Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//===========================================================================//
#ifndef ISHADERAPI_H
#define ISHADERAPI_H
#ifdef _WIN32
#pragma once
#endif
#include "mathlib/vector4d.h"
#include "shaderapi/ishaderdynamic.h"
#include "shaderapi/IShaderDevice.h"
#include "materialsystem/deformations.h"
//-----------------------------------------------------------------------------
// forward declarations
//-----------------------------------------------------------------------------
class IShaderUtil;
class IFileSystem;
class CPixelWriter;
class CMeshBuilder;
struct MaterialVideoMode_t;
class IMesh;
class IVertexBuffer;
class IIndexBuffer;
struct MeshDesc_t;
enum MaterialCullMode_t;
class IDataCache;
struct MorphWeight_t;
class IVTFTexture;
//-----------------------------------------------------------------------------
// This must match the definition in playback.cpp!
//-----------------------------------------------------------------------------
enum ShaderRenderTarget_t
{
SHADER_RENDERTARGET_BACKBUFFER = -1,
SHADER_RENDERTARGET_DEPTHBUFFER = -1,
// GR - no RT, used to disable depth buffer
SHADER_RENDERTARGET_NONE = -2,
};
//-----------------------------------------------------------------------------
// This must match the definition in playback.cpp!
//-----------------------------------------------------------------------------
typedef int ShaderAPITextureHandle_t;
#define INVALID_SHADERAPI_TEXTURE_HANDLE 0
//-----------------------------------------------------------------------------
// The state snapshot handle
//-----------------------------------------------------------------------------
typedef short StateSnapshot_t;
//-----------------------------------------------------------------------------
// The state snapshot handle
//-----------------------------------------------------------------------------
typedef int ShaderDLL_t;
//-----------------------------------------------------------------------------
// Texture creation
//-----------------------------------------------------------------------------
enum CreateTextureFlags_t
{
TEXTURE_CREATE_CUBEMAP = 0x0001,
TEXTURE_CREATE_RENDERTARGET = 0x0002,
TEXTURE_CREATE_MANAGED = 0x0004,
TEXTURE_CREATE_DEPTHBUFFER = 0x0008,
TEXTURE_CREATE_DYNAMIC = 0x0010,
TEXTURE_CREATE_AUTOMIPMAP = 0x0020,
TEXTURE_CREATE_VERTEXTEXTURE = 0x0040, // for internal use only
TEXTURE_CREATE_FALLBACK = 0x0080, // 360 only
TEXTURE_CREATE_NOD3DMEMORY = 0x0100, // 360 only
TEXTURE_CREATE_SYSMEM = 0x0200, // This texture should be alloc'd in the sysmem pool
TEXTURE_CREATE_UNUSED4 = 0x0400, // Dead
TEXTURE_CREATE_UNUSED5 = 0x0800, // Dead
TEXTURE_CREATE_UNFILTERABLE_OK = 0x1000,
TEXTURE_CREATE_CANCONVERTFORMAT = 0x2000, // 360 only, allow format conversions at load
TEXTURE_CREATE_SRGB = 0x4000, // Posix/GL only, for textures which are SRGB-readable
};
//-----------------------------------------------------------------------------
// Fill modes
//-----------------------------------------------------------------------------
enum ShaderFillMode_t
{
SHADER_FILL_SOLID = 0,
SHADER_FILL_WIREFRAME,
};
//-----------------------------------------------------------------------------
// Rasterization state object
//-----------------------------------------------------------------------------
struct ShaderRasterState_t
{
ShaderFillMode_t m_FillMode;
MaterialCullMode_t m_CullMode;
bool m_bCullEnable : 1;
bool m_bDepthBias : 1;
bool m_bScissorEnable : 1;
bool m_bMultisampleEnable : 1;
};
//-----------------------------------------------------------------------------
// Used for occlusion queries
//-----------------------------------------------------------------------------
DECLARE_POINTER_HANDLE( ShaderAPIOcclusionQuery_t );
#define INVALID_SHADERAPI_OCCLUSION_QUERY_HANDLE ( (ShaderAPIOcclusionQuery_t)0 )
enum ShaderAPIOcclusionQueryResult_t
{
OCCLUSION_QUERY_RESULT_PENDING = -1,
OCCLUSION_QUERY_RESULT_ERROR = -2
};
#define OCCLUSION_QUERY_FINISHED( iQueryResult ) ( ( iQueryResult ) != OCCLUSION_QUERY_RESULT_PENDING )
//-----------------------------------------------------------------------------
// This is what the material system gets to see.
//-----------------------------------------------------------------------------
#define SHADERAPI_INTERFACE_VERSION "ShaderApi030"
abstract_class IShaderAPI : public IShaderDynamicAPI
{
public:
//
// NOTE: These methods have been ported to DX10
//
// Viewport methods
virtual void SetViewports( int nCount, const ShaderViewport_t* pViewports ) = 0;
virtual int GetViewports( ShaderViewport_t* pViewports, int nMax ) const = 0;
// Buffer clearing
virtual void ClearBuffers( bool bClearColor, bool bClearDepth, bool bClearStencil, int renderTargetWidth, int renderTargetHeight ) = 0;
virtual void ClearColor3ub( unsigned char r, unsigned char g, unsigned char b ) = 0;
virtual void ClearColor4ub( unsigned char r, unsigned char g, unsigned char b, unsigned char a ) = 0;
// Methods related to binding shaders
virtual void BindVertexShader( VertexShaderHandle_t hVertexShader ) = 0;
virtual void BindGeometryShader( GeometryShaderHandle_t hGeometryShader ) = 0;
virtual void BindPixelShader( PixelShaderHandle_t hPixelShader ) = 0;
// Methods related to state objects
virtual void SetRasterState( const ShaderRasterState_t& state ) = 0;
//
// NOTE: These methods have not yet been ported to DX10
//
// Sets the mode...
virtual bool SetMode( void* hwnd, int nAdapter, const ShaderDeviceInfo_t &info ) = 0;
virtual void ChangeVideoMode( const ShaderDeviceInfo_t &info ) = 0;
// Returns the snapshot id for the shader state
virtual StateSnapshot_t TakeSnapshot( ) = 0;
virtual void TexMinFilter( ShaderTexFilterMode_t texFilterMode ) = 0;
virtual void TexMagFilter( ShaderTexFilterMode_t texFilterMode ) = 0;
virtual void TexWrap( ShaderTexCoordComponent_t coord, ShaderTexWrapMode_t wrapMode ) = 0;
virtual void CopyRenderTargetToTexture( ShaderAPITextureHandle_t textureHandle ) = 0;
// Binds a particular material to render with
virtual void Bind( IMaterial* pMaterial ) = 0;
// Flushes any primitives that are buffered
virtual void FlushBufferedPrimitives() = 0;
// 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.
virtual IMesh* GetDynamicMesh( IMaterial* pMaterial, int nHWSkinBoneCount, bool bBuffered = true,
IMesh* pVertexOverride = 0, IMesh* pIndexOverride = 0) = 0;
virtual IMesh* GetDynamicMeshEx( IMaterial* pMaterial, VertexFormat_t vertexFormat, int nHWSkinBoneCount,
bool bBuffered = true, IMesh* pVertexOverride = 0, IMesh* pIndexOverride = 0 ) = 0;
// Methods to ask about particular state snapshots
virtual bool IsTranslucent( StateSnapshot_t id ) const = 0;
virtual bool IsAlphaTested( StateSnapshot_t id ) const = 0;
virtual bool UsesVertexAndPixelShaders( StateSnapshot_t id ) const = 0;
virtual bool IsDepthWriteEnabled( StateSnapshot_t id ) const = 0;
// Gets the vertex format for a set of snapshot ids
virtual VertexFormat_t ComputeVertexFormat( int numSnapshots, StateSnapshot_t* pIds ) const = 0;
// What fields in the vertex do we actually use?
virtual VertexFormat_t ComputeVertexUsage( int numSnapshots, StateSnapshot_t* pIds ) const = 0;
// Begins a rendering pass
virtual void BeginPass( StateSnapshot_t snapshot ) = 0;
// Renders a single pass of a material
virtual void RenderPass( int nPass, int nPassCount ) = 0;
// Set the number of bone weights
virtual void SetNumBoneWeights( int numBones ) = 0;
// Sets the lights
virtual void SetLight( int lightNum, const LightDesc_t& desc ) = 0;
// Lighting origin for the current model
virtual void SetLightingOrigin( Vector vLightingOrigin ) = 0;
virtual void SetAmbientLight( float r, float g, float b ) = 0;
virtual void SetAmbientLightCube( Vector4D cube[6] ) = 0;
// The shade mode
virtual void ShadeMode( ShaderShadeMode_t mode ) = 0;
// The cull mode
virtual void CullMode( MaterialCullMode_t cullMode ) = 0;
// Force writes only when z matches. . . useful for stenciling things out
// by rendering the desired Z values ahead of time.
virtual void ForceDepthFuncEquals( bool bEnable ) = 0;
// Forces Z buffering to be on or off
virtual void OverrideDepthEnable( bool bEnable, bool bDepthEnable ) = 0;
virtual void SetHeightClipZ( float z ) = 0;
virtual void SetHeightClipMode( enum MaterialHeightClipMode_t heightClipMode ) = 0;
virtual void SetClipPlane( int index, const float *pPlane ) = 0;
virtual void EnableClipPlane( int index, bool bEnable ) = 0;
// Put all the model matrices into vertex shader constants.
virtual void SetSkinningMatrices() = 0;
// Returns the nearest supported format
virtual ImageFormat GetNearestSupportedFormat( ImageFormat fmt, bool bFilteringRequired = true ) const = 0;
virtual ImageFormat GetNearestRenderTargetFormat( ImageFormat fmt ) const = 0;
// When AA is enabled, render targets are not AA and require a separate
// depth buffer.
virtual bool DoRenderTargetsNeedSeparateDepthBuffer() const = 0;
// Texture management methods
// For CreateTexture also see CreateTextures below
virtual ShaderAPITextureHandle_t CreateTexture(
int width,
int height,
int depth,
ImageFormat dstImageFormat,
int numMipLevels,
int numCopies,
int flags,
const char *pDebugName,
const char *pTextureGroupName ) = 0;
virtual void DeleteTexture( ShaderAPITextureHandle_t textureHandle ) = 0;
virtual ShaderAPITextureHandle_t CreateDepthTexture(
ImageFormat renderTargetFormat,
int width,
int height,
const char *pDebugName,
bool bTexture ) = 0;
virtual bool IsTexture( ShaderAPITextureHandle_t textureHandle ) = 0;
virtual bool IsTextureResident( ShaderAPITextureHandle_t textureHandle ) = 0;
// Indicates we're going to be modifying this texture
// TexImage2D, TexSubImage2D, TexWrap, TexMinFilter, and TexMagFilter
// all use the texture specified by this function.
virtual void ModifyTexture( ShaderAPITextureHandle_t textureHandle ) = 0;
virtual void TexImage2D(
int level,
int cubeFaceID,
ImageFormat dstFormat,
int zOffset,
int width,
int height,
ImageFormat srcFormat,
bool bSrcIsTiled, // NOTE: for X360 only
void *imageData ) = 0;
virtual void TexSubImage2D(
int level,
int cubeFaceID,
int xOffset,
int yOffset,
int zOffset,
int width,
int height,
ImageFormat srcFormat,
int srcStride,
bool bSrcIsTiled, // NOTE: for X360 only
void *imageData ) = 0;
virtual void TexImageFromVTF( IVTFTexture* pVTF, int iVTFFrame ) = 0;
// An alternate (and faster) way of writing image data
// (locks the current Modify Texture). Use the pixel writer to write the data
// after Lock is called
// Doesn't work for compressed textures
virtual bool TexLock( int level, int cubeFaceID, int xOffset, int yOffset,
int width, int height, CPixelWriter& writer ) = 0;
virtual void TexUnlock( ) = 0;
// These are bound to the texture
virtual void TexSetPriority( int priority ) = 0;
// Sets the texture state
virtual void BindTexture( Sampler_t sampler, ShaderAPITextureHandle_t textureHandle ) = 0;
// Set the render target to a texID.
// Set to SHADER_RENDERTARGET_BACKBUFFER if you want to use the regular framebuffer.
// Set to SHADER_RENDERTARGET_DEPTHBUFFER if you want to use the regular z buffer.
virtual void SetRenderTarget( ShaderAPITextureHandle_t colorTextureHandle = SHADER_RENDERTARGET_BACKBUFFER,
ShaderAPITextureHandle_t depthTextureHandle = SHADER_RENDERTARGET_DEPTHBUFFER ) = 0;
// stuff that isn't to be used from within a shader
virtual void ClearBuffersObeyStencil( bool bClearColor, bool bClearDepth ) = 0;
virtual void ReadPixels( int x, int y, int width, int height, unsigned char *data, ImageFormat dstFormat ) = 0;
virtual void ReadPixels( Rect_t *pSrcRect, Rect_t *pDstRect, unsigned char *data, ImageFormat dstFormat, int nDstStride ) = 0;
virtual void FlushHardware() = 0;
// Use this to begin and end the frame
virtual void BeginFrame() = 0;
virtual void EndFrame() = 0;
// Selection mode methods
virtual int SelectionMode( bool selectionMode ) = 0;
virtual void SelectionBuffer( unsigned int* pBuffer, int size ) = 0;
virtual void ClearSelectionNames( ) = 0;
virtual void LoadSelectionName( int name ) = 0;
virtual void PushSelectionName( int name ) = 0;
virtual void PopSelectionName() = 0;
// Force the hardware to finish whatever it's doing
virtual void ForceHardwareSync() = 0;
// Used to clear the transition table when we know it's become invalid.
virtual void ClearSnapshots() = 0;
virtual void FogStart( float fStart ) = 0;
virtual void FogEnd( float fEnd ) = 0;
virtual void SetFogZ( float fogZ ) = 0;
// Scene fog state.
virtual void SceneFogColor3ub( unsigned char r, unsigned char g, unsigned char b ) = 0;
virtual void GetSceneFogColor( unsigned char *rgb ) = 0;
virtual void SceneFogMode( MaterialFogMode_t fogMode ) = 0;
// Can we download textures?
virtual bool CanDownloadTextures() const = 0;
virtual void ResetRenderState( bool bFullReset = true ) = 0;
// We use smaller dynamic VBs during level transitions, to free up memory
virtual int GetCurrentDynamicVBSize( void ) = 0;
virtual void DestroyVertexBuffers( bool bExitingLevel = false ) = 0;
virtual void EvictManagedResources() = 0;
// Level of anisotropic filtering
virtual void SetAnisotropicLevel( int nAnisotropyLevel ) = 0;
// For debugging and building recording files. This will stuff a token into the recording file,
// then someone doing a playback can watch for the token.
virtual void SyncToken( const char *pToken ) = 0;
// Setup standard vertex shader constants (that don't change)
// This needs to be called anytime that overbright changes.
virtual void SetStandardVertexShaderConstants( float fOverbright ) = 0;
//
// Occlusion query support
//
// Allocate and delete query objects.
virtual ShaderAPIOcclusionQuery_t CreateOcclusionQueryObject( void ) = 0;
virtual void DestroyOcclusionQueryObject( ShaderAPIOcclusionQuery_t ) = 0;
// Bracket drawing with begin and end so that we can get counts next frame.
virtual void BeginOcclusionQueryDrawing( ShaderAPIOcclusionQuery_t ) = 0;
virtual void EndOcclusionQueryDrawing( ShaderAPIOcclusionQuery_t ) = 0;
// OcclusionQuery_GetNumPixelsRendered
// Get the number of pixels rendered between begin and end on an earlier frame.
// Calling this in the same frame is a huge perf hit!
// Returns iQueryResult:
// iQueryResult >= 0 - iQueryResult is the number of pixels rendered
// OCCLUSION_QUERY_RESULT_PENDING - query results are not available yet
// OCCLUSION_QUERY_RESULT_ERROR - query failed
// Use OCCLUSION_QUERY_FINISHED( iQueryResult ) to test if query finished.
virtual int OcclusionQuery_GetNumPixelsRendered( ShaderAPIOcclusionQuery_t hQuery, bool bFlush = false ) = 0;
virtual void SetFlashlightState( const FlashlightState_t &state, const VMatrix &worldToTexture ) = 0;
virtual void ClearVertexAndPixelShaderRefCounts() = 0;
virtual void PurgeUnusedVertexAndPixelShaders() = 0;
// Called when the dx support level has changed
virtual void DXSupportLevelChanged() = 0;
// By default, the material system applies the VIEW and PROJECTION matrices to the user clip
// planes (which are specified in world space) to generate projection-space user clip planes
// Occasionally (for the particle system in hl2, for example), we want to override that
// behavior and explictly specify a View transform for user clip planes. The PROJECTION
// will be mutliplied against this instead of the normal VIEW matrix.
virtual void EnableUserClipTransformOverride( bool bEnable ) = 0;
virtual void UserClipTransform( const VMatrix &worldToView ) = 0;
// ----------------------------------------------------------------------------------
// Everything after this point added after HL2 shipped.
// ----------------------------------------------------------------------------------
// What fields in the morph do we actually use?
virtual MorphFormat_t ComputeMorphFormat( int numSnapshots, StateSnapshot_t* pIds ) const = 0;
// Set the render target to a texID.
// Set to SHADER_RENDERTARGET_BACKBUFFER if you want to use the regular framebuffer.
// Set to SHADER_RENDERTARGET_DEPTHBUFFER if you want to use the regular z buffer.
virtual void SetRenderTargetEx( int nRenderTargetID,
ShaderAPITextureHandle_t colorTextureHandle = SHADER_RENDERTARGET_BACKBUFFER,
ShaderAPITextureHandle_t depthTextureHandle = SHADER_RENDERTARGET_DEPTHBUFFER ) = 0;
virtual void CopyRenderTargetToTextureEx( ShaderAPITextureHandle_t textureHandle, int nRenderTargetID, Rect_t *pSrcRect = NULL, Rect_t *pDstRect = NULL ) = 0;
virtual void CopyTextureToRenderTargetEx( int nRenderTargetID, ShaderAPITextureHandle_t textureHandle, Rect_t *pSrcRect = NULL, Rect_t *pDstRect = NULL ) = 0;
// For dealing with device lost in cases where SwapBuffers isn't called all the time (Hammer)
virtual void HandleDeviceLost() = 0;
virtual void EnableLinearColorSpaceFrameBuffer( bool bEnable ) = 0;
// Lets the shader know about the full-screen texture so it can
virtual void SetFullScreenTextureHandle( ShaderAPITextureHandle_t h ) = 0;
// Rendering parameters control special drawing modes withing the material system, shader
// system, shaders, and engine. renderparm.h has their definitions.
virtual void SetFloatRenderingParameter(int parm_number, float value) = 0;
virtual void SetIntRenderingParameter(int parm_number, int value) = 0;
virtual void SetVectorRenderingParameter(int parm_number, Vector const &value) = 0;
virtual float GetFloatRenderingParameter(int parm_number) const = 0;
virtual int GetIntRenderingParameter(int parm_number) const = 0;
virtual Vector GetVectorRenderingParameter(int parm_number) const = 0;
virtual void SetFastClipPlane( const float *pPlane ) = 0;
virtual void EnableFastClip( bool bEnable ) = 0;
// Returns the number of vertices + indices we can render using the dynamic mesh
// Passing true in the second parameter will return the max # of vertices + indices
// we can use before a flush is provoked and may return different values
// if called multiple times in succession.
// Passing false into the second parameter will return
// the maximum possible vertices + indices that can be rendered in a single batch
virtual void GetMaxToRender( IMesh *pMesh, bool bMaxUntilFlush, int *pMaxVerts, int *pMaxIndices ) = 0;
// Returns the max number of vertices we can render for a given material
virtual int GetMaxVerticesToRender( IMaterial *pMaterial ) = 0;
virtual int GetMaxIndicesToRender( ) = 0;
// stencil methods
virtual void SetStencilEnable(bool onoff) = 0;
virtual void SetStencilFailOperation(StencilOperation_t op) = 0;
virtual void SetStencilZFailOperation(StencilOperation_t op) = 0;
virtual void SetStencilPassOperation(StencilOperation_t op) = 0;
virtual void SetStencilCompareFunction(StencilComparisonFunction_t cmpfn) = 0;
virtual void SetStencilReferenceValue(int ref) = 0;
virtual void SetStencilTestMask(uint32 msk) = 0;
virtual void SetStencilWriteMask(uint32 msk) = 0;
virtual void ClearStencilBufferRectangle(int xmin, int ymin, int xmax, int ymax, int value) = 0;
// disables all local lights
virtual void DisableAllLocalLights() = 0;
virtual int CompareSnapshots( StateSnapshot_t snapshot0, StateSnapshot_t snapshot1 ) = 0;
virtual IMesh *GetFlexMesh() = 0;
virtual void SetFlashlightStateEx( const FlashlightState_t &state, const VMatrix &worldToTexture, ITexture *pFlashlightDepthTexture ) = 0;
virtual bool SupportsMSAAMode( int nMSAAMode ) = 0;
#if defined( _X360 )
virtual HXUIFONT OpenTrueTypeFont( const char *pFontname, int tall, int style ) = 0;
virtual void CloseTrueTypeFont( HXUIFONT hFont ) = 0;
virtual bool GetTrueTypeFontMetrics( HXUIFONT hFont, XUIFontMetrics *pFontMetrics, XUICharMetrics charMetrics[256] ) = 0;
// Render a sequence of characters and extract the data into a buffer
// For each character, provide the width+height of the font texture subrect,
// an offset to apply when rendering the glyph, and an offset into a buffer to receive the RGBA data
virtual bool GetTrueTypeGlyphs( HXUIFONT hFont, int numChars, wchar_t *pWch, int *pOffsetX, int *pOffsetY, int *pWidth, int *pHeight, unsigned char *pRGBA, int *pRGBAOffset ) = 0;
virtual ShaderAPITextureHandle_t CreateRenderTargetSurface( int width, int height, ImageFormat format, const char *pDebugName, const char *pTextureGroupName ) = 0;
virtual void PersistDisplay() = 0;
virtual bool PostQueuedTexture( const void *pData, int nSize, ShaderAPITextureHandle_t *pHandles, int nHandles, int nWidth, int nHeight, int nDepth, int nMips, int *pRefCount ) = 0;
virtual void *GetD3DDevice() = 0;
virtual void PushVertexShaderGPRAllocation( int iVertexShaderCount = 64 ) = 0;
virtual void PopVertexShaderGPRAllocation( void ) = 0;
virtual void EnableVSync_360( bool bEnable ) = 0; //360 allows us to bypass vsync blocking up to 60 fps without creating a new device
#endif
virtual bool OwnGPUResources( bool bEnable ) = 0;
//get fog distances entered with FogStart(), FogEnd(), and SetFogZ()
virtual void GetFogDistances( float *fStart, float *fEnd, float *fFogZ ) = 0;
// Hooks for firing PIX events from outside the Material System...
virtual void BeginPIXEvent( unsigned long color, const char *szName ) = 0;
virtual void EndPIXEvent() = 0;
virtual void SetPIXMarker( unsigned long color, const char *szName ) = 0;
// Enables and disables for Alpha To Coverage
virtual void EnableAlphaToCoverage() = 0;
virtual void DisableAlphaToCoverage() = 0;
// Computes the vertex buffer pointers
virtual void ComputeVertexDescription( unsigned char* pBuffer, VertexFormat_t vertexFormat, MeshDesc_t& desc ) const = 0;
virtual bool SupportsShadowDepthTextures( void ) = 0;
virtual void SetDisallowAccess( bool ) = 0;
virtual void EnableShaderShaderMutex( bool ) = 0;
virtual void ShaderLock() = 0;
virtual void ShaderUnlock() = 0;
virtual ImageFormat GetShadowDepthTextureFormat( void ) = 0;
virtual bool SupportsFetch4( void ) = 0;
virtual void SetShadowDepthBiasFactors( float fShadowSlopeScaleDepthBias, float fShadowDepthBias ) = 0;
// ------------ New Vertex/Index Buffer interface ----------------------------
virtual void BindVertexBuffer( int nStreamID, IVertexBuffer *pVertexBuffer, int nOffsetInBytes, int nFirstVertex, int nVertexCount, VertexFormat_t fmt, int nRepetitions = 1 ) = 0;
virtual void BindIndexBuffer( IIndexBuffer *pIndexBuffer, int nOffsetInBytes ) = 0;
virtual void Draw( MaterialPrimitiveType_t primitiveType, int nFirstIndex, int nIndexCount ) = 0;
// ------------ End ----------------------------
// Apply stencil operations to every pixel on the screen without disturbing depth or color buffers
virtual void PerformFullScreenStencilOperation( void ) = 0;
virtual void SetScissorRect( const int nLeft, const int nTop, const int nRight, const int nBottom, const bool bEnableScissor ) = 0;
// nVidia CSAA modes, different from SupportsMSAAMode()
virtual bool SupportsCSAAMode( int nNumSamples, int nQualityLevel ) = 0;
//Notifies the shaderapi to invalidate the current set of delayed constants because we just finished a draw pass. Either actual or not.
virtual void InvalidateDelayedShaderConstants( void ) = 0;
// Gamma<->Linear conversions according to the video hardware we're running on
virtual float GammaToLinear_HardwareSpecific( float fGamma ) const =0;
virtual float LinearToGamma_HardwareSpecific( float fLinear ) const =0;
//Set's the linear->gamma conversion textures to use for this hardware for both srgb writes enabled and disabled(identity)
virtual void SetLinearToGammaConversionTextures( ShaderAPITextureHandle_t hSRGBWriteEnabledTexture, ShaderAPITextureHandle_t hIdentityTexture ) = 0;
virtual ImageFormat GetNullTextureFormat( void ) = 0;
virtual void BindVertexTexture( VertexTextureSampler_t nSampler, ShaderAPITextureHandle_t textureHandle ) = 0;
// Enables hardware morphing
virtual void EnableHWMorphing( bool bEnable ) = 0;
// Sets flexweights for rendering
virtual void SetFlexWeights( int nFirstWeight, int nCount, const MorphWeight_t* pWeights ) = 0;
virtual void FogMaxDensity( float flMaxDensity ) = 0;
// Create a multi-frame texture (equivalent to calling "CreateTexture" multiple times, but more efficient)
virtual void 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 ) = 0;
virtual void AcquireThreadOwnership() = 0;
virtual void ReleaseThreadOwnership() = 0;
virtual bool SupportsNormalMapCompression() const { Assert( !"This has all been removed." ); return false; }
// Only does anything on XBox360. This is useful to eliminate stalls
virtual void EnableBuffer2FramesAhead( bool bEnable ) = 0;
virtual void SetDepthFeatheringPixelShaderConstant( int iConstant, float fDepthBlendScale ) = 0;
// debug logging
// only implemented in some subclasses
virtual void PrintfVA( char *fmt, va_list vargs ) = 0;
virtual void Printf( PRINTF_FORMAT_STRING const char *fmt, ... ) = 0;
virtual float Knob( char *knobname, float *setvalue = NULL ) = 0;
// Allows us to override the alpha write setting of a material
virtual void OverrideAlphaWriteEnable( bool bEnable, bool bAlphaWriteEnable ) = 0;
virtual void OverrideColorWriteEnable( bool bOverrideEnable, bool bColorWriteEnable ) = 0;
//extended clear buffers function with alpha independent from color
virtual void ClearBuffersObeyStencilEx( bool bClearColor, bool bClearAlpha, bool bClearDepth ) = 0;
// Allows copying a render target to another texture by specifying them both.
virtual void CopyRenderTargetToScratchTexture( ShaderAPITextureHandle_t srcRt, ShaderAPITextureHandle_t dstTex, Rect_t *pSrcRect = NULL, Rect_t *pDstRect = NULL ) = 0;
// Allows locking and unlocking of very specific surface types.
virtual void LockRect( void** pOutBits, int* pOutPitch, ShaderAPITextureHandle_t texHandle, int mipmap, int x, int y, int w, int h, bool bWrite, bool bRead ) = 0;
virtual void UnlockRect( ShaderAPITextureHandle_t texHandle, int mipmap ) = 0;
// Set the finest mipmap that can be used for the texture which is currently being modified.
virtual void TexLodClamp( int finest ) = 0;
// Set the Lod Bias for the texture which is currently being modified.
virtual void TexLodBias( float bias ) = 0;
virtual void CopyTextureToTexture( ShaderAPITextureHandle_t srcTex, ShaderAPITextureHandle_t dstTex ) = 0;
};
#endif // ISHADERAPI_H