initial
This commit is contained in:
258
public/materialsystem/imaterialsystemhardwareconfig.h
Normal file
258
public/materialsystem/imaterialsystemhardwareconfig.h
Normal file
@@ -0,0 +1,258 @@
|
||||
//===== Copyright (c) 1996-2005, Valve Corporation, All rights reserved. ======//
|
||||
//
|
||||
// Purpose:
|
||||
//
|
||||
// $Header: $
|
||||
// $NoKeywords: $
|
||||
//===========================================================================//
|
||||
|
||||
#ifndef IMATERIALSYSTEMHARDWARECONFIG_H
|
||||
#define IMATERIALSYSTEMHARDWARECONFIG_H
|
||||
|
||||
#ifdef _WIN32
|
||||
#pragma once
|
||||
#endif
|
||||
|
||||
#if defined( DX_TO_GL_ABSTRACTION )
|
||||
#define IsPlatformOpenGL() true
|
||||
#else
|
||||
#define IsPlatformOpenGL() false
|
||||
#endif
|
||||
|
||||
#include "tier1/interface.h"
|
||||
//#include "tier2/tier2.h"
|
||||
#include "bitmap/imageformat.h"
|
||||
#include "imaterialsystem.h"
|
||||
//-----------------------------------------------------------------------------
|
||||
// Material system interface version
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
FORCEINLINE bool IsOpenGL( void )
|
||||
{
|
||||
return IsPlatformOpenGL();
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Material system interface version
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
// For now, vertex compression is simply "on or off" (for the sake of simplicity
|
||||
// and MeshBuilder perf.), but later we may support multiple flavours.
|
||||
enum VertexCompressionType_t
|
||||
{
|
||||
// This indicates an uninitialized VertexCompressionType_t value
|
||||
VERTEX_COMPRESSION_INVALID = 0xFFFFFFFF,
|
||||
|
||||
// 'VERTEX_COMPRESSION_NONE' means that no elements of a vertex are compressed
|
||||
VERTEX_COMPRESSION_NONE = 0,
|
||||
|
||||
// Currently (more stuff may be added as needed), 'VERTEX_COMPRESSION_ON' means:
|
||||
// - if a vertex contains VERTEX_ELEMENT_NORMAL, this is compressed
|
||||
// (see CVertexBuilder::CompressedNormal3f)
|
||||
// - if a vertex contains VERTEX_ELEMENT_USERDATA4 (and a normal - together defining a tangent
|
||||
// frame, with the binormal reconstructed in the vertex shader), this is compressed
|
||||
// (see CVertexBuilder::CompressedUserData)
|
||||
// - if a vertex contains VERTEX_ELEMENT_BONEWEIGHTSx, this is compressed
|
||||
// (see CVertexBuilder::CompressedBoneWeight3fv)
|
||||
VERTEX_COMPRESSION_ON = 1
|
||||
};
|
||||
|
||||
|
||||
// use DEFCONFIGMETHOD to define time-critical methods that we want to make just return constants
|
||||
// on the 360, so that the checks will happen at compile time. Not all methods are defined this way
|
||||
// - just the ones that I perceive as being called often in the frame interval.
|
||||
#ifdef _GAMECONSOLE
|
||||
#define DEFCONFIGMETHOD( ret_type, method, xbox_return_value ) \
|
||||
FORCEINLINE ret_type method const \
|
||||
{ \
|
||||
return xbox_return_value; \
|
||||
}
|
||||
|
||||
|
||||
#else
|
||||
#define DEFCONFIGMETHOD( ret_type, method, xbox_return_value ) \
|
||||
virtual ret_type method const = 0;
|
||||
#endif
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Shadow filter types
|
||||
// Important notes: These enums directly correspond to combo indices.
|
||||
// If you change these, make the corresponding change in common_ps_fxc.h
|
||||
// Cheap ones are at the end on purpose, and are only run on ps2b
|
||||
// SHADOWFILTERMODE_DEFAULT must be 0.
|
||||
//-----------------------------------------------------------------------------
|
||||
enum ShadowFilterMode_t
|
||||
{
|
||||
SHADOWFILTERMODE_DEFAULT = 0,
|
||||
|
||||
NVIDIA_PCF = 0,
|
||||
ATI_NO_PCF_FETCH4 = 1,
|
||||
NVIDIA_PCF_CHEAP = 2,
|
||||
ATI_NOPCF = 3,
|
||||
|
||||
// Game consoles use a different set of combo indices to control shadow filtering.
|
||||
GAMECONSOLE_NINE_TAP_PCF = 0,
|
||||
GAMECONSOLE_SINGLE_TAP_PCF = 1,
|
||||
|
||||
// All modes >= SHADOWFILTERMODE_FIRST_CHEAP_MODE are considered the "cheap" modes.
|
||||
|
||||
#if defined( _GAMECONSOLE )
|
||||
SHADOWFILTERMODE_FIRST_CHEAP_MODE = GAMECONSOLE_SINGLE_TAP_PCF,
|
||||
#else
|
||||
SHADOWFILTERMODE_FIRST_CHEAP_MODE = NVIDIA_PCF_CHEAP,
|
||||
#endif
|
||||
};
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
//
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
enum CSMQualityMode_t
|
||||
{
|
||||
CSMQUALITY_VERY_LOW,
|
||||
CSMQUALITY_LOW,
|
||||
CSMQUALITY_MEDIUM,
|
||||
CSMQUALITY_HIGH,
|
||||
|
||||
CSMQUALITY_TOTAL_MODES
|
||||
};
|
||||
|
||||
// CSMShaderMode_t must match the CSM_MODE static combo in the pixel shaders
|
||||
enum CSMShaderMode_t
|
||||
{
|
||||
CSMSHADERMODE_LOW_OR_VERY_LOW = 0,
|
||||
CSMSHADERMODE_MEDIUM = 1,
|
||||
CSMSHADERMODE_HIGH = 2,
|
||||
CSMSHADERMODE_ATIFETCH4 = 3,
|
||||
|
||||
CSMSHADERMODE_TOTAL_MODES
|
||||
};
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Material system configuration
|
||||
//-----------------------------------------------------------------------------
|
||||
class IMaterialSystemHardwareConfig
|
||||
{
|
||||
public:
|
||||
virtual int GetFrameBufferColorDepth() const = 0;
|
||||
virtual int GetSamplerCount() const = 0;
|
||||
virtual bool HasSetDeviceGammaRamp() const = 0;
|
||||
DEFCONFIGMETHOD( bool, SupportsStaticControlFlow(), true );
|
||||
virtual VertexCompressionType_t SupportsCompressedVertices() const = 0;
|
||||
virtual int MaximumAnisotropicLevel() const = 0; // 0 means no anisotropic filtering
|
||||
virtual int MaxTextureWidth() const = 0;
|
||||
virtual int MaxTextureHeight() const = 0;
|
||||
virtual int TextureMemorySize() const = 0;
|
||||
virtual bool SupportsMipmappedCubemaps() const = 0;
|
||||
|
||||
virtual int NumVertexShaderConstants() const = 0;
|
||||
virtual int NumPixelShaderConstants() const = 0;
|
||||
virtual int MaxNumLights() const = 0;
|
||||
virtual int MaxTextureAspectRatio() const = 0;
|
||||
virtual int MaxVertexShaderBlendMatrices() const = 0;
|
||||
virtual int MaxUserClipPlanes() const = 0;
|
||||
virtual bool UseFastClipping() const = 0;
|
||||
|
||||
// This here should be the major item looked at when checking for compat
|
||||
// from anywhere other than the material system shaders
|
||||
DEFCONFIGMETHOD( int, GetDXSupportLevel(), 98 );
|
||||
virtual const char *GetShaderDLLName() const = 0;
|
||||
|
||||
virtual bool ReadPixelsFromFrontBuffer() const = 0;
|
||||
|
||||
// Are dx dynamic textures preferred?
|
||||
virtual bool PreferDynamicTextures() const = 0;
|
||||
|
||||
DEFCONFIGMETHOD( bool, SupportsHDR(), true );
|
||||
|
||||
virtual bool NeedsAAClamp() const = 0;
|
||||
virtual bool NeedsATICentroidHack() const = 0;
|
||||
|
||||
// This is the max dx support level supported by the card
|
||||
virtual int GetMaxDXSupportLevel() const = 0;
|
||||
|
||||
// Does the card specify fog color in linear space when sRGBWrites are enabled?
|
||||
virtual bool SpecifiesFogColorInLinearSpace() const = 0;
|
||||
|
||||
// Does the card support sRGB reads/writes?
|
||||
DEFCONFIGMETHOD( bool, SupportsSRGB(), true );
|
||||
DEFCONFIGMETHOD( bool, FakeSRGBWrite(), false );
|
||||
DEFCONFIGMETHOD( bool, CanDoSRGBReadFromRTs(), true );
|
||||
|
||||
virtual bool SupportsGLMixedSizeTargets() const = 0;
|
||||
|
||||
virtual bool IsAAEnabled() const = 0; // Is antialiasing being used?
|
||||
|
||||
// NOTE: Anything after this was added after shipping HL2.
|
||||
virtual int GetVertexSamplerCount() const = 0;
|
||||
virtual int GetMaxVertexTextureDimension() const = 0;
|
||||
|
||||
virtual int MaxTextureDepth() const = 0;
|
||||
|
||||
virtual HDRType_t GetHDRType() const = 0;
|
||||
virtual HDRType_t GetHardwareHDRType() const = 0;
|
||||
|
||||
virtual bool SupportsStreamOffset() const = 0;
|
||||
|
||||
virtual int StencilBufferBits() const = 0;
|
||||
virtual int MaxViewports() const = 0;
|
||||
|
||||
virtual void OverrideStreamOffsetSupport( bool bOverrideEnabled, bool bEnableSupport ) = 0;
|
||||
|
||||
virtual ShadowFilterMode_t GetShadowFilterMode( bool bForceLowQualityShadows, bool bPS30 ) const = 0;
|
||||
|
||||
virtual int NeedsShaderSRGBConversion() const = 0;
|
||||
|
||||
DEFCONFIGMETHOD( bool, UsesSRGBCorrectBlending(), IsX360() );
|
||||
|
||||
virtual bool HasFastVertexTextures() const = 0;
|
||||
virtual int MaxHWMorphBatchCount() const = 0;
|
||||
|
||||
virtual bool SupportsHDRMode( HDRType_t nHDRMode ) const = 0;
|
||||
|
||||
virtual bool GetHDREnabled( void ) const = 0;
|
||||
virtual void SetHDREnabled( bool bEnable ) = 0;
|
||||
|
||||
virtual bool SupportsBorderColor( void ) const = 0;
|
||||
virtual bool SupportsFetch4( void ) const = 0;
|
||||
|
||||
virtual float GetShadowDepthBias() const = 0;
|
||||
virtual float GetShadowSlopeScaleDepthBias() const = 0;
|
||||
|
||||
virtual bool PreferZPrepass() const = 0;
|
||||
|
||||
virtual bool SuppressPixelShaderCentroidHackFixup() const = 0;
|
||||
virtual bool PreferTexturesInHWMemory() const = 0;
|
||||
virtual bool PreferHardwareSync() const = 0;
|
||||
virtual bool ActualHasFastVertexTextures() const = 0;
|
||||
|
||||
virtual bool SupportsShadowDepthTextures( void ) const = 0;
|
||||
virtual ImageFormat GetShadowDepthTextureFormat( void ) const = 0;
|
||||
virtual ImageFormat GetHighPrecisionShadowDepthTextureFormat( void ) const = 0;
|
||||
virtual ImageFormat GetNullTextureFormat( void ) const = 0;
|
||||
virtual int GetMinDXSupportLevel() const = 0;
|
||||
virtual bool IsUnsupported() const = 0;
|
||||
|
||||
virtual float GetLightMapScaleFactor() const = 0;
|
||||
|
||||
virtual bool SupportsCascadedShadowMapping() const = 0;
|
||||
virtual CSMQualityMode_t GetCSMQuality() const = 0;
|
||||
virtual bool SupportsBilinearPCFSampling() const = 0;
|
||||
virtual CSMShaderMode_t GetCSMShaderMode( CSMQualityMode_t nQualityLevel ) const = 0;
|
||||
virtual bool GetCSMAccurateBlending( void ) const = 0;
|
||||
virtual void SetCSMAccurateBlending( bool bEnable ) = 0;
|
||||
|
||||
virtual bool SupportsResolveDepth() const = 0;
|
||||
virtual bool HasFullResolutionDepthTexture() const = 0;
|
||||
|
||||
// Backward compat for stdshaders
|
||||
#if defined ( STDSHADER_DBG_DLL_EXPORT ) || defined( STDSHADER_DX9_DLL_EXPORT )
|
||||
inline bool SupportsPixelShaders_2_b() const { return GetDXSupportLevel() >= 92; }
|
||||
inline bool SupportsPixelShaders_3_0() const { return GetDXSupportLevel() >= 95; }
|
||||
#endif
|
||||
|
||||
inline bool ShouldAlwaysUseShaderModel2bShaders() const { return IsOpenGL(); }
|
||||
inline bool PlatformRequiresNonNullPixelShaders() const { return IsOpenGL(); }
|
||||
};
|
||||
|
||||
#endif // IMATERIALSYSTEMHARDWARECONFIG_H
|
||||
Reference in New Issue
Block a user