sqwarmed/sdk_src/public/materialsystem/imaterialsystemhardwareconf...

181 lines
6.3 KiB
C++

//===== Copyright © 1996-2005, Valve Corporation, All rights reserved. ======//
//
// Purpose:
//
// $Header: $
// $NoKeywords: $
//===========================================================================//
#ifndef IMATERIALSYSTEMHARDWARECONFIG_H
#define IMATERIALSYSTEMHARDWARECONFIG_H
#ifdef _WIN32
#pragma once
#endif
#include "tier1/interface.h"
#include "tier2/tier2.h"
#include "bitmap/imageformat.h"
//-----------------------------------------------------------------------------
// Material system interface version
//-----------------------------------------------------------------------------
// 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:
virtual int GetFrameBufferColorDepth() const = 0;
virtual int GetSamplerCount() const = 0;
virtual bool HasSetDeviceGammaRamp() const = 0;
virtual VertexCompressionType_t SupportsCompressedVertices() const = 0;
virtual int MaximumAnisotropicLevel() const = 0; // 0 means no anisotropic filtering
virtual int MaxTextureWidth() const = 0;
virtual int MaxTextureHeight() const = 0;
virtual int TextureMemorySize() const = 0;
virtual bool SupportsMipmappedCubemaps() const = 0;
virtual int NumVertexShaderConstants() const = 0;
virtual int NumPixelShaderConstants() const = 0;
virtual int MaxNumLights() const = 0;
virtual int MaxTextureAspectRatio() const = 0;
virtual int MaxVertexShaderBlendMatrices() const = 0;
virtual int MaxUserClipPlanes() const = 0;
virtual bool UseFastClipping() const = 0;
// This here should be the major item looked at when checking for compat
// from anywhere other than the material system shaders
DEFCONFIGMETHOD( int, GetDXSupportLevel(), 98 );
virtual const char *GetShaderDLLName() const = 0;
virtual bool ReadPixelsFromFrontBuffer() const = 0;
// Are dx dynamic textures preferred?
virtual bool PreferDynamicTextures() const = 0;
DEFCONFIGMETHOD( bool, SupportsHDR(), true );
virtual bool NeedsAAClamp() const = 0;
virtual bool NeedsATICentroidHack() const = 0;
// This is the max dx support level supported by the card
virtual int GetMaxDXSupportLevel() const = 0;
// Does the card specify fog color in linear space when sRGBWrites are enabled?
virtual bool SpecifiesFogColorInLinearSpace() const = 0;
// Does the card support sRGB reads/writes?
DEFCONFIGMETHOD( bool, SupportsSRGB(), true );
virtual bool IsAAEnabled() const = 0; // Is antialiasing being used?
// NOTE: Anything after this was added after shipping HL2.
virtual int GetVertexSamplerCount() const = 0;
virtual int GetMaxVertexTextureDimension() const = 0;
virtual int MaxTextureDepth() const = 0;
virtual HDRType_t GetHDRType() const = 0;
virtual HDRType_t GetHardwareHDRType() const = 0;
virtual bool SupportsStreamOffset() const = 0;
virtual int StencilBufferBits() const = 0;
virtual int MaxViewports() const = 0;
virtual void OverrideStreamOffsetSupport( bool bOverrideEnabled, bool bEnableSupport ) = 0;
virtual int GetShadowFilterMode() const = 0;
virtual int NeedsShaderSRGBConversion() const = 0;
DEFCONFIGMETHOD( bool, UsesSRGBCorrectBlending(), true );
virtual bool HasFastVertexTextures() const = 0;
virtual int MaxHWMorphBatchCount() const = 0;
virtual bool SupportsHDRMode( HDRType_t nHDRMode ) const = 0;
virtual bool GetHDREnabled( void ) const = 0;
virtual void SetHDREnabled( bool bEnable ) = 0;
virtual bool SupportsBorderColor( void ) const = 0;
virtual bool SupportsFetch4( void ) const = 0;
virtual float GetShadowDepthBias() const = 0;
virtual float GetShadowSlopeScaleDepthBias() const = 0;
virtual bool PreferZPrepass() const = 0;
virtual bool SuppressPixelShaderCentroidHackFixup() const = 0;
virtual bool PreferTexturesInHWMemory() const = 0;
virtual bool PreferHardwareSync() const = 0;
virtual bool ActualHasFastVertexTextures() const = 0;
virtual bool SupportsShadowDepthTextures( void ) const = 0;
virtual ImageFormat GetShadowDepthTextureFormat( void ) const = 0;
virtual ImageFormat GetNullTextureFormat( void ) const = 0;
virtual int GetMinDXSupportLevel() const = 0;
virtual bool IsUnsupported() const = 0;
// Backward compat for stdshaders
#if defined ( STDSHADER_DBG_DLL_EXPORT ) || defined( STDSHADER_DX9_DLL_EXPORT )
inline bool SupportsPixelShaders_2_b() const { return GetDXSupportLevel() >= 92; }
#endif
};
#endif // IMATERIALSYSTEMHARDWARECONFIG_H