hl2_src-leak-2017/src/materialsystem/shaderapidx9/colorformatdx8.h

61 lines
2.7 KiB
C

//========= 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