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authorJohn Schoenick <[email protected]>2015-09-09 18:35:41 -0700
committerJohn Schoenick <[email protected]>2015-09-09 18:35:41 -0700
commit0d8dceea4310fde5706b3ce1c70609d72a38efdf (patch)
treec831ef32c2c801a5c5a80401736b52c7b5a528ec /mp/src/public/materialsystem
parentUpdated the SDK with the latest code from the TF and HL2 branches. (diff)
downloadsource-sdk-2013-master.tar.xz
source-sdk-2013-master.zip
Updated the SDK with the latest code from the TF and HL2 branches.HEADmaster
Diffstat (limited to 'mp/src/public/materialsystem')
-rw-r--r--mp/src/public/materialsystem/IShader.h110
-rw-r--r--mp/src/public/materialsystem/combineoperations.h29
-rw-r--r--mp/src/public/materialsystem/imaterialsystem.h44
-rw-r--r--mp/src/public/materialsystem/ishadersystem_declarations.h131
-rw-r--r--mp/src/public/materialsystem/itexture.h11
-rw-r--r--mp/src/public/materialsystem/itexturecompositor.h50
6 files changed, 268 insertions, 107 deletions
diff --git a/mp/src/public/materialsystem/IShader.h b/mp/src/public/materialsystem/IShader.h
index 27bf91e3..7815e8aa 100644
--- a/mp/src/public/materialsystem/IShader.h
+++ b/mp/src/public/materialsystem/IShader.h
@@ -21,8 +21,9 @@
// it's not 256, because you can't use all 256 slots in 10.5.x.
// use this constant everywhere you might normally use "256" in reference to a parameter array size.
// The highest shader constant is c218, plus we allocate c219 and c220 for two clip planes
-#define DXABSTRACT_VS_PARAM_SLOTS 219
+#define DXABSTRACT_VS_PARAM_SLOTS 228
#define DXABSTRACT_VS_FIRST_BONE_SLOT VERTEX_SHADER_MODEL
+#define DXABSTRACT_VS_LAST_BONE_SLOT (VERTEX_SHADER_SHADER_SPECIFIC_CONST_13-1)
// user clip plane 0 goes in DXABSTRACT_VS_CLIP_PLANE_BASE... plane 1 goes in the slot after that
// dxabstract uses these constants to check plane index limit and to deliver planes to shader for DP4 -> oCLP[n]
@@ -33,6 +34,8 @@
#include "materialsystem/imaterialsystem.h"
#include "materialsystem/ishaderapi.h"
+#include "materialsystem/ishadersystem_declarations.h"
+
//-----------------------------------------------------------------------------
// forward declarations
@@ -44,24 +47,6 @@ class IShaderInit;
class CBasePerMaterialContextData;
//-----------------------------------------------------------------------------
-// Shader flags
-//-----------------------------------------------------------------------------
-enum ShaderFlags_t
-{
- SHADER_NOT_EDITABLE = 0x1
-};
-
-
-//-----------------------------------------------------------------------------
-// Shader parameter flags
-//-----------------------------------------------------------------------------
-enum ShaderParamFlags_t
-{
- SHADER_PARAM_NOT_EDITABLE = 0x1
-};
-
-
-//-----------------------------------------------------------------------------
// Information about each shader parameter
//-----------------------------------------------------------------------------
struct ShaderParamInfo_t
@@ -74,72 +59,10 @@ struct ShaderParamInfo_t
};
-//-----------------------------------------------------------------------------
-// Standard vertex shader constants
-//-----------------------------------------------------------------------------
-enum
-{
- // Standard vertex shader constants
- VERTEX_SHADER_MATH_CONSTANTS0 = 0,
- VERTEX_SHADER_MATH_CONSTANTS1 = 1,
- VERTEX_SHADER_CAMERA_POS = 2,
- VERTEX_SHADER_FLEXSCALE = 3, // used by DX9 only!
- VERTEX_SHADER_LIGHT_INDEX = 3, // used by DX8 only!
- VERTEX_SHADER_MODELVIEWPROJ = 4,
- VERTEX_SHADER_VIEWPROJ = 8,
- VERTEX_SHADER_MODELVIEWPROJ_THIRD_ROW = 12,
- VERTEX_SHADER_VIEWPROJ_THIRD_ROW = 13,
- VERTEX_SHADER_SHADER_SPECIFIC_CONST_10 = 14,
- VERTEX_SHADER_SHADER_SPECIFIC_CONST_11 = 15,
- VERTEX_SHADER_FOG_PARAMS = 16,
- VERTEX_SHADER_VIEWMODEL = 17,
- VERTEX_SHADER_AMBIENT_LIGHT = 21,
- VERTEX_SHADER_LIGHTS = 27,
- VERTEX_SHADER_LIGHT0_POSITION = 29,
- VERTEX_SHADER_MODULATION_COLOR = 47,
- VERTEX_SHADER_SHADER_SPECIFIC_CONST_0 = 48,
- VERTEX_SHADER_SHADER_SPECIFIC_CONST_1 = 49,
- VERTEX_SHADER_SHADER_SPECIFIC_CONST_2 = 50,
- VERTEX_SHADER_SHADER_SPECIFIC_CONST_3 = 51,
- VERTEX_SHADER_SHADER_SPECIFIC_CONST_4 = 52,
- VERTEX_SHADER_SHADER_SPECIFIC_CONST_5 = 53,
- VERTEX_SHADER_SHADER_SPECIFIC_CONST_6 = 54,
- VERTEX_SHADER_SHADER_SPECIFIC_CONST_7 = 55,
- VERTEX_SHADER_SHADER_SPECIFIC_CONST_8 = 56,
- VERTEX_SHADER_SHADER_SPECIFIC_CONST_9 = 57,
- VERTEX_SHADER_MODEL = 58,
-
- //
- // We reserve up through 216 for the 53 bones
- //
-
- // 219 ClipPlane0 |------ OpenGL will jam clip planes into these two
- // 220 ClipPlane1 |
-
- VERTEX_SHADER_FLEX_WEIGHTS = 1024,
- VERTEX_SHADER_MAX_FLEX_WEIGHT_COUNT = 512,
-};
#define VERTEX_SHADER_BONE_TRANSFORM( k ) ( VERTEX_SHADER_MODEL + 3 * (k) )
-//-----------------------------------------------------------------------------
-// Standard vertex shader constants
-//-----------------------------------------------------------------------------
-enum
-{
- // Standard vertex shader constants
- VERTEX_SHADER_LIGHT_ENABLE_BOOL_CONST = 0,
- VERTEX_SHADER_LIGHT_ENABLE_BOOL_CONST_COUNT = 4,
-
- VERTEX_SHADER_SHADER_SPECIFIC_BOOL_CONST_0 = 4,
- VERTEX_SHADER_SHADER_SPECIFIC_BOOL_CONST_1 = 5,
- VERTEX_SHADER_SHADER_SPECIFIC_BOOL_CONST_2 = 6,
- VERTEX_SHADER_SHADER_SPECIFIC_BOOL_CONST_3 = 7,
- VERTEX_SHADER_SHADER_SPECIFIC_BOOL_CONST_4 = 8,
- VERTEX_SHADER_SHADER_SPECIFIC_BOOL_CONST_5 = 9,
- VERTEX_SHADER_SHADER_SPECIFIC_BOOL_CONST_6 = 10,
- VERTEX_SHADER_SHADER_SPECIFIC_BOOL_CONST_7 = 11,
-};
+
// The public methods exposed by each shader
//-----------------------------------------------------------------------------
abstract_class IShader
@@ -179,27 +102,4 @@ public:
// virtual const ShaderParamInfo_t& GetParamInfo( int paramIndex ) const = 0;
};
-
-//-----------------------------------------------------------------------------
-// Shader dictionaries defined in DLLs
-//-----------------------------------------------------------------------------
-enum PrecompiledShaderType_t
-{
- PRECOMPILED_VERTEX_SHADER = 0,
- PRECOMPILED_PIXEL_SHADER,
-
- PRECOMPILED_SHADER_TYPE_COUNT,
-};
-
-
-//-----------------------------------------------------------------------------
-// Flags field of PrecompiledShader_t
-//-----------------------------------------------------------------------------
-enum
-{
- // runtime flags
- SHADER_DYNAMIC_COMPILE_IS_HLSL = 0x1,
- SHADER_FAILED_LOAD = 0x2,
-};
-
#endif // ISHADER_H
diff --git a/mp/src/public/materialsystem/combineoperations.h b/mp/src/public/materialsystem/combineoperations.h
new file mode 100644
index 00000000..195f19f4
--- /dev/null
+++ b/mp/src/public/materialsystem/combineoperations.h
@@ -0,0 +1,29 @@
+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+// $NoKeywords: $
+//=============================================================================//
+
+#ifndef COMBINEOPERATIONS_H
+#define COMBINEOPERATIONS_H
+#pragma once
+
+// New combines can be written in the middle (and generally should be written before Error).
+// Keep these in sync with cCombineMaterialName in ctexturecompositor.cpp
+enum ECombineOperation
+{
+ ECO_Multiply = 0,
+ ECO_Add,
+ ECO_Lerp,
+
+ ECO_Select,
+
+ ECO_Legacy_Lerp_FirstPass,
+ ECO_Legacy_Lerp_SecondPass,
+
+ ECO_Error,
+ ECO_COUNT
+};
+
+#endif /* COMBINEOPERATIONS_H */
diff --git a/mp/src/public/materialsystem/imaterialsystem.h b/mp/src/public/materialsystem/imaterialsystem.h
index 3f3563b6..bf896579 100644
--- a/mp/src/public/materialsystem/imaterialsystem.h
+++ b/mp/src/public/materialsystem/imaterialsystem.h
@@ -43,6 +43,7 @@ struct MaterialSystem_Config_t;
class VMatrix;
struct matrix3x4_t;
class ITexture;
+class ITextureCompositor;
struct MaterialSystemHardwareIdentifier_t;
class KeyValues;
class IShader;
@@ -88,6 +89,7 @@ enum ShaderParamType_t
SHADER_PARAM_TYPE_MATRIX,
SHADER_PARAM_TYPE_MATERIAL,
SHADER_PARAM_TYPE_STRING,
+ SHADER_PARAM_TYPE_MATRIX4X2
};
enum MaterialMatrixMode_t
@@ -289,7 +291,6 @@ private:
#define CREATERENDERTARGETFLAGS_NOEDRAM 0x00000008 // inhibit allocation in 360 EDRAM
#define CREATERENDERTARGETFLAGS_TEMP 0x00000010 // only allocates memory upon first resolve, destroyed at level end
-
//-----------------------------------------------------------------------------
// allowed stencil operations. These match the d3d operations
//-----------------------------------------------------------------------------
@@ -478,6 +479,21 @@ private:
int m_nBottom;
};
+// Passed as the callback object to Async functions in the material system
+// so that callers don't have to worry about memory going out of scope before the
+// results return.
+abstract_class IAsyncTextureOperationReceiver : public IRefCounted
+{
+public:
+ virtual void OnAsyncCreateComplete( ITexture* pTex, void* pExtraArgs ) = 0;
+ virtual void OnAsyncFindComplete( ITexture* pTex, void* pExtraArgs ) = 0;
+ virtual void OnAsyncMapComplete( ITexture* pTex, void* pExtraArgs, void* pMemory, int nPitch ) = 0;
+ virtual void OnAsyncReadbackBegin( ITexture* pDst, ITexture* pSrc, void* pExtraArgs ) = 0;
+
+ virtual int GetRefCount() const = 0;
+};
+
+
//-----------------------------------------------------------------------------
// Flags to be used with the Init call
//-----------------------------------------------------------------------------
@@ -525,7 +541,9 @@ enum RenderTargetSizeMode_t
RT_SIZE_OFFSCREEN=5, // Target of specified size, don't mess with dimensions
RT_SIZE_FULL_FRAME_BUFFER_ROUNDED_UP=6, // Same size as the frame buffer, rounded up if necessary for systems that can't do non-power of two textures.
RT_SIZE_REPLAY_SCREENSHOT = 7, // Rounded down to power of 2, essentially...
- RT_SIZE_LITERAL = 8 // Use the size passed in. Don't clamp it to the frame buffer size. Really.
+ RT_SIZE_LITERAL = 8, // Use the size passed in. Don't clamp it to the frame buffer size. Really.
+ RT_SIZE_LITERAL_PICMIP = 9 // Use the size passed in, don't clamp to the frame buffer size, but do apply picmip restrictions.
+
};
typedef void (*MaterialBufferReleaseFunc_t)( );
@@ -1043,6 +1061,23 @@ public:
// creates a texture suitable for use with materials from a raw stream of bits.
// The bits will be retained by the material system and can be freed upon return.
virtual ITexture* CreateTextureFromBits(int w, int h, int mips, ImageFormat fmt, int srcBufferSize, byte* srcBits) = 0;
+
+ // Lie to the material system to pretend to be in render target allocation mode at the beginning of time.
+ // This was a thing that mattered a lot to old hardware, but doesn't matter at all to new hardware,
+ // where new is defined to be "anything from the last decade." However, we want to preserve legacy behavior
+ // for the old games because it's easier than testing them.
+ virtual void OverrideRenderTargetAllocation( bool rtAlloc ) = 0;
+
+ // creates a texture compositor that will attempt to composite a new textuer from the steps of the specified KeyValues.
+ virtual ITextureCompositor* NewTextureCompositor( int w, int h, const char* pCompositeName, int nTeamNum, uint64 randomSeed, KeyValues* stageDesc, uint32 texCompositeCreateFlags = 0 ) = 0;
+
+ // Loads the texture with the specified name, calls pRecipient->OnAsyncFindComplete with the result from the main thread.
+ // once the texture load is complete. If the texture cannot be found, the returned texture will return true for IsError().
+ virtual void AsyncFindTexture( const char* pFilename, const char *pTextureGroupName, IAsyncTextureOperationReceiver* pRecipient, void* pExtraArgs, bool bComplain = true, int nAdditionalCreationFlags = 0 ) = 0;
+
+ // creates a texture suitable for use with materials from a raw stream of bits.
+ // The bits will be retained by the material system and can be freed upon return.
+ virtual ITexture* CreateNamedTextureFromBitsEx( const char* pName, const char *pTextureGroupName, int w, int h, int mips, ImageFormat fmt, int srcBufferSize, byte* srcBits, int nFlags ) = 0;
};
@@ -1504,6 +1539,11 @@ public:
virtual void OverrideColorWriteEnable( bool bOverrideEnable, bool bColorWriteEnable ) = 0;
virtual void ClearBuffersObeyStencilEx( bool bClearColor, bool bClearAlpha, bool bClearDepth ) = 0;
+
+ // Create a texture from the specified src render target, then call pRecipient->OnAsyncCreateComplete from the main thread.
+ // The texture will be created using the destination format, and will optionally have mipmaps generated.
+ // In case of error, the provided callback function will be called with the error texture.
+ virtual void AsyncCreateTextureFromRenderTarget( ITexture* pSrcRt, const char* pDstName, ImageFormat dstFmt, bool bGenMips, int nAdditionalCreationFlags, IAsyncTextureOperationReceiver* pRecipient, void* pExtraArgs ) = 0;
};
template< class E > inline E* IMatRenderContext::LockRenderDataTyped( int nCount, const E* pSrcData )
diff --git a/mp/src/public/materialsystem/ishadersystem_declarations.h b/mp/src/public/materialsystem/ishadersystem_declarations.h
new file mode 100644
index 00000000..3c54edca
--- /dev/null
+++ b/mp/src/public/materialsystem/ishadersystem_declarations.h
@@ -0,0 +1,131 @@
+//===== Copyright � Valve Corporation, All rights reserved. ======//
+#ifndef ISHADER_DECLARATIONS_HDR
+#define ISHADER_DECLARATIONS_HDR
+
+//-----------------------------------------------------------------------------
+// Standard vertex shader constants
+//-----------------------------------------------------------------------------
+enum
+{
+ // Standard vertex shader constants
+ VERTEX_SHADER_MATH_CONSTANTS0 = 0,
+ VERTEX_SHADER_MATH_CONSTANTS1 = 1,
+ VERTEX_SHADER_CAMERA_POS = 2,
+ VERTEX_SHADER_FLEXSCALE = 3, // DX9 only
+ VERTEX_SHADER_LIGHT_INDEX = 3, // DX8 only
+ VERTEX_SHADER_MODELVIEWPROJ = 4,
+ VERTEX_SHADER_VIEWPROJ = 8,
+ VERTEX_SHADER_MODELVIEWPROJ_THIRD_ROW = 12,
+ VERTEX_SHADER_VIEWPROJ_THIRD_ROW = 13,
+ VERTEX_SHADER_SHADER_SPECIFIC_CONST_10 = 14,
+ VERTEX_SHADER_SHADER_SPECIFIC_CONST_11 = 15,
+ VERTEX_SHADER_FOG_PARAMS = 16,
+ VERTEX_SHADER_VIEWMODEL = 17,
+ VERTEX_SHADER_AMBIENT_LIGHT = 21,
+ VERTEX_SHADER_LIGHTS = 27,
+ VERTEX_SHADER_LIGHT0_POSITION = 29,
+ VERTEX_SHADER_MODULATION_COLOR = 47,
+ VERTEX_SHADER_SHADER_SPECIFIC_CONST_0 = 48,
+ VERTEX_SHADER_SHADER_SPECIFIC_CONST_1 = 49,
+ VERTEX_SHADER_SHADER_SPECIFIC_CONST_2 = 50,
+ VERTEX_SHADER_SHADER_SPECIFIC_CONST_3 = 51,
+ VERTEX_SHADER_SHADER_SPECIFIC_CONST_4 = 52,
+ VERTEX_SHADER_SHADER_SPECIFIC_CONST_5 = 53,
+ VERTEX_SHADER_SHADER_SPECIFIC_CONST_6 = 54,
+ VERTEX_SHADER_SHADER_SPECIFIC_CONST_7 = 55,
+ VERTEX_SHADER_SHADER_SPECIFIC_CONST_8 = 56,
+ VERTEX_SHADER_SHADER_SPECIFIC_CONST_9 = 57,
+ VERTEX_SHADER_MODEL = 58,
+ //
+ // We reserve up through 216 for the 53 bones supported on DX9
+ //
+ VERTEX_SHADER_SHADER_SPECIFIC_CONST_13 = 217,
+ VERTEX_SHADER_SHADER_SPECIFIC_CONST_14 = 218,
+ VERTEX_SHADER_SHADER_SPECIFIC_CONST_15 = 219,
+ VERTEX_SHADER_SHADER_SPECIFIC_CONST_16 = 220,
+ VERTEX_SHADER_SHADER_SPECIFIC_CONST_17 = 221,
+ VERTEX_SHADER_SHADER_SPECIFIC_CONST_18 = 222,
+ VERTEX_SHADER_SHADER_SPECIFIC_CONST_19 = 223,
+ VERTEX_SHADER_SHADER_SPECIFIC_CONST_12 = 224,
+
+ // 226 ClipPlane0 |------ OpenGL will jam clip planes into these two
+ // 227 ClipPlane1 |
+
+
+ VERTEX_SHADER_FLEX_WEIGHTS = 1024,
+ VERTEX_SHADER_MAX_FLEX_WEIGHT_COUNT = 512,
+};
+
+//-----------------------------------------------------------------------------
+// forward declarations
+//-----------------------------------------------------------------------------
+class IMaterialVar;
+class IShaderShadow;
+class IShaderDynamicAPI;
+class IShaderInit;
+class CBasePerMaterialContextData;
+
+
+//-----------------------------------------------------------------------------
+// Shader flags
+//-----------------------------------------------------------------------------
+enum ShaderFlags_t
+{
+ SHADER_NOT_EDITABLE = 0x1
+};
+
+
+//-----------------------------------------------------------------------------
+// Shader parameter flags
+//-----------------------------------------------------------------------------
+enum ShaderParamFlags_t
+{
+ SHADER_PARAM_NOT_EDITABLE = 0x1
+};
+
+
+
+//-----------------------------------------------------------------------------
+// Standard vertex shader constants
+//-----------------------------------------------------------------------------
+enum
+{
+ // Standard vertex shader constants
+ VERTEX_SHADER_LIGHT_ENABLE_BOOL_CONST = 0,
+ VERTEX_SHADER_LIGHT_ENABLE_BOOL_CONST_COUNT = 4,
+
+ VERTEX_SHADER_SHADER_SPECIFIC_BOOL_CONST_0 = 4,
+ VERTEX_SHADER_SHADER_SPECIFIC_BOOL_CONST_1 = 5,
+ VERTEX_SHADER_SHADER_SPECIFIC_BOOL_CONST_2 = 6,
+ VERTEX_SHADER_SHADER_SPECIFIC_BOOL_CONST_3 = 7,
+ VERTEX_SHADER_SHADER_SPECIFIC_BOOL_CONST_4 = 8,
+ VERTEX_SHADER_SHADER_SPECIFIC_BOOL_CONST_5 = 9,
+ VERTEX_SHADER_SHADER_SPECIFIC_BOOL_CONST_6 = 10,
+ VERTEX_SHADER_SHADER_SPECIFIC_BOOL_CONST_7 = 11,
+};
+
+
+//-----------------------------------------------------------------------------
+// Shader dictionaries defined in DLLs
+//-----------------------------------------------------------------------------
+enum PrecompiledShaderType_t
+{
+ PRECOMPILED_VERTEX_SHADER = 0,
+ PRECOMPILED_PIXEL_SHADER,
+
+ PRECOMPILED_SHADER_TYPE_COUNT,
+};
+
+
+//-----------------------------------------------------------------------------
+// Flags field of PrecompiledShader_t
+//-----------------------------------------------------------------------------
+enum
+{
+ // runtime flags
+ SHADER_IS_ASM = 0x1,
+ SHADER_FAILED_LOAD = 0x2,
+};
+
+
+#endif \ No newline at end of file
diff --git a/mp/src/public/materialsystem/itexture.h b/mp/src/public/materialsystem/itexture.h
index a5aa20fd..0e315447 100644
--- a/mp/src/public/materialsystem/itexture.h
+++ b/mp/src/public/materialsystem/itexture.h
@@ -39,6 +39,10 @@ public:
// This will be called when the regenerator needs to be deleted
// which will happen when the texture is destroyed
virtual void Release() = 0;
+
+ // (erics): This should have a virtual destructor, but would be ABI breaking (non-versioned interface implemented
+ // by the game)
+// virtual ~ITextureRegenerator(){}
};
abstract_class ITexture
@@ -120,6 +124,13 @@ public:
// Save texture to a file.
virtual bool SaveToFile( const char *fileName ) = 0;
+
+ // Copy this texture, which must be a render target or a renderable texture, to the destination texture,
+ // which must have been created with the STAGING bit.
+ virtual void CopyToStagingTexture( ITexture* pDstTex ) = 0;
+
+ // Set that this texture should return true for the call "IsError"
+ virtual void SetErrorTexture( bool bIsErrorTexture ) = 0;
};
diff --git a/mp/src/public/materialsystem/itexturecompositor.h b/mp/src/public/materialsystem/itexturecompositor.h
new file mode 100644
index 00000000..a158d36c
--- /dev/null
+++ b/mp/src/public/materialsystem/itexturecompositor.h
@@ -0,0 +1,50 @@
+//========= Copyright Valve Corporation, All rights reserved. ================================== //
+//
+// Purpose: Defines a texture compositor infterface which uses simple operations and shaders to
+// create complex procedural textures.
+//
+//============================================================================================== //
+
+#ifndef ITEXTURECOMPOSITOR_H
+#define ITEXTURECOMPOSITOR_H
+#pragma once
+
+#include "interface.h"
+#include "itexture.h"
+
+#define ITEXTURE_COMPOSITOR_INTERFACE_VERSION "_ITextureCompositor000"
+
+enum ECompositeResolveStatus
+{
+ ECRS_Idle,
+ ECRS_Scheduled,
+ ECRS_PendingTextureLoads,
+ ECRS_PendingComposites,
+ ECRS_Error,
+ ECRS_Complete
+};
+
+enum TextureCompositeCreateFlags_t
+{
+ TEX_COMPOSITE_CREATE_FLAGS_FORCE = 0x00000001,
+ TEX_COMPOSITE_CREATE_FLAGS_NO_COMPRESSION = 0x00000002,
+ TEX_COMPOSITE_CREATE_FLAGS_NO_MIPMAPS = 0x00000004,
+};
+
+abstract_class ITextureCompositor
+{
+public:
+ virtual int AddRef() = 0;
+ virtual int Release() = 0;
+ virtual int GetRefCount() const = 0;
+
+ virtual void Update() = 0;
+ virtual ITexture* GetResultTexture() const = 0;
+ virtual ECompositeResolveStatus GetResolveStatus() const = 0;
+ virtual void ScheduleResolve() = 0;
+protected:
+ virtual ~ITextureCompositor() {}
+};
+
+
+#endif /* ITEXTURECOMPOSITOR_H */