Counter Strike : Global Offensive Source Code
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//===== 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