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2020-08-04 13:13:01 -04:00

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C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//===========================================================================//
#ifndef ISHADERUTIL_H
#define ISHADERUTIL_H
#ifdef _WIN32
#pragma once
#endif
#include "appframework/IAppSystem.h"
#include "materialsystem/imaterial.h"
#include "shaderapi/ishaderapi.h"
//-----------------------------------------------------------------------------
// forward declarations
//-----------------------------------------------------------------------------
class ITexture;
struct MaterialSystem_Config_t;
struct ImageFormatInfo_t;
enum Sampler_t;
enum VertexTextureSampler_t;
enum StandardTextureId_t;
class CPrimList;
struct ShaderColorCorrectionInfo_t;
#define SHADER_UTIL_INTERFACE_VERSION "VShaderUtil001"
enum shaderthreadevent_t {
SHADER_THREAD_RELEASE_RESOURCES = 1,
SHADER_THREAD_ACQUIRE_RESOURCES = 2,
SHADER_THREAD_DEVICE_LOST = 3,
SHADER_THREAD_EVICT_RESOURCES = 4,
SHADER_THREAD_OTHER_APP_START = 5,
SHADER_THREAD_OTHER_APP_END = 6,
SHADER_THREAD_RESET_RENDER_STATE = 7,
};
abstract_class IShaderUtil : public IAppSystem {
public:
// Method to allow clients access to the MaterialSystem_Config
virtual MaterialSystem_Config_t &GetConfig() = 0;
// Allows us to convert image formats
virtual bool ConvertImageFormat(
unsigned char *src, enum ImageFormat srcImageFormat, unsigned char *dst,
enum ImageFormat dstImageFormat, int width, int height,
int srcStride = 0, int dstStride = 0) = 0;
// Figures out the amount of memory needed by a bitmap
virtual int GetMemRequired(int width, int height, int depth,
ImageFormat format, bool mipmap) = 0;
// Gets image format info
virtual const ImageFormatInfo_t &ImageFormatInfo(ImageFormat fmt) const = 0;
// Bind standard textures
virtual void BindStandardTexture(Sampler_t sampler,
StandardTextureId_t id) = 0;
// What are the lightmap dimensions?
virtual void GetLightmapDimensions(int *w, int *h) = 0;
// These methods are called when the shader must eject + restore HW memory
virtual void ReleaseShaderObjects() = 0;
virtual void RestoreShaderObjects(CreateInterfaceFn shaderFactory,
int nChangeFlags = 0) = 0;
// Used to prevent meshes from drawing.
virtual bool IsInStubMode() = 0;
virtual bool InFlashlightMode() const = 0;
// For the shader API to shove the current version of aniso level into the
// "definitive" place (g_config) when the shader API decides to change it.
// Eventually, we should have a better system of who owns the definitive
// versions of config vars.
virtual void NoteAnisotropicLevel(int currentLevel) = 0;
// NOTE: Stuff after this is added after shipping HL2.
// Are we rendering through the editor?
virtual bool InEditorMode() const = 0;
// Gets the bound morph's vertex format; returns 0 if no morph is bound
virtual MorphFormat_t GetBoundMorphFormat() = 0;
virtual ITexture *GetRenderTargetEx(int nRenderTargetID) = 0;
// Tells the material system to draw a buffer clearing quad
virtual void DrawClearBufferQuad(
unsigned char r, unsigned char g, unsigned char b, unsigned char a,
bool bClearColor, bool bClearAlpha, bool bClearDepth) = 0;
#if defined(_X360)
virtual void ReadBackBuffer(Rect_t * pSrcRect, Rect_t * pDstRect,
unsigned char *pData, ImageFormat dstFormat,
int nDstStride) = 0;
#endif
// Calls from meshes to material system to handle queing/threading
virtual bool OnDrawMesh(IMesh * pMesh, int firstIndex, int numIndices) = 0;
virtual bool OnDrawMesh(IMesh * pMesh, CPrimList * pLists, int nLists) = 0;
virtual bool OnSetFlexMesh(IMesh * pStaticMesh, IMesh * pMesh,
int nVertexOffsetInBytes) = 0;
virtual bool OnSetColorMesh(IMesh * pStaticMesh, IMesh * pMesh,
int nVertexOffsetInBytes) = 0;
virtual bool OnSetPrimitiveType(IMesh * pMesh,
MaterialPrimitiveType_t type) = 0;
virtual bool OnFlushBufferedPrimitives() = 0;
virtual void SyncMatrices() = 0;
virtual void SyncMatrix(MaterialMatrixMode_t) = 0;
virtual void BindStandardVertexTexture(VertexTextureSampler_t sampler,
StandardTextureId_t id) = 0;
virtual void GetStandardTextureDimensions(int *pWidth, int *pHeight,
StandardTextureId_t id) = 0;
virtual int MaxHWMorphBatchCount() const = 0;
// Interface for mat system to tell shaderapi about color correction
virtual void GetCurrentColorCorrection(ShaderColorCorrectionInfo_t *
pInfo) = 0;
// received an event while not in owning thread, handle this outside
virtual void OnThreadEvent(uint32 threadEvent) = 0;
virtual MaterialThreadMode_t GetThreadMode() = 0;
virtual bool IsRenderThreadSafe() = 0;
// Remove any materials from memory that aren't in use as determined
// by the IMaterial's reference count.
virtual void UncacheUnusedMaterials(bool bRecomputeStateSnapshots =
false) = 0;
};
#endif // ISHADERUTIL_H