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engine: hdr to ldr conversion for HDR_TYPE_NONE
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@@ -1177,7 +1177,7 @@ bool CMaterial::ShouldSkipVar( KeyValues *pVar, bool *pWasConditional )
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}
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else if ( ! stricmp( pCond, "hdr" ) )
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{
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bShouldSkip = ( HardwareConfig()->GetHDRType() == HDR_TYPE_NONE );
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bShouldSkip = false; //( HardwareConfig()->GetHDRType() == HDR_TYPE_NONE );
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}
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else if ( ! stricmp( pCond, "srgb" ) )
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{
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@@ -1400,7 +1400,7 @@ static KeyValues *FindBuiltinFallbackBlock( char const *pShaderName, KeyValues *
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if ( pRet )
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return pRet;
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}
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if ( HardwareConfig()->GetHDRType() != HDR_TYPE_NONE )
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// if ( HardwareConfig()->GetHDRType() != HDR_TYPE_NONE )
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{
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KeyValues *pRet = CheckConditionalFakeShaderName( pShaderName,"hdr_dx9", pKeyValues );
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if ( pRet )
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@@ -1409,7 +1409,7 @@ static KeyValues *FindBuiltinFallbackBlock( char const *pShaderName, KeyValues *
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if ( pRet )
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return pRet;
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}
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else
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if( HardwareConfig()->GetHDRType() == HDR_TYPE_NONE )
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{
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KeyValues *pRet = CheckConditionalFakeShaderName( pShaderName,"ldr", pKeyValues );
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if ( pRet )
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@@ -939,6 +939,10 @@ bool CShaderDeviceMgrDx8::ComputeCapsFromD3D( HardwareCaps_t *pCaps, int nAdapte
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D3DFMT_X8R8G8B8, D3DUSAGE_QUERY_FILTER,
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D3DRTYPE_TEXTURE, D3DFMT_A16B16G16R16 ) == S_OK );
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#ifdef TOGLES
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bSupportsInteger16Textures = caps.SupportInt16Format;
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#endif
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// Does the device support filterable fp16 textures?
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bool bSupportsFloat16Textures =
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( D3D()->CheckDeviceFormat( nAdapter, DX8_DEVTYPE,
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@@ -1072,7 +1076,7 @@ bool CShaderDeviceMgrDx8::ComputeCapsFromD3D( HardwareCaps_t *pCaps, int nAdapte
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else
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if ( bSupportsIntegerHDR )
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pCaps->m_MaxHDRType = HDR_TYPE_INTEGER;
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if ( bSupportsFloatHDR && ( mat_hdr_level.GetInt() == 3 ) )
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{
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pCaps->m_HDRType = HDR_TYPE_FLOAT;
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