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1461 lines
38 KiB
1461 lines
38 KiB
//========= Copyright 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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#include "shaderapidx10.h"
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#include "shaderapibase.h"
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#include "shaderapi/ishaderutil.h"
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#include "materialsystem/idebugtextureinfo.h"
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#include "materialsystem/materialsystem_config.h"
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#include "meshdx10.h"
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#include "shadershadowdx10.h"
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#include "shaderdevicedx10.h"
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#include "shaderapidx10_global.h"
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#include "imaterialinternal.h"
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//-----------------------------------------------------------------------------
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// Methods related to queuing functions to be called prior to rendering
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//-----------------------------------------------------------------------------
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CFunctionCommit::CFunctionCommit()
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{
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m_pCommitFlags = NULL;
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m_nCommitBufferSize = 0;
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}
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CFunctionCommit::~CFunctionCommit()
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{
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if ( m_pCommitFlags )
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{
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delete[] m_pCommitFlags;
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m_pCommitFlags = NULL;
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}
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}
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void CFunctionCommit::Init( int nFunctionCount )
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{
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m_nCommitBufferSize = ( nFunctionCount + 7 ) >> 3;
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Assert( !m_pCommitFlags );
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m_pCommitFlags = new unsigned char[ m_nCommitBufferSize ];
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memset( m_pCommitFlags, 0, m_nCommitBufferSize );
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}
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//-----------------------------------------------------------------------------
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// Methods related to queuing functions to be called per-(pMesh->Draw call) or per-pass
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//-----------------------------------------------------------------------------
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inline bool CFunctionCommit::IsCommitFuncInUse( int nFunc ) const
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{
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Assert( nFunc >> 3 < m_nCommitBufferSize );
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return ( m_pCommitFlags[ nFunc >> 3 ] & ( 1 << ( nFunc & 0x7 ) ) ) != 0;
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}
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inline void CFunctionCommit::MarkCommitFuncInUse( int nFunc )
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{
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Assert( nFunc >> 3 < m_nCommitBufferSize );
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m_pCommitFlags[ nFunc >> 3 ] |= 1 << ( nFunc & 0x7 );
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}
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inline void CFunctionCommit::AddCommitFunc( StateCommitFunc_t f )
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{
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m_CommitFuncs.AddToTail( f );
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}
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//-----------------------------------------------------------------------------
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// Clears all commit functions
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//-----------------------------------------------------------------------------
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inline void CFunctionCommit::ClearAllCommitFuncs( )
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{
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memset( m_pCommitFlags, 0, m_nCommitBufferSize );
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m_CommitFuncs.RemoveAll();
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}
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//-----------------------------------------------------------------------------
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// Calls all commit functions in a particular list
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//-----------------------------------------------------------------------------
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void CFunctionCommit::CallCommitFuncs( ID3D10Device *pDevice, const ShaderStateDx10_t &desiredState, ShaderStateDx10_t ¤tState, bool bForce )
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{
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int nCount = m_CommitFuncs.Count();
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for ( int i = 0; i < nCount; ++i )
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{
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m_CommitFuncs[i]( pDevice, desiredState, currentState, bForce );
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}
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ClearAllCommitFuncs( );
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}
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//-----------------------------------------------------------------------------
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// Helpers for commit functions
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//-----------------------------------------------------------------------------
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#define ADD_COMMIT_FUNC( _func_name ) \
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if ( !m_Commit.IsCommitFuncInUse( COMMIT_FUNC_ ## _func_name ) ) \
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{ \
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m_Commit.AddCommitFunc( _func_name ); \
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m_Commit.MarkCommitFuncInUse( COMMIT_FUNC_ ## _func_name ); \
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}
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#define ADD_RENDERSTATE_FUNC( _func_name, _state, _val ) \
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if ( m_bResettingRenderState || ( m_DesiredState. ## _state != _val ) ) \
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{ \
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m_DesiredState. ## _state = _val; \
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ADD_COMMIT_FUNC( _func_name ) \
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}
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#define IMPLEMENT_RENDERSTATE_FUNC( _func_name, _state, _d3dFunc ) \
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static void _func_name( ID3D10Device *pDevice, const ShaderStateDx10_t &desiredState, ShaderStateDx10_t ¤tState, bool bForce ) \
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{ \
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if ( bForce || ( desiredState. ## _state != currentState. ## _state ) ) \
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{ \
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pDevice->_d3dFunc( desiredState. ## _state ); \
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currentState. ## _state = desiredState. ## _state; \
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} \
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}
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//-----------------------------------------------------------------------------
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// D3D state setting methods
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//-----------------------------------------------------------------------------
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// NOTE: For each commit func you create, add to this enumeration.
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enum CommitFunc_t
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{
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COMMIT_FUNC_CommitSetViewports = 0,
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COMMIT_FUNC_CommitSetVertexShader,
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COMMIT_FUNC_CommitSetGeometryShader,
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COMMIT_FUNC_CommitSetPixelShader,
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COMMIT_FUNC_CommitSetVertexBuffer,
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COMMIT_FUNC_CommitSetIndexBuffer,
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COMMIT_FUNC_CommitSetInputLayout,
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COMMIT_FUNC_CommitSetTopology,
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COMMIT_FUNC_CommitSetRasterState,
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COMMIT_FUNC_COUNT,
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};
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IMPLEMENT_RENDERSTATE_FUNC( CommitSetTopology, m_Topology, IASetPrimitiveTopology )
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IMPLEMENT_RENDERSTATE_FUNC( CommitSetVertexShader, m_pVertexShader, VSSetShader )
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IMPLEMENT_RENDERSTATE_FUNC( CommitSetGeometryShader, m_pGeometryShader, GSSetShader )
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IMPLEMENT_RENDERSTATE_FUNC( CommitSetPixelShader, m_pPixelShader, PSSetShader )
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static void CommitSetInputLayout( ID3D10Device *pDevice, const ShaderStateDx10_t &desiredState, ShaderStateDx10_t ¤tState, bool bForce )
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{
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const ShaderInputLayoutStateDx10_t& newState = desiredState.m_InputLayout;
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if ( bForce || memcmp( &newState, ¤tState.m_InputLayout, sizeof(ShaderInputLayoutStateDx10_t) ) )
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{
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// FIXME: Deal with multiple streams
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ID3D10InputLayout *pInputLayout = g_pShaderDeviceDx10->GetInputLayout(
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newState.m_hVertexShader, newState.m_pVertexDecl[0] );
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pDevice->IASetInputLayout( pInputLayout );
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currentState.m_InputLayout = newState;
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}
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}
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static void CommitSetViewports( ID3D10Device *pDevice, const ShaderStateDx10_t &desiredState, ShaderStateDx10_t ¤tState, bool bForce )
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{
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bool bChanged = bForce || ( desiredState.m_nViewportCount != currentState.m_nViewportCount );
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if ( !bChanged && desiredState.m_nViewportCount > 0 )
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{
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bChanged = memcmp( desiredState.m_pViewports, currentState.m_pViewports,
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desiredState.m_nViewportCount * sizeof( D3D10_VIEWPORT ) ) != 0;
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}
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if ( !bChanged )
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return;
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pDevice->RSSetViewports( desiredState.m_nViewportCount, desiredState.m_pViewports );
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currentState.m_nViewportCount = desiredState.m_nViewportCount;
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#ifdef _DEBUG
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memset( currentState.m_pViewports, 0xDD, sizeof( currentState.m_pViewports ) );
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#endif
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memcpy( currentState.m_pViewports, desiredState.m_pViewports,
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desiredState.m_nViewportCount * sizeof( D3D10_VIEWPORT ) );
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}
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static void CommitSetIndexBuffer( ID3D10Device *pDevice, const ShaderStateDx10_t &desiredState, ShaderStateDx10_t ¤tState, bool bForce )
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{
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const ShaderIndexBufferStateDx10_t &newState = desiredState.m_IndexBuffer;
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bool bChanged = bForce || memcmp( &newState, ¤tState.m_IndexBuffer, sizeof(ShaderIndexBufferStateDx10_t) );
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if ( !bChanged )
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return;
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pDevice->IASetIndexBuffer( newState.m_pBuffer, newState.m_Format, newState.m_nOffset );
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memcpy( ¤tState.m_IndexBuffer, &newState, sizeof( ShaderIndexBufferStateDx10_t ) );
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}
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static void CommitSetVertexBuffer( ID3D10Device *pDevice, const ShaderStateDx10_t &desiredState, ShaderStateDx10_t ¤tState, bool bForce )
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{
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ID3D10Buffer *ppVertexBuffers[ MAX_DX10_STREAMS ];
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UINT pStrides[ MAX_DX10_STREAMS ];
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UINT pOffsets[ MAX_DX10_STREAMS ];
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UINT nFirstBuffer = 0;
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UINT nBufferCount = 0;
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bool bInMatch = true;
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for ( int i = 0; i < MAX_DX10_STREAMS; ++i )
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{
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const ShaderVertexBufferStateDx10_t &newState = desiredState.m_pVertexBuffer[i];
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bool bMatch = !bForce && !memcmp( &newState, ¤tState.m_pVertexBuffer[i], sizeof(ShaderVertexBufferStateDx10_t) );
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if ( !bMatch )
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{
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ppVertexBuffers[i] = newState.m_pBuffer;
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pStrides[i] = newState.m_nStride;
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pOffsets[i] = newState.m_nOffset;
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++nBufferCount;
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memcpy( ¤tState.m_pVertexBuffer[i], &newState, sizeof( ShaderVertexBufferStateDx10_t ) );
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}
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if ( bInMatch )
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{
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if ( !bMatch )
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{
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bInMatch = false;
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nFirstBuffer = i;
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}
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continue;
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}
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if ( bMatch )
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{
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bInMatch = true;
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pDevice->IASetVertexBuffers( nFirstBuffer, nBufferCount,
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&ppVertexBuffers[nFirstBuffer], &pStrides[nFirstBuffer], &pOffsets[nFirstBuffer] );
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nBufferCount = 0;
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}
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}
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if ( !bInMatch )
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{
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pDevice->IASetVertexBuffers( nFirstBuffer, nBufferCount,
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&ppVertexBuffers[nFirstBuffer], &pStrides[nFirstBuffer], &pOffsets[nFirstBuffer] );
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}
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}
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static void GenerateRasterizerDesc( D3D10_RASTERIZER_DESC* pDesc, const ShaderRasterState_t& state )
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{
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pDesc->FillMode = ( state.m_FillMode == SHADER_FILL_WIREFRAME ) ? D3D10_FILL_WIREFRAME : D3D10_FILL_SOLID;
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// Cull state
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if ( state.m_bCullEnable )
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{
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pDesc->CullMode = D3D10_CULL_NONE;
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}
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else
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{
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pDesc->CullMode = ( state.m_CullMode == MATERIAL_CULLMODE_CW ) ? D3D10_CULL_BACK : D3D10_CULL_FRONT;
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}
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pDesc->FrontCounterClockwise = TRUE;
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// Depth bias state
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if ( !state.m_bDepthBias )
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{
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pDesc->DepthBias = 0;
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pDesc->DepthBiasClamp = 0.0f;
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pDesc->SlopeScaledDepthBias = 0.0f;
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pDesc->DepthClipEnable = FALSE;
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}
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else
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{
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// FIXME: Implement! Read ConVars
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}
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pDesc->ScissorEnable = state.m_bScissorEnable ? TRUE : FALSE;
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pDesc->MultisampleEnable = state.m_bMultisampleEnable ? TRUE : FALSE;
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pDesc->AntialiasedLineEnable = FALSE;
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}
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static void CommitSetRasterState( ID3D10Device *pDevice, const ShaderStateDx10_t &desiredState, ShaderStateDx10_t ¤tState, bool bForce )
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{
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const ShaderRasterState_t& newState = desiredState.m_RasterState;
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if ( bForce || memcmp( &newState, ¤tState.m_RasterState, sizeof(ShaderRasterState_t) ) )
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{
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// Clear out the existing state
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if ( currentState.m_pRasterState )
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{
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currentState.m_pRasterState->Release();
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}
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D3D10_RASTERIZER_DESC desc;
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GenerateRasterizerDesc( &desc, newState );
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// NOTE: This does a search for existing matching state objects
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ID3D10RasterizerState *pState = NULL;
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HRESULT hr = pDevice->CreateRasterizerState( &desc, &pState );
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if ( !FAILED(hr) )
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{
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Warning( "Unable to create rasterizer state object!\n" );
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}
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pDevice->RSSetState( pState );
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currentState.m_pRasterState = pState;
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memcpy( ¤tState.m_RasterState, &newState, sizeof( ShaderRasterState_t ) );
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}
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}
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//-----------------------------------------------------------------------------
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//
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// Shader API Dx10
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//
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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// Class Factory
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//-----------------------------------------------------------------------------
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static CShaderAPIDx10 s_ShaderAPIDx10;
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CShaderAPIDx10* g_pShaderAPIDx10 = &s_ShaderAPIDx10;
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EXPOSE_SINGLE_INTERFACE_GLOBALVAR( CShaderAPIDx10, IShaderAPI,
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SHADERAPI_INTERFACE_VERSION, s_ShaderAPIDx10 )
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EXPOSE_SINGLE_INTERFACE_GLOBALVAR( CShaderAPIDx10, IDebugTextureInfo,
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DEBUG_TEXTURE_INFO_VERSION, s_ShaderAPIDx10 )
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//-----------------------------------------------------------------------------
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// Constructor, destructor
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//-----------------------------------------------------------------------------
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CShaderAPIDx10::CShaderAPIDx10()
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{
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m_bResettingRenderState = false;
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m_Commit.Init( COMMIT_FUNC_COUNT );
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ClearShaderState( &m_DesiredState );
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ClearShaderState( &m_CurrentState );
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}
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CShaderAPIDx10::~CShaderAPIDx10()
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{
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}
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//-----------------------------------------------------------------------------
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// Clears the shader state to a well-defined value
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//-----------------------------------------------------------------------------
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void CShaderAPIDx10::ClearShaderState( ShaderStateDx10_t* pState )
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{
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memset( pState, 0, sizeof( ShaderStateDx10_t ) );
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}
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//-----------------------------------------------------------------------------
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// Resets the render state
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//-----------------------------------------------------------------------------
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void CShaderAPIDx10::ResetRenderState( bool bFullReset )
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{
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D3D10_RASTERIZER_DESC rDesc;
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memset( &rDesc, 0, sizeof(rDesc) );
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rDesc.FillMode = D3D10_FILL_SOLID;
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rDesc.CullMode = D3D10_CULL_NONE;
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rDesc.FrontCounterClockwise = TRUE; // right-hand rule
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ID3D10RasterizerState *pRasterizerState;
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HRESULT hr = D3D10Device()->CreateRasterizerState( &rDesc, &pRasterizerState );
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Assert( !FAILED(hr) );
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D3D10Device()->RSSetState( pRasterizerState );
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D3D10_DEPTH_STENCIL_DESC dsDesc;
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memset( &dsDesc, 0, sizeof(dsDesc) );
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ID3D10DepthStencilState *pDepthStencilState;
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hr = D3D10Device()->CreateDepthStencilState( &dsDesc, &pDepthStencilState );
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Assert( !FAILED(hr) );
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D3D10Device()->OMSetDepthStencilState( pDepthStencilState, 0 );
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D3D10_BLEND_DESC bDesc;
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memset( &bDesc, 0, sizeof(bDesc) );
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bDesc.SrcBlend = D3D10_BLEND_ONE;
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bDesc.DestBlend = D3D10_BLEND_ZERO;
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bDesc.BlendOp = D3D10_BLEND_OP_ADD;
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bDesc.SrcBlendAlpha = D3D10_BLEND_ONE;
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bDesc.DestBlendAlpha = D3D10_BLEND_ZERO;
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bDesc.BlendOpAlpha = D3D10_BLEND_OP_ADD;
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bDesc.RenderTargetWriteMask[0] = D3D10_COLOR_WRITE_ENABLE_ALL;
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FLOAT pBlendFactor[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
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ID3D10BlendState *pBlendState;
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hr = D3D10Device()->CreateBlendState( &bDesc, &pBlendState );
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Assert( !FAILED(hr) );
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D3D10Device()->OMSetBlendState( pBlendState, pBlendFactor, 0xFFFFFFFF );
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}
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//-----------------------------------------------------------------------------
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// Commits queued-up state change requests
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//-----------------------------------------------------------------------------
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void CShaderAPIDx10::CommitStateChanges( bool bForce )
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{
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// Don't bother committing anything if we're deactivated
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if ( g_pShaderDevice->IsDeactivated() )
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return;
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m_Commit.CallCommitFuncs( D3D10Device(), m_DesiredState, m_CurrentState, bForce );
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}
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//-----------------------------------------------------------------------------
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// Methods of IShaderDynamicAPI
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//-----------------------------------------------------------------------------
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void CShaderAPIDx10::GetBackBufferDimensions( int& nWidth, int& nHeight ) const
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{
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g_pShaderDeviceDx10->GetBackBufferDimensions( nWidth, nHeight );
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}
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//-----------------------------------------------------------------------------
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// Viewport-related methods
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//-----------------------------------------------------------------------------
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void CShaderAPIDx10::SetViewports( int nCount, const ShaderViewport_t* pViewports )
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{
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nCount = min( nCount, MAX_DX10_VIEWPORTS );
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m_DesiredState.m_nViewportCount = nCount;
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for ( int i = 0; i < nCount; ++i )
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{
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Assert( pViewports[i].m_nVersion == SHADER_VIEWPORT_VERSION );
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D3D10_VIEWPORT& viewport = m_DesiredState.m_pViewports[i];
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viewport.TopLeftX = pViewports[i].m_nTopLeftX;
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viewport.TopLeftY = pViewports[i].m_nTopLeftY;
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viewport.Width = pViewports[i].m_nWidth;
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viewport.Height = pViewports[i].m_nHeight;
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viewport.MinDepth = pViewports[i].m_flMinZ;
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viewport.MaxDepth = pViewports[i].m_flMaxZ;
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}
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ADD_COMMIT_FUNC( CommitSetViewports );
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}
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int CShaderAPIDx10::GetViewports( ShaderViewport_t* pViewports, int nMax ) const
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{
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int nCount = m_DesiredState.m_nViewportCount;
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if ( pViewports && nMax )
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{
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nCount = min( nCount, nMax );
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memcpy( pViewports, m_DesiredState.m_pViewports, nCount * sizeof( ShaderViewport_t ) );
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}
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return nCount;
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}
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//-----------------------------------------------------------------------------
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// Methods related to state objects
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//-----------------------------------------------------------------------------
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void CShaderAPIDx10::SetRasterState( const ShaderRasterState_t& state )
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{
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if ( memcmp( &state, &m_DesiredState.m_RasterState, sizeof(ShaderRasterState_t) ) )
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{
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memcpy( &m_DesiredState.m_RasterState, &state, sizeof(ShaderRasterState_t) );
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ADD_COMMIT_FUNC( CommitSetRasterState );
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}
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}
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//-----------------------------------------------------------------------------
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// Methods related to clearing buffers
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//-----------------------------------------------------------------------------
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void CShaderAPIDx10::ClearColor3ub( unsigned char r, unsigned char g, unsigned char b )
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{
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m_DesiredState.m_ClearColor[0] = r / 255.0f;
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m_DesiredState.m_ClearColor[1] = g / 255.0f;
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m_DesiredState.m_ClearColor[2] = b / 255.0f;
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m_DesiredState.m_ClearColor[3] = 1.0f;
|
|
}
|
|
|
|
void CShaderAPIDx10::ClearColor4ub( unsigned char r, unsigned char g, unsigned char b, unsigned char a )
|
|
{
|
|
m_DesiredState.m_ClearColor[0] = r / 255.0f;
|
|
m_DesiredState.m_ClearColor[1] = g / 255.0f;
|
|
m_DesiredState.m_ClearColor[2] = b / 255.0f;
|
|
m_DesiredState.m_ClearColor[3] = a / 255.0f;
|
|
}
|
|
|
|
void CShaderAPIDx10::ClearBuffers( bool bClearColor, bool bClearDepth, bool bClearStencil, int renderTargetWidth, int renderTargetHeight )
|
|
{
|
|
// NOTE: State change commit isn't necessary since clearing doesn't use state
|
|
// CommitStateChanges();
|
|
|
|
// FIXME: This implementation is totally bust0red [doesn't guarantee exact color specified]
|
|
if ( bClearColor )
|
|
{
|
|
D3D10Device()->ClearRenderTargetView( D3D10RenderTargetView(), m_DesiredState.m_ClearColor );
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Methods related to binding shaders
|
|
//-----------------------------------------------------------------------------
|
|
void CShaderAPIDx10::BindVertexShader( VertexShaderHandle_t hVertexShader )
|
|
{
|
|
ID3D10VertexShader *pVertexShader = g_pShaderDeviceDx10->GetVertexShader( hVertexShader );
|
|
ADD_RENDERSTATE_FUNC( CommitSetVertexShader, m_pVertexShader, pVertexShader );
|
|
|
|
if ( m_bResettingRenderState || ( m_DesiredState.m_InputLayout.m_hVertexShader != hVertexShader ) )
|
|
{
|
|
m_DesiredState.m_InputLayout.m_hVertexShader = hVertexShader;
|
|
ADD_COMMIT_FUNC( CommitSetInputLayout );
|
|
}
|
|
}
|
|
|
|
void CShaderAPIDx10::BindGeometryShader( GeometryShaderHandle_t hGeometryShader )
|
|
{
|
|
ID3D10GeometryShader *pGeometryShader = g_pShaderDeviceDx10->GetGeometryShader( hGeometryShader );
|
|
ADD_RENDERSTATE_FUNC( CommitSetGeometryShader, m_pGeometryShader, pGeometryShader );
|
|
}
|
|
|
|
void CShaderAPIDx10::BindPixelShader( PixelShaderHandle_t hPixelShader )
|
|
{
|
|
ID3D10PixelShader *pPixelShader = g_pShaderDeviceDx10->GetPixelShader( hPixelShader );
|
|
ADD_RENDERSTATE_FUNC( CommitSetPixelShader, m_pPixelShader, pPixelShader );
|
|
}
|
|
|
|
void CShaderAPIDx10::BindVertexBuffer( int nStreamID, IVertexBuffer *pVertexBuffer, int nOffsetInBytes, int nFirstVertex, int nVertexCount, VertexFormat_t fmt, int nRepetitions )
|
|
{
|
|
// FIXME: What to do about repetitions?
|
|
CVertexBufferDx10 *pVertexBufferDx10 = static_cast<CVertexBufferDx10 *>( pVertexBuffer );
|
|
|
|
ShaderVertexBufferStateDx10_t state;
|
|
if ( pVertexBufferDx10 )
|
|
{
|
|
state.m_pBuffer = pVertexBufferDx10->GetDx10Buffer();
|
|
state.m_nStride = pVertexBufferDx10->VertexSize();
|
|
}
|
|
else
|
|
{
|
|
state.m_pBuffer = NULL;
|
|
state.m_nStride = 0;
|
|
}
|
|
state.m_nOffset = nOffsetInBytes;
|
|
|
|
if ( m_bResettingRenderState || memcmp( &m_DesiredState.m_pVertexBuffer[ nStreamID ], &state, sizeof( ShaderVertexBufferStateDx10_t ) ) )
|
|
{
|
|
m_DesiredState.m_pVertexBuffer[ nStreamID ] = state;
|
|
ADD_COMMIT_FUNC( CommitSetVertexBuffer );
|
|
}
|
|
|
|
if ( m_bResettingRenderState || ( m_DesiredState.m_InputLayout.m_pVertexDecl[ nStreamID ] != fmt ) )
|
|
{
|
|
m_DesiredState.m_InputLayout.m_pVertexDecl[ nStreamID ] = fmt;
|
|
ADD_COMMIT_FUNC( CommitSetInputLayout );
|
|
}
|
|
}
|
|
|
|
void CShaderAPIDx10::BindIndexBuffer( IIndexBuffer *pIndexBuffer, int nOffsetInBytes )
|
|
{
|
|
CIndexBufferDx10 *pIndexBufferDx10 = static_cast<CIndexBufferDx10 *>( pIndexBuffer );
|
|
|
|
ShaderIndexBufferStateDx10_t state;
|
|
if ( pIndexBufferDx10 )
|
|
{
|
|
state.m_pBuffer = pIndexBufferDx10->GetDx10Buffer();
|
|
state.m_Format = ( pIndexBufferDx10->GetIndexFormat() == MATERIAL_INDEX_FORMAT_16BIT ) ?
|
|
DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT;
|
|
}
|
|
else
|
|
{
|
|
state.m_pBuffer = NULL;
|
|
state.m_Format = DXGI_FORMAT_R16_UINT;
|
|
}
|
|
state.m_nOffset = nOffsetInBytes;
|
|
|
|
ADD_RENDERSTATE_FUNC( CommitSetIndexBuffer, m_IndexBuffer, state );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Unbinds resources because they are about to be deleted
|
|
//-----------------------------------------------------------------------------
|
|
void CShaderAPIDx10::Unbind( VertexShaderHandle_t hShader )
|
|
{
|
|
ID3D10VertexShader* pShader = g_pShaderDeviceDx10->GetVertexShader( hShader );
|
|
Assert ( pShader );
|
|
if ( m_DesiredState.m_pVertexShader == pShader )
|
|
{
|
|
BindVertexShader( VERTEX_SHADER_HANDLE_INVALID );
|
|
}
|
|
if ( m_CurrentState.m_pVertexShader == pShader )
|
|
{
|
|
CommitStateChanges();
|
|
}
|
|
}
|
|
|
|
void CShaderAPIDx10::Unbind( GeometryShaderHandle_t hShader )
|
|
{
|
|
ID3D10GeometryShader* pShader = g_pShaderDeviceDx10->GetGeometryShader( hShader );
|
|
Assert ( pShader );
|
|
if ( m_DesiredState.m_pGeometryShader == pShader )
|
|
{
|
|
BindGeometryShader( GEOMETRY_SHADER_HANDLE_INVALID );
|
|
}
|
|
if ( m_CurrentState.m_pGeometryShader == pShader )
|
|
{
|
|
CommitStateChanges();
|
|
}
|
|
}
|
|
|
|
void CShaderAPIDx10::Unbind( PixelShaderHandle_t hShader )
|
|
{
|
|
ID3D10PixelShader* pShader = g_pShaderDeviceDx10->GetPixelShader( hShader );
|
|
Assert ( pShader );
|
|
if ( m_DesiredState.m_pPixelShader == pShader )
|
|
{
|
|
BindPixelShader( PIXEL_SHADER_HANDLE_INVALID );
|
|
}
|
|
if ( m_CurrentState.m_pPixelShader == pShader )
|
|
{
|
|
CommitStateChanges();
|
|
}
|
|
}
|
|
|
|
void CShaderAPIDx10::UnbindVertexBuffer( ID3D10Buffer *pBuffer )
|
|
{
|
|
Assert ( pBuffer );
|
|
|
|
for ( int i = 0; i < MAX_DX10_STREAMS; ++i )
|
|
{
|
|
if ( m_DesiredState.m_pVertexBuffer[i].m_pBuffer == pBuffer )
|
|
{
|
|
BindVertexBuffer( i, NULL, 0, 0, 0, VERTEX_POSITION, 0 );
|
|
}
|
|
}
|
|
for ( int i = 0; i < MAX_DX10_STREAMS; ++i )
|
|
{
|
|
if ( m_CurrentState.m_pVertexBuffer[i].m_pBuffer == pBuffer )
|
|
{
|
|
CommitStateChanges();
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
void CShaderAPIDx10::UnbindIndexBuffer( ID3D10Buffer *pBuffer )
|
|
{
|
|
Assert ( pBuffer );
|
|
|
|
if ( m_DesiredState.m_IndexBuffer.m_pBuffer == pBuffer )
|
|
{
|
|
BindIndexBuffer( NULL, 0 );
|
|
}
|
|
if ( m_CurrentState.m_IndexBuffer.m_pBuffer == pBuffer )
|
|
{
|
|
CommitStateChanges();
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Sets the topology state
|
|
//-----------------------------------------------------------------------------
|
|
void CShaderAPIDx10::SetTopology( MaterialPrimitiveType_t topology )
|
|
{
|
|
D3D10_PRIMITIVE_TOPOLOGY d3dTopology;
|
|
switch( topology )
|
|
{
|
|
case MATERIAL_POINTS:
|
|
d3dTopology = D3D10_PRIMITIVE_TOPOLOGY_POINTLIST;
|
|
break;
|
|
|
|
case MATERIAL_LINES:
|
|
d3dTopology = D3D10_PRIMITIVE_TOPOLOGY_LINELIST;
|
|
break;
|
|
|
|
case MATERIAL_TRIANGLES:
|
|
d3dTopology = D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST;
|
|
break;
|
|
|
|
case MATERIAL_TRIANGLE_STRIP:
|
|
d3dTopology = D3D10_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP;
|
|
break;
|
|
|
|
case MATERIAL_LINE_STRIP:
|
|
d3dTopology = D3D10_PRIMITIVE_TOPOLOGY_LINESTRIP;
|
|
break;
|
|
|
|
default:
|
|
case MATERIAL_LINE_LOOP:
|
|
case MATERIAL_POLYGON:
|
|
case MATERIAL_QUADS:
|
|
Assert( 0 );
|
|
d3dTopology = D3D10_PRIMITIVE_TOPOLOGY_UNDEFINED;
|
|
break;
|
|
}
|
|
|
|
ADD_RENDERSTATE_FUNC( CommitSetTopology, m_Topology, d3dTopology );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Main entry point for rendering
|
|
//-----------------------------------------------------------------------------
|
|
void CShaderAPIDx10::Draw( MaterialPrimitiveType_t primitiveType, int nFirstIndex, int nIndexCount )
|
|
{
|
|
SetTopology( primitiveType );
|
|
|
|
CommitStateChanges();
|
|
|
|
// FIXME: How do I set the base vertex location!?
|
|
D3D10Device()->DrawIndexed( (UINT)nIndexCount, (UINT)nFirstIndex, 0 );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//
|
|
// Abandon all hope below this point
|
|
//
|
|
//-----------------------------------------------------------------------------
|
|
|
|
bool CShaderAPIDx10::DoRenderTargetsNeedSeparateDepthBuffer() const
|
|
{
|
|
return false;
|
|
}
|
|
|
|
// Can we download textures?
|
|
bool CShaderAPIDx10::CanDownloadTextures() const
|
|
{
|
|
return false;
|
|
}
|
|
|
|
// Used to clear the transition table when we know it's become invalid.
|
|
void CShaderAPIDx10::ClearSnapshots()
|
|
{
|
|
}
|
|
|
|
// Sets the default *dynamic* state
|
|
void CShaderAPIDx10::SetDefaultState()
|
|
{
|
|
}
|
|
|
|
|
|
// Returns the snapshot id for the shader state
|
|
StateSnapshot_t CShaderAPIDx10::TakeSnapshot( )
|
|
{
|
|
StateSnapshot_t id = 0;
|
|
if (g_pShaderShadowDx10->m_IsTranslucent)
|
|
id |= TRANSLUCENT;
|
|
if (g_pShaderShadowDx10->m_IsAlphaTested)
|
|
id |= ALPHATESTED;
|
|
if (g_pShaderShadowDx10->m_bUsesVertexAndPixelShaders)
|
|
id |= VERTEX_AND_PIXEL_SHADERS;
|
|
if (g_pShaderShadowDx10->m_bIsDepthWriteEnabled)
|
|
id |= DEPTHWRITE;
|
|
return id;
|
|
}
|
|
|
|
// Returns true if the state snapshot is transparent
|
|
bool CShaderAPIDx10::IsTranslucent( StateSnapshot_t id ) const
|
|
{
|
|
return (id & TRANSLUCENT) != 0;
|
|
}
|
|
|
|
bool CShaderAPIDx10::IsAlphaTested( StateSnapshot_t id ) const
|
|
{
|
|
return (id & ALPHATESTED) != 0;
|
|
}
|
|
|
|
bool CShaderAPIDx10::IsDepthWriteEnabled( StateSnapshot_t id ) const
|
|
{
|
|
return (id & DEPTHWRITE) != 0;
|
|
}
|
|
|
|
bool CShaderAPIDx10::UsesVertexAndPixelShaders( StateSnapshot_t id ) const
|
|
{
|
|
return (id & VERTEX_AND_PIXEL_SHADERS) != 0;
|
|
}
|
|
|
|
// Gets the vertex format for a set of snapshot ids
|
|
VertexFormat_t CShaderAPIDx10::ComputeVertexFormat( int numSnapshots, StateSnapshot_t* pIds ) const
|
|
{
|
|
return 0;
|
|
}
|
|
|
|
// Gets the vertex format for a set of snapshot ids
|
|
VertexFormat_t CShaderAPIDx10::ComputeVertexUsage( int numSnapshots, StateSnapshot_t* pIds ) const
|
|
{
|
|
return 0;
|
|
}
|
|
|
|
// Uses a state snapshot
|
|
void CShaderAPIDx10::UseSnapshot( StateSnapshot_t snapshot )
|
|
{
|
|
}
|
|
|
|
// Sets the color to modulate by
|
|
void CShaderAPIDx10::Color3f( float r, float g, float b )
|
|
{
|
|
}
|
|
|
|
void CShaderAPIDx10::Color3fv( float const* pColor )
|
|
{
|
|
}
|
|
|
|
void CShaderAPIDx10::Color4f( float r, float g, float b, float a )
|
|
{
|
|
}
|
|
|
|
void CShaderAPIDx10::Color4fv( float const* pColor )
|
|
{
|
|
}
|
|
|
|
// Faster versions of color
|
|
void CShaderAPIDx10::Color3ub( unsigned char r, unsigned char g, unsigned char b )
|
|
{
|
|
}
|
|
|
|
void CShaderAPIDx10::Color3ubv( unsigned char const* rgb )
|
|
{
|
|
}
|
|
|
|
void CShaderAPIDx10::Color4ub( unsigned char r, unsigned char g, unsigned char b, unsigned char a )
|
|
{
|
|
}
|
|
|
|
void CShaderAPIDx10::Color4ubv( unsigned char const* rgba )
|
|
{
|
|
}
|
|
|
|
void CShaderAPIDx10::GetStandardTextureDimensions( int *pWidth, int *pHeight, StandardTextureId_t id )
|
|
{
|
|
ShaderUtil()->GetStandardTextureDimensions( pWidth, pHeight, id );
|
|
}
|
|
|
|
|
|
// The shade mode
|
|
void CShaderAPIDx10::ShadeMode( ShaderShadeMode_t mode )
|
|
{
|
|
}
|
|
|
|
// Binds a particular material to render with
|
|
void CShaderAPIDx10::Bind( IMaterial* pMaterial )
|
|
{
|
|
}
|
|
|
|
// Cull mode
|
|
void CShaderAPIDx10::CullMode( MaterialCullMode_t cullMode )
|
|
{
|
|
}
|
|
|
|
void CShaderAPIDx10::ForceDepthFuncEquals( bool bEnable )
|
|
{
|
|
}
|
|
|
|
// Forces Z buffering on or off
|
|
void CShaderAPIDx10::OverrideDepthEnable( bool bEnable, bool bDepthEnable )
|
|
{
|
|
}
|
|
|
|
void CShaderAPIDx10::OverrideAlphaWriteEnable( bool bOverrideEnable, bool bAlphaWriteEnable )
|
|
{
|
|
}
|
|
|
|
void CShaderAPIDx10::OverrideColorWriteEnable( bool bOverrideEnable, bool bColorWriteEnable )
|
|
{
|
|
}
|
|
|
|
|
|
//legacy fast clipping linkage
|
|
void CShaderAPIDx10::SetHeightClipZ( float z )
|
|
{
|
|
}
|
|
|
|
void CShaderAPIDx10::SetHeightClipMode( enum MaterialHeightClipMode_t heightClipMode )
|
|
{
|
|
}
|
|
|
|
|
|
// Sets the lights
|
|
void CShaderAPIDx10::SetLight( int lightNum, const LightDesc_t& desc )
|
|
{
|
|
}
|
|
|
|
void CShaderAPIDx10::SetAmbientLight( float r, float g, float b )
|
|
{
|
|
}
|
|
|
|
void CShaderAPIDx10::SetAmbientLightCube( Vector4D cube[6] )
|
|
{
|
|
}
|
|
|
|
// Get lights
|
|
int CShaderAPIDx10::GetMaxLights( void ) const
|
|
{
|
|
return 0;
|
|
}
|
|
|
|
const LightDesc_t& CShaderAPIDx10::GetLight( int lightNum ) const
|
|
{
|
|
static LightDesc_t blah;
|
|
return blah;
|
|
}
|
|
|
|
// Render state for the ambient light cube (vertex shaders)
|
|
void CShaderAPIDx10::SetVertexShaderStateAmbientLightCube()
|
|
{
|
|
}
|
|
|
|
void CShaderAPIDx10::SetSkinningMatrices()
|
|
{
|
|
}
|
|
|
|
// Lightmap texture binding
|
|
void CShaderAPIDx10::BindLightmap( TextureStage_t stage )
|
|
{
|
|
}
|
|
|
|
void CShaderAPIDx10::BindBumpLightmap( TextureStage_t stage )
|
|
{
|
|
}
|
|
|
|
void CShaderAPIDx10::BindFullbrightLightmap( TextureStage_t stage )
|
|
{
|
|
}
|
|
|
|
void CShaderAPIDx10::BindWhite( TextureStage_t stage )
|
|
{
|
|
}
|
|
|
|
void CShaderAPIDx10::BindBlack( TextureStage_t stage )
|
|
{
|
|
}
|
|
|
|
void CShaderAPIDx10::BindGrey( TextureStage_t stage )
|
|
{
|
|
}
|
|
|
|
// Gets the lightmap dimensions
|
|
void CShaderAPIDx10::GetLightmapDimensions( int *w, int *h )
|
|
{
|
|
g_pShaderUtil->GetLightmapDimensions( w, h );
|
|
}
|
|
|
|
// Special system flat normal map binding.
|
|
void CShaderAPIDx10::BindFlatNormalMap( TextureStage_t stage )
|
|
{
|
|
}
|
|
|
|
void CShaderAPIDx10::BindNormalizationCubeMap( TextureStage_t stage )
|
|
{
|
|
}
|
|
|
|
void CShaderAPIDx10::BindSignedNormalizationCubeMap( TextureStage_t stage )
|
|
{
|
|
}
|
|
|
|
void CShaderAPIDx10::BindFBTexture( TextureStage_t stage, int textureIndex )
|
|
{
|
|
}
|
|
|
|
// Flushes any primitives that are buffered
|
|
void CShaderAPIDx10::FlushBufferedPrimitives()
|
|
{
|
|
}
|
|
|
|
// Creates/destroys Mesh
|
|
IMesh* CShaderAPIDx10::CreateStaticMesh( VertexFormat_t fmt, const char *pTextureBudgetGroup, IMaterial * pMaterial )
|
|
{
|
|
return &m_Mesh;
|
|
}
|
|
|
|
void CShaderAPIDx10::DestroyStaticMesh( IMesh* mesh )
|
|
{
|
|
}
|
|
|
|
// Gets the dynamic mesh; note that you've got to render the mesh
|
|
// before calling this function a second time. Clients should *not*
|
|
// call DestroyStaticMesh on the mesh returned by this call.
|
|
IMesh* CShaderAPIDx10::GetDynamicMesh( IMaterial* pMaterial, int nHWSkinBoneCount, bool buffered, IMesh* pVertexOverride, IMesh* pIndexOverride )
|
|
{
|
|
Assert( (pMaterial == NULL) || ((IMaterialInternal *)pMaterial)->IsRealTimeVersion() );
|
|
return &m_Mesh;
|
|
}
|
|
|
|
IMesh* CShaderAPIDx10::GetDynamicMeshEx( IMaterial* pMaterial, VertexFormat_t fmt, int nHWSkinBoneCount, bool buffered, IMesh* pVertexOverride, IMesh* pIndexOverride )
|
|
{
|
|
// UNDONE: support compressed dynamic meshes if needed (pro: less VB memory, con: time spent compressing)
|
|
Assert( CompressionType( pVertexOverride->GetVertexFormat() ) != VERTEX_COMPRESSION_NONE );
|
|
Assert( (pMaterial == NULL) || ((IMaterialInternal *)pMaterial)->IsRealTimeVersion() );
|
|
return &m_Mesh;
|
|
}
|
|
|
|
IMesh* CShaderAPIDx10::GetFlexMesh()
|
|
{
|
|
return &m_Mesh;
|
|
}
|
|
|
|
// Begins a rendering pass that uses a state snapshot
|
|
void CShaderAPIDx10::BeginPass( StateSnapshot_t snapshot )
|
|
{
|
|
}
|
|
|
|
// Renders a single pass of a material
|
|
void CShaderAPIDx10::RenderPass( int nPass, int nPassCount )
|
|
{
|
|
}
|
|
|
|
// stuff related to matrix stacks
|
|
void CShaderAPIDx10::MatrixMode( MaterialMatrixMode_t matrixMode )
|
|
{
|
|
}
|
|
|
|
void CShaderAPIDx10::PushMatrix()
|
|
{
|
|
}
|
|
|
|
void CShaderAPIDx10::PopMatrix()
|
|
{
|
|
}
|
|
|
|
void CShaderAPIDx10::LoadMatrix( float *m )
|
|
{
|
|
}
|
|
|
|
void CShaderAPIDx10::MultMatrix( float *m )
|
|
{
|
|
}
|
|
|
|
void CShaderAPIDx10::MultMatrixLocal( float *m )
|
|
{
|
|
}
|
|
|
|
void CShaderAPIDx10::GetMatrix( MaterialMatrixMode_t matrixMode, float *dst )
|
|
{
|
|
}
|
|
|
|
void CShaderAPIDx10::LoadIdentity( void )
|
|
{
|
|
}
|
|
|
|
void CShaderAPIDx10::LoadCameraToWorld( void )
|
|
{
|
|
}
|
|
|
|
void CShaderAPIDx10::Ortho( double left, double top, double right, double bottom, double zNear, double zFar )
|
|
{
|
|
}
|
|
|
|
void CShaderAPIDx10::PerspectiveX( double fovx, double aspect, double zNear, double zFar )
|
|
{
|
|
}
|
|
|
|
void CShaderAPIDx10::PerspectiveOffCenterX( double fovx, double aspect, double zNear, double zFar, double bottom, double top, double left, double right )
|
|
{
|
|
}
|
|
|
|
void CShaderAPIDx10::PickMatrix( int x, int y, int width, int height )
|
|
{
|
|
}
|
|
|
|
void CShaderAPIDx10::Rotate( float angle, float x, float y, float z )
|
|
{
|
|
}
|
|
|
|
void CShaderAPIDx10::Translate( float x, float y, float z )
|
|
{
|
|
}
|
|
|
|
void CShaderAPIDx10::Scale( float x, float y, float z )
|
|
{
|
|
}
|
|
|
|
void CShaderAPIDx10::ScaleXY( float x, float y )
|
|
{
|
|
}
|
|
|
|
// Fog methods...
|
|
void CShaderAPIDx10::FogMode( MaterialFogMode_t fogMode )
|
|
{
|
|
}
|
|
|
|
void CShaderAPIDx10::FogStart( float fStart )
|
|
{
|
|
}
|
|
|
|
void CShaderAPIDx10::FogEnd( float fEnd )
|
|
{
|
|
}
|
|
|
|
void CShaderAPIDx10::SetFogZ( float fogZ )
|
|
{
|
|
}
|
|
|
|
void CShaderAPIDx10::FogMaxDensity( float flMaxDensity )
|
|
{
|
|
}
|
|
|
|
|
|
void CShaderAPIDx10::GetFogDistances( float *fStart, float *fEnd, float *fFogZ )
|
|
{
|
|
}
|
|
|
|
|
|
void CShaderAPIDx10::SceneFogColor3ub( unsigned char r, unsigned char g, unsigned char b )
|
|
{
|
|
}
|
|
|
|
|
|
void CShaderAPIDx10::SceneFogMode( MaterialFogMode_t fogMode )
|
|
{
|
|
}
|
|
|
|
void CShaderAPIDx10::GetSceneFogColor( unsigned char *rgb )
|
|
{
|
|
}
|
|
|
|
MaterialFogMode_t CShaderAPIDx10::GetSceneFogMode( )
|
|
{
|
|
return MATERIAL_FOG_NONE;
|
|
}
|
|
|
|
int CShaderAPIDx10::GetPixelFogCombo( )
|
|
{
|
|
return 0; //FIXME
|
|
}
|
|
|
|
void CShaderAPIDx10::FogColor3f( float r, float g, float b )
|
|
{
|
|
}
|
|
|
|
void CShaderAPIDx10::FogColor3fv( float const* rgb )
|
|
{
|
|
}
|
|
|
|
void CShaderAPIDx10::FogColor3ub( unsigned char r, unsigned char g, unsigned char b )
|
|
{
|
|
}
|
|
|
|
void CShaderAPIDx10::FogColor3ubv( unsigned char const* rgb )
|
|
{
|
|
}
|
|
|
|
void CShaderAPIDx10::Viewport( int x, int y, int width, int height )
|
|
{
|
|
}
|
|
|
|
void CShaderAPIDx10::GetViewport( int& x, int& y, int& width, int& height ) const
|
|
{
|
|
}
|
|
|
|
// Sets the vertex and pixel shaders
|
|
void CShaderAPIDx10::SetVertexShaderIndex( int vshIndex )
|
|
{
|
|
}
|
|
|
|
void CShaderAPIDx10::SetPixelShaderIndex( int pshIndex )
|
|
{
|
|
}
|
|
|
|
// Sets the constant register for vertex and pixel shaders
|
|
void CShaderAPIDx10::SetVertexShaderConstant( int var, float const* pVec, int numConst, bool bForce )
|
|
{
|
|
}
|
|
|
|
void CShaderAPIDx10::SetPixelShaderConstant( int var, float const* pVec, int numConst, bool bForce )
|
|
{
|
|
}
|
|
|
|
void CShaderAPIDx10::InvalidateDelayedShaderConstants( void )
|
|
{
|
|
}
|
|
|
|
//Set's the linear->gamma conversion textures to use for this hardware for both srgb writes enabled and disabled(identity)
|
|
void CShaderAPIDx10::SetLinearToGammaConversionTextures( ShaderAPITextureHandle_t hSRGBWriteEnabledTexture, ShaderAPITextureHandle_t hIdentityTexture )
|
|
{
|
|
}
|
|
|
|
|
|
// Returns the nearest supported format
|
|
ImageFormat CShaderAPIDx10::GetNearestSupportedFormat( ImageFormat fmt, bool bFilteringRequired /* = true */ ) const
|
|
{
|
|
return fmt;
|
|
}
|
|
|
|
ImageFormat CShaderAPIDx10::GetNearestRenderTargetFormat( ImageFormat fmt ) const
|
|
{
|
|
return fmt;
|
|
}
|
|
|
|
// Sets the texture state
|
|
void CShaderAPIDx10::BindTexture( Sampler_t stage, ShaderAPITextureHandle_t textureHandle )
|
|
{
|
|
}
|
|
|
|
// Indicates we're going to be modifying this texture
|
|
// TexImage2D, TexSubImage2D, TexWrap, TexMinFilter, and TexMagFilter
|
|
// all use the texture specified by this function.
|
|
void CShaderAPIDx10::ModifyTexture( ShaderAPITextureHandle_t textureHandle )
|
|
{
|
|
}
|
|
|
|
// Texture management methods
|
|
void CShaderAPIDx10::TexImage2D( int level, int cubeFace, ImageFormat dstFormat, int zOffset, int width, int height,
|
|
ImageFormat srcFormat, bool bSrcIsTiled, void *imageData )
|
|
{
|
|
}
|
|
|
|
void CShaderAPIDx10::TexSubImage2D( int level, int cubeFace, int xOffset, int yOffset, int zOffset, int width, int height,
|
|
ImageFormat srcFormat, int srcStride, bool bSrcIsTiled, void *imageData )
|
|
{
|
|
}
|
|
|
|
void CShaderAPIDx10::TexImageFromVTF( IVTFTexture *pVTF, int iVTFFrame )
|
|
{
|
|
}
|
|
|
|
bool CShaderAPIDx10::TexLock( int level, int cubeFaceID, int xOffset, int yOffset,
|
|
int width, int height, CPixelWriter& writer )
|
|
{
|
|
return false;
|
|
}
|
|
|
|
void CShaderAPIDx10::TexUnlock( )
|
|
{
|
|
}
|
|
|
|
|
|
// These are bound to the texture, not the texture environment
|
|
void CShaderAPIDx10::TexMinFilter( ShaderTexFilterMode_t texFilterMode )
|
|
{
|
|
}
|
|
|
|
void CShaderAPIDx10::TexMagFilter( ShaderTexFilterMode_t texFilterMode )
|
|
{
|
|
}
|
|
|
|
void CShaderAPIDx10::TexWrap( ShaderTexCoordComponent_t coord, ShaderTexWrapMode_t wrapMode )
|
|
{
|
|
}
|
|
|
|
void CShaderAPIDx10::TexSetPriority( int priority )
|
|
{
|
|
}
|
|
|
|
ShaderAPITextureHandle_t CShaderAPIDx10::CreateTexture(
|
|
int width,
|
|
int height,
|
|
int depth,
|
|
ImageFormat dstImageFormat,
|
|
int numMipLevels,
|
|
int numCopies,
|
|
int flags,
|
|
const char *pDebugName,
|
|
const char *pTextureGroupName )
|
|
{
|
|
ShaderAPITextureHandle_t handle;
|
|
CreateTextures( &handle, 1, width, height, depth, dstImageFormat, numMipLevels, numCopies, flags, pDebugName, pTextureGroupName );
|
|
return handle;
|
|
}
|
|
|
|
void CShaderAPIDx10::CreateTextures(
|
|
ShaderAPITextureHandle_t *pHandles,
|
|
int count,
|
|
int width,
|
|
int height,
|
|
int depth,
|
|
ImageFormat dstImageFormat,
|
|
int numMipLevels,
|
|
int numCopies,
|
|
int flags,
|
|
const char *pDebugName,
|
|
const char *pTextureGroupName )
|
|
{
|
|
for ( int k = 0; k < count; ++ k )
|
|
{
|
|
pHandles[ k ] = 0;
|
|
}
|
|
}
|
|
|
|
ShaderAPITextureHandle_t CShaderAPIDx10::CreateDepthTexture( ImageFormat renderFormat, int width, int height, const char *pDebugName, bool bTexture )
|
|
{
|
|
return 0;
|
|
}
|
|
|
|
void CShaderAPIDx10::DeleteTexture( ShaderAPITextureHandle_t textureHandle )
|
|
{
|
|
}
|
|
|
|
bool CShaderAPIDx10::IsTexture( ShaderAPITextureHandle_t textureHandle )
|
|
{
|
|
return true;
|
|
}
|
|
|
|
bool CShaderAPIDx10::IsTextureResident( ShaderAPITextureHandle_t textureHandle )
|
|
{
|
|
return false;
|
|
}
|
|
|
|
// stuff that isn't to be used from within a shader
|
|
void CShaderAPIDx10::ClearBuffersObeyStencil( bool bClearColor, bool bClearDepth )
|
|
{
|
|
}
|
|
|
|
void CShaderAPIDx10::ClearBuffersObeyStencilEx( bool bClearColor, bool bClearAlpha, bool bClearDepth )
|
|
{
|
|
}
|
|
|
|
void CShaderAPIDx10::PerformFullScreenStencilOperation( void )
|
|
{
|
|
}
|
|
|
|
void CShaderAPIDx10::ReadPixels( int x, int y, int width, int height, unsigned char *data, ImageFormat dstFormat )
|
|
{
|
|
}
|
|
|
|
void CShaderAPIDx10::ReadPixels( Rect_t *pSrcRect, Rect_t *pDstRect, unsigned char *data, ImageFormat dstFormat, int nDstStride )
|
|
{
|
|
}
|
|
|
|
void CShaderAPIDx10::FlushHardware()
|
|
{
|
|
}
|
|
|
|
// Set the number of bone weights
|
|
void CShaderAPIDx10::SetNumBoneWeights( int numBones )
|
|
{
|
|
}
|
|
|
|
// Selection mode methods
|
|
int CShaderAPIDx10::SelectionMode( bool selectionMode )
|
|
{
|
|
return 0;
|
|
}
|
|
|
|
void CShaderAPIDx10::SelectionBuffer( unsigned int* pBuffer, int size )
|
|
{
|
|
}
|
|
|
|
void CShaderAPIDx10::ClearSelectionNames( )
|
|
{
|
|
}
|
|
|
|
void CShaderAPIDx10::LoadSelectionName( int name )
|
|
{
|
|
}
|
|
|
|
void CShaderAPIDx10::PushSelectionName( int name )
|
|
{
|
|
}
|
|
|
|
void CShaderAPIDx10::PopSelectionName()
|
|
{
|
|
}
|
|
|
|
|
|
// Use this to get the mesh builder that allows us to modify vertex data
|
|
CMeshBuilder* CShaderAPIDx10::GetVertexModifyBuilder()
|
|
{
|
|
return 0;
|
|
}
|
|
|
|
// Board-independent calls, here to unify how shaders set state
|
|
// Implementations should chain back to IShaderUtil->BindTexture(), etc.
|
|
|
|
// Use this to begin and end the frame
|
|
void CShaderAPIDx10::BeginFrame()
|
|
{
|
|
}
|
|
|
|
void CShaderAPIDx10::EndFrame()
|
|
{
|
|
}
|
|
|
|
// returns the current time in seconds....
|
|
double CShaderAPIDx10::CurrentTime() const
|
|
{
|
|
return Sys_FloatTime();
|
|
}
|
|
|
|
// Get the current camera position in world space.
|
|
void CShaderAPIDx10::GetWorldSpaceCameraPosition( float * pPos ) const
|
|
{
|
|
}
|
|
|
|
void CShaderAPIDx10::ForceHardwareSync( void )
|
|
{
|
|
}
|
|
|
|
void CShaderAPIDx10::SetClipPlane( int index, const float *pPlane )
|
|
{
|
|
}
|
|
|
|
void CShaderAPIDx10::EnableClipPlane( int index, bool bEnable )
|
|
{
|
|
}
|
|
|
|
void CShaderAPIDx10::SetFastClipPlane( const float *pPlane )
|
|
{
|
|
}
|
|
|
|
void CShaderAPIDx10::EnableFastClip( bool bEnable )
|
|
{
|
|
}
|
|
|
|
int CShaderAPIDx10::GetCurrentNumBones( void ) const
|
|
{
|
|
return 0;
|
|
}
|
|
|
|
// Is hardware morphing enabled?
|
|
bool CShaderAPIDx10::IsHWMorphingEnabled( ) const
|
|
{
|
|
return false;
|
|
}
|
|
|
|
int CShaderAPIDx10::GetCurrentLightCombo( void ) const
|
|
{
|
|
return 0;
|
|
}
|
|
|
|
int CShaderAPIDx10::MapLightComboToPSLightCombo( int nLightCombo ) const
|
|
{
|
|
return 0;
|
|
}
|
|
|
|
MaterialFogMode_t CShaderAPIDx10::GetCurrentFogType( void ) const
|
|
{
|
|
return MATERIAL_FOG_NONE;
|
|
}
|
|
|
|
void CShaderAPIDx10::RecordString( const char *pStr )
|
|
{
|
|
}
|
|
|
|
void CShaderAPIDx10::DestroyVertexBuffers( bool bExitingLevel )
|
|
{
|
|
}
|
|
|
|
int CShaderAPIDx10::GetCurrentDynamicVBSize( void )
|
|
{
|
|
return 0;
|
|
}
|
|
|
|
void CShaderAPIDx10::EvictManagedResources()
|
|
{
|
|
}
|
|
|
|
void CShaderAPIDx10::ReleaseShaderObjects()
|
|
{
|
|
}
|
|
|
|
void CShaderAPIDx10::RestoreShaderObjects()
|
|
{
|
|
}
|
|
|
|
void CShaderAPIDx10::SetTextureTransformDimension( TextureStage_t textureStage, int dimension, bool projected )
|
|
{
|
|
}
|
|
|
|
void CShaderAPIDx10::SetBumpEnvMatrix( TextureStage_t textureStage, float m00, float m01, float m10, float m11 )
|
|
{
|
|
}
|
|
|
|
void CShaderAPIDx10::SyncToken( const char *pToken )
|
|
{
|
|
}
|