mirror of
https://github.com/alliedmodders/hl2sdk.git
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391 lines
15 KiB
C++
391 lines
15 KiB
C++
//========= Copyright 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 ISHADERDEVICE_H
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#define ISHADERDEVICE_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "tier1/interface.h"
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#include "appframework/IAppSystem.h"
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#include "bitmap/imageformat.h"
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#include "tier1/utlbuffer.h"
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#include "materialsystem/imaterial.h"
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#include "shaderapi/ishaderdynamic.h"
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//-----------------------------------------------------------------------------
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// forward declarations
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//-----------------------------------------------------------------------------
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struct MaterialAdapterInfo_t;
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class IMesh;
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class KeyValues;
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//-----------------------------------------------------------------------------
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// Describes how to set the mode
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//-----------------------------------------------------------------------------
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#define SHADER_DISPLAY_MODE_VERSION 1
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struct ShaderDisplayMode_t
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{
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ShaderDisplayMode_t() { memset( this, 0, sizeof(ShaderDisplayMode_t) ); m_nVersion = SHADER_DISPLAY_MODE_VERSION; }
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int m_nVersion;
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int m_nWidth; // 0 when running windowed means use desktop resolution
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int m_nHeight;
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ImageFormat m_Format; // use ImageFormats (ignored for windowed mode)
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int m_nRefreshRateNumerator; // Refresh rate. Use 0 in numerator + denominator for a default setting.
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int m_nRefreshRateDenominator; // Refresh rate = numerator / denominator.
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};
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//-----------------------------------------------------------------------------
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// Describes how to set the device
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//-----------------------------------------------------------------------------
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#define SHADER_DEVICE_INFO_VERSION 1
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struct ShaderDeviceInfo_t
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{
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ShaderDeviceInfo_t() { memset( this, 0, sizeof(ShaderDeviceInfo_t) ); m_nVersion = SHADER_DEVICE_INFO_VERSION; m_DisplayMode.m_nVersion = SHADER_DISPLAY_MODE_VERSION; }
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int m_nVersion;
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ShaderDisplayMode_t m_DisplayMode;
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int m_nBackBufferCount; // valid values are 1 or 2 [2 results in triple buffering]
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int m_nAASamples; // Number of AA samples to use
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int m_nAAQuality; // AA quality level
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int m_nDXLevel; // 0 means use recommended DX level for this adapter
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int m_nWindowedSizeLimitWidth; // Used if m_bLimitWindowedSize is set, defines max bounds for the back buffer
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int m_nWindowedSizeLimitHeight;
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bool m_bWindowed : 1;
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bool m_bResizing : 1; // Only is meaningful when using windowed mode; means the window can be resized.
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bool m_bUseStencil : 1;
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bool m_bLimitWindowedSize : 1; // In windowed mode, should we prevent the back buffer from getting too large?
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bool m_bWaitForVSync : 1; // Would we not present until vsync?
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bool m_bScaleToOutputResolution : 1; // 360 ONLY: sets up hardware scaling
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bool m_bProgressive : 1; // 360 ONLY: interlaced or progressive
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bool m_bUsingMultipleWindows : 1; // Forces D3DPresent to use _COPY instead
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};
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//-----------------------------------------------------------------------------
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// Info for non-interactive mode
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//-----------------------------------------------------------------------------
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struct ShaderNonInteractiveInfo_t
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{
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ShaderAPITextureHandle_t m_hTempFullscreenTexture;
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int m_nPacifierCount;
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ShaderAPITextureHandle_t m_pPacifierTextures[64];
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float m_flNormalizedX;
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float m_flNormalizedY;
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float m_flNormalizedSize;
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};
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//-----------------------------------------------------------------------------
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// For vertex/index buffers. What type is it?
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// (NOTE: mirror this with a similarly named enum at the material system level for backwards compatability.)
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//-----------------------------------------------------------------------------
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enum ShaderBufferType_t
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{
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SHADER_BUFFER_TYPE_STATIC = 0,
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SHADER_BUFFER_TYPE_DYNAMIC,
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SHADER_BUFFER_TYPE_STATIC_TEMP,
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SHADER_BUFFER_TYPE_DYNAMIC_TEMP,
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SHADER_BUFFER_TYPE_COUNT,
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};
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inline bool IsDynamicBufferType( ShaderBufferType_t type )
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{
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return ( ( type == SHADER_BUFFER_TYPE_DYNAMIC ) || ( type == SHADER_BUFFER_TYPE_DYNAMIC_TEMP ) );
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}
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//-----------------------------------------------------------------------------
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// Handle to a vertex, pixel, and geometry shader
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//-----------------------------------------------------------------------------
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DECLARE_POINTER_HANDLE( VertexShaderHandle_t );
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DECLARE_POINTER_HANDLE( GeometryShaderHandle_t );
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DECLARE_POINTER_HANDLE( PixelShaderHandle_t );
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#define VERTEX_SHADER_HANDLE_INVALID ( (VertexShaderHandle_t)0 )
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#define GEOMETRY_SHADER_HANDLE_INVALID ( (GeometryShaderHandle_t)0 )
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#define PIXEL_SHADER_HANDLE_INVALID ( (PixelShaderHandle_t)0 )
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//-----------------------------------------------------------------------------
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// A shader buffer returns a block of memory which must be released when done with it
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//-----------------------------------------------------------------------------
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abstract_class IShaderBuffer
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{
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public:
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virtual size_t GetSize() const = 0;
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virtual const void* GetBits() const = 0;
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virtual void Release() = 0;
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};
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//-----------------------------------------------------------------------------
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// Mode chance callback
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//-----------------------------------------------------------------------------
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typedef void (*ShaderModeChangeCallbackFunc_t)( void );
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//-----------------------------------------------------------------------------
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// Methods related to discovering and selecting devices
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//-----------------------------------------------------------------------------
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#define SHADER_DEVICE_MGR_INTERFACE_VERSION "ShaderDeviceMgr001"
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abstract_class IShaderDeviceMgr : public IAppSystem
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{
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public:
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// Gets the number of adapters...
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virtual int GetAdapterCount() const = 0;
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// Returns info about each adapter
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virtual void GetAdapterInfo( int nAdapter, MaterialAdapterInfo_t& info ) const = 0;
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// Gets recommended congifuration for a particular adapter at a particular dx level
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virtual bool GetRecommendedConfigurationInfo( int nAdapter, int nDXLevel, KeyValues *pConfiguration ) = 0;
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// Returns the number of modes
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virtual int GetModeCount( int nAdapter ) const = 0;
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// Returns mode information..
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virtual void GetModeInfo( ShaderDisplayMode_t* pInfo, int nAdapter, int nMode ) const = 0;
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// Returns the current mode info for the requested adapter
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virtual void GetCurrentModeInfo( ShaderDisplayMode_t* pInfo, int nAdapter ) const = 0;
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// Initialization, shutdown
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virtual bool SetAdapter( int nAdapter, int nFlags ) = 0;
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// Sets the mode
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// Use the returned factory to get at an IShaderDevice and an IShaderRender
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// and any other interfaces we decide to create.
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// A returned factory of NULL indicates the mode was not set properly.
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virtual CreateInterfaceFn SetMode( void *hWnd, int nAdapter, const ShaderDeviceInfo_t& mode ) = 0;
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// Installs a callback to get called
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virtual void AddModeChangeCallback( ShaderModeChangeCallbackFunc_t func ) = 0;
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virtual void RemoveModeChangeCallback( ShaderModeChangeCallbackFunc_t func ) = 0;
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};
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//-----------------------------------------------------------------------------
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// Methods related to control of the device
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//-----------------------------------------------------------------------------
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#define SHADER_DEVICE_INTERFACE_VERSION "ShaderDevice001"
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abstract_class IShaderDevice
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{
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public:
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// Releases/reloads resources when other apps want some memory
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virtual void ReleaseResources() = 0;
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virtual void ReacquireResources() = 0;
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// returns the backbuffer format and dimensions
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virtual ImageFormat GetBackBufferFormat() const = 0;
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virtual void GetBackBufferDimensions( int& width, int& height ) const = 0;
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// Returns the current adapter in use
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virtual int GetCurrentAdapter() const = 0;
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// Are we using graphics?
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virtual bool IsUsingGraphics() const = 0;
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// Use this to spew information about the 3D layer
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virtual void SpewDriverInfo() const = 0;
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// What's the bit depth of the stencil buffer?
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virtual int StencilBufferBits() const = 0;
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// Are we using a mode that uses MSAA
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virtual bool IsAAEnabled() const = 0;
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// Does a page flip
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virtual void Present() = 0;
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// Returns the window size
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virtual void GetWindowSize( int &nWidth, int &nHeight ) const = 0;
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// Gamma ramp control
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virtual void SetHardwareGammaRamp( float fGamma, float fGammaTVRangeMin, float fGammaTVRangeMax, float fGammaTVExponent, bool bTVEnabled ) = 0;
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// Creates/ destroys a child window
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virtual bool AddView( void* hWnd ) = 0;
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virtual void RemoveView( void* hWnd ) = 0;
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// Activates a view
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virtual void SetView( void* hWnd ) = 0;
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// Shader compilation
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virtual IShaderBuffer* CompileShader( const char *pProgram, size_t nBufLen, const char *pShaderVersion ) = 0;
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// Shader creation, destruction
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virtual VertexShaderHandle_t CreateVertexShader( IShaderBuffer* pShaderBuffer ) = 0;
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virtual void DestroyVertexShader( VertexShaderHandle_t hShader ) = 0;
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virtual GeometryShaderHandle_t CreateGeometryShader( IShaderBuffer* pShaderBuffer ) = 0;
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virtual void DestroyGeometryShader( GeometryShaderHandle_t hShader ) = 0;
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virtual PixelShaderHandle_t CreatePixelShader( IShaderBuffer* pShaderBuffer ) = 0;
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virtual void DestroyPixelShader( PixelShaderHandle_t hShader ) = 0;
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// Utility methods to make shader creation simpler
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// NOTE: For the utlbuffer version, use a binary buffer for a compiled shader
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// and a text buffer for a source-code (.fxc) shader
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VertexShaderHandle_t CreateVertexShader( const char *pProgram, size_t nBufLen, const char *pShaderVersion );
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VertexShaderHandle_t CreateVertexShader( CUtlBuffer &buf, const char *pShaderVersion = NULL );
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GeometryShaderHandle_t CreateGeometryShader( const char *pProgram, size_t nBufLen, const char *pShaderVersion );
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GeometryShaderHandle_t CreateGeometryShader( CUtlBuffer &buf, const char *pShaderVersion = NULL );
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PixelShaderHandle_t CreatePixelShader( const char *pProgram, size_t nBufLen, const char *pShaderVersion );
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PixelShaderHandle_t CreatePixelShader( CUtlBuffer &buf, const char *pShaderVersion = NULL );
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// NOTE: Deprecated!! Use CreateVertexBuffer/CreateIndexBuffer instead
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// Creates/destroys Mesh
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virtual IMesh* CreateStaticMesh( VertexFormat_t vertexFormat, const char *pTextureBudgetGroup, IMaterial * pMaterial = NULL ) = 0;
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virtual void DestroyStaticMesh( IMesh* mesh ) = 0;
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// Creates/destroys static vertex + index buffers
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virtual IVertexBuffer *CreateVertexBuffer( ShaderBufferType_t type, VertexFormat_t fmt, int nVertexCount, const char *pBudgetGroup ) = 0;
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virtual void DestroyVertexBuffer( IVertexBuffer *pVertexBuffer ) = 0;
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virtual IIndexBuffer *CreateIndexBuffer( ShaderBufferType_t bufferType, MaterialIndexFormat_t fmt, int nIndexCount, const char *pBudgetGroup ) = 0;
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virtual void DestroyIndexBuffer( IIndexBuffer *pIndexBuffer ) = 0;
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// Do we need to specify the stream here in the case of locking multiple dynamic VBs on different streams?
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virtual IVertexBuffer *GetDynamicVertexBuffer( int nStreamID, VertexFormat_t vertexFormat, bool bBuffered = true ) = 0;
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virtual IIndexBuffer *GetDynamicIndexBuffer( MaterialIndexFormat_t fmt, bool bBuffered = true ) = 0;
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// A special path used to tick the front buffer while loading on the 360
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virtual void EnableNonInteractiveMode( MaterialNonInteractiveMode_t mode, ShaderNonInteractiveInfo_t *pInfo = NULL ) = 0;
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virtual void RefreshFrontBufferNonInteractive( ) = 0;
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virtual void HandleThreadEvent( uint32 threadEvent ) = 0;
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#ifdef DX_TO_GL_ABSTRACTION
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virtual void DoStartupShaderPreloading( void ) = 0;
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#endif
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virtual char *GetDisplayDeviceName() = 0;
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};
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//-----------------------------------------------------------------------------
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// Helper wrapper for IShaderBuffer for reading precompiled shader files
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// NOTE: This is meant to be instanced on the stack; so don't call Release!
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//-----------------------------------------------------------------------------
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class CUtlShaderBuffer : public IShaderBuffer
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{
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public:
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CUtlShaderBuffer( CUtlBuffer &buf ) : m_pBuf( &buf ) {}
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virtual size_t GetSize() const
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{
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return m_pBuf->TellMaxPut();
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}
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virtual const void* GetBits() const
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{
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return m_pBuf->Base();
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}
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virtual void Release()
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{
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Assert( 0 );
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}
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private:
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CUtlBuffer *m_pBuf;
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};
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//-----------------------------------------------------------------------------
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// Inline methods of IShaderDevice
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//-----------------------------------------------------------------------------
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inline VertexShaderHandle_t IShaderDevice::CreateVertexShader( CUtlBuffer &buf, const char *pShaderVersion )
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{
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// NOTE: Text buffers are assumed to have source-code shader files
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// Binary buffers are assumed to have compiled shader files
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if ( buf.IsText() )
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{
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Assert( pShaderVersion );
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return CreateVertexShader( (const char *)buf.Base(), buf.TellMaxPut(), pShaderVersion );
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}
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CUtlShaderBuffer shaderBuffer( buf );
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return CreateVertexShader( &shaderBuffer );
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}
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inline VertexShaderHandle_t IShaderDevice::CreateVertexShader( const char *pProgram, size_t nBufLen, const char *pShaderVersion )
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{
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VertexShaderHandle_t hVertexShader = VERTEX_SHADER_HANDLE_INVALID;
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IShaderBuffer* pShaderBuffer = CompileShader( pProgram, nBufLen, pShaderVersion );
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if ( pShaderBuffer )
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{
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hVertexShader = CreateVertexShader( pShaderBuffer );
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pShaderBuffer->Release();
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}
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return hVertexShader;
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}
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inline GeometryShaderHandle_t IShaderDevice::CreateGeometryShader( CUtlBuffer &buf, const char *pShaderVersion )
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{
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// NOTE: Text buffers are assumed to have source-code shader files
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// Binary buffers are assumed to have compiled shader files
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if ( buf.IsText() )
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{
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Assert( pShaderVersion );
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return CreateGeometryShader( (const char *)buf.Base(), buf.TellMaxPut(), pShaderVersion );
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}
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CUtlShaderBuffer shaderBuffer( buf );
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return CreateGeometryShader( &shaderBuffer );
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}
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inline GeometryShaderHandle_t IShaderDevice::CreateGeometryShader( const char *pProgram, size_t nBufLen, const char *pShaderVersion )
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{
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GeometryShaderHandle_t hGeometryShader = GEOMETRY_SHADER_HANDLE_INVALID;
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IShaderBuffer* pShaderBuffer = CompileShader( pProgram, nBufLen, pShaderVersion );
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if ( pShaderBuffer )
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{
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hGeometryShader = CreateGeometryShader( pShaderBuffer );
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pShaderBuffer->Release();
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}
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return hGeometryShader;
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}
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inline PixelShaderHandle_t IShaderDevice::CreatePixelShader( CUtlBuffer &buf, const char *pShaderVersion )
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{
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// NOTE: Text buffers are assumed to have source-code shader files
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// Binary buffers are assumed to have compiled shader files
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if ( buf.IsText() )
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{
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Assert( pShaderVersion );
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return CreatePixelShader( (const char *)buf.Base(), buf.TellMaxPut(), pShaderVersion );
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}
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CUtlShaderBuffer shaderBuffer( buf );
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return CreatePixelShader( &shaderBuffer );
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}
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inline PixelShaderHandle_t IShaderDevice::CreatePixelShader( const char *pProgram, size_t nBufLen, const char *pShaderVersion )
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{
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PixelShaderHandle_t hPixelShader = PIXEL_SHADER_HANDLE_INVALID;
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IShaderBuffer* pShaderBuffer = CompileShader( pProgram, nBufLen, pShaderVersion );
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if ( pShaderBuffer )
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{
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hPixelShader = CreatePixelShader( pShaderBuffer );
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pShaderBuffer->Release();
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}
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return hPixelShader;
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}
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#endif // ISHADERDEVICE_H
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