Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $Header: $
// $NoKeywords: $
//===========================================================================//
#ifndef TEXTUREMANAGER_H
#define TEXTUREMANAGER_H
#ifdef _WIN32
#pragma once
#endif
#include "itextureinternal.h"
class ITexture;
class ITextureInternal;
class IVTFTexture;
enum
{
COLOR_CORRECTION_MAX_TEXTURES = 4,
COLOR_CORRECTION_TEXTURE_SIZE = 32
};
class CTextureCompositorTemplate;
//-----------------------------------------------------------------------------
// Texture manager interface
//-----------------------------------------------------------------------------
abstract_class ITextureManager
{
public:
// Initialization + shutdown
virtual void Init( int nFlags ) = 0;
virtual void Shutdown() = 0;
// Allocate, free standard render target textures
virtual void AllocateStandardRenderTargets( ) = 0;
virtual void FreeStandardRenderTargets() = 0;
//Some render targets are managed by code outside of the materialsystem but are used by the materialsystem all the time.
virtual void CacheExternalStandardRenderTargets() = 0;
// Creates a procedural texture
// NOTE: Passing in NULL as a texture name will cause it to not
// be able to be looked up by name using FindOrLoadTexture.
// Also, you may not get a texture with the requested size or format;
// you'll get something close though.
virtual ITextureInternal *CreateProceduralTexture(
const char *pTextureName,
const char *pTextureGroupName,
int w,
int h,
int d,
ImageFormat fmt,
int nFlags,
ITextureRegenerator *generator = NULL) = 0;
// Creates a texture which is a render target
virtual ITextureInternal *CreateRenderTargetTexture(
const char *pRTName, // NULL for auto-generated name
int w,
int h,
RenderTargetSizeMode_t sizeMode,
ImageFormat fmt,
RenderTargetType_t type,
unsigned int textureFlags,
unsigned int renderTargetFlags ) = 0;
// Loads a texture from disk
virtual ITextureInternal *FindOrLoadTexture( const char *pTextureName, const char *pTextureGroupName, int nAdditionalCreationFlags = 0 ) = 0;
// Call this to reset the filtering state
virtual void ResetTextureFilteringState() = 0;
// Reload all textures
virtual void ReloadTextures( void ) = 0;
// These two are used when we lose our video memory due to a mode switch etc
virtual void ReleaseTextures( void ) = 0;
virtual void RestoreRenderTargets( void ) = 0;
virtual void RestoreNonRenderTargetTextures( void ) = 0;
// Suspend or resume texture streaming requests
virtual void SuspendTextureStreaming( void ) = 0;
virtual void ResumeTextureStreaming( void ) = 0;
// delete any texture that has a refcount <= 0
virtual void RemoveUnusedTextures( void ) = 0;
virtual void DebugPrintUsedTextures( void ) = 0;
// Request a texture ID
virtual int RequestNextTextureID() = 0;
// Get at a couple standard textures
virtual ITextureInternal *ErrorTexture() = 0;
virtual ITextureInternal *NormalizationCubemap() = 0;
virtual ITextureInternal *SignedNormalizationCubemap() = 0;
virtual ITextureInternal *ColorCorrectionTexture( int index ) = 0;
virtual ITextureInternal *ShadowNoise2D() = 0;
virtual ITextureInternal *IdentityLightWarp() = 0;
virtual ITextureInternal *FullFrameDepthTexture() = 0;
virtual ITextureInternal *DebugLuxels2D() = 0;
// Generates an error texture pattern
virtual void GenerateErrorTexture( ITexture *pTexture, IVTFTexture *pVTFTexture ) = 0;
// Updates the color correction state
virtual void SetColorCorrectionTexture( int i, ITextureInternal *pTexture ) = 0;
virtual void ForceAllTexturesIntoHardware( void ) = 0;
virtual bool IsTextureLoaded( const char *pTextureName ) = 0;
// Mark a texture as now-unreferenced, so it can be checked for removal at a later (and thread-safe) time.
virtual void MarkUnreferencedTextureForCleanup( ITextureInternal *pTexture ) = 0;
virtual void RemoveTexture( ITextureInternal *pTexture ) = 0;
// start with -1, list terminates with -1
virtual int FindNext( int iIndex, ITextureInternal **ppTexture ) = 0;
virtual void AddTextureAlias( const char *pAlias, const char *pRealName ) = 0;
virtual void RemoveTextureAlias( const char *pAlias ) = 0;
virtual void SetExcludedTextures( const char *pScriptName ) = 0;
virtual void UpdateExcludedTextures( void ) = 0;
//Releases texture memory bits for temporary render targets, does NOT destroy the CTexture entirely
virtual void ReleaseTempRenderTargetBits( void ) = 0;
// See CL_HandlePureServerWhitelist for a description of the pure server stuff.
virtual void ReloadFilesInList( IFileList *pFilesToReload ) = 0;
// Called once per frame by material system "somewhere."
virtual void Update( ) = 0;
// Load a texture asynchronously and then call the provided callback.
virtual void AsyncFindOrLoadTexture( const char *pTextureName, const char *pTextureGroupName, IAsyncTextureOperationReceiver* pRecipient, void* pExtraArgs, bool bComplain, int nAdditionalCreationFlags ) = 0;
// Stream a render target back to system memory, perform format conversion to the specified destination format,
virtual void AsyncCreateTextureFromRenderTarget( ITexture* pSrcRt, const char* pDstName, ImageFormat dstFmt, bool bGenMips, int nAdditionalCreationFlags, IAsyncTextureOperationReceiver* pRecipient, void* pExtraArgs ) = 0;
virtual void WarmTextureCache() = 0;
virtual void CoolTextureCache() = 0;
virtual void RequestAllMipmaps( ITextureInternal* pTex ) = 0;
virtual void EvictAllTextures() = 0;
virtual void UpdatePostAsync() = 0;
virtual void ReleaseAsyncScratchVTF( IVTFTexture* pScratchVTF ) = 0;
virtual bool ThreadInAsyncLoadThread() const = 0;
virtual bool ThreadInAsyncReadThread() const = 0;
virtual bool HasPendingTextureDestroys() const = 0;
virtual bool AddTextureCompositorTemplate( const char* pName, KeyValues* pTmplDesc ) = 0;
virtual bool VerifyTextureCompositorTemplates() = 0;
virtual CTextureCompositorTemplate* FindTextureCompositorTemplate( const char* pName ) = 0;
};
//-----------------------------------------------------------------------------
// Singleton instance
//-----------------------------------------------------------------------------
inline ITextureManager *TextureManager()
{
extern ITextureManager *g_pTextureManager;
return g_pTextureManager;
}
#endif // TEXTUREMANAGER_H