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