Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $Header: $
// $NoKeywords: $
//===========================================================================//
#ifndef IMATERIALSYSTEMHARDWARECONFIG_H
#define IMATERIALSYSTEMHARDWARECONFIG_H
#ifdef _WIN32
#pragma once
#endif
#include "tier1/interface.h"
//-----------------------------------------------------------------------------
// GL helpers
//-----------------------------------------------------------------------------
FORCEINLINE bool IsEmulatingGL()
{
static bool bIsEmulatingGL = ( Plat_GetCommandLineA() ) ? ( strstr( Plat_GetCommandLineA(), "-r_emulate_gl" ) != NULL ) : false;
return bIsEmulatingGL;
}
FORCEINLINE bool IsOpenGL( void )
{
return IsPlatformOpenGL() || IsEmulatingGL();
}
//-----------------------------------------------------------------------------
// Material system interface version
//-----------------------------------------------------------------------------
#define MATERIALSYSTEM_HARDWARECONFIG_INTERFACE_VERSION "MaterialSystemHardwareConfig012"
// HDRFIXME NOTE: must match common_ps_fxc.h
enum HDRType_t
{
HDR_TYPE_NONE,
HDR_TYPE_INTEGER,
HDR_TYPE_FLOAT,
};
// 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 _X360
#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
//-----------------------------------------------------------------------------
// Material system configuration
//-----------------------------------------------------------------------------
class IMaterialSystemHardwareConfig
{
public:
// on xbox, some methods are inlined to return constants
DEFCONFIGMETHOD( bool, HasDestAlphaBuffer(), true );
DEFCONFIGMETHOD( bool, HasStencilBuffer(), true );
virtual int GetFrameBufferColorDepth() const = 0;
virtual int GetSamplerCount() const = 0;
virtual bool HasSetDeviceGammaRamp() const = 0;
DEFCONFIGMETHOD( bool, SupportsCompressedTextures(), true );
virtual VertexCompressionType_t SupportsCompressedVertices() const = 0;
virtual bool SupportsNormalMapCompression() const { return false; }
DEFCONFIGMETHOD( bool, SupportsVertexAndPixelShaders(), true );
DEFCONFIGMETHOD( bool, SupportsPixelShaders_1_4(), true );
DEFCONFIGMETHOD( bool, SupportsStaticControlFlow(), true );
DEFCONFIGMETHOD( bool, SupportsPixelShaders_2_0(), true );
DEFCONFIGMETHOD( bool, SupportsVertexShaders_2_0(), true );
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 SupportsOverbright() const = 0;
virtual bool SupportsCubeMaps() const = 0;
virtual bool SupportsMipmappedCubemaps() const = 0;
virtual bool SupportsNonPow2Textures() const = 0;
// The number of texture stages represents the number of computations
// we can do in the fixed-function pipeline, it is *not* related to the
// simultaneous number of textures we can use
virtual int GetTextureStageCount() const = 0;
virtual int NumVertexShaderConstants() const = 0;
virtual int NumPixelShaderConstants() const = 0;
virtual int MaxNumLights() const = 0;
virtual bool SupportsHardwareLighting() const = 0;
virtual int MaxBlendMatrices() const = 0;
virtual int MaxBlendMatrixIndices() 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 HasProjectedBumpEnv() const = 0;
virtual bool SupportsSpheremapping() const = 0;
virtual bool NeedsAAClamp() const = 0;
virtual bool NeedsATICentroidHack() const = 0;
virtual bool SupportsColorOnSecondStream() const = 0;
virtual bool SupportsStaticPlusDynamicLighting() const = 0;
// Does our card have a hard time with fillrate
// relative to other cards w/ the same dx level?
virtual bool PreferReducedFillrate() 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 GetVertexTextureCount() const = 0;
virtual int GetMaxVertexTextureDimension() const = 0;
virtual int MaxTextureDepth() const = 0;
virtual HDRType_t GetHDRType() const = 0;
virtual HDRType_t GetHardwareHDRType() const = 0;
DEFCONFIGMETHOD( bool, SupportsPixelShaders_2_b(), true );
virtual bool SupportsStreamOffset() const = 0;
virtual int StencilBufferBits() const = 0;
virtual int MaxViewports() const = 0;
virtual void OverrideStreamOffsetSupport( bool bOverrideEnabled, bool bEnableSupport ) = 0;
virtual int GetShadowFilterMode() const = 0;
virtual int NeedsShaderSRGBConversion() const = 0;
DEFCONFIGMETHOD( bool, UsesSRGBCorrectBlending(), true );
virtual bool SupportsShaderModel_3_0() const = 0;
virtual bool HasFastVertexTextures() const = 0;
virtual int MaxHWMorphBatchCount() const = 0;
// Does the board actually support this?
DEFCONFIGMETHOD( bool, ActuallySupportsPixelShaders_2_b(), true );
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 bool CanStretchRectFromTextures( void ) const = 0;
inline bool ShouldAlwaysUseShaderModel2bShaders() const { return IsOpenGL(); }
inline bool PlatformRequiresNonNullPixelShaders() const { return IsOpenGL(); }
};
#endif // IMATERIALSYSTEMHARDWARECONFIG_H