//========= 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