Files
sourcearena/mp/src/public/shaderapi/IShaderDevice.h
T
Joe Ludwig beaae8ac45 Updated the SDK with the latest code from the TF and HL2 branches
* Adds support for Visual Studio 2012 and 2013
* VR Mode:
. Switches from headtrack.dll to sourcevr.dll
. Improved readability of the UI in VR
. Removed the IPD calibration tool. TF2 will now obey the Oculus
configuration file. Use the Oculus calibration tool in your SDK or
install and run "OpenVR" under Tools in Steam to calibrate your IPD.
. Added dropdown to enable VR mode in the Video options. Removed the -vr
command line option.
. Added the ability to switch in and out of VR mode without quitting the
game
. By default VR mode will run full screen. To switch back to a
borderless window set the vr_force_windowed convar.
. Added support for VR mode on Linux
* Many assorted bug fixes and other changes from Team Fortress in
various shared files
2013-12-03 08:54:16 -08:00

391 lines
15 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//===========================================================================//
#ifndef ISHADERDEVICE_H
#define ISHADERDEVICE_H
#ifdef _WIN32
#pragma once
#endif
#include "tier1/interface.h"
#include "appframework/IAppSystem.h"
#include "bitmap/imageformat.h"
#include "tier1/utlbuffer.h"
#include "materialsystem/imaterial.h"
#include "shaderapi/ishaderdynamic.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