Team Fortress 2 Source Code as on 22/4/2020
You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
 
 
 
 
 
 

190 lines
5.6 KiB

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//===========================================================================//
#ifndef ITEXTUREINTERNAL_H
#define ITEXTUREINTERNAL_H
#ifdef _WIN32
#pragma once
#endif
#include "materialsystem/itexture.h"
#include "shaderapi/ishaderapi.h"
#include "tier1/utlmap.h"
class Vector;
enum Sampler_t;
class IFileList;
enum RenderTargetType_t
{
NO_RENDER_TARGET = 0,
// GR - using shared depth buffer
RENDER_TARGET = 1,
// GR - using own depth buffer
RENDER_TARGET_WITH_DEPTH = 2,
// GR - no depth buffer
RENDER_TARGET_NO_DEPTH = 3,
// only cares about depth buffer
RENDER_TARGET_ONLY_DEPTH = 4,
};
enum ResidencyType_t
{
RESIDENT_NONE,
RESIDENT_PARTIAL,
RESIDENT_FULL
};
abstract_class ITextureInternal : public ITexture
{
public:
virtual void Bind( Sampler_t sampler ) = 0;
virtual void Bind( Sampler_t sampler1, int nFrame, Sampler_t sampler2 = (Sampler_t) -1 ) = 0;
// Methods associated with reference counting
virtual int GetReferenceCount() = 0;
virtual void GetReflectivity( Vector& reflectivity ) = 0;
// Set this as the render target, return false for failure
virtual bool SetRenderTarget( int nRenderTargetID ) = 0;
// Releases the texture's hw memory
virtual void ReleaseMemory() = 0;
// Called before Download() on restore. Gives render targets a change to change whether or
// not they force themselves to have a separate depth buffer due to AA.
virtual void OnRestore() = 0;
// Resets the texture's filtering and clamping mode
virtual void SetFilteringAndClampingMode( bool bOnlyLodValues = false ) = 0;
// Used by tools.... loads up the non-fallback information about the texture
virtual void Precache() = 0;
// Stretch blit the framebuffer into this texture.
virtual void CopyFrameBufferToMe( int nRenderTargetID = 0, Rect_t *pSrcRect = NULL, Rect_t *pDstRect = NULL ) = 0;
virtual void CopyMeToFrameBuffer( int nRenderTargetID = 0, Rect_t *pSrcRect = NULL, Rect_t *pDstRect = NULL ) = 0;
virtual ITexture *GetEmbeddedTexture( int nIndex ) = 0;
// Get the shaderapi texture handle associated w/ a particular frame
virtual ShaderAPITextureHandle_t GetTextureHandle( int nFrame, int nTextureChannel =0 ) = 0;
virtual ~ITextureInternal()
{
}
virtual ImageFormat GetImageFormat() const = 0;
// Creates a new texture
static ITextureInternal *CreateFileTexture( const char *pFileName, const char *pTextureGroupName );
static ITextureInternal *CreateProceduralTexture(
const char *pTextureName,
const char *pTextureGroupName,
int w,
int h,
int d,
ImageFormat fmt,
int nFlags,
ITextureRegenerator *generator = NULL);
static ITextureInternal *CreateRenderTarget(
const char *pRTName, // NULL for an auto-generated name.
int w,
int h,
RenderTargetSizeMode_t sizeMode,
ImageFormat fmt,
RenderTargetType_t type,
unsigned int textureFlags,
unsigned int renderTargetFlags );
static void ChangeRenderTarget(
ITextureInternal *pTexture,
int w,
int h,
RenderTargetSizeMode_t sizeMode,
ImageFormat fmt,
RenderTargetType_t type,
unsigned int textureFlags,
unsigned int renderTargetFlags );
static ITextureInternal *CreateReferenceTextureFromHandle(
const char *pTextureName,
const char *pTextureGroupName,
ShaderAPITextureHandle_t hTexture );
static void Destroy( ITextureInternal *pTexture, bool bSkipTexMgrCheck = false );
// Set this as the render target, return false for failure
virtual bool SetRenderTarget( int nRenderTargetID, ITexture* pDepthTexture ) = 0;
// Bind this to a vertex texture sampler
virtual void BindVertexTexture( VertexTextureSampler_t sampler, int frameNum = 0 ) = 0;
virtual void MarkAsPreloaded( bool bSet ) = 0;
virtual bool IsPreloaded() const = 0;
virtual void MarkAsExcluded( bool bSet, int nDimensionsLimit ) = 0;
virtual bool UpdateExcludedState( void ) = 0;
virtual bool IsTempRenderTarget( void ) const = 0;
// Reload any files the texture is responsible for.
virtual void ReloadFilesInList( IFileList *pFilesToReload ) = 0;
virtual bool AsyncReadTextureFromFile( IVTFTexture* pVTFTexture, unsigned int nAdditionalCreationFlags ) = 0;
virtual void AsyncCancelReadTexture() = 0;
// Map and unmap. These can fail. And can cause a very significant perf penalty. Be very careful with them.
virtual void Map( void** pOutDst, int* pOutPitch ) = 0;
virtual void Unmap() = 0;
// Texture streaming!
virtual ResidencyType_t GetCurrentResidence() const = 0;
virtual ResidencyType_t GetTargetResidence() const = 0;
virtual bool MakeResident( ResidencyType_t newResidence ) = 0;
virtual void UpdateLodBias() = 0;
};
inline bool IsTextureInternalEnvCubemap( const ITextureInternal *pTexture )
{
return ( pTexture == ( ITextureInternal * )-1 );
}
//-----------------------------------------------------------------------------
// Ensures that caller provided names are consistent to the dictionary
//-----------------------------------------------------------------------------
inline char *NormalizeTextureName( const char *pName, char *pOutName, int nOutNameSize )
{
// hdr textures have an ldr version and need to resolve correctly
int nLen = Q_strlen( pName ) + 1;
if ( nLen <= 5 || Q_stricmp( pName + nLen - 5, ".hdr" ) )
{
// strip any non .hdr extension
Q_StripExtension( pName, pOutName, nOutNameSize );
}
else
{
// keep .hdr extension
Q_strncpy( pOutName, pName, nOutNameSize );
}
Q_strlower( pOutName );
Q_FixSlashes( pOutName, '/' );
return pOutName;
}
extern ConVar mat_texture_tracking;
extern CUtlMap<ITexture*, CInterlockedInt> *g_pTextureRefList;
#endif // ITEXTUREINTERNAL_H