Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//===========================================================================//
#ifndef SHADERDEVICEDX10_H
#define SHADERDEVICEDX10_H
#ifdef _WIN32
#pragma once
#endif
#include "shaderdevicebase.h"
#include "tier1/utlvector.h"
#include "tier1/utlrbtree.h"
#include "tier1/utllinkedlist.h"
//-----------------------------------------------------------------------------
// Forward declaration
//-----------------------------------------------------------------------------
struct IDXGIFactory;
struct IDXGIAdapter;
struct IDXGIOutput;
struct IDXGISwapChain;
struct ID3D10Device;
struct ID3D10RenderTargetView;
struct ID3D10VertexShader;
struct ID3D10PixelShader;
struct ID3D10GeometryShader;
struct ID3D10InputLayout;
struct ID3D10ShaderReflection;
//-----------------------------------------------------------------------------
// The Base implementation of the shader device
//-----------------------------------------------------------------------------
class CShaderDeviceMgrDx10 : public CShaderDeviceMgrBase
{
typedef CShaderDeviceMgrBase BaseClass;
public:
// constructor, destructor
CShaderDeviceMgrDx10();
virtual ~CShaderDeviceMgrDx10();
// Methods of IAppSystem
virtual bool Connect( CreateInterfaceFn factory );
virtual void Disconnect();
virtual InitReturnVal_t Init();
virtual void Shutdown();
// Methods of IShaderDeviceMgr
virtual int GetAdapterCount() const;
virtual void GetAdapterInfo( int adapter, MaterialAdapterInfo_t& info ) const;
virtual int GetModeCount( int nAdapter ) const;
virtual void GetModeInfo( ShaderDisplayMode_t* pInfo, int nAdapter, int mode ) const;
virtual void GetCurrentModeInfo( ShaderDisplayMode_t* pInfo, int nAdapter ) const;
virtual bool SetAdapter( int nAdapter, int nFlags );
virtual CreateInterfaceFn SetMode( void *hWnd, int nAdapter, const ShaderDeviceInfo_t& mode );
private:
// Initialize adapter information
void InitAdapterInfo();
// Determines hardware caps from D3D
bool ComputeCapsFromD3D( HardwareCaps_t *pCaps, IDXGIAdapter *pAdapter, IDXGIOutput *pOutput );
// Returns the amount of video memory in bytes for a particular adapter
virtual int GetVidMemBytes( int nAdapter ) const;
// Returns the appropriate adapter output to use
IDXGIOutput* GetAdapterOutput( int nAdapter ) const;
// Returns the adapter interface for a particular adapter
IDXGIAdapter* GetAdapter( int nAdapter ) const;
// Used to enumerate adapters, attach to windows
IDXGIFactory *m_pDXGIFactory;
bool m_bObeyDxCommandlineOverride: 1;
friend class CShaderDeviceDx10;
};
//-----------------------------------------------------------------------------
// The Dx10 implementation of the shader device
//-----------------------------------------------------------------------------
class CShaderDeviceDx10 : public CShaderDeviceBase
{
public:
// constructor, destructor
CShaderDeviceDx10();
virtual ~CShaderDeviceDx10();
public:
// Methods of IShaderDevice
virtual bool IsUsingGraphics() const;
virtual int GetCurrentAdapter() const;
virtual ImageFormat GetBackBufferFormat() const;
virtual void GetBackBufferDimensions( int& width, int& height ) const;
virtual void SpewDriverInfo() const;
virtual void Present();
virtual IShaderBuffer* CompileShader( const char *pProgram, size_t nBufLen, const char *pShaderVersion );
virtual VertexShaderHandle_t CreateVertexShader( IShaderBuffer *pShader );
virtual void DestroyVertexShader( VertexShaderHandle_t hShader );
virtual GeometryShaderHandle_t CreateGeometryShader( IShaderBuffer* pShaderBuffer );
virtual void DestroyGeometryShader( GeometryShaderHandle_t hShader );
virtual PixelShaderHandle_t CreatePixelShader( IShaderBuffer* pShaderBuffer );
virtual void DestroyPixelShader( PixelShaderHandle_t hShader );
virtual void ReleaseResources() {}
virtual void ReacquireResources() {}
virtual IMesh* CreateStaticMesh( VertexFormat_t format, const char *pTextureBudgetGroup, IMaterial * pMaterial );
virtual void DestroyStaticMesh( IMesh* mesh );
virtual IVertexBuffer *CreateVertexBuffer( ShaderBufferType_t type, VertexFormat_t fmt, int nVertexCount, const char *pTextureBudgetGroup );
virtual void DestroyVertexBuffer( IVertexBuffer *pVertexBuffer );
virtual IIndexBuffer *CreateIndexBuffer( ShaderBufferType_t type, MaterialIndexFormat_t fmt, int nIndexCount, const char *pTextureBudgetGroup );
virtual void DestroyIndexBuffer( IIndexBuffer *pIndexBuffer );
virtual IVertexBuffer *GetDynamicVertexBuffer( int nStreamID, VertexFormat_t vertexFormat, bool bBuffered = true );
virtual IIndexBuffer *GetDynamicIndexBuffer( MaterialIndexFormat_t fmt, bool bBuffered = true );
virtual void SetHardwareGammaRamp( float fGamma, float fGammaTVRangeMin, float fGammaTVRangeMax, float fGammaTVExponent, bool bTVEnabled );
// A special path used to tick the front buffer while loading on the 360
virtual void EnableNonInteractiveMode( MaterialNonInteractiveMode_t mode, ShaderNonInteractiveInfo_t *pInfo ) {}
virtual void RefreshFrontBufferNonInteractive( ) {}
virtual void HandleThreadEvent( uint32 threadEvent ) {}
public:
// Methods of CShaderDeviceBase
virtual bool InitDevice( void *hWnd, int nAdapter, const ShaderDeviceInfo_t& mode );
virtual void ShutdownDevice();
virtual bool IsDeactivated() const { return false; }
// Other public methods
ID3D10VertexShader* GetVertexShader( VertexShaderHandle_t hShader ) const;
ID3D10GeometryShader* GetGeometryShader( GeometryShaderHandle_t hShader ) const;
ID3D10PixelShader* GetPixelShader( PixelShaderHandle_t hShader ) const;
ID3D10InputLayout* GetInputLayout( VertexShaderHandle_t hShader, VertexFormat_t format );
private:
struct InputLayout_t
{
ID3D10InputLayout *m_pInputLayout;
VertexFormat_t m_VertexFormat;
};
typedef CUtlRBTree< InputLayout_t, unsigned short > InputLayoutDict_t;
static bool InputLayoutLessFunc( const InputLayout_t &lhs, const InputLayout_t &rhs )
{
return ( lhs.m_VertexFormat < rhs.m_VertexFormat );
}
struct VertexShader_t
{
ID3D10VertexShader *m_pShader;
ID3D10ShaderReflection *m_pInfo;
void *m_pByteCode;
size_t m_nByteCodeLen;
InputLayoutDict_t m_InputLayouts;
VertexShader_t() : m_InputLayouts( 0, 0, InputLayoutLessFunc ) {}
};
struct GeometryShader_t
{
ID3D10GeometryShader *m_pShader;
ID3D10ShaderReflection *m_pInfo;
};
struct PixelShader_t
{
ID3D10PixelShader *m_pShader;
ID3D10ShaderReflection *m_pInfo;
};
typedef CUtlFixedLinkedList< VertexShader_t >::IndexType_t VertexShaderIndex_t;
typedef CUtlFixedLinkedList< GeometryShader_t >::IndexType_t GeometryShaderIndex_t;
typedef CUtlFixedLinkedList< PixelShader_t >::IndexType_t PixelShaderIndex_t;
void SetupHardwareCaps();
void ReleaseInputLayouts( VertexShaderIndex_t nIndex );
IDXGIOutput *m_pOutput;
ID3D10Device *m_pDevice;
IDXGISwapChain *m_pSwapChain;
ID3D10RenderTargetView *m_pRenderTargetView;
CUtlFixedLinkedList< VertexShader_t > m_VertexShaderDict;
CUtlFixedLinkedList< GeometryShader_t > m_GeometryShaderDict;
CUtlFixedLinkedList< PixelShader_t > m_PixelShaderDict;
friend ID3D10Device *D3D10Device();
friend IDXGISwapChain *D3D10SwapChain();
friend ID3D10RenderTargetView *D3D10RenderTargetView();
};
//-----------------------------------------------------------------------------
// Inline methods of CShaderDeviceDx10
//-----------------------------------------------------------------------------
inline ID3D10VertexShader* CShaderDeviceDx10::GetVertexShader( VertexShaderHandle_t hShader ) const
{
if ( hShader != VERTEX_SHADER_HANDLE_INVALID )
return m_VertexShaderDict[ (VertexShaderIndex_t)hShader ].m_pShader;
return NULL;
}
inline ID3D10GeometryShader* CShaderDeviceDx10::GetGeometryShader( GeometryShaderHandle_t hShader ) const
{
if ( hShader != GEOMETRY_SHADER_HANDLE_INVALID )
return m_GeometryShaderDict[ (GeometryShaderIndex_t)hShader ].m_pShader;
return NULL;
}
inline ID3D10PixelShader* CShaderDeviceDx10::GetPixelShader( PixelShaderHandle_t hShader ) const
{
if ( hShader != PIXEL_SHADER_HANDLE_INVALID )
return m_PixelShaderDict[ (PixelShaderIndex_t)hShader ].m_pShader;
return NULL;
}
//-----------------------------------------------------------------------------
// Singleton
//-----------------------------------------------------------------------------
extern CShaderDeviceDx10* g_pShaderDeviceDx10;
//-----------------------------------------------------------------------------
// Utility methods
//-----------------------------------------------------------------------------
inline ID3D10Device *D3D10Device()
{
return g_pShaderDeviceDx10->m_pDevice;
}
inline IDXGISwapChain *D3D10SwapChain()
{
return g_pShaderDeviceDx10->m_pSwapChain;
}
inline ID3D10RenderTargetView *D3D10RenderTargetView()
{
return g_pShaderDeviceDx10->m_pRenderTargetView;
}
#endif // SHADERDEVICEDX10_H