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61 lines
2.7 KiB
C
61 lines
2.7 KiB
C
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//
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//=============================================================================//
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#ifndef COLORFORMATDX8_H
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#define COLORFORMATDX8_H
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#include <pixelwriter.h>
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#include "togl/rendermechanism.h"
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// FOURCC formats for ATI shadow depth textures
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#define ATIFMT_D16 ((D3DFORMAT)(MAKEFOURCC('D','F','1','6')))
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#define ATIFMT_D24S8 ((D3DFORMAT)(MAKEFOURCC('D','F','2','4')))
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// FOURCC formats for ATI2N and ATI1N compressed textures (360 and DX10 parts also do these)
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#define ATIFMT_ATI2N ((D3DFORMAT) MAKEFOURCC('A', 'T', 'I', '2'))
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#define ATIFMT_ATI1N ((D3DFORMAT) MAKEFOURCC('A', 'T', 'I', '1'))
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// FOURCC formats for nVidia shadow depth textures
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#define NVFMT_RAWZ ((D3DFORMAT)(MAKEFOURCC('R','A','W','Z')))
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#define NVFMT_INTZ ((D3DFORMAT)(MAKEFOURCC('I','N','T','Z')))
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// FOURCC format for nVidia null texture format
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#define NVFMT_NULL ((D3DFORMAT)(MAKEFOURCC('N','U','L','L')))
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//-----------------------------------------------------------------------------
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// Finds the nearest supported frame buffer format
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//-----------------------------------------------------------------------------
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ImageFormat FindNearestSupportedBackBufferFormat( unsigned int displayAdapter, D3DDEVTYPE deviceType,
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ImageFormat displayFormat, ImageFormat backBufferFormat, bool bIsWindowed );
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//-----------------------------------------------------------------------------
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// Initializes the color format informat; call it every time display mode changes
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//-----------------------------------------------------------------------------
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void InitializeColorInformation( unsigned int displayAdapter, D3DDEVTYPE deviceType,
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ImageFormat displayFormat );
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//-----------------------------------------------------------------------------
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// Returns true if compressed textures are supported
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//-----------------------------------------------------------------------------
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bool D3DSupportsCompressedTextures();
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//-----------------------------------------------------------------------------
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// Returns closest supported format
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//-----------------------------------------------------------------------------
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ImageFormat FindNearestSupportedFormat( ImageFormat format, bool bIsVertexTexture, bool bIsRenderTarget, bool bFilterableRequired );
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//-----------------------------------------------------------------------------
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// Finds the nearest supported depth buffer format
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//-----------------------------------------------------------------------------
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D3DFORMAT FindNearestSupportedDepthFormat( int nAdapter, ImageFormat displayFormat, ImageFormat renderTargetFormat, D3DFORMAT depthFormat );
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const char *D3DFormatName( D3DFORMAT d3dFormat );
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#endif // COLORFORMATDX8_H
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