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materialsystem/shaderapidx9/hardwareconfig.h
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299
materialsystem/shaderapidx9/hardwareconfig.h
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//===== Copyright (c) 1996-2008, Valve Corporation, All rights reserved. ======//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//
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//=============================================================================//
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#ifndef HARDWARECONFIG_H
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#define HARDWARECONFIG_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "materialsystem/imaterialsystemhardwareconfig.h"
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#include "IHardwareConfigInternal.h"
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#include "bitmap/imageformat.h"
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#include "materialsystem/imaterialsystem.h"
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//-----------------------------------------------------------------------------
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// Forward declarations
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//-----------------------------------------------------------------------------
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struct ShaderDeviceInfo_t;
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//-----------------------------------------------------------------------------
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// Vendor IDs sometimes needed for vendor-specific code
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//-----------------------------------------------------------------------------
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#define VENDORID_NVIDIA 0x10DE
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#define VENDORID_ATI 0x1002
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#define VENDORID_INTEL 0x8086
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//-----------------------------------------------------------------------------
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// ShaderAPI constants
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//-----------------------------------------------------------------------------
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enum
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{
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#if defined( DX_TO_GL_ABSTRACTION )
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MAXUSERCLIPPLANES = 2,
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#if defined( OSX )
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MAX_NUM_LIGHTS = 2,
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#else
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MAX_NUM_LIGHTS = 4,
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#endif
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#else
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MAXUSERCLIPPLANES = 6,
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MAX_NUM_LIGHTS = 4,
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#endif
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MAX_OUTPUTS = 3,
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#if defined( _PS3 )
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MAX_FRAGMENT_PROGRAM_CONSTS = 96,
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#endif
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};
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//-----------------------------------------------------------------------------
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// Hardware caps structures
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//-----------------------------------------------------------------------------
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enum CompressedTextureState_t
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{
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COMPRESSED_TEXTURES_ON,
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COMPRESSED_TEXTURES_OFF,
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COMPRESSED_TEXTURES_NOT_INITIALIZED
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};
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struct HardwareCaps_t : public MaterialAdapterInfo_t
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{
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// *****************************NOTE*********************************************
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// If you change any members, make sure and reflect the changes in CHardwareConfig::ForceCapsToDXLevel for every dxlevel!!!!!
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// If you change any members, make sure and reflect the changes in CHardwareConfig::ForceCapsToDXLevel for every dxlevel!!!!!
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// If you change any members, make sure and reflect the changes in CHardwareConfig::ForceCapsToDXLevel for every dxlevel!!!!!
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// If you change any members, make sure and reflect the changes in CHardwareConfig::ForceCapsToDXLevel for every dxlevel!!!!!
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// If you change any members, make sure and reflect the changes in CHardwareConfig::ForceCapsToDXLevel for every dxlevel!!!!!
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// *****************************NOTE*********************************************
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//
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// NOTE: Texture stages are an obsolete concept; used by fixed-function hardware
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// Samplers are dx9+, indicating how many textures we can simultaneously bind
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// In Dx8, samplers didn't exist and texture stages were used to indicate the
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// number of simultaneously bound textures; we'll emulate that by slamming
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// the number of samplers to == the number of texture stages.
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CompressedTextureState_t m_SupportsCompressedTextures;
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VertexCompressionType_t m_SupportsCompressedVertices;
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int m_NumSamplers;
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int m_NumVertexSamplers;
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int m_nMaxAnisotropy;
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int m_MaxTextureWidth;
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int m_MaxTextureHeight;
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int m_MaxTextureDepth;
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int m_MaxTextureAspectRatio;
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int m_MaxPrimitiveCount;
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int m_NumPixelShaderConstants;
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int m_NumBooleanPixelShaderConstants;
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int m_NumIntegerPixelShaderConstants;
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int m_NumVertexShaderConstants;
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int m_NumBooleanVertexShaderConstants;
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int m_NumIntegerVertexShaderConstants;
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int m_TextureMemorySize;
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int m_MaxNumLights;
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int m_MaxVertexShaderBlendMatrices;
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int m_MaxUserClipPlanes;
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HDRType_t m_HDRType;
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char m_pShaderDLL[32];
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ImageFormat m_ShadowDepthTextureFormat;
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ImageFormat m_HighPrecisionShadowDepthTextureFormat;
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ImageFormat m_NullTextureFormat;
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int m_nMaxVertexTextureDimension;
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unsigned long m_AlphaToCoverageState; // State to ping to toggle Alpha To Coverage (vendor-dependent)
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unsigned long m_AlphaToCoverageEnableValue; // Value to set above state to turn on Alpha To Coverage (vendor-dependent)
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unsigned long m_AlphaToCoverageDisableValue; // Value to set above state to turn off Alpha To Coverage (vendor-dependent)
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int m_nMaxViewports;
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float m_flMinGammaControlPoint;
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float m_flMaxGammaControlPoint;
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int m_nGammaControlPointCount;
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int m_MaxVertexShader30InstructionSlots;
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int m_MaxPixelShader30InstructionSlots;
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int m_MaxSimultaneousRenderTargets;
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bool m_bDeviceOk : 1;
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bool m_HasSetDeviceGammaRamp : 1;
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bool m_SupportsPixelShaders_2_b : 1;
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bool m_SupportsShaderModel_3_0 : 1;
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bool m_bSupportsAnisotropicFiltering : 1;
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bool m_bSupportsMagAnisotropicFiltering : 1;
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bool m_bSupportsVertexTextures : 1;
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bool m_ZBiasAndSlopeScaledDepthBiasSupported : 1;
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bool m_SupportsMipmappedCubemaps : 1;
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bool m_PreferDynamicTextures : 1;
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bool m_SupportsSRGB : 1;
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bool m_UseFastClipping : 1;
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bool m_bNeedsATICentroidHack : 1;
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bool m_bDisableShaderOptimizations : 1;
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bool m_bSupportsStreamOffset : 1;
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bool m_bFogColorSpecifiedInLinearSpace : 1;
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bool m_bFogColorAlwaysLinearSpace : 1;
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bool m_bSupportsAlphaToCoverage : 1;
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bool m_bSupportsShadowDepthTextures : 1;
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bool m_bSupportsFetch4 : 1;
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bool m_bSoftwareVertexProcessing : 1;
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bool m_bScissorSupported : 1;
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bool m_bSupportsFloat32RenderTargets : 1;
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bool m_bSupportsBorderColor : 1;
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bool m_bDX10Card : 1; // Indicates DX10 part with performant vertex textures running DX9 path
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bool m_bDX10Blending : 1; // Indicates DX10 part that does DX10 blending (but may not have performant vertex textures, such as Intel parts)
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bool m_bSupportsTessellation : 1;
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bool m_bPreferZPrepass : 1;
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bool m_bSuppressPixelShaderCentroidHackFixup : 1;
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bool m_bPreferTexturesInHWMemory : 1;
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bool m_bPreferHardwareSync : 1;
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bool m_bUnsupported : 1;
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bool m_bSupportsStaticControlFlow : 1; // Useful on OpenGL, where we have a mix of support...
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bool m_FakeSRGBWrite : 1; // Gotta do this on OpenGL. Mostly hidden, but some high level code needs to know
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bool m_CanDoSRGBReadFromRTs : 1; // Gotta do this on OpenGL. Mostly hidden, but some high level code needs to know
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bool m_bSupportsGLMixedSizeTargets : 1; // on OpenGL, are mixed size depth buffers supported - aka ARB_framebuffer_object
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bool m_bSupportsSRGBDecode : 1; // Supports GL_EXT_texture_sRGB_decode, which allows us to toggle sRGB read D3D-style
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bool m_bSupportsCascadedShadowMapping : 1;
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bool m_bSupportsRESZ : 1;
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bool m_bSupportsINTZ : 1;
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HDRType_t m_MaxHDRType;
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uint8 m_nCSMQuality;
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};
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//-----------------------------------------------------------------------------
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// Contains the hardware configuration for the current device
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//-----------------------------------------------------------------------------
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class CHardwareConfig : public IHardwareConfigInternal
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{
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public:
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CHardwareConfig();
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// Sets up the hardware caps given the specified DX level
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void SetupHardwareCaps( const ShaderDeviceInfo_t& mode, const HardwareCaps_t &actualCaps );
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// FIXME: This is for backward compat only.. don't use these
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void SetupHardwareCaps( int nDXLevel, const HardwareCaps_t &actualCaps );
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HardwareCaps_t& ActualCapsForEdit() { return m_ActualCaps; }
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HardwareCaps_t& CapsForEdit() { return m_Caps; }
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// Members of IMaterialSystemHardwareConfig
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virtual bool HasStencilBuffer() const;
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virtual int GetFrameBufferColorDepth() const;
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virtual int GetSamplerCount() const;
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virtual bool HasSetDeviceGammaRamp() const;
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virtual VertexCompressionType_t SupportsCompressedVertices() const;
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virtual bool SupportsBorderColor() const;
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virtual bool SupportsFetch4() const;
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virtual bool SupportsStaticControlFlow() const;
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virtual int MaximumAnisotropicLevel() const;
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virtual int MaxTextureWidth() const;
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virtual int MaxTextureHeight() const;
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virtual int TextureMemorySize() const;
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virtual bool SupportsMipmappedCubemaps() const;
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virtual int NumVertexShaderConstants() const;
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virtual int NumBooleanVertexShaderConstants() const;
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virtual int NumIntegerVertexShaderConstants() const;
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virtual int NumPixelShaderConstants() const;
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virtual int NumBooleanPixelShaderConstants() const;
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virtual int NumIntegerPixelShaderConstants() const;
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virtual int MaxNumLights() const;
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virtual int MaxTextureAspectRatio() const;
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virtual int MaxVertexShaderBlendMatrices() const;
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virtual int MaxUserClipPlanes() const;
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virtual bool UseFastClipping() const;
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virtual int GetDXSupportLevel() const;
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virtual const char *GetShaderDLLName() const;
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virtual bool ReadPixelsFromFrontBuffer() const;
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virtual bool PreferDynamicTextures() const;
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virtual bool SupportsHDR() const;
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virtual bool NeedsAAClamp() const;
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virtual bool NeedsATICentroidHack() const;
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virtual int GetMaxDXSupportLevel() const;
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virtual bool SpecifiesFogColorInLinearSpace() const;
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virtual bool SupportsSRGB() const;
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virtual bool FakeSRGBWrite() const;
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virtual bool CanDoSRGBReadFromRTs() const;
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virtual bool SupportsGLMixedSizeTargets() const;
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virtual bool IsAAEnabled() const;
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virtual int GetVertexSamplerCount() const;
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virtual int GetMaxVertexTextureDimension() const;
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virtual int MaxTextureDepth() const;
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virtual HDRType_t GetHDRType() const;
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virtual HDRType_t GetHardwareHDRType() const;
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virtual bool SupportsStreamOffset() const;
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virtual int StencilBufferBits() const;
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virtual int MaxViewports() const;
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virtual void OverrideStreamOffsetSupport( bool bOverrideEnabled, bool bEnableSupport );
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// PS30 only supports shadow filter modes 0-2 (there's no use supporting mode 3, which is the ATI_NOPCF pass only used on low end), while PS20B supports all modes
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virtual ShadowFilterMode_t GetShadowFilterMode( bool bForceLowQualityShadows, bool bPS30 ) const;
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virtual int NeedsShaderSRGBConversion() const;
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virtual bool UsesSRGBCorrectBlending() const;
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virtual bool HasFastVertexTextures() const;
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virtual int MaxHWMorphBatchCount() const;
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virtual float GetShadowDepthBias() const;
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virtual float GetShadowSlopeScaleDepthBias() const;
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virtual bool PreferZPrepass() const;
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virtual bool SuppressPixelShaderCentroidHackFixup() const;
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virtual bool PreferTexturesInHWMemory() const;
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virtual bool PreferHardwareSync() const;
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virtual bool ActualHasFastVertexTextures() const;
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virtual bool SupportsShadowDepthTextures( void ) const;
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virtual ImageFormat GetShadowDepthTextureFormat( void ) const;
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virtual ImageFormat GetHighPrecisionShadowDepthTextureFormat( void ) const;
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virtual ImageFormat GetNullTextureFormat( void ) const;
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virtual int GetMinDXSupportLevel() const;
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virtual bool IsUnsupported() const;
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const char *GetHWSpecificShaderDLLName() const;
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int GetActualSamplerCount() const;
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int GetActualVertexSamplerCount() const;
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virtual bool SupportsHDRMode( HDRType_t nHDRMode ) const;
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const HardwareCaps_t& ActualCaps() const { return m_ActualCaps; }
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const HardwareCaps_t& Caps() const { return m_Caps; }
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virtual bool GetHDREnabled( void ) const;
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virtual void SetHDREnabled( bool bEnable );
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float GetLightMapScaleFactor( void ) const;
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bool SupportsCascadedShadowMapping( void ) const;
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CSMQualityMode_t GetCSMQuality() const;
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bool SupportsBilinearPCFSampling() const;
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CSMShaderMode_t GetCSMShaderMode( CSMQualityMode_t nQualityLevel ) const;
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bool GetCSMAccurateBlending() const;
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void SetCSMAccurateBlending( bool bEnable );
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bool SupportsResolveDepth() const;
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bool HasFullResolutionDepthTexture() const;
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protected:
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// Gets the recommended configuration associated with a particular dx level
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void ForceCapsToDXLevel( HardwareCaps_t *pCaps, int nDxLevel, const HardwareCaps_t &actualCaps );
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// Members related to capabilities
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HardwareCaps_t m_ActualCaps;
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HardwareCaps_t m_Caps;
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HardwareCaps_t m_UnOverriddenCaps;
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bool m_bHDREnabled;
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bool m_bCSMAccurateBlending;
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};
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//-----------------------------------------------------------------------------
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// Singleton hardware config
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//-----------------------------------------------------------------------------
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extern CHardwareConfig *g_pHardwareConfig;
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#endif // HARDWARECONFIG_H
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