//===== 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