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//===== Copyright � 1996-2005, Valve Corporation, All rights reserved. ======//
//===========================================================================//
#ifndef IMATERIALSYSTEMHARDWARECONFIG_DECLARATIONS_H
#define IMATERIALSYSTEMHARDWARECONFIG_DECLARATIONS_H
#ifdef _WIN32
#pragma once
#endif
// HDRFIXME NOTE: must match common_ps_fxc.h
enum HDRType_t { HDR_TYPE_NONE, HDR_TYPE_INTEGER, HDR_TYPE_FLOAT, };
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_FULL' 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)
// - if a vertex contains VERTEX_ELEMENT_TEXCOORD2D_0, this is compressed
// (see CVertexBuilder::CompressedTexCoord2fv)
VERTEX_COMPRESSION_FULL = (1 << 0), VERTEX_COMPRESSION_ON = VERTEX_COMPRESSION_FULL, // VERTEX_COMPRESSION_NOUV is the same as VERTEX_COMPRESSION_FULL, but does not compress
// texture coordinates. Some assets use very large texture coordinates, so these cannot be
// compressed - but the rest of the vertex data can be.
VERTEX_COMPRESSION_NOUV = (1 << 1),
VERTEX_COMPRESSION_MASK = ( VERTEX_COMPRESSION_FULL | VERTEX_COMPRESSION_NOUV ), };
#endif // IMATERIALSYSTEMHARDWARECONFIG_H
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