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Diffstat (limited to 'materialsystem/shaderapidx9/colorformatdx8.h')
| -rw-r--r-- | materialsystem/shaderapidx9/colorformatdx8.h | 60 |
1 files changed, 60 insertions, 0 deletions
diff --git a/materialsystem/shaderapidx9/colorformatdx8.h b/materialsystem/shaderapidx9/colorformatdx8.h new file mode 100644 index 0000000..20e9973 --- /dev/null +++ b/materialsystem/shaderapidx9/colorformatdx8.h @@ -0,0 +1,60 @@ +//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +// $NoKeywords: $ +// +//=============================================================================// + +#ifndef COLORFORMATDX8_H +#define COLORFORMATDX8_H + +#include <pixelwriter.h> +#include "togl/rendermechanism.h" + +// FOURCC formats for ATI shadow depth textures +#define ATIFMT_D16 ((D3DFORMAT)(MAKEFOURCC('D','F','1','6'))) +#define ATIFMT_D24S8 ((D3DFORMAT)(MAKEFOURCC('D','F','2','4'))) + +// FOURCC formats for ATI2N and ATI1N compressed textures (360 and DX10 parts also do these) +#define ATIFMT_ATI2N ((D3DFORMAT) MAKEFOURCC('A', 'T', 'I', '2')) +#define ATIFMT_ATI1N ((D3DFORMAT) MAKEFOURCC('A', 'T', 'I', '1')) + +// FOURCC formats for nVidia shadow depth textures +#define NVFMT_RAWZ ((D3DFORMAT)(MAKEFOURCC('R','A','W','Z'))) +#define NVFMT_INTZ ((D3DFORMAT)(MAKEFOURCC('I','N','T','Z'))) + +// FOURCC format for nVidia null texture format +#define NVFMT_NULL ((D3DFORMAT)(MAKEFOURCC('N','U','L','L'))) + + +//----------------------------------------------------------------------------- +// Finds the nearest supported frame buffer format +//----------------------------------------------------------------------------- +ImageFormat FindNearestSupportedBackBufferFormat( unsigned int displayAdapter, D3DDEVTYPE deviceType, + ImageFormat displayFormat, ImageFormat backBufferFormat, bool bIsWindowed ); + +//----------------------------------------------------------------------------- +// Initializes the color format informat; call it every time display mode changes +//----------------------------------------------------------------------------- +void InitializeColorInformation( unsigned int displayAdapter, D3DDEVTYPE deviceType, + ImageFormat displayFormat ); + +//----------------------------------------------------------------------------- +// Returns true if compressed textures are supported +//----------------------------------------------------------------------------- +bool D3DSupportsCompressedTextures(); + +//----------------------------------------------------------------------------- +// Returns closest supported format +//----------------------------------------------------------------------------- +ImageFormat FindNearestSupportedFormat( ImageFormat format, bool bIsVertexTexture, bool bIsRenderTarget, bool bFilterableRequired ); + +//----------------------------------------------------------------------------- +// Finds the nearest supported depth buffer format +//----------------------------------------------------------------------------- +D3DFORMAT FindNearestSupportedDepthFormat( int nAdapter, ImageFormat displayFormat, ImageFormat renderTargetFormat, D3DFORMAT depthFormat ); + +const char *D3DFormatName( D3DFORMAT d3dFormat ); + +#endif // COLORFORMATDX8_H |