Vulkan stuff
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@@ -1,25 +0,0 @@
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#ifndef MATERIAL_COMPUTE_SHADER_H
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#define MATERIAL_COMPUTE_SHADER_H
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#include "ishader.h"
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enum EShaderOutput {
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SHADER_TEXTURE0,
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SHADER_TEXTURE1,
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SHADER_TEXTURE2,
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SHADER_TEXTURE3,
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SHADER_TEXTURE4,
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SHADER_TEXTURE5,
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SHADER_TEXTURE6,
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SHADER_TEXTURE7,
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SHADER_DEPTH,
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};
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abstract_class IComputeShader : public IShader
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{
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public:
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virtual void SetShaderSource( const char *szPath ) = 0;
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};
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#endif
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@@ -1,44 +1,9 @@
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#ifndef MATERIAL_SYSTEM_H
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#define MATERIAL_SYSTEM_H
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#include "iappsystem.h"
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#include "tier2/iappsystem.h"
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#include "tier0/platform.h"
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abstract_class IRenderingObject
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{
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public:
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virtual void SetDebugName( const char *szName ) = 0;
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};
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abstract_class IBuffer : public IRenderingObject
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{
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public:
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virtual void Lock() = 0;
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virtual void Unlock() = 0;
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virtual void *Map() = 0;
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virtual void Unmap() = 0;
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virtual uint32_t GetSize() = 0;
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};
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abstract_class IVertexBuffer : public IBuffer
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{
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public:
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};
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abstract_class IIndexBuffer : public IBuffer
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{
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public:
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};
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abstract_class IMesh
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{
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public:
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};
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enum EImageFormat
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{
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IMAGE_FORMAT_R8_UINT,
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@@ -73,6 +38,26 @@ enum EMultisampleType
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MULTISAMPLE_TYPE_8_SAMPLES,
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};
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abstract_class IRenderingObject
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{
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public:
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virtual void SetDebugName( const char *szName ) = 0;
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};
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abstract_class IBuffer : public IRenderingObject
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{
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public:
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virtual void Lock() = 0;
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virtual void Unlock() = 0;
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virtual void *Map() = 0;
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virtual void Unmap() = 0;
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virtual uint32_t GetSize() = 0;
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};
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typedef IBuffer IVertexBuffer;
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typedef IBuffer IIndexBuffer;
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abstract_class IImage : public IRenderingObject
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{
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public:
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@@ -81,6 +66,21 @@ public:
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virtual EImageFormat GetImageFormat() = 0;
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virtual EMultisampleType GetMultisampleType() = 0;
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};
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abstract_class IShader
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{
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public:
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};
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abstract_class IMaterial
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{
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public:
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virtual void SetConstants( void *pData ) = 0;
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virtual void SetTexture( const char *szName, IImage *pImage ) = 0;
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virtual void SetBuffer( const char *szName, IImage *pImage ) = 0;
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};
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abstract_class IRenderContext: public IAppSystem
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{
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public:
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@@ -93,14 +93,27 @@ public:
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virtual void DestroyBuffer( IBuffer *pBuffer ) = 0;
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virtual void DestroyImage( IImage *pImage ) = 0;
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virtual IShader *CreateShader( const char *szName );
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virtual void DestroyShader( IShader *pMaterial ) = 0;
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virtual IMaterial *CreateMaterial( IShader *pShader ) = 0;
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virtual void DestroyMaterial( IMaterial *pMaterial ) = 0;
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virtual void SetMaterial( IMaterial *pMaterial ) = 0;
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virtual void SetVertexBuffer( IVertexBuffer *pBuffer ) = 0;
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virtual void SetIndexBuffer( IVertexBuffer *pBuffer ) = 0;
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virtual void DrawPrimitives( ) = 0;
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virtual void DrawPrimitivesIndexed( ) = 0;
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};
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abstract_class IMaterialSystem: public IAppSystem
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{
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public:
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virtual void Frame( float fTime ) = 0;
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virtual IRenderContext *GetRenderContext( void) = 0;
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virtual IRenderContext *GetRenderContext( void ) = 0;
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};
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IMaterialSystem *Materials( void );
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@@ -1,10 +0,0 @@
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#ifndef MATERIAL_PIPELINE_H
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#define MATERIAL_PIPELINE_H
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#include "tier0/platform.h"
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abstract_class IPipeline
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{
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public:
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};
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#endif
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@@ -1,27 +0,0 @@
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#ifndef MATERIAL_RASTER_SHADER_H
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#define MATERIAL_RASTER_SHADER_H
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#include "ishader.h"
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enum EShaderOutput {
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SHADER_TEXTURE0,
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SHADER_TEXTURE1,
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SHADER_TEXTURE2,
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SHADER_TEXTURE3,
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SHADER_TEXTURE4,
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SHADER_TEXTURE5,
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SHADER_TEXTURE6,
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SHADER_TEXTURE7,
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SHADER_DEPTH,
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};
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abstract_class IRasterShader : public IShader
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{
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public:
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virtual void SetVertexShader( const char *szPath ) = 0;
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virtual void SetPixelShader( const char *szPath ) = 0;
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virtual void EnableTexture( EShaderOutput eTextureID, bool bEnabled ) = 0;
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};
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#endif
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@@ -1,36 +0,0 @@
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#ifndef MATERIAL_SHADER_H
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#define MATERIAL_SHADER_H
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#include "tier0/platform.h"
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enum EShaderInputType
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{
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SHADER_INPUT_TYPE_POINTER,
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SHADER_INPUT_TYPE_INT,
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SHADER_INPUT_TYPE_FLOAT,
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SHADER_INPUT_TYPE_FLOAT2,
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SHADER_INPUT_TYPE_FLOAT3,
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SHADER_INPUT_TYPE_FLOAT4,
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SHADER_INPUT_TYPE_MATRIX,
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SHADER_INPUT_TYPE_IMAGE,
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SHADER_INPUT_TYPE_TEXTURE,
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SHADER_INPUT_TYPE_MODEL,
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};
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abstract_class IShader
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{
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public:
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virtual void CreateShaderParameter( const char *szName, uint32_t binding, EShaderInputType eType, bool bArray ) = 0;
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virtual void CreateMaterialParameter( const char *szName, uint32_t binding, EShaderInputType eType, bool bArray ) = 0;
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virtual void CreateConstants( uint32_t nSize ) = 0;
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virtual void SetShaderParameter( const char *szName, void *pData ) = 0;
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};
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#endif
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