesh *, CreateStaticMesh, VertexFormat_t, const char *, IMaterial *, m_pHardwareContext );
DEFINE_QUEUED_CALL_1( DestroyStaticMesh, IMesh *, IMatRenderContext, m_pHardwareContext );
IMesh * GetDynamicMesh(bool, IMesh *, IMesh *, IMaterial * );
IMesh* GetDynamicMeshEx( VertexFormat_t, bool, IMesh*, IMesh*, IMaterial* );
// ------------ New Vertex/Index Buffer interface ----------------------------
DELEGATE_TO_OBJECT_3( IVertexBuffer *, CreateStaticVertexBuffer, VertexFormat_t, int, const char *, m_pHardwareContext );
DELEGATE_TO_OBJECT_3( IIndexBuffer *, CreateStaticIndexBuffer, MaterialIndexFormat_t, int, const char *, m_pHardwareContext );
DELEGATE_TO_OBJECT_1V( DestroyVertexBuffer, IVertexBuffer *, m_pHardwareContext );
DELEGATE_TO_OBJECT_1V( DestroyIndexBuffer, IIndexBuffer *, m_pHardwareContext );
DELEGATE_TO_OBJECT_3( IVertexBuffer *, GetDynamicVertexBuffer, int, VertexFormat_t, bool, m_pHardwareContext );
DELEGATE_TO_OBJECT_2( IIndexBuffer *, GetDynamicIndexBuffer, MaterialIndexFormat_t, bool, m_pHardwareContext );
DELEGATE_TO_OBJECT_7V( BindVertexBuffer, int, IVertexBuffer *, int, int, int, VertexFormat_t, int, m_pHardwareContext );
DELEGATE_TO_OBJECT_2V( BindIndexBuffer, IIndexBuffer *, int, m_pHardwareContext );
DELEGATE_TO_OBJECT_3V( Draw, MaterialPrimitiveType_t, int, int, m_pHardwareContext );
// ------------ End ----------------------------
int SelectionMode( bool )
{
CannotSupport();
return 0;
}
void SelectionBuffer( unsigned int *, int )
{
CannotSupport();
}
DEFINE_QUEUED_CALL_0( ClearSelectionNames, IMatRenderContext, m_pHardwareContext );
DEFINE_QUEUED_CALL_1( LoadSelectionName, int, IMatRenderContext, m_pHardwareContext );
DEFINE_QUEUED_CALL_1( PushSelectionName, int, IMatRenderContext, m_pHardwareContext );
DEFINE_QUEUED_CALL_0( PopSelectionName, IMatRenderContext, m_pHardwareContext );
DEFINE_QUEUED_CALL_3( ClearColor3ub, unsigned char, unsigned char, unsigned char, IMatRenderContext, m_pHardwareContext );
DEFINE_QUEUED_CALL_4( ClearColor4ub, unsigned char, unsigned char, unsigned char, unsigned char, IMatRenderContext, m_pHardwareContext );
DEFINE_QUEUED_CALL_2( OverrideDepthEnable, bool, bool, IMatRenderContext, m_pHardwareContext );
DEFINE_QUEUED_CALL_2( OverrideAlphaWriteEnable, bool, bool, IMatRenderContext, m_pHardwareContext );
DEFINE_QUEUED_CALL_2( OverrideColorWriteEnable, bool, bool, IMatRenderContext, m_pHardwareContext );
DEFINE_QUEUED_CALL_1( DrawScreenSpaceQuad, IMaterial *, IMatRenderContext, m_pHardwareContext );
void SyncToken( const char *p );
// Allocate and delete query objects.
OcclusionQueryObjectHandle_t CreateOcclusionQueryObject();
DEFINE_QUEUED_CALL_1( DestroyOcclusionQueryObject, OcclusionQueryObjectHandle_t, IMatRenderContext, m_pHardwareContext );
DEFINE_QUEUED_CALL_1( BeginOcclusionQueryDrawing, OcclusionQueryObjectHandle_t, IMatRenderContext, m_pHardwareContext );
DEFINE_QUEUED_CALL_1( EndOcclusionQueryDrawing, OcclusionQueryObjectHandle_t, IMatRenderContext, m_pHardwareContext );
DEFINE_QUEUED_CALL_1( ResetOcclusionQueryObject, OcclusionQueryObjectHandle_t, IMatRenderContext, m_pHardwareContext );
int OcclusionQuery_GetNumPixelsRendered( OcclusionQueryObjectHandle_t );
void SetFlashlightState( const FlashlightState_t &s, const VMatrix &m );
DEFINE_QUEUED_CALL_AFTER_BASE_1( SetHeightClipMode, MaterialHeightClipMode_t, IMatRenderContext, m_pHardwareContext );
DEFINE_QUEUED_CALL_AFTER_BASE_1( SetHeightClipZ, float, IMatRenderContext, m_pHardwareContext );
bool EnableClipping( bool bEnable );
DEFINE_QUEUED_CALL_1( EnableUserClipTransformOverride, bool, IMatRenderContext, m_pHardwareContext );
void UserClipTransform( const VMatrix &m );
IMorph *CreateMorph( MorphFormat_t format, const char *pDebugName )
{
CannotSupport();
return NULL;
}
DEFINE_QUEUED_CALL_1( DestroyMorph, IMorph *, IMatRenderContext, m_pHardwareContext );
DEFINE_QUEUED_CALL_1( BindMorph, IMorph *, IMatRenderContext, m_pHardwareContext );
void ReadPixelsAndStretch( Rect_t *pSrcRect, Rect_t *pDstRect, unsigned char *pBuffer, ImageFormat dstFormat, int nDstStride );
void GetWindowSize( int &width, int &height ) const;
void DrawScreenSpaceRectangle( IMaterial *pMaterial,
int destx, int desty,
int width, int height,
float src_texture_x0, float src_texture_y0, // which texel you want to appear at
// destx/y
float src_texture_x1, float src_texture_y1, // which texel you want to appear at
// destx+width-1, desty+height-1
int src_texture_width, int src_texture_height, // needed for fixup
void *pClientRenderable = NULL,
int nXDice = 1,
int nYDice = 1 );
void LoadBoneMatrix( int i, const matrix3x4_t &m );
DEFINE_QUEUED_CALL_AFTER_BASE_5( PushRenderTargetAndViewport, ITexture *, int, int, int, int, IMatRenderContext, m_pHardwareContext );
DEFINE_QUEUED_CALL_AFTER_BASE_6( PushRenderTargetAndViewport, ITexture *, ITexture *, int, int, int, int, IMatRenderContext, m_pHardwareContext );
DEFINE_QUEUED_CALL_AFTER_BASE_1( PushRenderTargetAndViewport, ITexture *, IMatRenderContext, m_pHardwareContext );
DEFINE_QUEUED_CALL_AFTER_BASE_0( PushRenderTargetAndViewport, IMatRenderContext, m_pHardwareContext );
DEFINE_QUEUED_CALL_AFTER_BASE_0( PopRenderTargetAndViewport, IMatRenderContext, m_pHardwareContext );
DEFINE_QUEUED_CALL_1( BindLightmapTexture, ITexture *, IMatRenderContext, m_pHardwareContext );
void CopyRenderTargetToTextureEx( ITexture *pTexture, int i, Rect_t *pSrc, Rect_t *pDst );
void CopyTextureToRenderTargetEx( int i, ITexture *pTexture, Rect_t *pSrc, Rect_t *pDst );
DEFINE_QUEUED_CALL_2( SetFloatRenderingParameter, int, float, IMatRenderContext, m_pHardwareContext );
DEFINE_QUEUED_CALL_2( SetIntRenderingParameter, int, int, IMatRenderContext, m_pHardwareContext );
void SetVectorRenderingParameter( int i, const Vector &v )
{
m_queue.QueueCall( m_pHardwareContext, &IMatRenderContext::SetVectorRenderingParameter, i, RefToVal( v ) );
}
float GetFloatRenderingParameter(int parm_number) const
{
CannotSupport();
return 0;
}
int GetIntRenderingParameter(int parm_number) const
{
CannotSupport();
return 0;
}
Vector GetVectorRenderingParameter(int parm_number) const
{
CannotSupport();
return Vector(0,0,0);
}
DEFINE_QUEUED_CALL_1( SetStencilEnable, bool, IMatRenderContext, m_pHardwareContext );
DEFINE_QUEUED_CALL_1( SetStencilFailOperation, StencilOperation_t, IMatRenderContext, m_pHardwareContext );
DEFINE_QUEUED_CALL_1( SetStencilZFailOperation, StencilOperation_t, IMatRenderContext, m_pHardwareContext );
DEFINE_QUEUED_CALL_1( SetStencilPassOperation, StencilOperation_t, IMatRenderContext, m_pHardwareContext );
DEFINE_QUEUED_CALL_1( SetStencilCompareFunction, StencilComparisonFunction_t, IMatRenderContext, m_pHardwareContext );
DEFINE_QUEUED_CALL_1( SetStencilReferenceValue, int, IMatRenderContext, m_pHardwareContext );
DEFINE_QUEUED_CALL_1( SetStencilTestMask, uint32, IMatRenderContext, m_pHardwareContext );
DEFINE_QUEUED_CALL_1( SetStencilWriteMask, uint32, IMatRenderContext, m_pHardwareContext );
DEFINE_QUEUED_CALL_5( ClearStencilBufferRectangle, int, int, int, int, int, IMatRenderContext, m_pHardwareContext );
DEFINE_QUEUED_CALL_2( SetShadowDepthBiasFactors, float, float, IMatRenderContext, m_pHardwareContext );
void PushCustomClipPlane( const float *p )
{
m_queue.QueueCall( m_pHardwareContext, &IMatRenderContext::PushCustomClipPlane, CUtlEnvelope<float>( p, 4 ) );
}
DEFINE_QUEUED_CALL_0( PopCustomClipPlane, IMatRenderContext, m_pHardwareContext );
virtual void GetMaxToRender( IMesh *pMesh, bool bMaxUntilFlush, int *pMaxVerts, int *pMaxIndices );
virtual int GetMaxVerticesToRender( IMaterial *pMaterial );
virtual int GetMaxIndicesToRender( )
{
return INDEX_BUFFER_SIZE;
}
DEFINE_QUEUED_CALL_0( DisableAllLocalLights, IMatRenderContext, m_pHardwareContext );
int CompareMaterialCombos( IMaterial *pMaterial1, IMaterial *pMaterial2, int lightmapID1, int lightmapID2 )
{
CannotSupport();
return 0;
}
IMesh *GetFlexMesh();
void SetFlashlightStateEx( const FlashlightState_t &s, const VMatrix &m, ITexture *p )
{
m_queue.QueueCall( m_pHardwareContext, &IMatRenderContext::SetFlashlightStateEx, RefToVal( s ), RefToVal( m ), p );
}
void SetScissorRect( const int nLeft, const int nTop, const int nRight, const int nBottom, const bool bEnableScissor )
{
m_queue.QueueCall( m_pHardwareContext, &IMatRenderContext::SetScissorRect, nLeft, nTop, nRight, nBottom, bEnableScissor );
}
virtual void PushDeformation( const DeformationBase_t *pDef )
{
CannotSupport();
}
void PopDeformation( )
{
CannotSupport();
}
int GetNumActiveDeformations( ) const
{
return 0;
}
ITexture *GetLocalCubemap()
{
return m_pLocalCubemapTexture;
}
DEFINE_QUEUED_CALL_2( ClearBuffersObeyStencil, bool, bool, IMatRenderContext, m_pHardwareContext );
DEFINE_QUEUED_CALL_3( ClearBuffersObeyStencilEx, bool, bool, bool, IMatRenderContext, m_pHardwareContext );
DEFINE_QUEUED_CALL_0( PerformFullScreenStencilOperation, IMatRenderContext, m_pHardwareContext );
virtual void AsyncCreateTextureFromRenderTarget( ITexture* pSrcRt, const char* pDstName, ImageFormat dstFmt, bool bGenMips, int nAdditionalCreationFlags, IAsyncTextureOperationReceiver* pRecipient, void* pExtraArgs ) OVERRIDE
{
OnAsyncCreateTextureFromRenderTarget( pSrcRt, &pDstName, pRecipient );
m_queue.QueueCall( m_pHardwareContext, &IMatRenderContext::AsyncCreateTextureFromRenderTarget, pSrcRt, pDstName, dstFmt, bGenMips, nAdditionalCreationFlags, pRecipient, pExtraArgs );
}
virtual void AsyncMap( ITextureInternal* pTexToMap, IAsyncTextureOperationReceiver* pRecipient, void* pExtraArgs ) OVERRIDE
{
OnAsyncMap( pTexToMap, pRecipient, pExtraArgs );
m_queue.QueueCall( m_pHardwareContext, &IMatRenderContextInternal::AsyncMap, pTexToMap, pRecipient, pExtraArgs );
}
virtual void AsyncUnmap( ITextureInternal* pTexToUnmap ) OVERRIDE
{
OnAsyncUnmap( pTexToUnmap );
m_queue.QueueCall( m_pHardwareContext, &IMatRenderContextInternal::AsyncUnmap, pTexToUnmap );
}
virtual void AsyncCopyRenderTargetToStagingTexture( ITexture* pDst, ITexture* pSrc, IAsyncTextureOperationReceiver* pRecipient, void* pExtraArgs ) OVERRIDE
{
OnAsyncCopyRenderTargetToStagingTexture( pDst, pSrc, pRecipient );
m_queue.QueueCall( m_pHardwareContext, &IMatRenderContextInternal::AsyncCopyRenderTargetToStagingTexture, pDst, pSrc, pRecipient, pExtraArgs );
}
DEFINE_QUEUED_CALL_0( TextureManagerUpdate, IMatRenderContextInternal, m_pHardwareContext );
bool GetUserClipTransform( VMatrix &worldToView )
{
CannotSupport();
return false;
}
bool InFlashlightMode( void ) const
{
CannotSupport();
return false;
}
virtual void SetFlashlightMode( bool bEnable )
{
m_bFlashlightEnable = bEnable;
m_queue.QueueCall( m_pHardwareContext, &IMatRenderContext::SetFlashlightMode, bEnable );
}
virtual bool GetFlashlightMode( void ) const { return m_bFlashlightEnable; }
void BeginPIXEvent( unsigned long color, const char *pszName )
{
m_queue.QueueCall( m_pHardwareContext, &IMatRenderContext::BeginPIXEvent, color, CUtlEnvelope<const char *>( pszName ) );
}
DEFINE_QUEUED_CALL_0( EndPIXEvent, IMatRenderContext, m_pHardwareContext );
void SetPIXMarker( unsigned long color, const char *pszName )
{
m_queue.QueueCall( m_pHardwareContext, &IMatRenderContext::SetPIXMarker, color, CUtlEnvelope<const char *>( pszName ) );
}
DEFINE_QUEUED_CALL_0( ForceHardwareSync, IMatRenderContextInternal, m_pHardwareContext );
DEFINE_QUEUED_CALL_0( BeginFrame, IMatRenderContextInternal, m_pHardwareContext );
DEFINE_QUEUED_CALL_0( EndFrame, IMatRenderContextInternal, m_pHardwareContext );
void SetFrameTime( float frameTime )
{
m_queue.QueueCall( m_pHardwareContext, &IMatRenderContextInternal::SetFrameTime, frameTime );
m_FrameTime = frameTime;
}
DEFINE_QUEUED_CALL_0( BeginMorphAccumulation, IMatRenderContextInternal, m_pHardwareContext );
DEFINE_QUEUED_CALL_0( EndMorphAccumulation, IMatRenderContextInternal, m_pHardwareContext );
virtual void AccumulateMorph( IMorph* pMorph, int nMorphCount, const MorphWeight_t* pWeights )
{
// FIXME: Must copy off the morph weights here. Not sure the pattern for this.
Assert( 0 );
}
virtual bool GetMorphAccumulatorTexCoord( Vector2D *pTexCoord, IMorph *pIMorph, int nVertex )
{
// FIXME: We must assign morph ids in the queued mode
// and pass the ids down to the morph mgr to get the texcoord
Assert(0);
pTexCoord->Init();
return false;
}
virtual void SetFlexWeights( int nFirstWeight, int nCount, const MorphWeight_t* pWeights )
{
Assert(0);
}
//-------------------------------------------------------------------------
DEFINE_QUEUED_CALL_AFTER_BASE_1( SetCurrentMaterialInternal, IMaterialInternal *, IMatRenderContextInternal, m_pHardwareContext );
DEFINE_QUEUED_CALL_AFTER_BASE_1( SetCurrentProxy, void *, IMatRenderContextInternal, m_pHardwareContext );
int GetLightmapPage()
{
CannotSupport();
return 0;
}
void ForceDepthFuncEquals( bool )
{
CannotSupport();
}
void BindStandardTexture( Sampler_t, StandardTextureId_t )
{
CannotSupport();
}
void GetLightmapDimensions( int *, int * )
{
CannotSupport();
}
MorphFormat_t GetBoundMorphFormat()
{
CannotSupport();
return (MorphFormat_t)0;
}
void DrawClearBufferQuad( unsigned char, unsigned char, unsigned char, unsigned char, bool, bool, bool )
{
CannotSupport();
}
void BeginBatch( IMesh* pIndices );
void BindBatch( IMesh* pVertices, IMaterial *pAutoBind = NULL );
void DrawBatch(int firstIndex, int numIndices );
void EndBatch();
// Color correction related methods..
// Client cannot call IColorCorrectionSystem directly because it is not thread-safe
// FIXME: Make IColorCorrectionSystem threadsafe?
virtual ColorCorrectionHandle_t AddLookup( const char *pName );
virtual void LockLookup( ColorCorrectionHandle_t handle );
virtual void LoadLookup( ColorCorrectionHandle_t handle, const char *pLookupName );
virtual void UnlockLookup( ColorCorrectionHandle_t handle );
virtual bool RemoveLookup( ColorCorrectionHandle_t handle );
DEFINE_QUEUED_CALL_1( EnableColorCorrection, bool, IColorCorrectionSystem, g_pColorCorrectionSystem );
DEFINE_QUEUED_CALL_0( ResetLookupWeights, IColorCorrectionSystem, g_pColorCorrectionSystem );
DEFINE_QUEUED_CALL_2( SetLookupWeight, ColorCorrectionHandle_t, float, IColorCorrectionSystem, g_pColorCorrectionSystem );
DEFINE_QUEUED_CALL_2( SetResetable, ColorCorrectionHandle_t, bool, IColorCorrectionSystem, g_pColorCorrectionSystem );
DEFINE_QUEUED_CALL_1( SetFullScreenDepthTextureValidityFlag, bool, IMatRenderContext, m_pHardwareContext );
void SetToneMappingScaleLinear( const Vector &scale )
{
m_queue.QueueCall( m_pHardwareContext, &IMatRenderContext::SetToneMappingScaleLinear, RefToVal( scale ) );
m_LastSetToneMapScale = Vector( scale );
}
void DeferredBeginBatch( uint16 *pIndexData, int nIndices );
void DeferredDrawPrimList( IMesh *pMesh, CPrimList *pLists, int nLists );
void DeferredSetFlexMesh( IMesh *pStaticMesh, int nVertexOffsetInBytes );
#if defined( _X360 )
DEFINE_QUEUED_CALL_1( PushVertexShaderGPRAllocation, int, IMatRenderContext, m_pHardwareContext );
DEFINE_QUEUED_CALL_0( PopVertexShaderGPRAllocation, IMatRenderContext, m_pHardwareContext );
#endif
// A special path used to tick the front buffer while loading on the 360
DEFINE_QUEUED_CALL_4( SetNonInteractivePacifierTexture, ITexture *, float, float, float, IMatRenderContext, m_pHardwareContext );
DEFINE_QUEUED_CALL_2( SetNonInteractiveTempFullscreenBuffer, ITexture *, MaterialNonInteractiveMode_t, IMatRenderContext, m_pHardwareContext );
DEFINE_QUEUED_CALL_1( EnableNonInteractiveMode, MaterialNonInteractiveMode_t, IMatRenderContext, m_pHardwareContext );
DEFINE_QUEUED_CALL_0( RefreshFrontBufferNonInteractive, IMatRenderContext, m_pHardwareContext );
//--------------------------------------------------------
// Memory allocation calls for queued mesh, et. al.
//--------------------------------------------------------
byte *AllocVertices( int nVerts, int nVertexSize );
uint16 *AllocIndices( int nIndices );
CPrimList *AllocPrimLists( int nPrimLists );
byte *ReallocVertices( byte *pVerts, int nVertsOld, int nVertsNew, int nVertexSize );
uint16 *ReallocIndices( uint16 *pIndices, int nIndicesOld, int nIndicesNew );
void FreeVertices( byte *pVerts, int nVerts, int nVertexSize );
void FreeIndices( uint16 *pIndices, int nIndices );
void FreePrimLists( CPrimList * );
//--------------------------------------------------------
// debug logging - no-op in queued context
//--------------------------------------------------------
virtual void Printf( PRINTF_FORMAT_STRING const char *fmt, ... ) {};
virtual void PrintfVA( char *fmt, va_list vargs ){};
virtual float Knob( char *knobname, float *setvalue=NULL ) { return 0.0f; };
#ifdef DX_TO_GL_ABSTRACTION
void DoStartupShaderPreloading( void ) {};
#endif
private:
void QueueMatrixSync();
//friend class CMatQueuedMesh;
friend class CCallQueueExternal;
CMatCallQueue m_queue;
CMatQueuedMesh *m_pQueuedMesh;
CMatRenderContextBase *m_pHardwareContext;
int m_iRenderDepth;
int m_WidthBackBuffer, m_HeightBackBuffer;
int m_nBoneCount;
MaterialFogMode_t m_FogMode;
float m_flFogStart;
float m_flFogEnd;
float m_flFogZ;
float m_flFogMaxDensity;
color24 m_FogColor;
CMemoryStack m_Vertices;
CMemoryStack m_Indices;
class CCallQueueExternal : public ICallQueue
{
void QueueFunctorInternal( CFunctor *pFunctor )
{
GET_OUTER( CMatQueuedRenderContext, m_CallQueueExternal )->m_queue.QueueFunctor( pFunctor );
pFunctor->Release();
}
};
CCallQueueExternal m_CallQueueExternal;
};
//-----------------------------------------------------------------------------
#include "tier0/memdbgoff.h"
#endif // CMATQUEUEDRENDERCONTEXT_H