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1311 lines
39 KiB
1311 lines
39 KiB
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//
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//=============================================================================//
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#include "togl/rendermechanism.h"
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#include "hardwareconfig.h"
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#include "shaderapi/ishaderutil.h"
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#include "shaderapi_global.h"
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#include "materialsystem/materialsystem_config.h"
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#include "tier1/convar.h"
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#include "shaderdevicebase.h"
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#include "tier0/icommandline.h"
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//-----------------------------------------------------------------------------
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//
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// Hardware Config!
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//
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//-----------------------------------------------------------------------------
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static CHardwareConfig s_HardwareConfig;
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CHardwareConfig *g_pHardwareConfig = &s_HardwareConfig;
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EXPOSE_SINGLE_INTERFACE_GLOBALVAR( CHardwareConfig, IMaterialSystemHardwareConfig,
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MATERIALSYSTEM_HARDWARECONFIG_INTERFACE_VERSION, s_HardwareConfig )
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template<typename T>
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static void ccs_create_convar_from_hwconfig( const T& val, const char *pName )
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{
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int nValue = static_cast<int>( val );
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ConVar *pConVar = g_pCVar->FindVar( pName );
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if ( pConVar )
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{
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pConVar->SetValue( nValue );
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}
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else
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{
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// Don't care if this leaks - this is only used for development
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pConVar = new ConVar( pName, "" );
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}
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if ( !nValue )
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pConVar->SetValue( "0" );
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else
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pConVar->SetValue( nValue );
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}
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static void ccs_create_convar_from_hwconfig( const char *pVal, const char *pName )
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{
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ConVar *pConVar = g_pCVar->FindVar( pName );
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if ( pConVar )
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{
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pConVar->SetValue( pVal );
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}
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else
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{
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// Don't care if this leaks - this is only used for development
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pConVar = new ConVar( pName, "" );
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}
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pConVar->SetValue( pVal );
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}
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CON_COMMAND_F( ccs_create_convars_from_hwconfig, "Create convars from the current hardware config, useful for diffing purposes", FCVAR_CHEAT )
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{
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if ( !g_pHardwareConfig )
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return;
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const HardwareCaps_t &caps = g_pHardwareConfig->CapsForEdit();
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#define HWCFG( Name ) ccs_create_convar_from_hwconfig( caps.Name, #Name )
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HWCFG( m_NumTextureStages );
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HWCFG( m_nMaxAnisotropy );
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HWCFG( m_MaxTextureWidth );
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HWCFG( m_MaxTextureHeight );
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HWCFG( m_MaxTextureDepth );
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HWCFG( m_MaxTextureAspectRatio );
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HWCFG( m_MaxPrimitiveCount );
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HWCFG( m_NumPixelShaderConstants );
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HWCFG( m_NumBooleanPixelShaderConstants );
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HWCFG( m_NumIntegerPixelShaderConstants );
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HWCFG( m_NumVertexShaderConstants );
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HWCFG( m_NumBooleanVertexShaderConstants );
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HWCFG( m_NumIntegerVertexShaderConstants );
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HWCFG( m_TextureMemorySize );
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HWCFG( m_MaxNumLights );
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HWCFG( m_MaxBlendMatrices );
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HWCFG( m_MaxBlendMatrixIndices );
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HWCFG( m_MaxVertexShaderBlendMatrices );
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HWCFG( m_MaxUserClipPlanes );
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HWCFG( m_HDRType );
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HWCFG( m_pShaderDLL );
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HWCFG( m_ShadowDepthTextureFormat );
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HWCFG( m_NullTextureFormat );
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HWCFG( m_nVertexTextureCount );
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HWCFG( m_nMaxVertexTextureDimension );
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HWCFG( m_AlphaToCoverageState );
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HWCFG( m_AlphaToCoverageEnableValue );
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HWCFG( m_AlphaToCoverageDisableValue );
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HWCFG( m_nMaxViewports );
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HWCFG( m_flMinGammaControlPoint );
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HWCFG( m_flMaxGammaControlPoint );
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HWCFG( m_nGammaControlPointCount );
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HWCFG( m_MaxVertexShader30InstructionSlots );
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HWCFG( m_MaxPixelShader30InstructionSlots );
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HWCFG( m_MaxSimultaneousRenderTargets );
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HWCFG( m_bDeviceOk );
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HWCFG( m_HasSetDeviceGammaRamp );
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HWCFG( m_SupportsVertexShaders );
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HWCFG( m_SupportsVertexShaders_2_0 );
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HWCFG( m_SupportsPixelShaders );
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HWCFG( m_SupportsPixelShaders_1_4 );
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HWCFG( m_SupportsPixelShaders_2_0 );
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HWCFG( m_SupportsPixelShaders_2_b );
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HWCFG( m_SupportsShaderModel_3_0 );
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HWCFG( m_bSupportsAnisotropicFiltering );
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HWCFG( m_bSupportsMagAnisotropicFiltering );
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HWCFG( m_bSupportsVertexTextures );
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HWCFG( m_ZBiasAndSlopeScaledDepthBiasSupported );
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HWCFG( m_SupportsMipmapping );
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HWCFG( m_SupportsOverbright );
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HWCFG( m_SupportsCubeMaps );
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HWCFG( m_SupportsHardwareLighting );
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HWCFG( m_SupportsMipmappedCubemaps );
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HWCFG( m_SupportsNonPow2Textures );
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HWCFG( m_PreferDynamicTextures );
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HWCFG( m_HasProjectedBumpEnv );
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HWCFG( m_SupportsSRGB );
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HWCFG( m_bSupportsSpheremapping );
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HWCFG( m_UseFastClipping );
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HWCFG( m_bNeedsATICentroidHack );
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HWCFG( m_bDisableShaderOptimizations );
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HWCFG( m_bColorOnSecondStream );
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HWCFG( m_bSupportsStreamOffset );
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HWCFG( m_bFogColorSpecifiedInLinearSpace );
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HWCFG( m_bFogColorAlwaysLinearSpace );
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HWCFG( m_bSupportsAlphaToCoverage );
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HWCFG( m_bSupportsShadowDepthTextures );
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HWCFG( m_bSupportsFetch4 );
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HWCFG( m_bSoftwareVertexProcessing );
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HWCFG( m_bScissorSupported );
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HWCFG( m_bSupportsFloat32RenderTargets );
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HWCFG( m_bSupportsBorderColor );
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HWCFG( m_bDX10Card );
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HWCFG( m_bDX10Blending );
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HWCFG( m_bSupportsStaticControlFlow );
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HWCFG( m_FakeSRGBWrite );
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HWCFG( m_CanDoSRGBReadFromRTs );
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HWCFG( m_bSupportsGLMixedSizeTargets );
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HWCFG( m_bCanStretchRectFromTextures );
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HWCFG( m_MaxHDRType );
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#undef HWCFG
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}
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CHardwareConfig::CHardwareConfig()
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{
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memset( &m_Caps, 0, sizeof( HardwareCaps_t ) );
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memset( &m_ActualCaps, 0, sizeof( HardwareCaps_t ) );
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memset( &m_UnOverriddenCaps, 0, sizeof( HardwareCaps_t ) );
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#ifdef POSIX
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GLMPRINTF((" CHardwareConfig::CHardwareConfig setting m_bHDREnabled to false on %8x", this ));
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#endif
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m_bHDREnabled = false;
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// FIXME: This is kind of a hack to deal with DX8 worldcraft startup.
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// We can at least have this much texture
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m_Caps.m_MaxTextureWidth = m_Caps.m_MaxTextureHeight = m_Caps.m_MaxTextureDepth = 256;
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}
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//-----------------------------------------------------------------------------
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bool CHardwareConfig::GetHDREnabled( void ) const
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{
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// printf("\n CHardwareConfig::GetHDREnabled returning m_bHDREnabled value of %s on %8x", m_bHDREnabled?"true":"false", this );
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return m_bHDREnabled;
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}
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void CHardwareConfig::SetHDREnabled( bool bEnable )
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{
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// printf("\n CHardwareConfig::SetHDREnabled setting m_bHDREnabled to value of %s on %8x", bEnable?"true":"false", this );
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m_bHDREnabled = bEnable;
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}
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//-----------------------------------------------------------------------------
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// Gets the recommended configuration associated with a particular dx level
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//-----------------------------------------------------------------------------
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void CHardwareConfig::ForceCapsToDXLevel( HardwareCaps_t *pCaps, int nDxLevel, const HardwareCaps_t &actualCaps )
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{
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if ( !IsPC() || nDxLevel >= 100 )
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return;
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pCaps->m_nDXSupportLevel = nDxLevel;
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switch( nDxLevel )
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{
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case 60:
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// NOTE: Prior to dx9, numsamplers = num texture stages
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pCaps->m_NumTextureStages = min( 2, actualCaps.m_NumTextureStages );
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pCaps->m_NumSamplers = pCaps->m_NumTextureStages;
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pCaps->m_SupportsVertexShaders = false;
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pCaps->m_SupportsVertexShaders_2_0 = false;
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pCaps->m_SupportsPixelShaders = false;
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pCaps->m_SupportsPixelShaders_1_4 = false;
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pCaps->m_SupportsPixelShaders_2_0 = false;
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pCaps->m_SupportsPixelShaders_2_b = false;
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pCaps->m_SupportsShaderModel_3_0 = false;
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pCaps->m_bSupportsStaticControlFlow = false;
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pCaps->m_SupportsCompressedTextures = COMPRESSED_TEXTURES_OFF;
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pCaps->m_SupportsCompressedVertices = VERTEX_COMPRESSION_NONE;
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pCaps->m_bSupportsAnisotropicFiltering = false;
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pCaps->m_bSupportsMagAnisotropicFiltering = false;
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pCaps->m_nMaxAnisotropy = 1;
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pCaps->m_MaxTextureWidth = max( 256, pCaps->m_MaxTextureWidth );
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pCaps->m_MaxTextureHeight = max( 256, pCaps->m_MaxTextureHeight );
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pCaps->m_MaxTextureDepth = max( 256, pCaps->m_MaxTextureDepth );
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// m_MaxTextureAspectRatio;
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// int m_MaxPrimitiveCount;
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pCaps->m_ZBiasAndSlopeScaledDepthBiasSupported = false;
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// pCaps->m_SupportsMipmapping =
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// bool m_SupportsOverbright;
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pCaps->m_SupportsCubeMaps = false;
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pCaps->m_NumPixelShaderConstants = 0;
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pCaps->m_NumBooleanPixelShaderConstants = 0;
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pCaps->m_NumIntegerPixelShaderConstants = 0;
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pCaps->m_NumVertexShaderConstants = 0;
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pCaps->m_NumBooleanVertexShaderConstants = 0;
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pCaps->m_NumIntegerVertexShaderConstants = 0;
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pCaps->m_NumBooleanPixelShaderConstants = 0;
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pCaps->m_NumIntegerPixelShaderConstants = 0;
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pCaps->m_TextureMemorySize = 32 * 1024 * 1024;
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pCaps->m_MaxNumLights = 0;
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pCaps->m_SupportsHardwareLighting = 0;
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pCaps->m_MaxBlendMatrices = 0;
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pCaps->m_MaxBlendMatrixIndices = 0;
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pCaps->m_MaxVertexShaderBlendMatrices = 0;
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pCaps->m_SupportsMipmappedCubemaps = false;
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pCaps->m_SupportsNonPow2Textures = false;
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// pCaps->m_DXSupportLevel = 60;
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pCaps->m_PreferDynamicTextures = false;
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pCaps->m_HasProjectedBumpEnv = false;
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pCaps->m_MaxUserClipPlanes = 0;
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pCaps->m_SupportsSRGB = false;
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pCaps->m_FakeSRGBWrite = false;
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pCaps->m_CanDoSRGBReadFromRTs = true;
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pCaps->m_bSupportsGLMixedSizeTargets = false;
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pCaps->m_HDRType = HDR_TYPE_NONE;
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// pCaps->m_bSupportsSpheremapping = true;
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pCaps->m_UseFastClipping = true;
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pCaps->m_bNeedsATICentroidHack = false;
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pCaps->m_bColorOnSecondStream = false;
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pCaps->m_bSupportsStreamOffset = false;
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pCaps->m_bFogColorSpecifiedInLinearSpace = false;
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pCaps->m_bFogColorAlwaysLinearSpace = false;
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pCaps->m_bSupportsAlphaToCoverage = false;
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pCaps->m_bSupportsShadowDepthTextures = false;
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pCaps->m_bSupportsFetch4 = false;
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pCaps->m_bSupportsBorderColor = false;
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// m_bSoftwareVertexProcessing
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pCaps->m_nVertexTextureCount = 0;
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pCaps->m_nMaxVertexTextureDimension = 0;
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pCaps->m_bSupportsVertexTextures = false;
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pCaps->m_nMaxViewports = 1;
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// m_bScissorSupported
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pCaps->m_bSupportsFloat32RenderTargets = false;
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// ImageFormat m_ShadowDepthTextureFormat;
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// ImageFormat m_NullTextureFormat;
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// m_AlphaToCoverageState;
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// m_AlphaToCoverageEnableValue;
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// m_AlphaToCoverageDisableValue;
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// m_flMinGammaControlPoint
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// m_flMaxGammaControlPoint
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// m_nGammaControlPointCount
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pCaps->m_MaxVertexShader30InstructionSlots = 0;
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pCaps->m_MaxPixelShader30InstructionSlots = 0;
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pCaps->m_bCanStretchRectFromTextures = false;
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break;
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case 70:
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// NOTE: Prior to dx9, numsamplers = num texture stages
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pCaps->m_NumTextureStages = min( 2, actualCaps.m_NumTextureStages );
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pCaps->m_NumSamplers = pCaps->m_NumTextureStages;
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pCaps->m_SupportsVertexShaders = false;
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pCaps->m_SupportsVertexShaders_2_0 = false;
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pCaps->m_SupportsPixelShaders = false;
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pCaps->m_SupportsPixelShaders_1_4 = false;
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pCaps->m_SupportsPixelShaders_2_0 = false;
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pCaps->m_SupportsPixelShaders_2_b = false;
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pCaps->m_SupportsShaderModel_3_0 = false;
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pCaps->m_bSupportsStaticControlFlow = false;
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// pCaps->m_SupportsCompressedTextures = true;
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pCaps->m_SupportsCompressedVertices = VERTEX_COMPRESSION_NONE;
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pCaps->m_bSupportsAnisotropicFiltering = false;
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pCaps->m_bSupportsMagAnisotropicFiltering = false;
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pCaps->m_nMaxAnisotropy = 1;
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// pCaps->m_MaxTextureWidth = max( 256, pCaps->m_MaxTextureWidth );
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// pCaps->m_MaxTextureHeight = max( 256, pCaps->m_MaxTextureHeight );
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// pCaps->m_MaxTextureDepth = max( 256, pCaps->m_MaxTextureDepth );
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// m_MaxTextureAspectRatio;
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// int m_MaxPrimitiveCount;
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pCaps->m_ZBiasAndSlopeScaledDepthBiasSupported = false;
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// pCaps->m_SupportsMipmapping =
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// bool m_SupportsOverbright;
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// pCaps->m_SupportsCubeMaps = false;
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pCaps->m_NumPixelShaderConstants = 0;
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pCaps->m_NumBooleanPixelShaderConstants = 0;
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pCaps->m_NumIntegerPixelShaderConstants = 0;
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pCaps->m_NumBooleanPixelShaderConstants = 0;
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pCaps->m_NumIntegerPixelShaderConstants = 0;
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pCaps->m_NumVertexShaderConstants = 0;
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pCaps->m_NumBooleanVertexShaderConstants = 0;
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pCaps->m_NumIntegerVertexShaderConstants = 0;
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pCaps->m_TextureMemorySize = 32 * 1024 * 1024;
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pCaps->m_MaxNumLights = 2;
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pCaps->m_SupportsHardwareLighting = 1;
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pCaps->m_MaxBlendMatrices = 0;
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pCaps->m_MaxBlendMatrixIndices = 0;
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pCaps->m_MaxVertexShaderBlendMatrices = 0;
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pCaps->m_SupportsMipmappedCubemaps = false;
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pCaps->m_SupportsNonPow2Textures = false;
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pCaps->m_nDXSupportLevel = 70;
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pCaps->m_PreferDynamicTextures = false;
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pCaps->m_HasProjectedBumpEnv = false;
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pCaps->m_MaxUserClipPlanes = 0;
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pCaps->m_SupportsSRGB = false;
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pCaps->m_FakeSRGBWrite = false;
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pCaps->m_CanDoSRGBReadFromRTs = true;
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pCaps->m_bSupportsGLMixedSizeTargets = false;
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pCaps->m_HDRType = HDR_TYPE_NONE;
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// pCaps->m_bSupportsSpheremapping = true;
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pCaps->m_UseFastClipping = true;
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pCaps->m_bNeedsATICentroidHack = false;
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// pCaps->m_bColorOnSecondStream = false; // dont' force this!
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pCaps->m_bSupportsStreamOffset = false;
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pCaps->m_bFogColorSpecifiedInLinearSpace = false;
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pCaps->m_bFogColorAlwaysLinearSpace = false;
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pCaps->m_bSupportsAlphaToCoverage = false;
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pCaps->m_bSupportsShadowDepthTextures = false;
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pCaps->m_bSupportsFetch4 = false;
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pCaps->m_bSupportsBorderColor = false;
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// m_bSoftwareVertexProcessing
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pCaps->m_nVertexTextureCount = 0;
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pCaps->m_nMaxVertexTextureDimension = 0;
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pCaps->m_bSupportsVertexTextures = false;
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pCaps->m_nMaxViewports = 1;
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// m_bScissorSupported
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pCaps->m_bSupportsFloat32RenderTargets = false;
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pCaps->m_bDX10Card = false;
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pCaps->m_bDX10Blending = false;
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pCaps->m_bCanStretchRectFromTextures = false;
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break;
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case 80:
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// NOTE: Prior to dx9, numsamplers = num texture stages
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// We clamp num texture stages to 2, though, since we never use
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// fixed-function shaders with more than 2 texture stages
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pCaps->m_NumTextureStages = min( 2, actualCaps.m_NumTextureStages );
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pCaps->m_NumSamplers = min( 4, actualCaps.m_NumTextureStages );
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// pCaps->m_SupportsVertexShaders = true;
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pCaps->m_SupportsVertexShaders_2_0 = false;
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// pCaps->m_SupportsPixelShaders = false;
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pCaps->m_SupportsPixelShaders_1_4 = false;
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pCaps->m_SupportsPixelShaders_2_0 = false;
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pCaps->m_SupportsPixelShaders_2_b = false;
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pCaps->m_SupportsShaderModel_3_0 = false;
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pCaps->m_bSupportsStaticControlFlow = false;
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// pCaps->m_SupportsCompressedTextures = true;
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pCaps->m_SupportsCompressedVertices = VERTEX_COMPRESSION_NONE;
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// pCaps->m_bSupportsAnisotropicFiltering = false;
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// pCaps->m_bSupportsMagAnisotropicFiltering = false;
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// pCaps->m_nMaxAnisotropy = 1;
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// pCaps->m_MaxTextureWidth = max( 256, pCaps->m_MaxTextureWidth );
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// pCaps->m_MaxTextureHeight = max( 256, pCaps->m_MaxTextureHeight );
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// pCaps->m_MaxTextureDepth = max( 256, pCaps->m_MaxTextureDepth );
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// m_MaxTextureAspectRatio;
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// int m_MaxPrimitiveCount;
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// pCaps->m_ZBiasAndSlopeScaledDepthBiasSupported = false;
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// pCaps->m_SupportsMipmapping =
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// bool m_SupportsOverbright;
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// pCaps->m_SupportsCubeMaps = false;
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pCaps->m_NumPixelShaderConstants = 8;
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pCaps->m_NumVertexShaderConstants = min( 96, pCaps->m_NumVertexShaderConstants );
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pCaps->m_NumBooleanVertexShaderConstants = 0;
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pCaps->m_NumIntegerVertexShaderConstants = 0;
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pCaps->m_NumBooleanPixelShaderConstants = 0;
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pCaps->m_NumIntegerPixelShaderConstants = 0;
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// pCaps->m_TextureMemorySize = 32 * 1024 * 1024;
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// pCaps->m_MaxNumLights = 0;
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// pCaps->m_SupportsHardwareLighting = 0;
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// pCaps->m_MaxBlendMatrices = 0;
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// pCaps->m_MaxBlendMatrixIndices = 0;
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pCaps->m_MaxVertexShaderBlendMatrices = min( 16, pCaps->m_MaxVertexShaderBlendMatrices );
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// pCaps->m_SupportsMipmappedCubemaps = false;
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// pCaps->m_SupportsNonPow2Textures = false;
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pCaps->m_nDXSupportLevel = 80;
|
|
// pCaps->m_PreferDynamicTextures = false;
|
|
// pCaps->m_HasProjectedBumpEnv = false;
|
|
// pCaps->m_MaxUserClipPlanes = 0;
|
|
pCaps->m_bSupportsGLMixedSizeTargets = false;
|
|
pCaps->m_HDRType = HDR_TYPE_NONE;
|
|
// pCaps->m_bSupportsSpheremapping = true;
|
|
// pCaps->m_UseFastClipping = true;
|
|
// pCaps->m_bNeedsATICentroidHack = false;
|
|
// pCaps->m_bColorOnSecondStream = false;
|
|
pCaps->m_bSupportsStreamOffset = false;
|
|
pCaps->m_bFogColorSpecifiedInLinearSpace = false;
|
|
pCaps->m_bFogColorAlwaysLinearSpace = false;
|
|
pCaps->m_bSupportsAlphaToCoverage = false;
|
|
pCaps->m_bSupportsShadowDepthTextures = false;
|
|
pCaps->m_bSupportsFetch4 = false;
|
|
// m_bSoftwareVertexProcessing
|
|
pCaps->m_nVertexTextureCount = 0;
|
|
pCaps->m_nMaxVertexTextureDimension = 0;
|
|
pCaps->m_bSupportsVertexTextures = false;
|
|
pCaps->m_MaxNumLights = 2;
|
|
pCaps->m_nMaxViewports = 1;
|
|
// m_bScissorSupported
|
|
pCaps->m_SupportsSRGB = false;
|
|
pCaps->m_FakeSRGBWrite = false;
|
|
pCaps->m_CanDoSRGBReadFromRTs = true;
|
|
pCaps->m_bSupportsGLMixedSizeTargets = false;
|
|
pCaps->m_bSupportsFetch4 = false;
|
|
pCaps->m_bSupportsBorderColor = false;
|
|
pCaps->m_bSupportsFloat32RenderTargets = false;
|
|
// ImageFormat m_ShadowDepthTextureFormat;
|
|
// ImageFormat m_NullTextureFormat;
|
|
// m_AlphaToCoverageState;
|
|
// m_AlphaToCoverageEnableValue;
|
|
// m_AlphaToCoverageDisableValue;
|
|
// m_flMinGammaControlPoint
|
|
// m_flMaxGammaControlPoint
|
|
// m_nGammaControlPointCount
|
|
pCaps->m_MaxVertexShader30InstructionSlots = 0;
|
|
pCaps->m_MaxPixelShader30InstructionSlots = 0;
|
|
pCaps->m_bDX10Card = false;
|
|
pCaps->m_bDX10Blending = false;
|
|
pCaps->m_bCanStretchRectFromTextures = false;
|
|
break;
|
|
|
|
case 81:
|
|
// NOTE: Prior to dx9, numsamplers = num texture stages
|
|
// We clamp num texture stages to 2, though, since we never use
|
|
// fixed-function shaders with more than 2 texture stages
|
|
pCaps->m_NumTextureStages = min( 2, actualCaps.m_NumTextureStages );
|
|
pCaps->m_NumSamplers = min( 6, actualCaps.m_NumTextureStages );
|
|
// pCaps->m_SupportsVertexShaders = true;
|
|
pCaps->m_SupportsVertexShaders_2_0 = false;
|
|
// pCaps->m_SupportsPixelShaders = false;
|
|
pCaps->m_SupportsPixelShaders_1_4 = true;
|
|
pCaps->m_SupportsPixelShaders_2_0 = false;
|
|
pCaps->m_SupportsPixelShaders_2_b = false;
|
|
pCaps->m_SupportsShaderModel_3_0 = false;
|
|
pCaps->m_bSupportsStaticControlFlow = false;
|
|
// pCaps->m_SupportsCompressedTextures = true;
|
|
pCaps->m_SupportsCompressedVertices = VERTEX_COMPRESSION_NONE;
|
|
// pCaps->m_bSupportsAnisotropicFiltering = false;
|
|
// pCaps->m_bSupportsMagAnisotropicFiltering = false;
|
|
// pCaps->m_nMaxAnisotropy = 1;
|
|
// pCaps->m_MaxTextureWidth = max( 256, pCaps->m_MaxTextureWidth );
|
|
// pCaps->m_MaxTextureHeight = max( 256, pCaps->m_MaxTextureHeight );
|
|
// pCaps->m_MaxTextureDepth = max( 256, pCaps->m_MaxTextureDepth );
|
|
// m_MaxTextureAspectRatio;
|
|
// int m_MaxPrimitiveCount;
|
|
// pCaps->m_ZBiasAndSlopeScaledDepthBiasSupported = false;
|
|
// pCaps->m_SupportsMipmapping =
|
|
// bool m_SupportsOverbright;
|
|
// pCaps->m_SupportsCubeMaps = false;
|
|
pCaps->m_NumPixelShaderConstants = 8;
|
|
pCaps->m_NumVertexShaderConstants = min( 96, pCaps->m_NumVertexShaderConstants );
|
|
pCaps->m_NumBooleanVertexShaderConstants = 0;
|
|
pCaps->m_NumIntegerVertexShaderConstants = 0;
|
|
pCaps->m_NumBooleanPixelShaderConstants = 0;
|
|
pCaps->m_NumIntegerPixelShaderConstants = 0;
|
|
// pCaps->m_TextureMemorySize = 32 * 1024 * 1024;
|
|
pCaps->m_MaxNumLights = 2;
|
|
// pCaps->m_SupportsHardwareLighting = 0;
|
|
// pCaps->m_MaxBlendMatrices = 0;
|
|
// pCaps->m_MaxBlendMatrixIndices = 0;
|
|
pCaps->m_MaxVertexShaderBlendMatrices = min( 16, pCaps->m_MaxVertexShaderBlendMatrices );
|
|
// pCaps->m_SupportsMipmappedCubemaps = false;
|
|
// pCaps->m_SupportsNonPow2Textures = false;
|
|
pCaps->m_nDXSupportLevel = 81;
|
|
// pCaps->m_PreferDynamicTextures = false;
|
|
// pCaps->m_HasProjectedBumpEnv = false;
|
|
// pCaps->m_MaxUserClipPlanes = 0;
|
|
pCaps->m_SupportsSRGB = false;
|
|
pCaps->m_FakeSRGBWrite = false;
|
|
pCaps->m_CanDoSRGBReadFromRTs = true;
|
|
pCaps->m_bSupportsGLMixedSizeTargets = false;
|
|
pCaps->m_HDRType = HDR_TYPE_NONE;
|
|
// pCaps->m_bSupportsSpheremapping = true;
|
|
// pCaps->m_UseFastClipping = true;
|
|
// pCaps->m_bNeedsATICentroidHack = false;
|
|
// pCaps->m_bColorOnSecondStream = false;
|
|
pCaps->m_bSupportsStreamOffset = false;
|
|
pCaps->m_bFogColorSpecifiedInLinearSpace = false;
|
|
pCaps->m_bFogColorAlwaysLinearSpace = false;
|
|
pCaps->m_bSupportsAlphaToCoverage = false;
|
|
pCaps->m_bSupportsShadowDepthTextures = false;
|
|
pCaps->m_bSupportsFetch4 = false;
|
|
pCaps->m_bSupportsBorderColor = false;
|
|
// m_bSoftwareVertexProcessing
|
|
pCaps->m_nVertexTextureCount = 0;
|
|
pCaps->m_nMaxVertexTextureDimension = 0;
|
|
pCaps->m_bSupportsVertexTextures = false;
|
|
pCaps->m_nMaxViewports = 1;
|
|
// m_bScissorSupported
|
|
pCaps->m_bSupportsFloat32RenderTargets = false;
|
|
// ImageFormat m_ShadowDepthTextureFormat;
|
|
// ImageFormat m_NullTextureFormat;
|
|
// m_AlphaToCoverageState;
|
|
// m_AlphaToCoverageEnableValue;
|
|
// m_AlphaToCoverageDisableValue;
|
|
// m_flMinGammaControlPoint
|
|
// m_flMaxGammaControlPoint
|
|
// m_nGammaControlPointCount
|
|
pCaps->m_MaxVertexShader30InstructionSlots = 0;
|
|
pCaps->m_MaxPixelShader30InstructionSlots = 0;
|
|
pCaps->m_bDX10Card = false;
|
|
pCaps->m_bDX10Blending = false;
|
|
pCaps->m_bCanStretchRectFromTextures = false;
|
|
break;
|
|
|
|
case 90:
|
|
pCaps->m_nVertexTextureCount = 0;
|
|
pCaps->m_nMaxVertexTextureDimension = 0;
|
|
pCaps->m_bSupportsVertexTextures = false;
|
|
pCaps->m_bSupportsStreamOffset = true;
|
|
pCaps->m_bSupportsGLMixedSizeTargets = true;
|
|
|
|
if ( IsOpenGL() )
|
|
{
|
|
//FIXME this is way too complicated, we should just check the caps bit from GLM
|
|
|
|
pCaps->m_bSupportsStaticControlFlow = false;
|
|
|
|
if (1) //(CommandLine()->FindParm("-glslmode"))
|
|
{
|
|
// rbarris 03Feb10: this is now hardwired because we are defaulting GLSL mode "on".
|
|
// so this will mean that the engine will always ask for user clip planes.
|
|
// this will misbehave under ARB mode, since ARB shaders won't respect that state.
|
|
// it's difficult to make this fluid without teaching the engine about a cap that could change during run.
|
|
|
|
pCaps->m_MaxUserClipPlanes = 2;
|
|
pCaps->m_UseFastClipping = false;
|
|
}
|
|
else
|
|
{
|
|
pCaps->m_MaxUserClipPlanes = 0;
|
|
pCaps->m_UseFastClipping = true;
|
|
}
|
|
|
|
pCaps->m_MaxNumLights = 2;
|
|
}
|
|
else
|
|
{
|
|
pCaps->m_bSupportsStaticControlFlow = true;
|
|
pCaps->m_MaxNumLights = pCaps->m_SupportsPixelShaders_2_b ? 4 : 2; // 2b gets four lights, 2.0 gets two...
|
|
}
|
|
|
|
pCaps->m_bSupportsBorderColor = false;
|
|
pCaps->m_nMaxViewports = 1;
|
|
pCaps->m_NumPixelShaderConstants = 32;
|
|
pCaps->m_nMaxVertexTextureDimension = 0;
|
|
pCaps->m_MaxVertexShader30InstructionSlots = 0;
|
|
pCaps->m_MaxPixelShader30InstructionSlots = 0;
|
|
pCaps->m_bCanStretchRectFromTextures = false;
|
|
break;
|
|
|
|
case 92:
|
|
pCaps->m_nVertexTextureCount = 0;
|
|
pCaps->m_nMaxVertexTextureDimension = 0;
|
|
pCaps->m_bSupportsVertexTextures = false;
|
|
pCaps->m_bSupportsBorderColor = false;
|
|
|
|
// 2b gets four lights, 2.0 gets two...
|
|
pCaps->m_SupportsShaderModel_3_0 = false;
|
|
if ( IsOpenGL() )
|
|
{
|
|
if ( IsOSX() )
|
|
{
|
|
pCaps->m_bSupportsStaticControlFlow = CommandLine()->CheckParm( "-glslcontrolflow" ) != NULL;
|
|
}
|
|
else
|
|
{
|
|
pCaps->m_bSupportsStaticControlFlow = !CommandLine()->CheckParm( "-noglslcontrolflow" );
|
|
}
|
|
|
|
pCaps->m_MaxUserClipPlanes = 2;
|
|
pCaps->m_UseFastClipping = false;
|
|
pCaps->m_MaxNumLights = pCaps->m_bSupportsStaticControlFlow ? MAX_NUM_LIGHTS : ( MAX_NUM_LIGHTS - 2 );
|
|
}
|
|
else
|
|
{
|
|
pCaps->m_MaxNumLights = MAX_NUM_LIGHTS;
|
|
}
|
|
|
|
pCaps->m_nMaxViewports = 1;
|
|
pCaps->m_NumPixelShaderConstants = 32;
|
|
pCaps->m_nMaxVertexTextureDimension = 0;
|
|
pCaps->m_bDX10Card = false;
|
|
pCaps->m_bDX10Blending = false;
|
|
pCaps->m_MaxVertexShader30InstructionSlots = 0;
|
|
pCaps->m_MaxPixelShader30InstructionSlots = 0;
|
|
pCaps->m_bCanStretchRectFromTextures = false;
|
|
break;
|
|
|
|
case 95:
|
|
pCaps->m_bSupportsStreamOffset = true;
|
|
pCaps->m_bSupportsStaticControlFlow = true;
|
|
pCaps->m_bDX10Card = false;
|
|
pCaps->m_bDX10Blending = false;
|
|
pCaps->m_MaxNumLights = MAX_NUM_LIGHTS;
|
|
pCaps->m_nMaxViewports = 1;
|
|
pCaps->m_bSupportsBorderColor = false;
|
|
pCaps->m_bCanStretchRectFromTextures = false;
|
|
break;
|
|
|
|
case 100:
|
|
break;
|
|
|
|
default:
|
|
Assert( 0 );
|
|
break;
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Sets up the hardware caps given the specified DX level
|
|
//-----------------------------------------------------------------------------
|
|
void CHardwareConfig::SetupHardwareCaps( int nDXLevel, const HardwareCaps_t &actualCaps )
|
|
{
|
|
Assert( nDXLevel != 0 );
|
|
|
|
memcpy( &m_Caps, &actualCaps, sizeof(HardwareCaps_t) );
|
|
memcpy( &m_UnOverriddenCaps, &actualCaps, sizeof(HardwareCaps_t) );
|
|
|
|
// Don't bother with fallbacks for DX10 or consoles
|
|
#ifdef DX_TO_GL_ABSTRACTION
|
|
if ( nDXLevel >= 100 )
|
|
#else
|
|
if ( !( IsPC() || IsPosix() ) || ( nDXLevel >= 100 ) )
|
|
#endif
|
|
return;
|
|
|
|
// Slam the support level to what we were requested
|
|
m_Caps.m_nDXSupportLevel = nDXLevel;
|
|
if ( m_Caps.m_nDXSupportLevel != m_Caps.m_nMaxDXSupportLevel || CommandLine()->ParmValue( "-maxdxlevel", 0 ) > 0 )
|
|
{
|
|
// We're falling back to some other dx level
|
|
ForceCapsToDXLevel( &m_Caps, m_Caps.m_nDXSupportLevel, m_ActualCaps );
|
|
}
|
|
|
|
// Clamp num texture stages to 2, since it's only used for fixed function
|
|
m_Caps.m_NumTextureStages = min( 2, m_Caps.m_NumTextureStages );
|
|
|
|
// Read dxsupport.cfg which has config overrides for particular cards.
|
|
g_pShaderDeviceMgr->ReadHardwareCaps( m_Caps, m_Caps.m_nDXSupportLevel );
|
|
|
|
// This is the spot to validate read in caps versus actual caps.
|
|
if ( m_Caps.m_MaxUserClipPlanes > m_ActualCaps.m_MaxUserClipPlanes )
|
|
{
|
|
m_Caps.m_MaxUserClipPlanes = m_ActualCaps.m_MaxUserClipPlanes;
|
|
}
|
|
if ( m_Caps.m_MaxUserClipPlanes == 0 )
|
|
{
|
|
m_Caps.m_UseFastClipping = true;
|
|
}
|
|
|
|
if ( IsOpenGL() )
|
|
{
|
|
m_Caps.m_MaxNumLights = MIN( m_Caps.m_MaxNumLights, ( m_Caps.m_bSupportsStaticControlFlow && m_Caps.m_SupportsPixelShaders_2_b ) ? MAX_NUM_LIGHTS : ( MAX_NUM_LIGHTS - 2 ) );
|
|
m_Caps.m_bSupportsShadowDepthTextures = true;
|
|
}
|
|
else // not POSIX or emulated
|
|
{
|
|
// 2b supports more lights than just 2.0
|
|
if ( m_Caps.m_SupportsPixelShaders_2_b )
|
|
{
|
|
m_Caps.m_MaxNumLights = MIN( m_Caps.m_MaxNumLights, MAX_NUM_LIGHTS );
|
|
}
|
|
else
|
|
{
|
|
m_Caps.m_MaxNumLights = MIN( m_Caps.m_MaxNumLights, MAX_NUM_LIGHTS - 2 );
|
|
}
|
|
}
|
|
|
|
m_Caps.m_MaxNumLights = min( m_Caps.m_MaxNumLights, (int)MAX_NUM_LIGHTS );
|
|
|
|
memcpy( &m_UnOverriddenCaps, &m_Caps, sizeof(HardwareCaps_t) );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Sets up the hardware caps given the specified DX level
|
|
//-----------------------------------------------------------------------------
|
|
void CHardwareConfig::SetupHardwareCaps( const ShaderDeviceInfo_t& mode, const HardwareCaps_t &actualCaps )
|
|
{
|
|
memcpy( &m_ActualCaps, &actualCaps, sizeof(HardwareCaps_t) );
|
|
SetupHardwareCaps( mode.m_nDXLevel, actualCaps );
|
|
}
|
|
|
|
|
|
void CHardwareConfig::OverrideStreamOffsetSupport( bool bOverrideEnabled, bool bEnableSupport )
|
|
{
|
|
if ( bOverrideEnabled )
|
|
{
|
|
m_Caps.m_bSupportsStreamOffset = bEnableSupport;
|
|
if ( !m_ActualCaps.m_bSupportsStreamOffset )
|
|
{
|
|
m_Caps.m_bSupportsStreamOffset = false;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Go back to default
|
|
m_Caps.m_bSupportsStreamOffset = m_UnOverriddenCaps.m_bSupportsStreamOffset;
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Implementation of IMaterialSystemHardwareConfig
|
|
//-----------------------------------------------------------------------------
|
|
bool CHardwareConfig::HasDestAlphaBuffer() const
|
|
{
|
|
if ( !g_pShaderDevice )
|
|
return false;
|
|
return (g_pShaderDevice->GetBackBufferFormat() == IMAGE_FORMAT_BGRA8888);
|
|
}
|
|
|
|
bool CHardwareConfig::HasStencilBuffer() const
|
|
{
|
|
return StencilBufferBits() > 0;
|
|
}
|
|
|
|
int CHardwareConfig::GetFrameBufferColorDepth() const
|
|
{
|
|
if ( !g_pShaderDevice )
|
|
return 0;
|
|
return ShaderUtil()->ImageFormatInfo( g_pShaderDevice->GetBackBufferFormat() ).m_NumBytes;
|
|
}
|
|
|
|
int CHardwareConfig::GetSamplerCount() const
|
|
{
|
|
return m_Caps.m_NumSamplers;
|
|
}
|
|
|
|
bool CHardwareConfig::HasSetDeviceGammaRamp() const
|
|
{
|
|
return m_Caps.m_HasSetDeviceGammaRamp;
|
|
}
|
|
|
|
bool CHardwareConfig::SupportsCompressedTextures() const
|
|
{
|
|
Assert( m_Caps.m_SupportsCompressedTextures != COMPRESSED_TEXTURES_NOT_INITIALIZED );
|
|
return m_Caps.m_SupportsCompressedTextures == COMPRESSED_TEXTURES_ON;
|
|
}
|
|
|
|
VertexCompressionType_t CHardwareConfig::SupportsCompressedVertices() const
|
|
{
|
|
return m_Caps.m_SupportsCompressedVertices;
|
|
}
|
|
|
|
bool CHardwareConfig::SupportsBorderColor() const
|
|
{
|
|
return m_Caps.m_bSupportsBorderColor;
|
|
}
|
|
|
|
bool CHardwareConfig::SupportsFetch4() const
|
|
{
|
|
return m_Caps.m_bSupportsFetch4;
|
|
}
|
|
|
|
bool CHardwareConfig::CanStretchRectFromTextures() const
|
|
{
|
|
return m_Caps.m_bCanStretchRectFromTextures;
|
|
}
|
|
|
|
bool CHardwareConfig::SupportsVertexAndPixelShaders() const
|
|
{
|
|
if ( (ShaderUtil()->GetConfig().dxSupportLevel != 0) && (GetDXSupportLevel() < 80) )
|
|
return false;
|
|
|
|
return m_Caps.m_SupportsPixelShaders;
|
|
}
|
|
|
|
bool CHardwareConfig::SupportsPixelShaders_1_4() const
|
|
{
|
|
if ( (ShaderUtil()->GetConfig().dxSupportLevel != 0) && (GetDXSupportLevel() < 81) )
|
|
return false;
|
|
|
|
return m_Caps.m_SupportsPixelShaders_1_4;
|
|
}
|
|
|
|
bool CHardwareConfig::SupportsPixelShaders_2_0() const
|
|
{
|
|
if ( (ShaderUtil()->GetConfig().dxSupportLevel != 0) && (GetDXSupportLevel() < 90) )
|
|
return false;
|
|
|
|
return m_Caps.m_SupportsPixelShaders_2_0;
|
|
}
|
|
|
|
bool CHardwareConfig::SupportsPixelShaders_2_b() const
|
|
{
|
|
if ((ShaderUtil()->GetConfig().dxSupportLevel != 0) &&
|
|
(GetDXSupportLevel() < 90))
|
|
return false;
|
|
|
|
return m_Caps.m_SupportsPixelShaders_2_b;
|
|
}
|
|
|
|
bool CHardwareConfig::SupportsVertexShaders_2_0() const
|
|
{
|
|
if ((ShaderUtil()->GetConfig().dxSupportLevel != 0) &&
|
|
(GetDXSupportLevel() < 90))
|
|
return false;
|
|
|
|
return m_Caps.m_SupportsVertexShaders_2_0;
|
|
}
|
|
|
|
bool CHardwareConfig::SupportsStaticControlFlow() const
|
|
{
|
|
return m_Caps.m_bSupportsStaticControlFlow;
|
|
}
|
|
|
|
|
|
bool CHardwareConfig::SupportsShaderModel_3_0() const
|
|
{
|
|
if ((ShaderUtil()->GetConfig().dxSupportLevel != 0) &&
|
|
(GetDXSupportLevel() < 95))
|
|
return false;
|
|
|
|
return m_Caps.m_SupportsShaderModel_3_0;
|
|
}
|
|
|
|
// If you change these, make the corresponding change in common_ps_fxc.h
|
|
#define NVIDIA_PCF_POISSON 0
|
|
#define ATI_NOPCF 1
|
|
#define ATI_NO_PCF_FETCH4 2
|
|
|
|
int CHardwareConfig::GetShadowFilterMode() const
|
|
{
|
|
|
|
#ifdef DX_TO_GL_ABSTRACTION
|
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if ( !m_Caps.m_bSupportsShadowDepthTextures )
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return 0;
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#else
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if ( !m_Caps.m_bSupportsShadowDepthTextures || !ShaderUtil()->GetConfig().ShadowDepthTexture() )
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return 0;
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#endif
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switch ( m_Caps.m_ShadowDepthTextureFormat )
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{
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case IMAGE_FORMAT_NV_DST16:
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case IMAGE_FORMAT_NV_DST24:
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return NVIDIA_PCF_POISSON; // NVIDIA hardware bilinear PCF
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case IMAGE_FORMAT_ATI_DST16:
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case IMAGE_FORMAT_ATI_DST24:
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if ( m_Caps.m_bSupportsFetch4 )
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return ATI_NO_PCF_FETCH4; // ATI fetch4 depth texture sampling
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return ATI_NOPCF; // ATI vanilla depth texture sampling
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#if defined( _X360 )
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case IMAGE_FORMAT_X360_DST16:
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case IMAGE_FORMAT_X360_DST24:
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case IMAGE_FORMAT_X360_DST24F:
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return 0;
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#endif
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default:
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return 0;
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}
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return 0;
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}
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static ConVar r_shader_srgb( "r_shader_srgb", "0", FCVAR_ALLOWED_IN_COMPETITIVE, "-1 = use hardware caps. 0 = use hardware srgb. 1 = use shader srgb(software lookup)" ); // -1=use caps 0=off 1=on
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int CHardwareConfig::NeedsShaderSRGBConversion() const
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{
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if ( IsX360() )
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{
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// 360 always now uses a permanent hw solution
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return false;
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}
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int cValue = r_shader_srgb.GetInt();
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switch( cValue )
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{
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case 0:
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return false;
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case 1:
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return true;
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default:
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return m_Caps.m_bDX10Blending; // !!! change to return false after portal deport built!!!!!
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}
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}
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bool CHardwareConfig::UsesSRGBCorrectBlending() const
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{
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int cValue = r_shader_srgb.GetInt();
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return ( cValue == 0 ) && ( ( m_Caps.m_bDX10Blending ) || IsX360() );
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}
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static ConVar mat_disablehwmorph( "mat_disablehwmorph", "0", FCVAR_ALLOWED_IN_COMPETITIVE, "Disables HW morphing for particular mods" );
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bool CHardwareConfig::HasFastVertexTextures() const
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{
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static int bEnableFastVertexTextures = -1;
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static bool bDisableHWMorph = false;
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if ( bEnableFastVertexTextures < 0 )
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{
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bEnableFastVertexTextures = 1;
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if ( CommandLine()->FindParm( "-disallowhwmorph" ) )
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{
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bEnableFastVertexTextures = 0;
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}
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bDisableHWMorph = ( mat_disablehwmorph.GetInt() != 0 );
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}
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// JasonM - turned this off for Orange Box release...
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return false;
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// return m_Caps.m_bDX10Card && ( GetDXSupportLevel() >= 95 ) && ( bEnableFastVertexTextures != 0 ) && ( !bDisableHWMorph );
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}
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int CHardwareConfig::MaxHWMorphBatchCount() const
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{
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return ShaderUtil()->MaxHWMorphBatchCount();
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}
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int CHardwareConfig::MaximumAnisotropicLevel() const
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{
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return m_Caps.m_nMaxAnisotropy;
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}
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int CHardwareConfig::MaxTextureWidth() const
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{
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return m_Caps.m_MaxTextureWidth;
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}
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int CHardwareConfig::MaxTextureHeight() const
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{
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return m_Caps.m_MaxTextureHeight;
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}
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int CHardwareConfig::TextureMemorySize() const
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{
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return m_Caps.m_TextureMemorySize;
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}
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bool CHardwareConfig::SupportsOverbright() const
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{
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return m_Caps.m_SupportsOverbright;
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}
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bool CHardwareConfig::SupportsCubeMaps() const
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{
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if ( (ShaderUtil()->GetConfig().dxSupportLevel > 0) && (GetDXSupportLevel() < 70) )
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return false;
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return m_Caps.m_SupportsCubeMaps;
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}
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bool CHardwareConfig::SupportsMipmappedCubemaps() const
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{
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if ( (ShaderUtil()->GetConfig().dxSupportLevel > 0) && (GetDXSupportLevel() < 70) )
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return false;
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return m_Caps.m_SupportsMipmappedCubemaps;
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}
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bool CHardwareConfig::SupportsNonPow2Textures() const
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{
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return m_Caps.m_SupportsNonPow2Textures;
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}
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int CHardwareConfig::GetTextureStageCount() const
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{
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return m_Caps.m_NumTextureStages;
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}
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int CHardwareConfig::NumVertexShaderConstants() const
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{
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return m_Caps.m_NumVertexShaderConstants;
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}
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int CHardwareConfig::NumBooleanVertexShaderConstants() const
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{
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return m_Caps.m_NumBooleanVertexShaderConstants;
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}
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int CHardwareConfig::NumIntegerVertexShaderConstants() const
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{
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return m_Caps.m_NumIntegerVertexShaderConstants;
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}
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int CHardwareConfig::NumPixelShaderConstants() const
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{
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return m_Caps.m_NumPixelShaderConstants;
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}
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int CHardwareConfig::NumBooleanPixelShaderConstants() const
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{
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return m_Caps.m_NumBooleanPixelShaderConstants;
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}
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int CHardwareConfig::NumIntegerPixelShaderConstants() const
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{
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return m_Caps.m_NumIntegerPixelShaderConstants;
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}
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int CHardwareConfig::MaxNumLights() const
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{
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return m_Caps.m_MaxNumLights;
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}
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bool CHardwareConfig::SupportsHardwareLighting() const
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{
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if ( (ShaderUtil()->GetConfig().dxSupportLevel > 0) && (GetDXSupportLevel() < 70) )
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return false;
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return m_Caps.m_SupportsHardwareLighting;
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}
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int CHardwareConfig::MaxBlendMatrices() const
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{
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if ( (ShaderUtil()->GetConfig().dxSupportLevel > 0) && (GetDXSupportLevel() < 70) )
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return 1;
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return m_Caps.m_MaxBlendMatrices;
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}
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int CHardwareConfig::MaxBlendMatrixIndices() const
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{
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if ( (ShaderUtil()->GetConfig().dxSupportLevel > 0) && (GetDXSupportLevel() < 70) )
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return 1;
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return m_Caps.m_MaxBlendMatrixIndices;
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}
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int CHardwareConfig::MaxTextureAspectRatio() const
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{
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return m_Caps.m_MaxTextureAspectRatio;
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}
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int CHardwareConfig::MaxVertexShaderBlendMatrices() const
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{
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if ( (ShaderUtil()->GetConfig().dxSupportLevel > 0) && (GetDXSupportLevel() < 70) )
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return 1;
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return m_Caps.m_MaxVertexShaderBlendMatrices;
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}
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// Useful for testing fastclip on Windows
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extern ConVar mat_fastclip;
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int CHardwareConfig::MaxUserClipPlanes() const
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{
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if ( mat_fastclip.GetBool() )
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return 0;
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return m_Caps.m_MaxUserClipPlanes;
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}
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bool CHardwareConfig::UseFastClipping() const
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{
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// rbarris broke this up for easier view of outcome in debugger
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bool fastclip = mat_fastclip.GetBool();
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bool result = m_Caps.m_UseFastClipping || fastclip;
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return result;
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}
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int CHardwareConfig::MaxTextureDepth() const
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{
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return m_Caps.m_MaxTextureDepth;
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}
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int CHardwareConfig::GetDXSupportLevel() const
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{
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if ( ShaderUtil()->GetConfig().dxSupportLevel != 0 )
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{
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return min( ShaderUtil()->GetConfig().dxSupportLevel, m_Caps.m_nDXSupportLevel );
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}
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return m_Caps.m_nDXSupportLevel;
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}
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const char *CHardwareConfig::GetShaderDLLName() const
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{
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return ( m_Caps.m_pShaderDLL && m_Caps.m_pShaderDLL[0] ) ? m_Caps.m_pShaderDLL : "DEFAULT";
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}
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bool CHardwareConfig::ReadPixelsFromFrontBuffer() const
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{
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if ( IsX360() )
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{
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// future proof safety, not allowing the front read path
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return false;
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}
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// GR - in DX 9.0a can blit from MSAA back buffer
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return false;
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}
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bool CHardwareConfig::PreferDynamicTextures() const
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{
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if ( IsX360() )
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{
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// future proof safety, not allowing these
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return false;
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}
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return m_Caps.m_PreferDynamicTextures;
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}
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bool CHardwareConfig::SupportsHDR() const
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{
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// This is a deprecated function. . use GetHDRType instead. For shipping HL2, this always being false is correct.
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Assert( 0 );
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return false;
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}
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bool CHardwareConfig::SupportsHDRMode( HDRType_t nHDRType ) const
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{
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switch( nHDRType )
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{
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case HDR_TYPE_NONE:
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return true;
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case HDR_TYPE_INTEGER:
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return ( m_Caps.m_MaxHDRType == HDR_TYPE_INTEGER ) || ( m_Caps.m_MaxHDRType == HDR_TYPE_FLOAT );
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case HDR_TYPE_FLOAT:
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return ( m_Caps.m_MaxHDRType == HDR_TYPE_FLOAT );
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}
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return false;
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}
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bool CHardwareConfig::HasProjectedBumpEnv() const
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{
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return m_Caps.m_HasProjectedBumpEnv;
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}
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bool CHardwareConfig::SupportsSpheremapping() const
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{
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return m_Caps.m_bSupportsSpheremapping;
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}
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bool CHardwareConfig::NeedsAAClamp() const
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{
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return false;
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}
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bool CHardwareConfig::NeedsATICentroidHack() const
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{
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return m_Caps.m_bNeedsATICentroidHack;
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}
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bool CHardwareConfig::SupportsColorOnSecondStream() const
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{
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return m_Caps.m_bColorOnSecondStream;
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}
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bool CHardwareConfig::SupportsStaticPlusDynamicLighting() const
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{
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return GetDXSupportLevel() >= 80;
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}
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bool CHardwareConfig::PreferReducedFillrate() const
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{
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return ShaderUtil()->GetConfig().ReduceFillrate();
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}
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// This is the max dx support level supported by the card
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int CHardwareConfig::GetMaxDXSupportLevel() const
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{
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return m_ActualCaps.m_nMaxDXSupportLevel;
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}
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bool CHardwareConfig::SpecifiesFogColorInLinearSpace() const
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{
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return m_Caps.m_bFogColorSpecifiedInLinearSpace;
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}
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bool CHardwareConfig::SupportsSRGB() const
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{
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return m_Caps.m_SupportsSRGB;
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}
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bool CHardwareConfig::FakeSRGBWrite() const
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{
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return m_Caps.m_FakeSRGBWrite;
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}
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bool CHardwareConfig::CanDoSRGBReadFromRTs() const
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{
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return m_Caps.m_CanDoSRGBReadFromRTs;
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}
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bool CHardwareConfig::SupportsGLMixedSizeTargets() const
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{
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return m_Caps.m_bSupportsGLMixedSizeTargets;
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}
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bool CHardwareConfig::IsAAEnabled() const
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{
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return g_pShaderDevice ? g_pShaderDevice->IsAAEnabled() : false;
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// bool bAntialiasing = ( m_PresentParameters.MultiSampleType != D3DMULTISAMPLE_NONE );
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// return bAntialiasing;
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}
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int CHardwareConfig::GetVertexTextureCount() const
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{
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return m_Caps.m_nVertexTextureCount;
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}
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int CHardwareConfig::GetMaxVertexTextureDimension() const
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{
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return m_Caps.m_nMaxVertexTextureDimension;
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}
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HDRType_t CHardwareConfig::GetHDRType() const
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{
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bool enabled = m_bHDREnabled;
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int dxlev = GetDXSupportLevel();
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int dxsupp = dxlev >= 90;
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HDRType_t caps_hdr = m_Caps.m_HDRType;
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HDRType_t result = HDR_TYPE_NONE;
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//printf("\nCHardwareConfig::GetHDRType...");
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if (enabled)
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{
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//printf("-> enabled...");
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if (dxsupp)
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{
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//printf("-> supported...");
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result = caps_hdr;
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}
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}
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//printf("-> result is %d.\n", result);
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return result;
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/*
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if ( m_bHDREnabled && ( GetDXSupportLevel() >= 90 ) )
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return m_Caps.m_HDRType;
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return HDR_TYPE_NONE;
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*/
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}
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HDRType_t CHardwareConfig::GetHardwareHDRType() const
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{
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return m_Caps.m_HDRType;
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}
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bool CHardwareConfig::SupportsStreamOffset() const
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{
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return ( (GetDXSupportLevel() >= 90) && m_Caps.m_bSupportsStreamOffset );
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}
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int CHardwareConfig::StencilBufferBits() const
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{
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return g_pShaderDevice ? g_pShaderDevice->StencilBufferBits() : 0;
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}
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int CHardwareConfig:: MaxViewports() const
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{
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return m_Caps.m_nMaxViewports;
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}
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int CHardwareConfig::GetActualSamplerCount() const
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{
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return m_ActualCaps.m_NumSamplers;
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}
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int CHardwareConfig::GetActualTextureStageCount() const
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{
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return m_ActualCaps.m_NumTextureStages;
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}
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const char *CHardwareConfig::GetHWSpecificShaderDLLName() const
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{
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return m_Caps.m_pShaderDLL && m_Caps.m_pShaderDLL[0] ? m_Caps.m_pShaderDLL : NULL;
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}
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bool CHardwareConfig::SupportsMipmapping() const
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{
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return m_Caps.m_SupportsMipmapping;
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}
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bool CHardwareConfig::ActuallySupportsPixelShaders_2_b() const
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{
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return m_ActualCaps.m_SupportsPixelShaders_2_b;
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}
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