//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // // $NoKeywords: $ // //=============================================================================// #ifndef COLORFORMATDX8_H #define COLORFORMATDX8_H #include #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