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132 lines
4.4 KiB
132 lines
4.4 KiB
//===== Copyright © 1996-2005, Valve Corporation, All rights reserved. ======//
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//
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// Purpose:
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//
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// $Header: $
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// $NoKeywords: $
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//===========================================================================//
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#ifndef IRENDERHARDWARECONFIG_H
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#define IRENDERHARDWARECONFIG_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "tier1/interface.h"
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#include "bitmap/imageformat.h"
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// use DEFCONFIGMETHOD to define time-critical methods that we want to make just return constants
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// on the 360, so that the checks will happen at compile time. Not all methods are defined this way
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// - just the ones that I perceive as being called often in the frame interval.
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#ifdef _X360
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#define DEFCONFIGMETHOD( ret_type, method, xbox_return_value ) \
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FORCEINLINE ret_type method const \
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{ \
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return xbox_return_value; \
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}
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#else
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#define DEFCONFIGMETHOD( ret_type, method, xbox_return_value ) \
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virtual ret_type method const = 0;
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#endif
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//-----------------------------------------------------------------------------
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// Render system configuration
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//-----------------------------------------------------------------------------
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class IRenderHardwareConfig
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{
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public:
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virtual int GetFrameBufferColorDepth() const = 0;
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virtual int GetSamplerCount() const = 0;
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virtual bool HasSetDeviceGammaRamp() const = 0;
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DEFCONFIGMETHOD( bool, SupportsNormalMapCompression(), true );
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virtual int MaximumAnisotropicLevel() const = 0; // 0 means no anisotropic filtering
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virtual int MaxTextureWidth() const = 0;
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virtual int MaxTextureHeight() const = 0;
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virtual int TextureMemorySize() const = 0;
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virtual bool SupportsMipmappedCubemaps() const = 0;
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virtual int NumVertexShaderConstants() const = 0;
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virtual int NumPixelShaderConstants() const = 0;
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virtual int MaxNumLights() const = 0;
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virtual int MaxTextureAspectRatio() const = 0;
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virtual int MaxVertexShaderBlendMatrices() const = 0;
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virtual int MaxUserClipPlanes() const = 0;
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virtual bool UseFastClipping() const = 0;
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// This here should be the major item looked at when checking for compat
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// from anywhere other than the material system shaders
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DEFCONFIGMETHOD( int, GetDXSupportLevel(), 98 );
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virtual const char *GetShaderDLLName() const = 0;
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virtual bool ReadPixelsFromFrontBuffer() const = 0;
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// Are dx dynamic textures preferred?
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virtual bool PreferDynamicTextures() const = 0;
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virtual bool NeedsAAClamp() const = 0;
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virtual bool NeedsATICentroidHack() const = 0;
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// This is the max dx support level supported by the card
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virtual int GetMaxDXSupportLevel() const = 0;
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// Does the card specify fog color in linear space when sRGBWrites are enabled?
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virtual bool SpecifiesFogColorInLinearSpace() const = 0;
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// Does the card support sRGB reads/writes?
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DEFCONFIGMETHOD( bool, SupportsSRGB(), true );
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virtual bool IsAAEnabled() const = 0; // Is antialiasing being used?
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// NOTE: Anything after this was added after shipping HL2.
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virtual int GetVertexTextureCount() const = 0;
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virtual int GetMaxVertexTextureDimension() const = 0;
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virtual int MaxTextureDepth() const = 0;
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virtual bool SupportsStreamOffset() const = 0;
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virtual int StencilBufferBits() const = 0;
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virtual int MaxViewports() const = 0;
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virtual void OverrideStreamOffsetSupport( bool bOverrideEnabled, bool bEnableSupport ) = 0;
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virtual ShadowFilterMode_t GetShadowFilterMode( bool bForceLowQualityShadows, bool bPS30 ) const = 0;
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virtual int NeedsShaderSRGBConversion() const = 0;
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DEFCONFIGMETHOD( bool, UsesSRGBCorrectBlending(), true );
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virtual bool HasFastVertexTextures() const = 0;
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virtual int MaxHWMorphBatchCount() const = 0;
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virtual bool SupportsBorderColor( void ) const = 0;
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virtual bool SupportsFetch4( void ) const = 0;
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virtual float GetShadowDepthBias() const = 0;
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virtual float GetShadowSlopeScaleDepthBias() const = 0;
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virtual bool PreferZPrepass() const = 0;
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virtual bool SuppressPixelShaderCentroidHackFixup() const = 0;
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virtual bool PreferTexturesInHWMemory() const = 0;
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virtual bool PreferHardwareSync() const = 0;
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virtual bool ActualHasFastVertexTextures() const = 0;
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virtual bool SupportsShadowDepthTextures( void ) const = 0;
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virtual ImageFormat GetShadowDepthTextureFormat( void ) const = 0;
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virtual ImageFormat GetNullTextureFormat( void ) const = 0;
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virtual int GetMinDXSupportLevel() const = 0;
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virtual bool IsUnsupported() const = 0;
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// Necessary on the 360 to improve performance of hierarchical Z
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virtual bool ReverseDepth() const = 0;
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};
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#endif // IRENDERHARDWARECONFIG_H
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