383 lines
13 KiB
C++
383 lines
13 KiB
C++
//===== Copyright © 1996-2005, Valve Corporation, All rights reserved. ======//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//
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//===========================================================================//
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#ifndef IRENDERCONTEXT_H
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#define IRENDERCONTEXT_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "rendersystem/irenderdevice.h"
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#include "mathlib/vector4d.h"
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#include "tier1/generichash.h"
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#include "rendersystem/renderstate.h"
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#include "mathlib/vmatrix.h"
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#include "rendersystem/schema/renderable.g.h"
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//-----------------------------------------------------------------------------
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// forward declarations
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//-----------------------------------------------------------------------------
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enum RenderBufferStride_t
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{
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RENDER_BUFFER_STRIDE_INVALID = -1,
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};
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//-----------------------------------------------------------------------------
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// Index/vertex buffer lock info
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//-----------------------------------------------------------------------------
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struct LockDesc_t
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{
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void *m_pMemory;
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};
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//-----------------------------------------------------------------------------
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// Viewport structure
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//-----------------------------------------------------------------------------
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#define RENDER_VIEWPORT_VERSION 1
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struct RenderViewport_t
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{
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int m_nVersion;
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int m_nTopLeftX;
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int m_nTopLeftY;
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int m_nWidth;
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int m_nHeight;
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float m_flMinZ;
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float m_flMaxZ;
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RenderViewport_t() : m_nVersion( RENDER_VIEWPORT_VERSION ) {}
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void Init()
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{
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memset( this, 0, sizeof(RenderViewport_t) );
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m_nVersion = RENDER_VIEWPORT_VERSION;
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}
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void Init( int x, int y, int nWidth, int nHeight, float flMinZ = 0.0f, float flMaxZ = 1.0f )
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{
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m_nVersion = RENDER_VIEWPORT_VERSION;
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m_nTopLeftX = x; m_nTopLeftY = y; m_nWidth = nWidth; m_nHeight = nHeight;
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m_flMinZ = flMinZ;
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m_flMaxZ = flMaxZ;
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}
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};
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// clear flags
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enum RenderClearFlags_t
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{
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RENDER_CLEAR_FLAGS_CLEAR_DEPTH = 0x1,
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RENDER_CLEAR_FLAGS_CLEAR_STENCIL = 0x2
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};
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enum StandardTextureID_t
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{
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STDTEXTURE_NORMAL_DEPTH_BUFFER = 0,
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STDTEXTURE_LIGHTPASS_OUTPUT,
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STDTEXTURE_NUMBER_OF_IDS
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};
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class CDisplayList // subclasses in devices
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{
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public:
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CDisplayList *m_pNext;
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};
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//-----------------------------------------------------------------------------
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// Data for the material system
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//-----------------------------------------------------------------------------
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#define RENDER_MATERIAL_NUM_WORLD_MATRICES 53
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struct RenderMaterialData_t
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{
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int nMode;
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float flTime;
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float mWorldArray[ RENDER_MATERIAL_NUM_WORLD_MATRICES ][3][4];
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VMatrix mView;
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VMatrix mProjection;
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VMatrix mVP;
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VMatrix mWVP;
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Vector vCameraPosition;
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Vector vCameraForwardVec;
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Vector vCameraUpVec;
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float flNearPlane;
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float flFarPlane;
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float vViewportSize[2];
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HRenderTexture customTextures[2];
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void Init()
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{
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nMode = 0;
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flTime = 0.0f;
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float m4x3Identity[3][4] = { 1.0f, 0.0f, 0.0f, 0.0f,
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0.0f, 1.0f, 0.0f, 0.0f,
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0.0f, 0.0f, 1.0f, 0.0f };
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for ( int i = 0; i < RENDER_MATERIAL_NUM_WORLD_MATRICES; i++ )
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{
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memcpy( mWorldArray[i], m4x3Identity, sizeof( m4x3Identity ) );
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}
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mView.Identity();
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mProjection.Identity();
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mVP.Identity();
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mWVP.Identity();
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vCameraPosition.Init( 0.0f, 0.0f, 0.0f );
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vCameraForwardVec.Init( 0.0f, 0.0f, 0.0f );
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vCameraUpVec.Init( 0.0f, 0.0f, 0.0f );
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flNearPlane = 0.0f;
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flFarPlane = 1.0f;
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vViewportSize[0] = 0.0f;
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vViewportSize[1] = 0.0f;
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customTextures[0] = RENDER_TEXTURE_HANDLE_INVALID;
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customTextures[1] = RENDER_TEXTURE_HANDLE_INVALID;
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}
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};
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//-----------------------------------------------------------------------------
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// Render context interface
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//-----------------------------------------------------------------------------
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abstract_class IRenderContext
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{
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// rendering functions. in flux
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public:
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virtual void SetSwapChain( SwapChainHandle_t hSwapChain ) = 0;
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// Called when the context is handed to a thread.
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virtual void AttachToCurrentThread() = 0;
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virtual void Clear( const Vector4D &vecRGBAColor, int nFlags = 0 ) = 0; // any RENDER_CLEAR_FLAGS_CLEAR_xxx flags
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virtual void SetViewports( int nCount, const RenderViewport_t* pViewports, bool setImmediately = false ) = 0;
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virtual void GetViewport( RenderViewport_t *pViewport, int nViewport ) = 0;
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// Restriction: This can only be called as the first call after a
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// context is created, or the first call after a Submit.
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virtual void BindRenderTargets( RenderTargetBinding_t hRenderTargetBinding ) = 0;
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// set this to actually draw, and clear display list data
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virtual void Submit( void ) =0;
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// use this interface to finish a command list but not submit it until later. This call resets
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// the rendercontext
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virtual CDisplayList *DetachCommandList ( void ) =0;
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// add items to the next submitted batches. Doing a submit resets this
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virtual void DependsOn( CDependencyDescriptor *pDesc ) = 0;
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virtual void Satisfies( CDependencyDescriptor *pDesc ) = 0;
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// Creates/destroys vertex + index buffers
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// For CreateDynamicIndexBuffer, nMaxInstanceCount == 0 means we don't expect
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// the buffer to be used w/ instanced rendering.
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// mNaxInstanceCount == INT_MAX means we have no idea how many instances will be rendered
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virtual HRenderBuffer CreateDynamicVertexBuffer( const BufferDesc_t& desc ) = 0;
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virtual void DestroyDynamicVertexBuffer( HRenderBuffer hVertexBuffer ) = 0;
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virtual HRenderBuffer CreateDynamicIndexBuffer( const BufferDesc_t& desc, int nMaxInstanceCount = 0 ) = 0;
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virtual void DestroyDynamicIndexBuffer( HRenderBuffer hIndexBuffer ) = 0;
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// Use this to read or write buffers, whether lock is for read or write
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// depends on the type of buffer (dynamic, staging, semistatic, etc)
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virtual bool LockIndexBuffer( HRenderBuffer hIndexBuffer, int nMaxSizeInBytes, LockDesc_t *pDesc ) = 0;
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virtual void UnlockIndexBuffer( HRenderBuffer hIndexBuffer, int nWrittenSizeInBytes, LockDesc_t *pDesc ) = 0;
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virtual bool LockVertexBuffer( HRenderBuffer hVertexBuffer, int nMaxSizeInBytes, LockDesc_t *pDesc ) = 0;
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virtual void UnlockVertexBuffer( HRenderBuffer hVertexBuffer, int nWrittenSizeInBytes, LockDesc_t *pDesc ) = 0;
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// Binds an vertex/index buffer
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virtual bool BindIndexBuffer( HRenderBuffer hIndexBuffer, int nOffset ) = 0;
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virtual bool BindVertexBuffer( int nSlot, HRenderBuffer hVertexBuffer, int nOffset, int nStride = RENDER_BUFFER_STRIDE_INVALID ) = 0;
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// Binds a vertex shader
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virtual void BindVertexShader( RenderShaderHandle_t hVertexShader, RenderInputLayout_t hInputLayout ) = 0;
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// Binds all other shader types
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virtual void BindShader( RenderShaderType_t nType, RenderShaderHandle_t hShader ) = 0;
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// textures
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virtual void BindTexture( int nSamplerIndex, HRenderTexture hTexture, RenderShaderType_t nTargetPipelineStage = RENDER_PIXEL_SHADER ) = 0;
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virtual void SetSamplerStatePS( int nSamplerIndex, RsFilter_t eFilterMode, RsTextureAddressMode_t eUWrapMode = RS_TEXTURE_ADDRESS_WRAP,
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RsTextureAddressMode_t eVWrapMode = RS_TEXTURE_ADDRESS_WRAP, RsTextureAddressMode_t eWWrapMode = RS_TEXTURE_ADDRESS_WRAP,
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RsComparison_t eTextureComparisonMode = RS_CMP_LESS ) = 0;
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virtual void SetSamplerStateVS( int nSamplerIndex, RsFilter_t eFilterMode, RsTextureAddressMode_t eUWrapMode = RS_TEXTURE_ADDRESS_WRAP,
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RsTextureAddressMode_t eVWrapMode = RS_TEXTURE_ADDRESS_WRAP, RsTextureAddressMode_t eWWrapMode = RS_TEXTURE_ADDRESS_WRAP,
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RsComparison_t eTextureComparisonMode = RS_CMP_LESS ) = 0;
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virtual void SetSamplerState( int32 nSamplerIndex, const CSamplerStateDesc *pSamplerDesc, RenderShaderType_t nTargetPipelineStage = RENDER_PIXEL_SHADER ) = 0;
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// download data into a texture. It is acceptable to pass NULL for pData, in which case a d3d
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// texture will be allocated and set up, but with unset bits (this is useful for getting a
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// render target into memory for instance).
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// NOTE: This doesn't work on file-backed textures
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virtual void SetTextureData( HRenderTexture hTexture, const TextureDesc_t *pDataDesc, const void *pData, int nDataSize, bool bIsPreTiled, int nSpecificMipLevelToSet = -1, Rect_t const *pSubRectToUpdate = NULL ) = 0;
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// Draws stuff!
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// If nMaxVertexCount == 0, then calculate max vertex count from the size of the vertex buffer
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virtual void Draw( RenderPrimitiveType_t type, int nFirstVertex, int nVertexCount ) = 0;
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virtual void DrawInstanced( RenderPrimitiveType_t type, int nFirstVertex, int nVertexCountPerInstance, int nInstanceCount ) = 0;
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virtual void DrawIndexed( RenderPrimitiveType_t type, int nFirstIndex, int nIndexCount, int nMaxVertexCount = 0 ) = 0;
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virtual void DrawIndexedInstanced( RenderPrimitiveType_t type, int nFirstIndex, int nIndexCountPerInstance, int nInstanceCount, int nMaxVertexCount = 0 ) = 0;
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// misc state setting
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virtual void SetCullMode( RenderCullMode_t eCullMode ) = 0;
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virtual void SetBlendMode( RenderBlendMode_t eBlendMode, float const *pBlendFactor = NULL ) = 0;
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virtual void SetZBufferMode( RenderZBufferMode_t eZBufferMode ) = 0;
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virtual RsRasterizerStateHandle_t FindOrCreateRasterizerState( const RsRasterizerStateDesc_t *pRsDesc ) = 0;
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virtual void SetRasterizerState( RsRasterizerStateHandle_t rasterizerState ) = 0;
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virtual RsDepthStencilStateHandle_t FindOrCreateDepthStencilState( const RsDepthStencilStateDesc_t *pRsDesc ) = 0;
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virtual void SetDepthStencilState( RsDepthStencilStateHandle_t rasterizerState, uint32 nStencilRef = 0 ) = 0;
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virtual RsBlendStateHandle_t FindOrCreateBlendState( const RsBlendStateDesc_t *pBlendDesc ) = 0;
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virtual void SetBlendState( RsBlendStateHandle_t blendState, float const *pBlendFactor = NULL, uint32 nSampleMask = 0xFFFFFFFF ) = 0;
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// set the data in a constant buffer
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virtual void SetConstantBufferData( ConstantBufferHandle_t hConstantBuffer, void const *pData, int nDataSize ) = 0;
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// bind constant buffers
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virtual void BindConstantBuffer( RenderShaderType_t nType, ConstantBufferHandle_t hConstantBuffer, int nSlot, int nRegisterBaseForDx9 ) = 0;
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// get access to per-frame pooled constant buffers.
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virtual ConstantBufferHandle_t GetDynamicConstantBuffer( int nSize, void const *pData = NULL ) =0;
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// Get the input layout associated with this renderbuffer. Returns RENDER_INPUT_LAYOUT_INVALID if none is associated.
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virtual RenderInputLayout_t GetInputLayoutForVertexBuffer( HRenderBuffer hBuffer, InputLayoutVariation_t nVariation = INPUT_LAYOUT_VARIATION_DEFAULT ) = 0;
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// Blocks the thread until the render thread completely empties
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virtual void Flush() = 0;
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// Forces a device lost
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virtual void ForceDeviceLost() = 0;
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// Returns the device associated w/ the context
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virtual IRenderDevice *GetDevice() = 0;
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// PIX events for debugging/perf analysis
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virtual void BeginPixEvent( color32 c, const char *pEventName ) = 0;
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virtual void EndPixEvent( ) = 0;
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virtual void PixSetMarker( color32 c, const char *pEventName ) = 0;
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// "standard" texture support.
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virtual void BindStandardTexture( int nSamplerIndex, StandardTextureID_t nTextureID, RenderShaderType_t nTargetPipelineStage = RENDER_PIXEL_SHADER ) = 0;
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virtual void SetStandardTexture( StandardTextureID_t nTextureID, HRenderTexture hTexture ) =0;
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virtual HRenderTexture GetStandardTexture( StandardTextureID_t nTextureID ) =0;
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// Material system data
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virtual RenderMaterialData_t &GetMaterialData() = 0;
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protected:
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// Don't allow delete calls on an IRenderContext
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virtual ~IRenderContext() {}
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};
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//-----------------------------------------------------------------------------
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// simple helper class with all inlines
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//-----------------------------------------------------------------------------
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class CRenderContextPtr
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{
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public:
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CRenderContextPtr( IRenderDevice *pDevice, RenderTargetBinding_t hRenderTargetBinding = RENDER_TARGET_BINDING_INVALID );
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~CRenderContextPtr( void );
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IRenderContext *operator->( void ) const;
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operator IRenderContext*() const;
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void Release( );
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protected:
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IRenderContext *m_pContext;
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IRenderDevice *m_pDevice;
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};
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FORCEINLINE CRenderContextPtr::CRenderContextPtr( IRenderDevice *pDevice, RenderTargetBinding_t hRenderTargetBinding )
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{
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m_pDevice = pDevice;
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m_pContext = pDevice->GetRenderContext( );
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m_pContext->BindRenderTargets( hRenderTargetBinding );
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}
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FORCEINLINE CRenderContextPtr::~CRenderContextPtr( void )
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{
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Release();
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}
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FORCEINLINE void CRenderContextPtr::Release( )
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{
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if ( m_pContext )
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{
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m_pContext->Submit( );
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m_pDevice->ReleaseRenderContext( m_pContext );
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m_pContext = NULL;
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m_pDevice = NULL;
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}
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}
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// delegate to context via -> override
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FORCEINLINE IRenderContext *CRenderContextPtr::operator->( void ) const
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{
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return m_pContext;
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}
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// Cast operator (to pass to other methods)
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FORCEINLINE CRenderContextPtr::operator IRenderContext*() const
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{
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return m_pContext;
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}
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//-----------------------------------------------------------------------------
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// Pix measurement helper class
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//-----------------------------------------------------------------------------
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class CRenderPixEvent
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{
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public:
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CRenderPixEvent( IRenderContext *pRenderContext, color32 c, const char *pName )
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{
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m_pContext = pRenderContext;
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m_pContext->BeginPixEvent( c, pName );
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}
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~CRenderPixEvent()
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{
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Release();
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}
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void Release()
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{
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if ( m_pContext )
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{
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m_pContext->EndPixEvent();
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m_pContext = NULL;
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}
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}
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private:
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IRenderContext *m_pContext;
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};
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#endif // IRENDERCONTEXT_H
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