Seaside/SpyCustom/imaterialsystemhardwareconfig.h
2021-06-16 16:10:20 +03:00

201 lines
5.8 KiB
C++

#ifndef IMATERIALSYSTEMHARDWARECONFIG_H
#define IMATERIALSYSTEMHARDWARECONFIG_H
#ifdef _WIN32
#pragma once
#endif
#if defined( DX_TO_GL_ABSTRACTION )
#define IsPlatformOpenGL() true
#else
#define IsPlatformOpenGL() false
#endif
#include "interface.h"
#include "imageformat.h"
#include "imaterialsystem.h"
FORCEINLINE bool IsOpenGL(void)
{
return IsPlatformOpenGL();
}
enum VertexCompressionType_t
{
VERTEX_COMPRESSION_INVALID = 0xFFFFFFFF,
VERTEX_COMPRESSION_NONE = 0,
VERTEX_COMPRESSION_ON = 1
};
#ifdef _GAMECONSOLE
#define DEFCONFIGMETHOD( ret_type, method, xbox_return_value ) \
FORCEINLINE ret_type method const \
{ \
return xbox_return_value; \
}
#else
#define DEFCONFIGMETHOD( ret_type, method, xbox_return_value ) \
virtual ret_type method const = 0;
#endif
enum ShadowFilterMode_t
{
SHADOWFILTERMODE_DEFAULT = 0,
NVIDIA_PCF = 0,
ATI_NO_PCF_FETCH4 = 1,
NVIDIA_PCF_CHEAP = 2,
ATI_NOPCF = 3,
GAMECONSOLE_NINE_TAP_PCF = 0,
GAMECONSOLE_SINGLE_TAP_PCF = 1,
#if defined( _GAMECONSOLE )
SHADOWFILTERMODE_FIRST_CHEAP_MODE = GAMECONSOLE_SINGLE_TAP_PCF,
#else
SHADOWFILTERMODE_FIRST_CHEAP_MODE = NVIDIA_PCF_CHEAP,
#endif
};
enum CSMQualityMode_t
{
CSMQUALITY_VERY_LOW,
CSMQUALITY_LOW,
CSMQUALITY_MEDIUM,
CSMQUALITY_HIGH,
CSMQUALITY_TOTAL_MODES
};
enum CSMShaderMode_t
{
CSMSHADERMODE_LOW_OR_VERY_LOW = 0,
CSMSHADERMODE_MEDIUM = 1,
CSMSHADERMODE_HIGH = 2,
CSMSHADERMODE_ATIFETCH4 = 3,
CSMSHADERMODE_TOTAL_MODES
};
class IMaterialSystemHardwareConfig
{
public:
virtual int GetFrameBufferColorDepth() const = 0;
virtual int GetSamplerCount() const = 0;
virtual bool HasSetDeviceGammaRamp() const = 0;
DEFCONFIGMETHOD(bool, SupportsStaticControlFlow(), true);
virtual VertexCompressionType_t SupportsCompressedVertices() const = 0;
virtual int MaximumAnisotropicLevel() const = 0;
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;
DEFCONFIGMETHOD(int, GetDXSupportLevel(), 98);
virtual const char* GetShaderDLLName() const = 0;
virtual bool ReadPixelsFromFrontBuffer() const = 0;
virtual bool PreferDynamicTextures() const = 0;
DEFCONFIGMETHOD(bool, SupportsHDR(), true);
virtual bool NeedsAAClamp() const = 0;
virtual bool NeedsATICentroidHack() const = 0;
virtual int GetMaxDXSupportLevel() const = 0;
virtual bool SpecifiesFogColorInLinearSpace() const = 0;
DEFCONFIGMETHOD(bool, SupportsSRGB(), true);
DEFCONFIGMETHOD(bool, FakeSRGBWrite(), false);
DEFCONFIGMETHOD(bool, CanDoSRGBReadFromRTs(), true);
virtual bool SupportsGLMixedSizeTargets() const = 0;
virtual bool IsAAEnabled() const = 0;
virtual int GetVertexSamplerCount() const = 0;
virtual int GetMaxVertexTextureDimension() const = 0;
virtual int MaxTextureDepth() const = 0;
virtual HDRType_t GetHDRType() const = 0;
virtual HDRType_t GetHardwareHDRType() const = 0;
virtual bool SupportsStreamOffset() const = 0;
virtual int StencilBufferBits() const = 0;
virtual int MaxViewports() const = 0;
virtual void OverrideStreamOffsetSupport(bool bOverrideEnabled, bool bEnableSupport) = 0;
virtual ShadowFilterMode_t GetShadowFilterMode(bool bForceLowQualityShadows, bool bPS30) const = 0;
virtual int NeedsShaderSRGBConversion() const = 0;
DEFCONFIGMETHOD(bool, UsesSRGBCorrectBlending(), IsX360());
virtual bool HasFastVertexTextures() const = 0;
virtual int MaxHWMorphBatchCount() const = 0;
virtual bool SupportsHDRMode(HDRType_t nHDRMode) const = 0;
virtual bool GetHDREnabled(void) const = 0;
virtual void SetHDREnabled(bool bEnable) = 0;
virtual bool SupportsBorderColor(void) const = 0;
virtual bool SupportsFetch4(void) const = 0;
virtual float GetShadowDepthBias() const = 0;
virtual float GetShadowSlopeScaleDepthBias() const = 0;
virtual bool PreferZPrepass() const = 0;
virtual bool SuppressPixelShaderCentroidHackFixup() const = 0;
virtual bool PreferTexturesInHWMemory() const = 0;
virtual bool PreferHardwareSync() const = 0;
virtual bool ActualHasFastVertexTextures() const = 0;
virtual bool SupportsShadowDepthTextures(void) const = 0;
virtual ImageFormat GetShadowDepthTextureFormat(void) const = 0;
virtual ImageFormat GetHighPrecisionShadowDepthTextureFormat(void) const = 0;
virtual ImageFormat GetNullTextureFormat(void) const = 0;
virtual int GetMinDXSupportLevel() const = 0;
virtual bool IsUnsupported() const = 0;
virtual float GetLightMapScaleFactor() const = 0;
virtual bool SupportsCascadedShadowMapping() const = 0;
virtual CSMQualityMode_t GetCSMQuality() const = 0;
virtual bool SupportsBilinearPCFSampling() const = 0;
virtual CSMShaderMode_t GetCSMShaderMode(CSMQualityMode_t nQualityLevel) const = 0;
virtual bool GetCSMAccurateBlending(void) const = 0;
virtual void SetCSMAccurateBlending(bool bEnable) = 0;
virtual bool SupportsResolveDepth() const = 0;
virtual bool HasFullResolutionDepthTexture() const = 0;
#if defined ( STDSHADER_DBG_DLL_EXPORT ) || defined( STDSHADER_DX9_DLL_EXPORT )
inline bool SupportsPixelShaders_2_b() const { return GetDXSupportLevel() >= 92; }
inline bool SupportsPixelShaders_3_0() const { return GetDXSupportLevel() >= 95; }
#endif
inline bool ShouldAlwaysUseShaderModel2bShaders() const { return IsOpenGL(); }
inline bool PlatformRequiresNonNullPixelShaders() const { return IsOpenGL(); }
};
#endif