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  1. //===== Copyright � 1996-2005, Valve Corporation, All rights reserved. ======//
  2. //===========================================================================//
  3. #ifndef IMATERIALSYSTEMHARDWARECONFIG_DECLARATIONS_H
  4. #define IMATERIALSYSTEMHARDWARECONFIG_DECLARATIONS_H
  5. #ifdef _WIN32
  6. #pragma once
  7. #endif
  8. // HDRFIXME NOTE: must match common_ps_fxc.h
  9. enum HDRType_t
  10. {
  11. HDR_TYPE_NONE,
  12. HDR_TYPE_INTEGER,
  13. HDR_TYPE_FLOAT,
  14. };
  15. enum VertexCompressionType_t
  16. {
  17. // This indicates an uninitialized VertexCompressionType_t value
  18. VERTEX_COMPRESSION_INVALID = 0xFFFFFFFF,
  19. // 'VERTEX_COMPRESSION_NONE' means that no elements of a vertex are compressed
  20. VERTEX_COMPRESSION_NONE = 0,
  21. // Currently (more stuff may be added as needed), 'VERTEX_COMPRESSION_FULL' means:
  22. // - if a vertex contains VERTEX_ELEMENT_NORMAL, this is compressed
  23. // (see CVertexBuilder::CompressedNormal3f)
  24. // - if a vertex contains VERTEX_ELEMENT_USERDATA4 (and a normal - together defining a tangent
  25. // frame, with the binormal reconstructed in the vertex shader), this is compressed
  26. // (see CVertexBuilder::CompressedUserData)
  27. // - if a vertex contains VERTEX_ELEMENT_BONEWEIGHTSx, this is compressed
  28. // (see CVertexBuilder::CompressedBoneWeight3fv)
  29. // - if a vertex contains VERTEX_ELEMENT_TEXCOORD2D_0, this is compressed
  30. // (see CVertexBuilder::CompressedTexCoord2fv)
  31. VERTEX_COMPRESSION_FULL = (1 << 0),
  32. VERTEX_COMPRESSION_ON = VERTEX_COMPRESSION_FULL,
  33. // VERTEX_COMPRESSION_NOUV is the same as VERTEX_COMPRESSION_FULL, but does not compress
  34. // texture coordinates. Some assets use very large texture coordinates, so these cannot be
  35. // compressed - but the rest of the vertex data can be.
  36. VERTEX_COMPRESSION_NOUV = (1 << 1),
  37. VERTEX_COMPRESSION_MASK = ( VERTEX_COMPRESSION_FULL |
  38. VERTEX_COMPRESSION_NOUV ),
  39. };
  40. #endif // IMATERIALSYSTEMHARDWARECONFIG_H