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60 lines
2.7 KiB
60 lines
2.7 KiB
//========= 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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