Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//===========================================================================//
#ifndef VERTEXSHADERDX8_H
#define VERTEXSHADERDX8_H
#ifdef _WIN32
#pragma once
#endif
#include "shaderapi/ishaderapi.h"
#include "locald3dtypes.h"
// uncomment to get dynamic compilation for HLSL shaders
// X360 NOTE: By default, the system looks for a shared folder named "stdshaders" on the host machine and is completely compatible with -dvd. Ensure that the share is writable if you plan on generating UPDB's.
//#define DYNAMIC_SHADER_COMPILE
// Uncomment to use remoteshadercompiler.exe as a shader compile server
// Must also set mat_remoteshadercompile to remote shader compile machine name
//#define REMOTE_DYNAMIC_SHADER_COMPILE
// uncomment to get spew about what combos are being compiled.
//#define DYNAMIC_SHADER_COMPILE_VERBOSE
// Uncomment to use remoteshadercompiler.exe as a shader compile server
// Must also set mat_remoteshadercompile to remote shader compile machine name
//#define REMOTE_DYNAMIC_SHADER_COMPILE
// uncomment and fill in with a path to use a specific set of shader source files. Meant for network use.
// PC path format is of style "\\\\somemachine\\sourcetreeshare\\materialsystem\\stdshaders"
// Xbox path format is of style "net:\\smb\\somemachine\\sourcetreeshare\\materialsystem\\stdshaders"
// - Xbox dynamic compiles without a custom path default to look directly for "stdshaders" share on host pc
//#define DYNAMIC_SHADER_COMPILE_CUSTOM_PATH ""
// uncomment to get disassembled (asm) shader code in your game dir as *.asm
//#define DYNAMIC_SHADER_COMPILE_WRITE_ASSEMBLY
// uncomment to get disassembled (asm) shader code in your game dir as *.asm
//#define WRITE_ASSEMBLY
enum VertexShaderLightTypes_t
{
LIGHT_NONE = -1,
LIGHT_SPOT = 0,
LIGHT_POINT = 1,
LIGHT_DIRECTIONAL = 2,
LIGHT_STATIC = 3,
LIGHT_AMBIENTCUBE = 4,
};
//-----------------------------------------------------------------------------
// Vertex + pixel shader manager
//-----------------------------------------------------------------------------
abstract_class IShaderManager
{
protected:
// The current vertex and pixel shader index
int m_nVertexShaderIndex;
int m_nPixelShaderIndex;
public:
// Initialize, shutdown
virtual void Init() = 0;
virtual void Shutdown() = 0;
// Compiles vertex shaders
virtual IShaderBuffer *CompileShader( const char *pProgram, size_t nBufLen, const char *pShaderVersion ) = 0;
// New version of these methods [dx10 port]
virtual VertexShaderHandle_t CreateVertexShader( IShaderBuffer* pShaderBuffer ) = 0;
virtual void DestroyVertexShader( VertexShaderHandle_t hShader ) = 0;
virtual PixelShaderHandle_t CreatePixelShader( IShaderBuffer* pShaderBuffer ) = 0;
virtual void DestroyPixelShader( PixelShaderHandle_t hShader ) = 0;
// Creates vertex, pixel shaders
virtual VertexShader_t CreateVertexShader( const char *pVertexShaderFile, int nStaticVshIndex = 0, char *debugLabel = NULL ) = 0;
virtual PixelShader_t CreatePixelShader( const char *pPixelShaderFile, int nStaticPshIndex = 0, char *debugLabel = NULL ) = 0;
// Sets which dynamic version of the vertex + pixel shader to use
FORCEINLINE void SetVertexShaderIndex( int vshIndex );
FORCEINLINE void SetPixelShaderIndex( int pshIndex );
// Sets the vertex + pixel shader render state
virtual void SetVertexShader( VertexShader_t shader ) = 0;
virtual void SetPixelShader( PixelShader_t shader ) = 0;
// Resets the vertex + pixel shader state
virtual void ResetShaderState() = 0;
// Returns the current vertex + pixel shaders
virtual void *GetCurrentVertexShader() = 0;
virtual void *GetCurrentPixelShader() = 0;
virtual void ClearVertexAndPixelShaderRefCounts() = 0;
virtual void PurgeUnusedVertexAndPixelShaders() = 0;
// The low-level dx call to set the vertex shader state
virtual void BindVertexShader( VertexShaderHandle_t shader ) = 0;
virtual void BindPixelShader( PixelShaderHandle_t shader ) = 0;
#if defined( _X360 )
virtual const char *GetActiveVertexShaderName() = 0;
virtual const char *GetActivePixelShaderName() = 0;
#endif
#if defined( DX_TO_GL_ABSTRACTION )
virtual void DoStartupShaderPreloading() = 0;
#endif
};
//-----------------------------------------------------------------------------
//
// Methods related to setting vertex + pixel shader state
//
//-----------------------------------------------------------------------------
FORCEINLINE void IShaderManager::SetVertexShaderIndex( int vshIndex )
{
m_nVertexShaderIndex = vshIndex;
}
FORCEINLINE void IShaderManager::SetPixelShaderIndex( int pshIndex )
{
m_nPixelShaderIndex = pshIndex;
}
#endif // VERTEXSHADERDX8_H