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+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+// $NoKeywords: $
+//
+//===========================================================================//
+
+#ifndef SHADERAPIDX10_H
+#define SHADERAPIDX10_H
+
+#ifdef _WIN32
+#pragma once
+#endif
+
+#include <d3d10.h>
+
+#include "shaderapibase.h"
+#include "materialsystem/idebugtextureinfo.h"
+#include "meshdx10.h"
+
+
+//-----------------------------------------------------------------------------
+// Forward declarations
+//-----------------------------------------------------------------------------
+struct MaterialSystemHardwareIdentifier_t;
+
+
+//-----------------------------------------------------------------------------
+// DX10 enumerations that don't appear to exist
+//-----------------------------------------------------------------------------
+#define MAX_DX10_VIEWPORTS 16
+#define MAX_DX10_STREAMS 16
+
+
+//-----------------------------------------------------------------------------
+// A record describing the state on the board
+//-----------------------------------------------------------------------------
+struct ShaderIndexBufferStateDx10_t
+{
+ ID3D10Buffer *m_pBuffer;
+ DXGI_FORMAT m_Format;
+ UINT m_nOffset;
+
+ bool operator!=( const ShaderIndexBufferStateDx10_t& src ) const
+ {
+ return memcmp( this, &src, sizeof(ShaderIndexBufferStateDx10_t) ) != 0;
+ }
+};
+
+struct ShaderVertexBufferStateDx10_t
+{
+ ID3D10Buffer *m_pBuffer;
+ UINT m_nStride;
+ UINT m_nOffset;
+};
+
+struct ShaderInputLayoutStateDx10_t
+{
+ VertexShaderHandle_t m_hVertexShader;
+ VertexFormat_t m_pVertexDecl[ MAX_DX10_STREAMS ];
+};
+
+struct ShaderStateDx10_t
+{
+ int m_nViewportCount;
+ D3D10_VIEWPORT m_pViewports[ MAX_DX10_VIEWPORTS ];
+ FLOAT m_ClearColor[4];
+ ShaderRasterState_t m_RasterState;
+ ID3D10RasterizerState *m_pRasterState;
+ ID3D10VertexShader *m_pVertexShader;
+ ID3D10GeometryShader *m_pGeometryShader;
+ ID3D10PixelShader *m_pPixelShader;
+ ShaderVertexBufferStateDx10_t m_pVertexBuffer[ MAX_DX10_STREAMS ];
+ ShaderIndexBufferStateDx10_t m_IndexBuffer;
+ ShaderInputLayoutStateDx10_t m_InputLayout;
+ D3D10_PRIMITIVE_TOPOLOGY m_Topology;
+};
+
+
+//-----------------------------------------------------------------------------
+// Commit function helper class
+//-----------------------------------------------------------------------------
+typedef void (*StateCommitFunc_t)( ID3D10Device *pDevice, const ShaderStateDx10_t &desiredState, ShaderStateDx10_t &currentState, bool bForce );
+
+class CFunctionCommit
+{
+public:
+ CFunctionCommit();
+ ~CFunctionCommit();
+
+ void Init( int nFunctionCount );
+
+ // Methods related to queuing functions to be called per-(pMesh->Draw call) or per-pass
+ void ClearAllCommitFuncs( );
+ void CallCommitFuncs( bool bForce );
+ bool IsCommitFuncInUse( int nFunc ) const;
+ void MarkCommitFuncInUse( int nFunc );
+ void AddCommitFunc( StateCommitFunc_t f );
+ void CallCommitFuncs( ID3D10Device *pDevice, const ShaderStateDx10_t &desiredState, ShaderStateDx10_t &currentState, bool bForce = false );
+
+private:
+ // A list of state commit functions to run as per-draw call commit time
+ unsigned char* m_pCommitFlags;
+ int m_nCommitBufferSize;
+ CUtlVector< StateCommitFunc_t > m_CommitFuncs;
+};
+
+
+//-----------------------------------------------------------------------------
+// The Dx10 implementation of the shader API
+//-----------------------------------------------------------------------------
+class CShaderAPIDx10 : public CShaderAPIBase, public IDebugTextureInfo
+{
+ typedef CShaderAPIBase BaseClass;
+
+public:
+ // constructor, destructor
+ CShaderAPIDx10( );
+ virtual ~CShaderAPIDx10();
+
+ // Methods of IShaderAPI
+ // NOTE: These methods have been ported over
+public:
+ virtual void SetViewports( int nCount, const ShaderViewport_t* pViewports );
+ virtual int GetViewports( ShaderViewport_t* pViewports, int nMax ) const;
+ virtual void ClearBuffers( bool bClearColor, bool bClearDepth, bool bClearStencil, int renderTargetWidth, int renderTargetHeight );
+ virtual void ClearColor3ub( unsigned char r, unsigned char g, unsigned char b );
+ virtual void ClearColor4ub( unsigned char r, unsigned char g, unsigned char b, unsigned char a );
+ virtual void SetRasterState( const ShaderRasterState_t& state );
+ virtual void BindVertexShader( VertexShaderHandle_t hVertexShader );
+ virtual void BindGeometryShader( GeometryShaderHandle_t hGeometryShader );
+ virtual void BindPixelShader( PixelShaderHandle_t hPixelShader );
+ virtual void BindVertexBuffer( int nStreamID, IVertexBuffer *pVertexBuffer, int nOffsetInBytes, int nFirstVertex, int nVertexCount, VertexFormat_t fmt, int nRepetitions = 1 );
+ virtual void BindIndexBuffer( IIndexBuffer *pIndexBuffer, int nOffsetInBytes );
+ virtual void Draw( MaterialPrimitiveType_t primitiveType, int nFirstIndex, int nIndexCount );
+
+ // Methods of IShaderDynamicAPI
+public:
+ virtual void GetBackBufferDimensions( int& nWidth, int& nHeight ) const;
+
+public:
+ // Methods of CShaderAPIBase
+ virtual bool OnDeviceInit() { ResetRenderState(); return true; }
+ virtual void OnDeviceShutdown() {}
+ virtual void ReleaseShaderObjects();
+ virtual void RestoreShaderObjects();
+ virtual void BeginPIXEvent( unsigned long color, const char *szName ) {}
+ virtual void EndPIXEvent() {}
+ virtual void AdvancePIXFrame() {}
+
+ // NOTE: These methods have not been ported over.
+ // IDebugTextureInfo implementation.
+public:
+
+ virtual bool IsDebugTextureListFresh( int numFramesAllowed = 1 ) { return false; }
+ virtual void EnableDebugTextureList( bool bEnable ) {}
+ virtual void EnableGetAllTextures( bool bEnable ) {}
+ virtual KeyValues* GetDebugTextureList() { return NULL; }
+ virtual int GetTextureMemoryUsed( TextureMemoryType eTextureMemory ) { return 0; }
+ virtual bool SetDebugTextureRendering( bool bEnable ) { return false; }
+
+public:
+ // Other public methods
+ void Unbind( VertexShaderHandle_t hShader );
+ void Unbind( GeometryShaderHandle_t hShader );
+ void Unbind( PixelShaderHandle_t hShader );
+ void UnbindVertexBuffer( ID3D10Buffer *pBuffer );
+ void UnbindIndexBuffer( ID3D10Buffer *pBuffer );
+
+ void PrintfVA( char *fmt, va_list vargs ) {}
+ void Printf( PRINTF_FORMAT_STRING const char *fmt, ... ) {}
+ float Knob( char *knobname, float *setvalue = NULL ) { return 0.0f;}
+
+private:
+
+ // Returns a d3d texture associated with a texture handle
+ virtual IDirect3DBaseTexture* GetD3DTexture( ShaderAPITextureHandle_t hTexture ) { Assert(0); return NULL; }
+ virtual void QueueResetRenderState() {}
+
+ void SetTopology( MaterialPrimitiveType_t topology );
+
+ virtual bool DoRenderTargetsNeedSeparateDepthBuffer() const;
+
+ void SetHardwareGammaRamp( float fGamma )
+ {
+ }
+
+ // Used to clear the transition table when we know it's become invalid.
+ void ClearSnapshots();
+
+ // Sets the mode...
+ bool SetMode( void* hwnd, int nAdapter, const ShaderDeviceInfo_t &info )
+ {
+ return true;
+ }
+
+ void ChangeVideoMode( const ShaderDeviceInfo_t &info )
+ {
+ }
+
+ // Called when the dx support level has changed
+ virtual void DXSupportLevelChanged() {}
+
+ virtual void EnableUserClipTransformOverride( bool bEnable ) {}
+ virtual void UserClipTransform( const VMatrix &worldToView ) {}
+ virtual bool GetUserClipTransform( VMatrix &worldToView ) { return false; }
+
+ // Sets the default *dynamic* state
+ void SetDefaultState( );
+
+ // Returns the snapshot id for the shader state
+ StateSnapshot_t TakeSnapshot( );
+
+ // Returns true if the state snapshot is transparent
+ bool IsTranslucent( StateSnapshot_t id ) const;
+ bool IsAlphaTested( StateSnapshot_t id ) const;
+ bool UsesVertexAndPixelShaders( StateSnapshot_t id ) const;
+ virtual bool IsDepthWriteEnabled( StateSnapshot_t id ) const;
+
+ // Gets the vertex format for a set of snapshot ids
+ VertexFormat_t ComputeVertexFormat( int numSnapshots, StateSnapshot_t* pIds ) const;
+
+ // Gets the vertex format for a set of snapshot ids
+ VertexFormat_t ComputeVertexUsage( int numSnapshots, StateSnapshot_t* pIds ) const;
+
+ // Begins a rendering pass that uses a state snapshot
+ void BeginPass( StateSnapshot_t snapshot );
+
+ // Uses a state snapshot
+ void UseSnapshot( StateSnapshot_t snapshot );
+
+ // Use this to get the mesh builder that allows us to modify vertex data
+ CMeshBuilder* GetVertexModifyBuilder();
+
+ // Sets the color to modulate by
+ void Color3f( float r, float g, float b );
+ void Color3fv( float const* pColor );
+ void Color4f( float r, float g, float b, float a );
+ void Color4fv( float const* pColor );
+
+ // Faster versions of color
+ void Color3ub( unsigned char r, unsigned char g, unsigned char b );
+ void Color3ubv( unsigned char const* rgb );
+ void Color4ub( unsigned char r, unsigned char g, unsigned char b, unsigned char a );
+ void Color4ubv( unsigned char const* rgba );
+
+ // Sets the lights
+ void SetLight( int lightNum, const LightDesc_t& desc );
+ void SetAmbientLight( float r, float g, float b );
+ void SetAmbientLightCube( Vector4D cube[6] );
+ virtual void SetLightingOrigin( Vector vLightingOrigin ) {}
+
+ // Get the lights
+ int GetMaxLights( void ) const;
+ const LightDesc_t& GetLight( int lightNum ) const;
+
+ // Render state for the ambient light cube (vertex shaders)
+ void SetVertexShaderStateAmbientLightCube();
+ virtual void SetPixelShaderStateAmbientLightCube( int pshReg, bool bForceToBlack = false ) {}
+ void SetPixelShaderStateAmbientLightCube( int pshReg )
+ {
+ }
+ virtual void GetDX9LightState( LightState_t *state ) const {}
+
+ float GetAmbientLightCubeLuminance(void)
+ {
+ return 0.0f;
+ }
+
+ void SetSkinningMatrices();
+
+ // Lightmap texture binding
+ void BindLightmap( TextureStage_t stage );
+ void BindLightmapAlpha( TextureStage_t stage )
+ {
+ }
+ void BindBumpLightmap( TextureStage_t stage );
+ void BindFullbrightLightmap( TextureStage_t stage );
+ void BindWhite( TextureStage_t stage );
+ void BindBlack( TextureStage_t stage );
+ void BindGrey( TextureStage_t stage );
+ void BindFBTexture( TextureStage_t stage, int textureIdex );
+ void CopyRenderTargetToTexture( ShaderAPITextureHandle_t texID )
+ {
+ }
+
+ void CopyRenderTargetToTextureEx( ShaderAPITextureHandle_t texID, int nRenderTargetID, Rect_t *pSrcRect, Rect_t *pDstRect )
+ {
+ }
+
+ void CopyTextureToRenderTargetEx( int nRenderTargetID, ShaderAPITextureHandle_t textureHandle, Rect_t *pSrcRect = NULL, Rect_t *pDstRect = NULL )
+ {
+ }
+
+ // Special system flat normal map binding.
+ void BindFlatNormalMap( TextureStage_t stage );
+ void BindNormalizationCubeMap( TextureStage_t stage );
+ void BindSignedNormalizationCubeMap( TextureStage_t stage );
+
+ // Set the number of bone weights
+ void SetNumBoneWeights( int numBones );
+
+ // Flushes any primitives that are buffered
+ void FlushBufferedPrimitives();
+
+ // Creates/destroys Mesh
+ IMesh* CreateStaticMesh( VertexFormat_t fmt, const char *pTextureBudgetGroup, IMaterial * pMaterial = NULL );
+ void DestroyStaticMesh( IMesh* mesh );
+
+ // 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.
+ IMesh* GetDynamicMesh( IMaterial* pMaterial, int nHWSkinBoneCount, bool buffered, IMesh* pVertexOverride, IMesh* pIndexOverride );
+ IMesh* GetDynamicMeshEx( IMaterial* pMaterial, VertexFormat_t fmt, int nHWSkinBoneCount, bool buffered, IMesh* pVertexOverride, IMesh* pIndexOverride );
+ IVertexBuffer *GetDynamicVertexBuffer( IMaterial* pMaterial, bool buffered )
+ {
+ Assert( 0 );
+ return NULL;
+ }
+ IIndexBuffer *GetDynamicIndexBuffer( IMaterial* pMaterial, bool buffered )
+ {
+ Assert( 0 );
+ return NULL;
+ }
+ IMesh* GetFlexMesh();
+
+ // Renders a single pass of a material
+ void RenderPass( int nPass, int nPassCount );
+
+ // stuff related to matrix stacks
+ void MatrixMode( MaterialMatrixMode_t matrixMode );
+ void PushMatrix();
+ void PopMatrix();
+ void LoadMatrix( float *m );
+ void LoadBoneMatrix( int boneIndex, const float *m ) {}
+ void MultMatrix( float *m );
+ void MultMatrixLocal( float *m );
+ void GetMatrix( MaterialMatrixMode_t matrixMode, float *dst );
+ void LoadIdentity( void );
+ void LoadCameraToWorld( void );
+ void Ortho( double left, double top, double right, double bottom, double zNear, double zFar );
+ void PerspectiveX( double fovx, double aspect, double zNear, double zFar );
+ void PerspectiveOffCenterX( double fovx, double aspect, double zNear, double zFar, double bottom, double top, double left, double right );
+ void PickMatrix( int x, int y, int width, int height );
+ void Rotate( float angle, float x, float y, float z );
+ void Translate( float x, float y, float z );
+ void Scale( float x, float y, float z );
+ void ScaleXY( float x, float y );
+
+ void Viewport( int x, int y, int width, int height );
+ void GetViewport( int& x, int& y, int& width, int& height ) const;
+
+ // Fog methods...
+ void FogMode( MaterialFogMode_t fogMode );
+ void FogStart( float fStart );
+ void FogEnd( float fEnd );
+ void SetFogZ( float fogZ );
+ void FogMaxDensity( float flMaxDensity );
+ void GetFogDistances( float *fStart, float *fEnd, float *fFogZ );
+ void FogColor3f( float r, float g, float b );
+ void FogColor3fv( float const* rgb );
+ void FogColor3ub( unsigned char r, unsigned char g, unsigned char b );
+ void FogColor3ubv( unsigned char const* rgb );
+
+ virtual void SceneFogColor3ub( unsigned char r, unsigned char g, unsigned char b );
+ virtual void SceneFogMode( MaterialFogMode_t fogMode );
+ virtual void GetSceneFogColor( unsigned char *rgb );
+ virtual MaterialFogMode_t GetSceneFogMode( );
+ virtual int GetPixelFogCombo( );
+
+ void SetHeightClipZ( float z );
+ void SetHeightClipMode( enum MaterialHeightClipMode_t heightClipMode );
+
+ void SetClipPlane( int index, const float *pPlane );
+ void EnableClipPlane( int index, bool bEnable );
+
+ void SetFastClipPlane( const float *pPlane );
+ void EnableFastClip( bool bEnable );
+
+ // We use smaller dynamic VBs during level transitions, to free up memory
+ virtual int GetCurrentDynamicVBSize( void );
+ virtual void DestroyVertexBuffers( bool bExitingLevel = false );
+
+ // Sets the vertex and pixel shaders
+ void SetVertexShaderIndex( int vshIndex );
+ void SetPixelShaderIndex( int pshIndex );
+
+ // Sets the constant register for vertex and pixel shaders
+ void SetVertexShaderConstant( int var, float const* pVec, int numConst = 1, bool bForce = false );
+ void SetPixelShaderConstant( int var, float const* pVec, int numConst = 1, bool bForce = false );
+
+ void SetBooleanVertexShaderConstant( int var, BOOL const* pVec, int numBools = 1, bool bForce = false )
+ {
+ Assert(0);
+ }
+
+
+ void SetIntegerVertexShaderConstant( int var, int const* pVec, int numIntVecs = 1, bool bForce = false )
+ {
+ Assert(0);
+ }
+
+
+ void SetBooleanPixelShaderConstant( int var, BOOL const* pVec, int numBools = 1, bool bForce = false )
+ {
+ Assert(0);
+ }
+
+ void SetIntegerPixelShaderConstant( int var, int const* pVec, int numIntVecs = 1, bool bForce = false )
+ {
+ Assert(0);
+ }
+
+ bool ShouldWriteDepthToDestAlpha( void ) const
+ {
+ Assert(0);
+ return false;
+ }
+
+
+ void InvalidateDelayedShaderConstants( void );
+
+ // Gamma<->Linear conversions according to the video hardware we're running on
+ float GammaToLinear_HardwareSpecific( float fGamma ) const
+ {
+ return 0.;
+ }
+
+ float LinearToGamma_HardwareSpecific( float fLinear ) const
+ {
+ return 0.;
+ }
+
+ //Set's the linear->gamma conversion textures to use for this hardware for both srgb writes enabled and disabled(identity)
+ void SetLinearToGammaConversionTextures( ShaderAPITextureHandle_t hSRGBWriteEnabledTexture, ShaderAPITextureHandle_t hIdentityTexture );
+
+ // Cull mode
+ void CullMode( MaterialCullMode_t cullMode );
+
+ // Force writes only when z matches. . . useful for stenciling things out
+ // by rendering the desired Z values ahead of time.
+ void ForceDepthFuncEquals( bool bEnable );
+
+ // Forces Z buffering on or off
+ void OverrideDepthEnable( bool bEnable, bool bDepthEnable );
+ // Forces alpha writes on or off
+ void OverrideAlphaWriteEnable( bool bOverrideEnable, bool bAlphaWriteEnable );
+ //forces color writes on or off
+ void OverrideColorWriteEnable( bool bOverrideEnable, bool bColorWriteEnable );
+
+ // Sets the shade mode
+ void ShadeMode( ShaderShadeMode_t mode );
+
+ // Binds a particular material to render with
+ void Bind( IMaterial* pMaterial );
+
+ // Returns the nearest supported format
+ ImageFormat GetNearestSupportedFormat( ImageFormat fmt, bool bFilteringRequired = true ) const;
+ ImageFormat GetNearestRenderTargetFormat( ImageFormat fmt ) const;
+
+ // Sets the texture state
+ void BindTexture( Sampler_t stage, ShaderAPITextureHandle_t textureHandle );
+
+ void SetRenderTarget( ShaderAPITextureHandle_t colorTextureHandle, ShaderAPITextureHandle_t depthTextureHandle )
+ {
+ }
+
+ void SetRenderTargetEx( int nRenderTargetID, ShaderAPITextureHandle_t colorTextureHandle, ShaderAPITextureHandle_t depthTextureHandle )
+ {
+ }
+
+ // Indicates we're going to be modifying this texture
+ // TexImage2D, TexSubImage2D, TexWrap, TexMinFilter, and TexMagFilter
+ // all use the texture specified by this function.
+ void ModifyTexture( ShaderAPITextureHandle_t textureHandle );
+
+ // Texture management methods
+ void TexImage2D( int level, int cubeFace, ImageFormat dstFormat, int zOffset, int width, int height,
+ ImageFormat srcFormat, bool bSrcIsTiled, void *imageData );
+ void TexSubImage2D( int level, int cubeFace, int xOffset, int yOffset, int zOffset, int width, int height,
+ ImageFormat srcFormat, int srcStride, bool bSrcIsTiled, void *imageData );
+ void TexImageFromVTF( IVTFTexture *pVTF, int iVTFFrame );
+
+ bool TexLock( int level, int cubeFaceID, int xOffset, int yOffset,
+ int width, int height, CPixelWriter& writer );
+ void TexUnlock( );
+
+ // These are bound to the texture, not the texture environment
+ void TexMinFilter( ShaderTexFilterMode_t texFilterMode );
+ void TexMagFilter( ShaderTexFilterMode_t texFilterMode );
+ void TexWrap( ShaderTexCoordComponent_t coord, ShaderTexWrapMode_t wrapMode );
+ void TexSetPriority( int priority );
+
+ ShaderAPITextureHandle_t CreateTexture(
+ int width,
+ int height,
+ int depth,
+ ImageFormat dstImageFormat,
+ int numMipLevels,
+ int numCopies,
+ int flags,
+ const char *pDebugName,
+ const char *pTextureGroupName );
+ 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 );
+ ShaderAPITextureHandle_t CreateDepthTexture( ImageFormat renderFormat, int width, int height, const char *pDebugName, bool bTexture );
+ void DeleteTexture( ShaderAPITextureHandle_t textureHandle );
+ bool IsTexture( ShaderAPITextureHandle_t textureHandle );
+ bool IsTextureResident( ShaderAPITextureHandle_t textureHandle );
+
+ // stuff that isn't to be used from within a shader
+ void ClearBuffersObeyStencil( bool bClearColor, bool bClearDepth );
+ void ClearBuffersObeyStencilEx( bool bClearColor, bool bClearAlpha, bool bClearDepth );
+ void PerformFullScreenStencilOperation( void );
+ void ReadPixels( int x, int y, int width, int height, unsigned char *data, ImageFormat dstFormat );
+ virtual void ReadPixels( Rect_t *pSrcRect, Rect_t *pDstRect, unsigned char *data, ImageFormat dstFormat, int nDstStride );
+
+ // Selection mode methods
+ int SelectionMode( bool selectionMode );
+ void SelectionBuffer( unsigned int* pBuffer, int size );
+ void ClearSelectionNames( );
+ void LoadSelectionName( int name );
+ void PushSelectionName( int name );
+ void PopSelectionName();
+
+ void FlushHardware();
+ void ResetRenderState( bool bFullReset = true );
+
+ // Can we download textures?
+ virtual bool CanDownloadTextures() const;
+
+ // Board-independent calls, here to unify how shaders set state
+ // Implementations should chain back to IShaderUtil->BindTexture(), etc.
+
+ // Use this to begin and end the frame
+ void BeginFrame();
+ void EndFrame();
+
+ // returns current time
+ double CurrentTime() const;
+
+ // Get the current camera position in world space.
+ void GetWorldSpaceCameraPosition( float * pPos ) const;
+
+ void ForceHardwareSync( void );
+
+ int GetCurrentNumBones( void ) const;
+ bool IsHWMorphingEnabled( ) const;
+ int GetCurrentLightCombo( void ) const;
+ int MapLightComboToPSLightCombo( int nLightCombo ) const;
+ MaterialFogMode_t GetCurrentFogType( void ) const;
+
+ void RecordString( const char *pStr );
+
+ void EvictManagedResources();
+
+ void SetTextureTransformDimension( TextureStage_t textureStage, int dimension, bool projected );
+ void DisableTextureTransform( TextureStage_t textureStage )
+ {
+ }
+ void SetBumpEnvMatrix( TextureStage_t textureStage, float m00, float m01, float m10, float m11 );
+
+ // Gets the lightmap dimensions
+ virtual void GetLightmapDimensions( int *w, int *h );
+
+ virtual void SyncToken( const char *pToken );
+
+ // Setup standard vertex shader constants (that don't change)
+ // This needs to be called anytime that overbright changes.
+ virtual void SetStandardVertexShaderConstants( float fOverbright )
+ {
+ }
+
+ // Scissor Rect
+ virtual void SetScissorRect( const int nLeft, const int nTop, const int nRight, const int nBottom, const bool bEnableScissor ) {}
+
+ // Reports support for a given CSAA mode
+ bool SupportsCSAAMode( int nNumSamples, int nQualityLevel ) { return false; }
+
+ // Level of anisotropic filtering
+ virtual void SetAnisotropicLevel( int nAnisotropyLevel )
+ {
+ }
+
+ void SetDefaultDynamicState()
+ {
+ }
+ virtual void CommitPixelShaderLighting( int pshReg )
+ {
+ }
+
+ virtual void MarkUnusedVertexFields( unsigned int nFlags, int nTexCoordCount, bool *pUnusedTexCoords )
+ {
+ }
+
+ ShaderAPIOcclusionQuery_t CreateOcclusionQueryObject( void )
+ {
+ return INVALID_SHADERAPI_OCCLUSION_QUERY_HANDLE;
+ }
+
+ void DestroyOcclusionQueryObject( ShaderAPIOcclusionQuery_t handle )
+ {
+ }
+
+ void BeginOcclusionQueryDrawing( ShaderAPIOcclusionQuery_t handle )
+ {
+ }
+
+ void EndOcclusionQueryDrawing( ShaderAPIOcclusionQuery_t handle )
+ {
+ }
+
+ int OcclusionQuery_GetNumPixelsRendered( ShaderAPIOcclusionQuery_t handle, bool bFlush )
+ {
+ return 0;
+ }
+
+ virtual void AcquireThreadOwnership() {}
+ virtual void ReleaseThreadOwnership() {}
+
+ virtual bool SupportsBorderColor() const { return false; }
+ virtual bool SupportsFetch4() const { return false; }
+ virtual void EnableBuffer2FramesAhead( bool bEnable ) {}
+
+ virtual void SetDepthFeatheringPixelShaderConstant( int iConstant, float fDepthBlendScale ) {}
+
+ void SetPixelShaderFogParams( int reg )
+ {
+ }
+
+ virtual bool InFlashlightMode() const
+ {
+ return false;
+ }
+
+ virtual bool InEditorMode() const
+ {
+ return false;
+ }
+
+ // What fields in the morph do we actually use?
+ virtual MorphFormat_t ComputeMorphFormat( int numSnapshots, StateSnapshot_t* pIds ) const
+ {
+ return 0;
+ }
+
+ // Gets the bound morph's vertex format; returns 0 if no morph is bound
+ virtual MorphFormat_t GetBoundMorphFormat()
+ {
+ return 0;
+ }
+
+ void GetStandardTextureDimensions( int *pWidth, int *pHeight, StandardTextureId_t id );
+
+ // Binds a standard texture
+ virtual void BindStandardTexture( Sampler_t stage, StandardTextureId_t id )
+ {
+ }
+
+ virtual void BindStandardVertexTexture( VertexTextureSampler_t stage, StandardTextureId_t id )
+ {
+ }
+
+ virtual void SetFlashlightState( const FlashlightState_t &state, const VMatrix &worldToTexture )
+ {
+ }
+
+ virtual void SetFlashlightStateEx( const FlashlightState_t &state, const VMatrix &worldToTexture, ITexture *pFlashlightDepthTexture )
+ {
+ }
+
+ virtual const FlashlightState_t &GetFlashlightState( VMatrix &worldToTexture ) const
+ {
+ static FlashlightState_t blah;
+ return blah;
+ }
+
+ virtual const FlashlightState_t &GetFlashlightStateEx( VMatrix &worldToTexture, ITexture **pFlashlightDepthTexture ) const
+ {
+ static FlashlightState_t blah;
+ return blah;
+ }
+
+ virtual void SetModeChangeCallback( ModeChangeCallbackFunc_t func )
+ {
+ }
+
+
+ virtual void ClearVertexAndPixelShaderRefCounts()
+ {
+ }
+
+ virtual void PurgeUnusedVertexAndPixelShaders()
+ {
+ }
+
+ // Binds a vertex texture to a particular texture stage in the vertex pipe
+ virtual void BindVertexTexture( VertexTextureSampler_t nStage, ShaderAPITextureHandle_t hTexture )
+ {
+ }
+
+ // Sets morph target factors
+ virtual void SetFlexWeights( int nFirstWeight, int nCount, const MorphWeight_t* pWeights )
+ {
+ }
+
+ // NOTE: Stuff after this is added after shipping HL2.
+ ITexture *GetRenderTargetEx( int nRenderTargetID )
+ {
+ return NULL;
+ }
+
+ void SetToneMappingScaleLinear( const Vector &scale )
+ {
+ }
+
+ const Vector &GetToneMappingScaleLinear( void ) const
+ {
+ static Vector dummy;
+ return dummy;
+ }
+
+ virtual float GetLightMapScaleFactor( void ) const
+ {
+ return 1.0;
+ }
+
+ // For dealing with device lost in cases where SwapBuffers isn't called all the time (Hammer)
+ virtual void HandleDeviceLost()
+ {
+ }
+
+ virtual void EnableLinearColorSpaceFrameBuffer( bool bEnable )
+ {
+ }
+
+ // Lets the shader know about the full-screen texture so it can
+ virtual void SetFullScreenTextureHandle( ShaderAPITextureHandle_t h )
+ {
+ }
+
+ void SetFloatRenderingParameter(int parm_number, float value)
+ {
+ }
+
+ void SetIntRenderingParameter(int parm_number, int value)
+ {
+ }
+ void SetVectorRenderingParameter(int parm_number, Vector const &value)
+ {
+ }
+
+ float GetFloatRenderingParameter(int parm_number) const
+ {
+ return 0;
+ }
+
+ int GetIntRenderingParameter(int parm_number) const
+ {
+ return 0;
+ }
+
+ Vector GetVectorRenderingParameter(int parm_number) const
+ {
+ return Vector(0,0,0);
+ }
+
+ // Methods related to stencil
+ void SetStencilEnable(bool onoff)
+ {
+ }
+
+ void SetStencilFailOperation(StencilOperation_t op)
+ {
+ }
+
+ void SetStencilZFailOperation(StencilOperation_t op)
+ {
+ }
+
+ void SetStencilPassOperation(StencilOperation_t op)
+ {
+ }
+
+ void SetStencilCompareFunction(StencilComparisonFunction_t cmpfn)
+ {
+ }
+
+ void SetStencilReferenceValue(int ref)
+ {
+ }
+
+ void SetStencilTestMask(uint32 msk)
+ {
+ }
+
+ void SetStencilWriteMask(uint32 msk)
+ {
+ }
+
+ void ClearStencilBufferRectangle( int xmin, int ymin, int xmax, int ymax,int value)
+ {
+ }
+
+ virtual void GetDXLevelDefaults(uint &max_dxlevel,uint &recommended_dxlevel)
+ {
+ max_dxlevel=recommended_dxlevel=90;
+ }
+
+ virtual void GetMaxToRender( IMesh *pMesh, bool bMaxUntilFlush, int *pMaxVerts, int *pMaxIndices )
+ {
+ *pMaxVerts = 32768;
+ *pMaxIndices = 32768;
+ }
+
+ // Returns the max possible vertices + indices to render in a single draw call
+ virtual int GetMaxVerticesToRender( IMaterial *pMaterial )
+ {
+ return 32768;
+ }
+
+ virtual int GetMaxIndicesToRender( )
+ {
+ return 32768;
+ }
+ virtual int CompareSnapshots( StateSnapshot_t snapshot0, StateSnapshot_t snapshot1 ) { return 0; }
+
+ virtual void DisableAllLocalLights() {}
+
+ virtual bool SupportsMSAAMode( int nMSAAMode ) { return false; }
+
+ // Hooks for firing PIX events from outside the Material System...
+ virtual void SetPIXMarker( unsigned long color, const char *szName ) {}
+
+ virtual void ComputeVertexDescription( unsigned char* pBuffer, VertexFormat_t vertexFormat, MeshDesc_t& desc ) const {}
+
+ virtual bool SupportsShadowDepthTextures() { return false; }
+
+ virtual int NeedsShaderSRGBConversion(void) const { return 1; }
+
+ virtual bool SupportsFetch4() { return false; }
+
+ virtual void SetShadowDepthBiasFactors( float fShadowSlopeScaleDepthBias, float fShadowDepthBias ) {}
+
+ virtual void SetDisallowAccess( bool ) {}
+ virtual void EnableShaderShaderMutex( bool ) {}
+ virtual void ShaderLock() {}
+ virtual void ShaderUnlock() {}
+ virtual void EnableHWMorphing( bool bEnable ) {}
+ ImageFormat GetNullTextureFormat( void ) { return IMAGE_FORMAT_ABGR8888; } // stub
+ virtual void PushDeformation( DeformationBase_t const *Deformation )
+ {
+ }
+
+ virtual void PopDeformation( )
+ {
+ }
+
+ virtual int GetNumActiveDeformations() const
+ {
+ return 0;
+ }
+
+
+ virtual void ExecuteCommandBuffer( uint8 *pBuf )
+ {
+ }
+
+ void SetStandardTextureHandle(StandardTextureId_t,ShaderAPITextureHandle_t)
+ {
+ }
+
+ virtual void SetPSNearAndFarZ( int pshReg )
+ {
+ }
+
+ int GetPackedDeformationInformation( int nMaskOfUnderstoodDeformations,
+ float *pConstantValuesOut,
+ int nBufferSize,
+ int nMaximumDeformations,
+ int *pNumDefsOut ) const
+ {
+ *pNumDefsOut = 0;
+ return 0;
+ }
+
+ virtual bool OwnGPUResources( bool bEnable )
+ {
+ return false;
+ }
+
+private:
+ enum
+ {
+ TRANSLUCENT = 0x1,
+ ALPHATESTED = 0x2,
+ VERTEX_AND_PIXEL_SHADERS = 0x4,
+ DEPTHWRITE = 0x8,
+ };
+ void EnableAlphaToCoverage() {} ;
+ void DisableAlphaToCoverage() {} ;
+
+ ImageFormat GetShadowDepthTextureFormat() { return IMAGE_FORMAT_UNKNOWN; };
+
+ //
+ // NOTE: Under here are real methods being used by dx10 implementation
+ // above is stuff I still have to port over.
+ //
+private:
+ void ClearShaderState( ShaderStateDx10_t* pState );
+ void CommitStateChanges( bool bForce = false );
+
+private:
+ CMeshDx10 m_Mesh;
+
+ bool m_bResettingRenderState : 1;
+ CFunctionCommit m_Commit;
+ ShaderStateDx10_t m_DesiredState;
+ ShaderStateDx10_t m_CurrentState;
+};
+
+
+//-----------------------------------------------------------------------------
+// Singleton global
+//-----------------------------------------------------------------------------
+extern CShaderAPIDx10* g_pShaderAPIDx10;
+
+#endif // SHADERAPIDX10_H
+