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