diff options
| author | FluorescentCIAAfricanAmerican <[email protected]> | 2020-04-22 12:56:21 -0400 |
|---|---|---|
| committer | FluorescentCIAAfricanAmerican <[email protected]> | 2020-04-22 12:56:21 -0400 |
| commit | 3bf9df6b2785fa6d951086978a3e66f49427166a (patch) | |
| tree | 2c0f1f0c63c4832882bc93814ebd2c2b1c6224e5 /public/shaderapi/ishaderapi.h | |
| download | archived-source-engine-2018-hl2-src-master.tar.xz archived-source-engine-2018-hl2-src-master.zip | |
Diffstat (limited to 'public/shaderapi/ishaderapi.h')
| -rw-r--r-- | public/shaderapi/ishaderapi.h | 633 |
1 files changed, 633 insertions, 0 deletions
diff --git a/public/shaderapi/ishaderapi.h b/public/shaderapi/ishaderapi.h new file mode 100644 index 0000000..07448b0 --- /dev/null +++ b/public/shaderapi/ishaderapi.h @@ -0,0 +1,633 @@ +//========= 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 |