//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // // $NoKeywords: $ // //===========================================================================// #ifndef VERTEXSHADERDX8_H #define VERTEXSHADERDX8_H #ifdef _WIN32 #pragma once #endif #include "shaderapi/ishaderapi.h" #include "locald3dtypes.h" // uncomment to get dynamic compilation for HLSL shaders // X360 NOTE: By default, the system looks for a shared folder named "stdshaders" on the host machine and is completely compatible with -dvd. Ensure that the share is writable if you plan on generating UPDB's. //#define DYNAMIC_SHADER_COMPILE // Uncomment to use remoteshadercompiler.exe as a shader compile server // Must also set mat_remoteshadercompile to remote shader compile machine name //#define REMOTE_DYNAMIC_SHADER_COMPILE // uncomment to get spew about what combos are being compiled. //#define DYNAMIC_SHADER_COMPILE_VERBOSE // Uncomment to use remoteshadercompiler.exe as a shader compile server // Must also set mat_remoteshadercompile to remote shader compile machine name //#define REMOTE_DYNAMIC_SHADER_COMPILE // uncomment and fill in with a path to use a specific set of shader source files. Meant for network use. // PC path format is of style "\\\\somemachine\\sourcetreeshare\\materialsystem\\stdshaders" // Xbox path format is of style "net:\\smb\\somemachine\\sourcetreeshare\\materialsystem\\stdshaders" // - Xbox dynamic compiles without a custom path default to look directly for "stdshaders" share on host pc //#define DYNAMIC_SHADER_COMPILE_CUSTOM_PATH "" // uncomment to get disassembled (asm) shader code in your game dir as *.asm //#define DYNAMIC_SHADER_COMPILE_WRITE_ASSEMBLY // uncomment to get disassembled (asm) shader code in your game dir as *.asm //#define WRITE_ASSEMBLY enum VertexShaderLightTypes_t { LIGHT_NONE = -1, LIGHT_SPOT = 0, LIGHT_POINT = 1, LIGHT_DIRECTIONAL = 2, LIGHT_STATIC = 3, LIGHT_AMBIENTCUBE = 4, }; //----------------------------------------------------------------------------- // Vertex + pixel shader manager //----------------------------------------------------------------------------- abstract_class IShaderManager { protected: // The current vertex and pixel shader index int m_nVertexShaderIndex; int m_nPixelShaderIndex; public: // Initialize, shutdown virtual void Init() = 0; virtual void Shutdown() = 0; // Compiles vertex shaders virtual IShaderBuffer *CompileShader( const char *pProgram, size_t nBufLen, const char *pShaderVersion ) = 0; // New version of these methods [dx10 port] virtual VertexShaderHandle_t CreateVertexShader( IShaderBuffer* pShaderBuffer ) = 0; virtual void DestroyVertexShader( VertexShaderHandle_t hShader ) = 0; virtual PixelShaderHandle_t CreatePixelShader( IShaderBuffer* pShaderBuffer ) = 0; virtual void DestroyPixelShader( PixelShaderHandle_t hShader ) = 0; // Creates vertex, pixel shaders virtual VertexShader_t CreateVertexShader( const char *pVertexShaderFile, int nStaticVshIndex = 0, char *debugLabel = NULL ) = 0; virtual PixelShader_t CreatePixelShader( const char *pPixelShaderFile, int nStaticPshIndex = 0, char *debugLabel = NULL ) = 0; // Sets which dynamic version of the vertex + pixel shader to use FORCEINLINE void SetVertexShaderIndex( int vshIndex ); FORCEINLINE void SetPixelShaderIndex( int pshIndex ); // Sets the vertex + pixel shader render state virtual void SetVertexShader( VertexShader_t shader ) = 0; virtual void SetPixelShader( PixelShader_t shader ) = 0; // Resets the vertex + pixel shader state virtual void ResetShaderState() = 0; // Returns the current vertex + pixel shaders virtual void *GetCurrentVertexShader() = 0; virtual void *GetCurrentPixelShader() = 0; virtual void ClearVertexAndPixelShaderRefCounts() = 0; virtual void PurgeUnusedVertexAndPixelShaders() = 0; // The low-level dx call to set the vertex shader state virtual void BindVertexShader( VertexShaderHandle_t shader ) = 0; virtual void BindPixelShader( PixelShaderHandle_t shader ) = 0; #if defined( _X360 ) virtual const char *GetActiveVertexShaderName() = 0; virtual const char *GetActivePixelShaderName() = 0; #endif #if defined( DX_TO_GL_ABSTRACTION ) virtual void DoStartupShaderPreloading() = 0; #endif }; //----------------------------------------------------------------------------- // // Methods related to setting vertex + pixel shader state // //----------------------------------------------------------------------------- FORCEINLINE void IShaderManager::SetVertexShaderIndex( int vshIndex ) { m_nVertexShaderIndex = vshIndex; } FORCEINLINE void IShaderManager::SetPixelShaderIndex( int pshIndex ) { m_nPixelShaderIndex = pshIndex; } #endif // VERTEXSHADERDX8_H