//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // // $NoKeywords: $ // //===========================================================================// #include "shaderapidx10.h" #include "shaderapibase.h" #include "shaderapi/ishaderutil.h" #include "materialsystem/idebugtextureinfo.h" #include "materialsystem/materialsystem_config.h" #include "meshdx10.h" #include "shadershadowdx10.h" #include "shaderdevicedx10.h" #include "shaderapidx10_global.h" #include "imaterialinternal.h" //----------------------------------------------------------------------------- // Methods related to queuing functions to be called prior to rendering //----------------------------------------------------------------------------- CFunctionCommit::CFunctionCommit() { m_pCommitFlags = NULL; m_nCommitBufferSize = 0; } CFunctionCommit::~CFunctionCommit() { if ( m_pCommitFlags ) { delete[] m_pCommitFlags; m_pCommitFlags = NULL; } } void CFunctionCommit::Init( int nFunctionCount ) { m_nCommitBufferSize = ( nFunctionCount + 7 ) >> 3; Assert( !m_pCommitFlags ); m_pCommitFlags = new unsigned char[ m_nCommitBufferSize ]; memset( m_pCommitFlags, 0, m_nCommitBufferSize ); } //----------------------------------------------------------------------------- // Methods related to queuing functions to be called per-(pMesh->Draw call) or per-pass //----------------------------------------------------------------------------- inline bool CFunctionCommit::IsCommitFuncInUse( int nFunc ) const { Assert( nFunc >> 3 < m_nCommitBufferSize ); return ( m_pCommitFlags[ nFunc >> 3 ] & ( 1 << ( nFunc & 0x7 ) ) ) != 0; } inline void CFunctionCommit::MarkCommitFuncInUse( int nFunc ) { Assert( nFunc >> 3 < m_nCommitBufferSize ); m_pCommitFlags[ nFunc >> 3 ] |= 1 << ( nFunc & 0x7 ); } inline void CFunctionCommit::AddCommitFunc( StateCommitFunc_t f ) { m_CommitFuncs.AddToTail( f ); } //----------------------------------------------------------------------------- // Clears all commit functions //----------------------------------------------------------------------------- inline void CFunctionCommit::ClearAllCommitFuncs( ) { memset( m_pCommitFlags, 0, m_nCommitBufferSize ); m_CommitFuncs.RemoveAll(); } //----------------------------------------------------------------------------- // Calls all commit functions in a particular list //----------------------------------------------------------------------------- void CFunctionCommit::CallCommitFuncs( ID3D10Device *pDevice, const ShaderStateDx10_t &desiredState, ShaderStateDx10_t ¤tState, bool bForce ) { int nCount = m_CommitFuncs.Count(); for ( int i = 0; i < nCount; ++i ) { m_CommitFuncs[i]( pDevice, desiredState, currentState, bForce ); } ClearAllCommitFuncs( ); } //----------------------------------------------------------------------------- // Helpers for commit functions //----------------------------------------------------------------------------- #define ADD_COMMIT_FUNC( _func_name ) \ if ( !m_Commit.IsCommitFuncInUse( COMMIT_FUNC_ ## _func_name ) ) \ { \ m_Commit.AddCommitFunc( _func_name ); \ m_Commit.MarkCommitFuncInUse( COMMIT_FUNC_ ## _func_name ); \ } #define ADD_RENDERSTATE_FUNC( _func_name, _state, _val ) \ if ( m_bResettingRenderState || ( m_DesiredState. ## _state != _val ) ) \ { \ m_DesiredState. ## _state = _val; \ ADD_COMMIT_FUNC( _func_name ) \ } #define IMPLEMENT_RENDERSTATE_FUNC( _func_name, _state, _d3dFunc ) \ static void _func_name( ID3D10Device *pDevice, const ShaderStateDx10_t &desiredState, ShaderStateDx10_t ¤tState, bool bForce ) \ { \ if ( bForce || ( desiredState. ## _state != currentState. ## _state ) ) \ { \ pDevice->_d3dFunc( desiredState. ## _state ); \ currentState. ## _state = desiredState. ## _state; \ } \ } //----------------------------------------------------------------------------- // D3D state setting methods //----------------------------------------------------------------------------- // NOTE: For each commit func you create, add to this enumeration. enum CommitFunc_t { COMMIT_FUNC_CommitSetViewports = 0, COMMIT_FUNC_CommitSetVertexShader, COMMIT_FUNC_CommitSetGeometryShader, COMMIT_FUNC_CommitSetPixelShader, COMMIT_FUNC_CommitSetVertexBuffer, COMMIT_FUNC_CommitSetIndexBuffer, COMMIT_FUNC_CommitSetInputLayout, COMMIT_FUNC_CommitSetTopology, COMMIT_FUNC_CommitSetRasterState, COMMIT_FUNC_COUNT, }; IMPLEMENT_RENDERSTATE_FUNC( CommitSetTopology, m_Topology, IASetPrimitiveTopology ) IMPLEMENT_RENDERSTATE_FUNC( CommitSetVertexShader, m_pVertexShader, VSSetShader ) IMPLEMENT_RENDERSTATE_FUNC( CommitSetGeometryShader, m_pGeometryShader, GSSetShader ) IMPLEMENT_RENDERSTATE_FUNC( CommitSetPixelShader, m_pPixelShader, PSSetShader ) static void CommitSetInputLayout( ID3D10Device *pDevice, const ShaderStateDx10_t &desiredState, ShaderStateDx10_t ¤tState, bool bForce ) { const ShaderInputLayoutStateDx10_t& newState = desiredState.m_InputLayout; if ( bForce || memcmp( &newState, ¤tState.m_InputLayout, sizeof(ShaderInputLayoutStateDx10_t) ) ) { // FIXME: Deal with multiple streams ID3D10InputLayout *pInputLayout = g_pShaderDeviceDx10->GetInputLayout( newState.m_hVertexShader, newState.m_pVertexDecl[0] ); pDevice->IASetInputLayout( pInputLayout ); currentState.m_InputLayout = newState; } } static void CommitSetViewports( ID3D10Device *pDevice, const ShaderStateDx10_t &desiredState, ShaderStateDx10_t ¤tState, bool bForce ) { bool bChanged = bForce || ( desiredState.m_nViewportCount != currentState.m_nViewportCount ); if ( !bChanged && desiredState.m_nViewportCount > 0 ) { bChanged = memcmp( desiredState.m_pViewports, currentState.m_pViewports, desiredState.m_nViewportCount * sizeof( D3D10_VIEWPORT ) ) != 0; } if ( !bChanged ) return; pDevice->RSSetViewports( desiredState.m_nViewportCount, desiredState.m_pViewports ); currentState.m_nViewportCount = desiredState.m_nViewportCount; #ifdef _DEBUG memset( currentState.m_pViewports, 0xDD, sizeof( currentState.m_pViewports ) ); #endif memcpy( currentState.m_pViewports, desiredState.m_pViewports, desiredState.m_nViewportCount * sizeof( D3D10_VIEWPORT ) ); } static void CommitSetIndexBuffer( ID3D10Device *pDevice, const ShaderStateDx10_t &desiredState, ShaderStateDx10_t ¤tState, bool bForce ) { const ShaderIndexBufferStateDx10_t &newState = desiredState.m_IndexBuffer; bool bChanged = bForce || memcmp( &newState, ¤tState.m_IndexBuffer, sizeof(ShaderIndexBufferStateDx10_t) ); if ( !bChanged ) return; pDevice->IASetIndexBuffer( newState.m_pBuffer, newState.m_Format, newState.m_nOffset ); memcpy( ¤tState.m_IndexBuffer, &newState, sizeof( ShaderIndexBufferStateDx10_t ) ); } static void CommitSetVertexBuffer( ID3D10Device *pDevice, const ShaderStateDx10_t &desiredState, ShaderStateDx10_t ¤tState, bool bForce ) { ID3D10Buffer *ppVertexBuffers[ MAX_DX10_STREAMS ]; UINT pStrides[ MAX_DX10_STREAMS ]; UINT pOffsets[ MAX_DX10_STREAMS ]; UINT nFirstBuffer = 0; UINT nBufferCount = 0; bool bInMatch = true; for ( int i = 0; i < MAX_DX10_STREAMS; ++i ) { const ShaderVertexBufferStateDx10_t &newState = desiredState.m_pVertexBuffer[i]; bool bMatch = !bForce && !memcmp( &newState, ¤tState.m_pVertexBuffer[i], sizeof(ShaderVertexBufferStateDx10_t) ); if ( !bMatch ) { ppVertexBuffers[i] = newState.m_pBuffer; pStrides[i] = newState.m_nStride; pOffsets[i] = newState.m_nOffset; ++nBufferCount; memcpy( ¤tState.m_pVertexBuffer[i], &newState, sizeof( ShaderVertexBufferStateDx10_t ) ); } if ( bInMatch ) { if ( !bMatch ) { bInMatch = false; nFirstBuffer = i; } continue; } if ( bMatch ) { bInMatch = true; pDevice->IASetVertexBuffers( nFirstBuffer, nBufferCount, &ppVertexBuffers[nFirstBuffer], &pStrides[nFirstBuffer], &pOffsets[nFirstBuffer] ); nBufferCount = 0; } } if ( !bInMatch ) { pDevice->IASetVertexBuffers( nFirstBuffer, nBufferCount, &ppVertexBuffers[nFirstBuffer], &pStrides[nFirstBuffer], &pOffsets[nFirstBuffer] ); } } static void GenerateRasterizerDesc( D3D10_RASTERIZER_DESC* pDesc, const ShaderRasterState_t& state ) { pDesc->FillMode = ( state.m_FillMode == SHADER_FILL_WIREFRAME ) ? D3D10_FILL_WIREFRAME : D3D10_FILL_SOLID; // Cull state if ( state.m_bCullEnable ) { pDesc->CullMode = D3D10_CULL_NONE; } else { pDesc->CullMode = ( state.m_CullMode == MATERIAL_CULLMODE_CW ) ? D3D10_CULL_BACK : D3D10_CULL_FRONT; } pDesc->FrontCounterClockwise = TRUE; // Depth bias state if ( !state.m_bDepthBias ) { pDesc->DepthBias = 0; pDesc->DepthBiasClamp = 0.0f; pDesc->SlopeScaledDepthBias = 0.0f; pDesc->DepthClipEnable = FALSE; } else { // FIXME: Implement! Read ConVars } pDesc->ScissorEnable = state.m_bScissorEnable ? TRUE : FALSE; pDesc->MultisampleEnable = state.m_bMultisampleEnable ? TRUE : FALSE; pDesc->AntialiasedLineEnable = FALSE; } static void CommitSetRasterState( ID3D10Device *pDevice, const ShaderStateDx10_t &desiredState, ShaderStateDx10_t ¤tState, bool bForce ) { const ShaderRasterState_t& newState = desiredState.m_RasterState; if ( bForce || memcmp( &newState, ¤tState.m_RasterState, sizeof(ShaderRasterState_t) ) ) { // Clear out the existing state if ( currentState.m_pRasterState ) { currentState.m_pRasterState->Release(); } D3D10_RASTERIZER_DESC desc; GenerateRasterizerDesc( &desc, newState ); // NOTE: This does a search for existing matching state objects ID3D10RasterizerState *pState = NULL; HRESULT hr = pDevice->CreateRasterizerState( &desc, &pState ); if ( !FAILED(hr) ) { Warning( "Unable to create rasterizer state object!\n" ); } pDevice->RSSetState( pState ); currentState.m_pRasterState = pState; memcpy( ¤tState.m_RasterState, &newState, sizeof( ShaderRasterState_t ) ); } } //----------------------------------------------------------------------------- // // Shader API Dx10 // //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- // Class Factory //----------------------------------------------------------------------------- static CShaderAPIDx10 s_ShaderAPIDx10; CShaderAPIDx10* g_pShaderAPIDx10 = &s_ShaderAPIDx10; EXPOSE_SINGLE_INTERFACE_GLOBALVAR( CShaderAPIDx10, IShaderAPI, SHADERAPI_INTERFACE_VERSION, s_ShaderAPIDx10 ) EXPOSE_SINGLE_INTERFACE_GLOBALVAR( CShaderAPIDx10, IDebugTextureInfo, DEBUG_TEXTURE_INFO_VERSION, s_ShaderAPIDx10 ) //----------------------------------------------------------------------------- // Constructor, destructor //----------------------------------------------------------------------------- CShaderAPIDx10::CShaderAPIDx10() { m_bResettingRenderState = false; m_Commit.Init( COMMIT_FUNC_COUNT ); ClearShaderState( &m_DesiredState ); ClearShaderState( &m_CurrentState ); } CShaderAPIDx10::~CShaderAPIDx10() { } //----------------------------------------------------------------------------- // Clears the shader state to a well-defined value //----------------------------------------------------------------------------- void CShaderAPIDx10::ClearShaderState( ShaderStateDx10_t* pState ) { memset( pState, 0, sizeof( ShaderStateDx10_t ) ); } //----------------------------------------------------------------------------- // Resets the render state //----------------------------------------------------------------------------- void CShaderAPIDx10::ResetRenderState( bool bFullReset ) { D3D10_RASTERIZER_DESC rDesc; memset( &rDesc, 0, sizeof(rDesc) ); rDesc.FillMode = D3D10_FILL_SOLID; rDesc.CullMode = D3D10_CULL_NONE; rDesc.FrontCounterClockwise = TRUE; // right-hand rule ID3D10RasterizerState *pRasterizerState; HRESULT hr = D3D10Device()->CreateRasterizerState( &rDesc, &pRasterizerState ); Assert( !FAILED(hr) ); D3D10Device()->RSSetState( pRasterizerState ); D3D10_DEPTH_STENCIL_DESC dsDesc; memset( &dsDesc, 0, sizeof(dsDesc) ); ID3D10DepthStencilState *pDepthStencilState; hr = D3D10Device()->CreateDepthStencilState( &dsDesc, &pDepthStencilState ); Assert( !FAILED(hr) ); D3D10Device()->OMSetDepthStencilState( pDepthStencilState, 0 ); D3D10_BLEND_DESC bDesc; memset( &bDesc, 0, sizeof(bDesc) ); bDesc.SrcBlend = D3D10_BLEND_ONE; bDesc.DestBlend = D3D10_BLEND_ZERO; bDesc.BlendOp = D3D10_BLEND_OP_ADD; bDesc.SrcBlendAlpha = D3D10_BLEND_ONE; bDesc.DestBlendAlpha = D3D10_BLEND_ZERO; bDesc.BlendOpAlpha = D3D10_BLEND_OP_ADD; bDesc.RenderTargetWriteMask[0] = D3D10_COLOR_WRITE_ENABLE_ALL; FLOAT pBlendFactor[4] = { 1.0f, 1.0f, 1.0f, 1.0f }; ID3D10BlendState *pBlendState; hr = D3D10Device()->CreateBlendState( &bDesc, &pBlendState ); Assert( !FAILED(hr) ); D3D10Device()->OMSetBlendState( pBlendState, pBlendFactor, 0xFFFFFFFF ); } //----------------------------------------------------------------------------- // Commits queued-up state change requests //----------------------------------------------------------------------------- void CShaderAPIDx10::CommitStateChanges( bool bForce ) { // Don't bother committing anything if we're deactivated if ( g_pShaderDevice->IsDeactivated() ) return; m_Commit.CallCommitFuncs( D3D10Device(), m_DesiredState, m_CurrentState, bForce ); } //----------------------------------------------------------------------------- // Methods of IShaderDynamicAPI //----------------------------------------------------------------------------- void CShaderAPIDx10::GetBackBufferDimensions( int& nWidth, int& nHeight ) const { g_pShaderDeviceDx10->GetBackBufferDimensions( nWidth, nHeight ); } //----------------------------------------------------------------------------- // Viewport-related methods //----------------------------------------------------------------------------- void CShaderAPIDx10::SetViewports( int nCount, const ShaderViewport_t* pViewports ) { nCount = min( nCount, MAX_DX10_VIEWPORTS ); m_DesiredState.m_nViewportCount = nCount; for ( int i = 0; i < nCount; ++i ) { Assert( pViewports[i].m_nVersion == SHADER_VIEWPORT_VERSION ); D3D10_VIEWPORT& viewport = m_DesiredState.m_pViewports[i]; viewport.TopLeftX = pViewports[i].m_nTopLeftX; viewport.TopLeftY = pViewports[i].m_nTopLeftY; viewport.Width = pViewports[i].m_nWidth; viewport.Height = pViewports[i].m_nHeight; viewport.MinDepth = pViewports[i].m_flMinZ; viewport.MaxDepth = pViewports[i].m_flMaxZ; } ADD_COMMIT_FUNC( CommitSetViewports ); } int CShaderAPIDx10::GetViewports( ShaderViewport_t* pViewports, int nMax ) const { int nCount = m_DesiredState.m_nViewportCount; if ( pViewports && nMax ) { nCount = min( nCount, nMax ); memcpy( pViewports, m_DesiredState.m_pViewports, nCount * sizeof( ShaderViewport_t ) ); } return nCount; } //----------------------------------------------------------------------------- // Methods related to state objects //----------------------------------------------------------------------------- void CShaderAPIDx10::SetRasterState( const ShaderRasterState_t& state ) { if ( memcmp( &state, &m_DesiredState.m_RasterState, sizeof(ShaderRasterState_t) ) ) { memcpy( &m_DesiredState.m_RasterState, &state, sizeof(ShaderRasterState_t) ); ADD_COMMIT_FUNC( CommitSetRasterState ); } } //----------------------------------------------------------------------------- // Methods related to clearing buffers //----------------------------------------------------------------------------- void CShaderAPIDx10::ClearColor3ub( unsigned char r, unsigned char g, unsigned char b ) { m_DesiredState.m_ClearColor[0] = r / 255.0f; m_DesiredState.m_ClearColor[1] = g / 255.0f; m_DesiredState.m_ClearColor[2] = b / 255.0f; m_DesiredState.m_ClearColor[3] = 1.0f; } void CShaderAPIDx10::ClearColor4ub( unsigned char r, unsigned char g, unsigned char b, unsigned char a ) { m_DesiredState.m_ClearColor[0] = r / 255.0f; m_DesiredState.m_ClearColor[1] = g / 255.0f; m_DesiredState.m_ClearColor[2] = b / 255.0f; m_DesiredState.m_ClearColor[3] = a / 255.0f; } void CShaderAPIDx10::ClearBuffers( bool bClearColor, bool bClearDepth, bool bClearStencil, int renderTargetWidth, int renderTargetHeight ) { // NOTE: State change commit isn't necessary since clearing doesn't use state // CommitStateChanges(); // FIXME: This implementation is totally bust0red [doesn't guarantee exact color specified] if ( bClearColor ) { D3D10Device()->ClearRenderTargetView( D3D10RenderTargetView(), m_DesiredState.m_ClearColor ); } } //----------------------------------------------------------------------------- // Methods related to binding shaders //----------------------------------------------------------------------------- void CShaderAPIDx10::BindVertexShader( VertexShaderHandle_t hVertexShader ) { ID3D10VertexShader *pVertexShader = g_pShaderDeviceDx10->GetVertexShader( hVertexShader ); ADD_RENDERSTATE_FUNC( CommitSetVertexShader, m_pVertexShader, pVertexShader ); if ( m_bResettingRenderState || ( m_DesiredState.m_InputLayout.m_hVertexShader != hVertexShader ) ) { m_DesiredState.m_InputLayout.m_hVertexShader = hVertexShader; ADD_COMMIT_FUNC( CommitSetInputLayout ); } } void CShaderAPIDx10::BindGeometryShader( GeometryShaderHandle_t hGeometryShader ) { ID3D10GeometryShader *pGeometryShader = g_pShaderDeviceDx10->GetGeometryShader( hGeometryShader ); ADD_RENDERSTATE_FUNC( CommitSetGeometryShader, m_pGeometryShader, pGeometryShader ); } void CShaderAPIDx10::BindPixelShader( PixelShaderHandle_t hPixelShader ) { ID3D10PixelShader *pPixelShader = g_pShaderDeviceDx10->GetPixelShader( hPixelShader ); ADD_RENDERSTATE_FUNC( CommitSetPixelShader, m_pPixelShader, pPixelShader ); } void CShaderAPIDx10::BindVertexBuffer( int nStreamID, IVertexBuffer *pVertexBuffer, int nOffsetInBytes, int nFirstVertex, int nVertexCount, VertexFormat_t fmt, int nRepetitions ) { // FIXME: What to do about repetitions? CVertexBufferDx10 *pVertexBufferDx10 = static_cast( pVertexBuffer ); ShaderVertexBufferStateDx10_t state; if ( pVertexBufferDx10 ) { state.m_pBuffer = pVertexBufferDx10->GetDx10Buffer(); state.m_nStride = pVertexBufferDx10->VertexSize(); } else { state.m_pBuffer = NULL; state.m_nStride = 0; } state.m_nOffset = nOffsetInBytes; if ( m_bResettingRenderState || memcmp( &m_DesiredState.m_pVertexBuffer[ nStreamID ], &state, sizeof( ShaderVertexBufferStateDx10_t ) ) ) { m_DesiredState.m_pVertexBuffer[ nStreamID ] = state; ADD_COMMIT_FUNC( CommitSetVertexBuffer ); } if ( m_bResettingRenderState || ( m_DesiredState.m_InputLayout.m_pVertexDecl[ nStreamID ] != fmt ) ) { m_DesiredState.m_InputLayout.m_pVertexDecl[ nStreamID ] = fmt; ADD_COMMIT_FUNC( CommitSetInputLayout ); } } void CShaderAPIDx10::BindIndexBuffer( IIndexBuffer *pIndexBuffer, int nOffsetInBytes ) { CIndexBufferDx10 *pIndexBufferDx10 = static_cast( pIndexBuffer ); ShaderIndexBufferStateDx10_t state; if ( pIndexBufferDx10 ) { state.m_pBuffer = pIndexBufferDx10->GetDx10Buffer(); state.m_Format = ( pIndexBufferDx10->GetIndexFormat() == MATERIAL_INDEX_FORMAT_16BIT ) ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT; } else { state.m_pBuffer = NULL; state.m_Format = DXGI_FORMAT_R16_UINT; } state.m_nOffset = nOffsetInBytes; ADD_RENDERSTATE_FUNC( CommitSetIndexBuffer, m_IndexBuffer, state ); } //----------------------------------------------------------------------------- // Unbinds resources because they are about to be deleted //----------------------------------------------------------------------------- void CShaderAPIDx10::Unbind( VertexShaderHandle_t hShader ) { ID3D10VertexShader* pShader = g_pShaderDeviceDx10->GetVertexShader( hShader ); Assert ( pShader ); if ( m_DesiredState.m_pVertexShader == pShader ) { BindVertexShader( VERTEX_SHADER_HANDLE_INVALID ); } if ( m_CurrentState.m_pVertexShader == pShader ) { CommitStateChanges(); } } void CShaderAPIDx10::Unbind( GeometryShaderHandle_t hShader ) { ID3D10GeometryShader* pShader = g_pShaderDeviceDx10->GetGeometryShader( hShader ); Assert ( pShader ); if ( m_DesiredState.m_pGeometryShader == pShader ) { BindGeometryShader( GEOMETRY_SHADER_HANDLE_INVALID ); } if ( m_CurrentState.m_pGeometryShader == pShader ) { CommitStateChanges(); } } void CShaderAPIDx10::Unbind( PixelShaderHandle_t hShader ) { ID3D10PixelShader* pShader = g_pShaderDeviceDx10->GetPixelShader( hShader ); Assert ( pShader ); if ( m_DesiredState.m_pPixelShader == pShader ) { BindPixelShader( PIXEL_SHADER_HANDLE_INVALID ); } if ( m_CurrentState.m_pPixelShader == pShader ) { CommitStateChanges(); } } void CShaderAPIDx10::UnbindVertexBuffer( ID3D10Buffer *pBuffer ) { Assert ( pBuffer ); for ( int i = 0; i < MAX_DX10_STREAMS; ++i ) { if ( m_DesiredState.m_pVertexBuffer[i].m_pBuffer == pBuffer ) { BindVertexBuffer( i, NULL, 0, 0, 0, VERTEX_POSITION, 0 ); } } for ( int i = 0; i < MAX_DX10_STREAMS; ++i ) { if ( m_CurrentState.m_pVertexBuffer[i].m_pBuffer == pBuffer ) { CommitStateChanges(); break; } } } void CShaderAPIDx10::UnbindIndexBuffer( ID3D10Buffer *pBuffer ) { Assert ( pBuffer ); if ( m_DesiredState.m_IndexBuffer.m_pBuffer == pBuffer ) { BindIndexBuffer( NULL, 0 ); } if ( m_CurrentState.m_IndexBuffer.m_pBuffer == pBuffer ) { CommitStateChanges(); } } //----------------------------------------------------------------------------- // Sets the topology state //----------------------------------------------------------------------------- void CShaderAPIDx10::SetTopology( MaterialPrimitiveType_t topology ) { D3D10_PRIMITIVE_TOPOLOGY d3dTopology; switch( topology ) { case MATERIAL_POINTS: d3dTopology = D3D10_PRIMITIVE_TOPOLOGY_POINTLIST; break; case MATERIAL_LINES: d3dTopology = D3D10_PRIMITIVE_TOPOLOGY_LINELIST; break; case MATERIAL_TRIANGLES: d3dTopology = D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST; break; case MATERIAL_TRIANGLE_STRIP: d3dTopology = D3D10_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP; break; case MATERIAL_LINE_STRIP: d3dTopology = D3D10_PRIMITIVE_TOPOLOGY_LINESTRIP; break; default: case MATERIAL_LINE_LOOP: case MATERIAL_POLYGON: case MATERIAL_QUADS: Assert( 0 ); d3dTopology = D3D10_PRIMITIVE_TOPOLOGY_UNDEFINED; break; } ADD_RENDERSTATE_FUNC( CommitSetTopology, m_Topology, d3dTopology ); } //----------------------------------------------------------------------------- // Main entry point for rendering //----------------------------------------------------------------------------- void CShaderAPIDx10::Draw( MaterialPrimitiveType_t primitiveType, int nFirstIndex, int nIndexCount ) { SetTopology( primitiveType ); CommitStateChanges(); // FIXME: How do I set the base vertex location!? D3D10Device()->DrawIndexed( (UINT)nIndexCount, (UINT)nFirstIndex, 0 ); } //----------------------------------------------------------------------------- // // Abandon all hope below this point // //----------------------------------------------------------------------------- bool CShaderAPIDx10::DoRenderTargetsNeedSeparateDepthBuffer() const { return false; } // Can we download textures? bool CShaderAPIDx10::CanDownloadTextures() const { return false; } // Used to clear the transition table when we know it's become invalid. void CShaderAPIDx10::ClearSnapshots() { } // Sets the default *dynamic* state void CShaderAPIDx10::SetDefaultState() { } // Returns the snapshot id for the shader state StateSnapshot_t CShaderAPIDx10::TakeSnapshot( ) { StateSnapshot_t id = 0; if (g_pShaderShadowDx10->m_IsTranslucent) id |= TRANSLUCENT; if (g_pShaderShadowDx10->m_IsAlphaTested) id |= ALPHATESTED; if (g_pShaderShadowDx10->m_bUsesVertexAndPixelShaders) id |= VERTEX_AND_PIXEL_SHADERS; if (g_pShaderShadowDx10->m_bIsDepthWriteEnabled) id |= DEPTHWRITE; return id; } // Returns true if the state snapshot is transparent bool CShaderAPIDx10::IsTranslucent( StateSnapshot_t id ) const { return (id & TRANSLUCENT) != 0; } bool CShaderAPIDx10::IsAlphaTested( StateSnapshot_t id ) const { return (id & ALPHATESTED) != 0; } bool CShaderAPIDx10::IsDepthWriteEnabled( StateSnapshot_t id ) const { return (id & DEPTHWRITE) != 0; } bool CShaderAPIDx10::UsesVertexAndPixelShaders( StateSnapshot_t id ) const { return (id & VERTEX_AND_PIXEL_SHADERS) != 0; } // Gets the vertex format for a set of snapshot ids VertexFormat_t CShaderAPIDx10::ComputeVertexFormat( int numSnapshots, StateSnapshot_t* pIds ) const { return 0; } // Gets the vertex format for a set of snapshot ids VertexFormat_t CShaderAPIDx10::ComputeVertexUsage( int numSnapshots, StateSnapshot_t* pIds ) const { return 0; } // Uses a state snapshot void CShaderAPIDx10::UseSnapshot( StateSnapshot_t snapshot ) { } // Sets the color to modulate by void CShaderAPIDx10::Color3f( float r, float g, float b ) { } void CShaderAPIDx10::Color3fv( float const* pColor ) { } void CShaderAPIDx10::Color4f( float r, float g, float b, float a ) { } void CShaderAPIDx10::Color4fv( float const* pColor ) { } // Faster versions of color void CShaderAPIDx10::Color3ub( unsigned char r, unsigned char g, unsigned char b ) { } void CShaderAPIDx10::Color3ubv( unsigned char const* rgb ) { } void CShaderAPIDx10::Color4ub( unsigned char r, unsigned char g, unsigned char b, unsigned char a ) { } void CShaderAPIDx10::Color4ubv( unsigned char const* rgba ) { } void CShaderAPIDx10::GetStandardTextureDimensions( int *pWidth, int *pHeight, StandardTextureId_t id ) { ShaderUtil()->GetStandardTextureDimensions( pWidth, pHeight, id ); } // The shade mode void CShaderAPIDx10::ShadeMode( ShaderShadeMode_t mode ) { } // Binds a particular material to render with void CShaderAPIDx10::Bind( IMaterial* pMaterial ) { } // Cull mode void CShaderAPIDx10::CullMode( MaterialCullMode_t cullMode ) { } void CShaderAPIDx10::ForceDepthFuncEquals( bool bEnable ) { } // Forces Z buffering on or off void CShaderAPIDx10::OverrideDepthEnable( bool bEnable, bool bDepthEnable ) { } void CShaderAPIDx10::OverrideAlphaWriteEnable( bool bOverrideEnable, bool bAlphaWriteEnable ) { } void CShaderAPIDx10::OverrideColorWriteEnable( bool bOverrideEnable, bool bColorWriteEnable ) { } //legacy fast clipping linkage void CShaderAPIDx10::SetHeightClipZ( float z ) { } void CShaderAPIDx10::SetHeightClipMode( enum MaterialHeightClipMode_t heightClipMode ) { } // Sets the lights void CShaderAPIDx10::SetLight( int lightNum, const LightDesc_t& desc ) { } void CShaderAPIDx10::SetAmbientLight( float r, float g, float b ) { } void CShaderAPIDx10::SetAmbientLightCube( Vector4D cube[6] ) { } // Get lights int CShaderAPIDx10::GetMaxLights( void ) const { return 0; } const LightDesc_t& CShaderAPIDx10::GetLight( int lightNum ) const { static LightDesc_t blah; return blah; } // Render state for the ambient light cube (vertex shaders) void CShaderAPIDx10::SetVertexShaderStateAmbientLightCube() { } void CShaderAPIDx10::SetSkinningMatrices() { } // Lightmap texture binding void CShaderAPIDx10::BindLightmap( TextureStage_t stage ) { } void CShaderAPIDx10::BindBumpLightmap( TextureStage_t stage ) { } void CShaderAPIDx10::BindFullbrightLightmap( TextureStage_t stage ) { } void CShaderAPIDx10::BindWhite( TextureStage_t stage ) { } void CShaderAPIDx10::BindBlack( TextureStage_t stage ) { } void CShaderAPIDx10::BindGrey( TextureStage_t stage ) { } // Gets the lightmap dimensions void CShaderAPIDx10::GetLightmapDimensions( int *w, int *h ) { g_pShaderUtil->GetLightmapDimensions( w, h ); } // Special system flat normal map binding. void CShaderAPIDx10::BindFlatNormalMap( TextureStage_t stage ) { } void CShaderAPIDx10::BindNormalizationCubeMap( TextureStage_t stage ) { } void CShaderAPIDx10::BindSignedNormalizationCubeMap( TextureStage_t stage ) { } void CShaderAPIDx10::BindFBTexture( TextureStage_t stage, int textureIndex ) { } // Flushes any primitives that are buffered void CShaderAPIDx10::FlushBufferedPrimitives() { } // Creates/destroys Mesh IMesh* CShaderAPIDx10::CreateStaticMesh( VertexFormat_t fmt, const char *pTextureBudgetGroup, IMaterial * pMaterial ) { return &m_Mesh; } void CShaderAPIDx10::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* CShaderAPIDx10::GetDynamicMesh( IMaterial* pMaterial, int nHWSkinBoneCount, bool buffered, IMesh* pVertexOverride, IMesh* pIndexOverride ) { Assert( (pMaterial == NULL) || ((IMaterialInternal *)pMaterial)->IsRealTimeVersion() ); return &m_Mesh; } IMesh* CShaderAPIDx10::GetDynamicMeshEx( IMaterial* pMaterial, VertexFormat_t fmt, int nHWSkinBoneCount, bool buffered, IMesh* pVertexOverride, IMesh* pIndexOverride ) { // UNDONE: support compressed dynamic meshes if needed (pro: less VB memory, con: time spent compressing) Assert( CompressionType( pVertexOverride->GetVertexFormat() ) != VERTEX_COMPRESSION_NONE ); Assert( (pMaterial == NULL) || ((IMaterialInternal *)pMaterial)->IsRealTimeVersion() ); return &m_Mesh; } IMesh* CShaderAPIDx10::GetFlexMesh() { return &m_Mesh; } // Begins a rendering pass that uses a state snapshot void CShaderAPIDx10::BeginPass( StateSnapshot_t snapshot ) { } // Renders a single pass of a material void CShaderAPIDx10::RenderPass( int nPass, int nPassCount ) { } // stuff related to matrix stacks void CShaderAPIDx10::MatrixMode( MaterialMatrixMode_t matrixMode ) { } void CShaderAPIDx10::PushMatrix() { } void CShaderAPIDx10::PopMatrix() { } void CShaderAPIDx10::LoadMatrix( float *m ) { } void CShaderAPIDx10::MultMatrix( float *m ) { } void CShaderAPIDx10::MultMatrixLocal( float *m ) { } void CShaderAPIDx10::GetMatrix( MaterialMatrixMode_t matrixMode, float *dst ) { } void CShaderAPIDx10::LoadIdentity( void ) { } void CShaderAPIDx10::LoadCameraToWorld( void ) { } void CShaderAPIDx10::Ortho( double left, double top, double right, double bottom, double zNear, double zFar ) { } void CShaderAPIDx10::PerspectiveX( double fovx, double aspect, double zNear, double zFar ) { } void CShaderAPIDx10::PerspectiveOffCenterX( double fovx, double aspect, double zNear, double zFar, double bottom, double top, double left, double right ) { } void CShaderAPIDx10::PickMatrix( int x, int y, int width, int height ) { } void CShaderAPIDx10::Rotate( float angle, float x, float y, float z ) { } void CShaderAPIDx10::Translate( float x, float y, float z ) { } void CShaderAPIDx10::Scale( float x, float y, float z ) { } void CShaderAPIDx10::ScaleXY( float x, float y ) { } // Fog methods... void CShaderAPIDx10::FogMode( MaterialFogMode_t fogMode ) { } void CShaderAPIDx10::FogStart( float fStart ) { } void CShaderAPIDx10::FogEnd( float fEnd ) { } void CShaderAPIDx10::SetFogZ( float fogZ ) { } void CShaderAPIDx10::FogMaxDensity( float flMaxDensity ) { } void CShaderAPIDx10::GetFogDistances( float *fStart, float *fEnd, float *fFogZ ) { } void CShaderAPIDx10::SceneFogColor3ub( unsigned char r, unsigned char g, unsigned char b ) { } void CShaderAPIDx10::SceneFogMode( MaterialFogMode_t fogMode ) { } void CShaderAPIDx10::GetSceneFogColor( unsigned char *rgb ) { } MaterialFogMode_t CShaderAPIDx10::GetSceneFogMode( ) { return MATERIAL_FOG_NONE; } int CShaderAPIDx10::GetPixelFogCombo( ) { return 0; //FIXME } void CShaderAPIDx10::FogColor3f( float r, float g, float b ) { } void CShaderAPIDx10::FogColor3fv( float const* rgb ) { } void CShaderAPIDx10::FogColor3ub( unsigned char r, unsigned char g, unsigned char b ) { } void CShaderAPIDx10::FogColor3ubv( unsigned char const* rgb ) { } void CShaderAPIDx10::Viewport( int x, int y, int width, int height ) { } void CShaderAPIDx10::GetViewport( int& x, int& y, int& width, int& height ) const { } // Sets the vertex and pixel shaders void CShaderAPIDx10::SetVertexShaderIndex( int vshIndex ) { } void CShaderAPIDx10::SetPixelShaderIndex( int pshIndex ) { } // Sets the constant register for vertex and pixel shaders void CShaderAPIDx10::SetVertexShaderConstant( int var, float const* pVec, int numConst, bool bForce ) { } void CShaderAPIDx10::SetPixelShaderConstant( int var, float const* pVec, int numConst, bool bForce ) { } void CShaderAPIDx10::InvalidateDelayedShaderConstants( void ) { } //Set's the linear->gamma conversion textures to use for this hardware for both srgb writes enabled and disabled(identity) void CShaderAPIDx10::SetLinearToGammaConversionTextures( ShaderAPITextureHandle_t hSRGBWriteEnabledTexture, ShaderAPITextureHandle_t hIdentityTexture ) { } // Returns the nearest supported format ImageFormat CShaderAPIDx10::GetNearestSupportedFormat( ImageFormat fmt, bool bFilteringRequired /* = true */ ) const { return fmt; } ImageFormat CShaderAPIDx10::GetNearestRenderTargetFormat( ImageFormat fmt ) const { return fmt; } // Sets the texture state void CShaderAPIDx10::BindTexture( Sampler_t stage, ShaderAPITextureHandle_t textureHandle ) { } // Indicates we're going to be modifying this texture // TexImage2D, TexSubImage2D, TexWrap, TexMinFilter, and TexMagFilter // all use the texture specified by this function. void CShaderAPIDx10::ModifyTexture( ShaderAPITextureHandle_t textureHandle ) { } // Texture management methods void CShaderAPIDx10::TexImage2D( int level, int cubeFace, ImageFormat dstFormat, int zOffset, int width, int height, ImageFormat srcFormat, bool bSrcIsTiled, void *imageData ) { } void CShaderAPIDx10::TexSubImage2D( int level, int cubeFace, int xOffset, int yOffset, int zOffset, int width, int height, ImageFormat srcFormat, int srcStride, bool bSrcIsTiled, void *imageData ) { } void CShaderAPIDx10::TexImageFromVTF( IVTFTexture *pVTF, int iVTFFrame ) { } bool CShaderAPIDx10::TexLock( int level, int cubeFaceID, int xOffset, int yOffset, int width, int height, CPixelWriter& writer ) { return false; } void CShaderAPIDx10::TexUnlock( ) { } // These are bound to the texture, not the texture environment void CShaderAPIDx10::TexMinFilter( ShaderTexFilterMode_t texFilterMode ) { } void CShaderAPIDx10::TexMagFilter( ShaderTexFilterMode_t texFilterMode ) { } void CShaderAPIDx10::TexWrap( ShaderTexCoordComponent_t coord, ShaderTexWrapMode_t wrapMode ) { } void CShaderAPIDx10::TexSetPriority( int priority ) { } ShaderAPITextureHandle_t CShaderAPIDx10::CreateTexture( int width, int height, int depth, ImageFormat dstImageFormat, int numMipLevels, int numCopies, int flags, const char *pDebugName, const char *pTextureGroupName ) { ShaderAPITextureHandle_t handle; CreateTextures( &handle, 1, width, height, depth, dstImageFormat, numMipLevels, numCopies, flags, pDebugName, pTextureGroupName ); return handle; } void CShaderAPIDx10::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 ) { for ( int k = 0; k < count; ++ k ) { pHandles[ k ] = 0; } } ShaderAPITextureHandle_t CShaderAPIDx10::CreateDepthTexture( ImageFormat renderFormat, int width, int height, const char *pDebugName, bool bTexture ) { return 0; } void CShaderAPIDx10::DeleteTexture( ShaderAPITextureHandle_t textureHandle ) { } bool CShaderAPIDx10::IsTexture( ShaderAPITextureHandle_t textureHandle ) { return true; } bool CShaderAPIDx10::IsTextureResident( ShaderAPITextureHandle_t textureHandle ) { return false; } // stuff that isn't to be used from within a shader void CShaderAPIDx10::ClearBuffersObeyStencil( bool bClearColor, bool bClearDepth ) { } void CShaderAPIDx10::ClearBuffersObeyStencilEx( bool bClearColor, bool bClearAlpha, bool bClearDepth ) { } void CShaderAPIDx10::PerformFullScreenStencilOperation( void ) { } void CShaderAPIDx10::ReadPixels( int x, int y, int width, int height, unsigned char *data, ImageFormat dstFormat ) { } void CShaderAPIDx10::ReadPixels( Rect_t *pSrcRect, Rect_t *pDstRect, unsigned char *data, ImageFormat dstFormat, int nDstStride ) { } void CShaderAPIDx10::FlushHardware() { } // Set the number of bone weights void CShaderAPIDx10::SetNumBoneWeights( int numBones ) { } // Selection mode methods int CShaderAPIDx10::SelectionMode( bool selectionMode ) { return 0; } void CShaderAPIDx10::SelectionBuffer( unsigned int* pBuffer, int size ) { } void CShaderAPIDx10::ClearSelectionNames( ) { } void CShaderAPIDx10::LoadSelectionName( int name ) { } void CShaderAPIDx10::PushSelectionName( int name ) { } void CShaderAPIDx10::PopSelectionName() { } // Use this to get the mesh builder that allows us to modify vertex data CMeshBuilder* CShaderAPIDx10::GetVertexModifyBuilder() { return 0; } // 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 CShaderAPIDx10::BeginFrame() { } void CShaderAPIDx10::EndFrame() { } // returns the current time in seconds.... double CShaderAPIDx10::CurrentTime() const { return Sys_FloatTime(); } // Get the current camera position in world space. void CShaderAPIDx10::GetWorldSpaceCameraPosition( float * pPos ) const { } void CShaderAPIDx10::ForceHardwareSync( void ) { } void CShaderAPIDx10::SetClipPlane( int index, const float *pPlane ) { } void CShaderAPIDx10::EnableClipPlane( int index, bool bEnable ) { } void CShaderAPIDx10::SetFastClipPlane( const float *pPlane ) { } void CShaderAPIDx10::EnableFastClip( bool bEnable ) { } int CShaderAPIDx10::GetCurrentNumBones( void ) const { return 0; } // Is hardware morphing enabled? bool CShaderAPIDx10::IsHWMorphingEnabled( ) const { return false; } int CShaderAPIDx10::GetCurrentLightCombo( void ) const { return 0; } int CShaderAPIDx10::MapLightComboToPSLightCombo( int nLightCombo ) const { return 0; } MaterialFogMode_t CShaderAPIDx10::GetCurrentFogType( void ) const { return MATERIAL_FOG_NONE; } void CShaderAPIDx10::RecordString( const char *pStr ) { } void CShaderAPIDx10::DestroyVertexBuffers( bool bExitingLevel ) { } int CShaderAPIDx10::GetCurrentDynamicVBSize( void ) { return 0; } void CShaderAPIDx10::EvictManagedResources() { } void CShaderAPIDx10::ReleaseShaderObjects() { } void CShaderAPIDx10::RestoreShaderObjects() { } void CShaderAPIDx10::SetTextureTransformDimension( TextureStage_t textureStage, int dimension, bool projected ) { } void CShaderAPIDx10::SetBumpEnvMatrix( TextureStage_t textureStage, float m00, float m01, float m10, float m11 ) { } void CShaderAPIDx10::SyncToken( const char *pToken ) { }