/usr/include/OGRE/OgreRenderSystemCapabilities.h is in libogre-dev 1.7.4+dfsg1-7.
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-----------------------------------------------------------------------------
This source file is part of OGRE
(Object-oriented Graphics Rendering Engine)
For the latest info, see http://www.ogre3d.org/
Copyright (c) 2000-2011 Torus Knot Software Ltd
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
-----------------------------------------------------------------------------
*/
#ifndef __RenderSystemCapabilities__
#define __RenderSystemCapabilities__ 1
// Precompiler options
#include "OgrePrerequisites.h"
#include "OgreString.h"
#include "OgreStringConverter.h"
#include "OgreStringVector.h"
#include "OgreResource.h"
#include "OgreLogManager.h"
// Because there are more than 32 possible Capabilities, more than 1 int is needed to store them all.
// In fact, an array of integers is used to store capabilities. However all the capabilities are defined in the single
// enum. The only way to know which capabilities should be stored where in the array is to use some of the 32 bits
// to record the category of the capability. These top few bits are used as an index into mCapabilities array
// The lower bits are used to identify each capability individually by setting 1 bit for each
// Identifies how many bits are reserved for categories
// NOTE: Although 4 bits (currently) are enough
#define CAPS_CATEGORY_SIZE 4
#define OGRE_CAPS_BITSHIFT (32 - CAPS_CATEGORY_SIZE)
#define CAPS_CATEGORY_MASK (((1 << CAPS_CATEGORY_SIZE) - 1) << OGRE_CAPS_BITSHIFT)
#define OGRE_CAPS_VALUE(cat, val) ((cat << OGRE_CAPS_BITSHIFT) | (1 << val))
namespace Ogre
{
/** \addtogroup Core
* @{
*/
/** \addtogroup RenderSystem
* @{
*/
/// Enumerates the categories of capabilities
enum CapabilitiesCategory
{
CAPS_CATEGORY_COMMON = 0,
CAPS_CATEGORY_COMMON_2 = 1,
CAPS_CATEGORY_D3D9 = 2,
CAPS_CATEGORY_GL = 3,
/// Placeholder for max value
CAPS_CATEGORY_COUNT = 4
};
/// Enum describing the different hardware capabilities we want to check for
/// OGRE_CAPS_VALUE(a, b) defines each capability
// a is the category (which can be from 0 to 15)
// b is the value (from 0 to 27)
enum Capabilities
{
/// Supports generating mipmaps in hardware
RSC_AUTOMIPMAP = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON, 0),
RSC_BLENDING = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON, 1),
/// Supports anisotropic texture filtering
RSC_ANISOTROPY = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON, 2),
/// Supports fixed-function DOT3 texture blend
RSC_DOT3 = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON, 3),
/// Supports cube mapping
RSC_CUBEMAPPING = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON, 4),
/// Supports hardware stencil buffer
RSC_HWSTENCIL = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON, 5),
/// Supports hardware vertex and index buffers
RSC_VBO = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON, 7),
/// Supports vertex programs (vertex shaders)
RSC_VERTEX_PROGRAM = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON, 9),
/// Supports fragment programs (pixel shaders)
RSC_FRAGMENT_PROGRAM = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON, 10),
/// Supports performing a scissor test to exclude areas of the screen
RSC_SCISSOR_TEST = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON, 11),
/// Supports separate stencil updates for both front and back faces
RSC_TWO_SIDED_STENCIL = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON, 12),
/// Supports wrapping the stencil value at the range extremeties
RSC_STENCIL_WRAP = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON, 13),
/// Supports hardware occlusion queries
RSC_HWOCCLUSION = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON, 14),
/// Supports user clipping planes
RSC_USER_CLIP_PLANES = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON, 15),
/// Supports the VET_UBYTE4 vertex element type
RSC_VERTEX_FORMAT_UBYTE4 = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON, 16),
/// Supports infinite far plane projection
RSC_INFINITE_FAR_PLANE = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON, 17),
/// Supports hardware render-to-texture (bigger than framebuffer)
RSC_HWRENDER_TO_TEXTURE = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON, 18),
/// Supports float textures and render targets
RSC_TEXTURE_FLOAT = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON, 19),
/// Supports non-power of two textures
RSC_NON_POWER_OF_2_TEXTURES = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON, 20),
/// Supports 3d (volume) textures
RSC_TEXTURE_3D = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON, 21),
/// Supports basic point sprite rendering
RSC_POINT_SPRITES = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON, 22),
/// Supports extra point parameters (minsize, maxsize, attenuation)
RSC_POINT_EXTENDED_PARAMETERS = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON, 23),
/// Supports vertex texture fetch
RSC_VERTEX_TEXTURE_FETCH = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON, 24),
/// Supports mipmap LOD biasing
RSC_MIPMAP_LOD_BIAS = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON, 25),
/// Supports hardware geometry programs
RSC_GEOMETRY_PROGRAM = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON, 26),
/// Supports rendering to vertex buffers
RSC_HWRENDER_TO_VERTEX_BUFFER = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON, 27),
/// Supports compressed textures
RSC_TEXTURE_COMPRESSION = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON_2, 0),
/// Supports compressed textures in the DXT/ST3C formats
RSC_TEXTURE_COMPRESSION_DXT = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON_2, 1),
/// Supports compressed textures in the VTC format
RSC_TEXTURE_COMPRESSION_VTC = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON_2, 2),
/// Supports compressed textures in the PVRTC format
RSC_TEXTURE_COMPRESSION_PVRTC = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON_2, 3),
/// Supports fixed-function pipeline
RSC_FIXED_FUNCTION = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON_2, 4),
/// Supports MRTs with different bit depths
RSC_MRT_DIFFERENT_BIT_DEPTHS = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON_2, 5),
/// Supports Alpha to Coverage (A2C)
RSC_ALPHA_TO_COVERAGE = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON_2, 6),
/// Supports Blending operations other than +
RSC_ADVANCED_BLEND_OPERATIONS = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON_2, 7),
// ***** DirectX specific caps *****
/// Is DirectX feature "per stage constants" supported
RSC_PERSTAGECONSTANT = OGRE_CAPS_VALUE(CAPS_CATEGORY_D3D9, 0),
// ***** GL Specific Caps *****
/// Supports openGL GLEW version 1.5
RSC_GL1_5_NOVBO = OGRE_CAPS_VALUE(CAPS_CATEGORY_GL, 1),
/// Support for Frame Buffer Objects (FBOs)
RSC_FBO = OGRE_CAPS_VALUE(CAPS_CATEGORY_GL, 2),
/// Support for Frame Buffer Objects ARB implementation (regular FBO is higher precedence)
RSC_FBO_ARB = OGRE_CAPS_VALUE(CAPS_CATEGORY_GL, 3),
/// Support for Frame Buffer Objects ATI implementation (ARB FBO is higher precedence)
RSC_FBO_ATI = OGRE_CAPS_VALUE(CAPS_CATEGORY_GL, 4),
/// Support for PBuffer
RSC_PBUFFER = OGRE_CAPS_VALUE(CAPS_CATEGORY_GL, 5),
/// Support for GL 1.5 but without HW occlusion workaround
RSC_GL1_5_NOHWOCCLUSION = OGRE_CAPS_VALUE(CAPS_CATEGORY_GL, 6),
/// Support for point parameters ARB implementation
RSC_POINT_EXTENDED_PARAMETERS_ARB = OGRE_CAPS_VALUE(CAPS_CATEGORY_GL, 7),
/// Support for point parameters EXT implementation
RSC_POINT_EXTENDED_PARAMETERS_EXT = OGRE_CAPS_VALUE(CAPS_CATEGORY_GL, 8)
};
/// DriverVersion is used by RenderSystemCapabilities and both GL and D3D9
/// to store the version of the current GPU driver
struct _OgreExport DriverVersion
{
int major;
int minor;
int release;
int build;
DriverVersion()
{
major = minor = release = build = 0;
}
String toString() const
{
StringUtil::StrStreamType str;
str << major << "." << minor << "." << release << "." << build;
return str.str();
}
void fromString(const String& versionString)
{
StringVector tokens = StringUtil::split(versionString, ".");
if(!tokens.empty())
{
major = StringConverter::parseInt(tokens[0]);
if (tokens.size() > 1)
minor = StringConverter::parseInt(tokens[1]);
if (tokens.size() > 2)
release = StringConverter::parseInt(tokens[2]);
if (tokens.size() > 3)
build = StringConverter::parseInt(tokens[3]);
}
}
};
/** Enumeration of GPU vendors. */
enum GPUVendor
{
GPU_UNKNOWN = 0,
GPU_NVIDIA = 1,
GPU_ATI = 2,
GPU_INTEL = 3,
GPU_S3 = 4,
GPU_MATROX = 5,
GPU_3DLABS = 6,
GPU_SIS = 7,
GPU_IMAGINATION_TECHNOLOGIES = 8,
GPU_APPLE = 9, // Apple Software Renderer
GPU_NOKIA = 10,
/// placeholder
GPU_VENDOR_COUNT = 11
};
/** singleton class for storing the capabilities of the graphics card.
@remarks
This class stores the capabilities of the graphics card. This
information is set by the individual render systems.
*/
class _OgreExport RenderSystemCapabilities : public RenderSysAlloc
{
public:
typedef set<String>::type ShaderProfiles;
private:
/// This is used to build a database of RSC's
/// if a RSC with same name, but newer version is introduced, the older one
/// will be removed
DriverVersion mDriverVersion;
/// GPU Vendor
GPUVendor mVendor;
static StringVector msGPUVendorStrings;
static void initVendorStrings();
/// The number of world matrices available
ushort mNumWorldMatrices;
/// The number of texture units available
ushort mNumTextureUnits;
/// The stencil buffer bit depth
ushort mStencilBufferBitDepth;
/// The number of matrices available for hardware blending
ushort mNumVertexBlendMatrices;
/// Stores the capabilities flags.
int mCapabilities[CAPS_CATEGORY_COUNT];
/// Which categories are relevant
bool mCategoryRelevant[CAPS_CATEGORY_COUNT];
/// The name of the device as reported by the render system
String mDeviceName;
/// The identifier associated with the render system for which these capabilities are valid
String mRenderSystemName;
/// The number of floating-point constants vertex programs support
ushort mVertexProgramConstantFloatCount;
/// The number of integer constants vertex programs support
ushort mVertexProgramConstantIntCount;
/// The number of boolean constants vertex programs support
ushort mVertexProgramConstantBoolCount;
/// The number of floating-point constants geometry programs support
ushort mGeometryProgramConstantFloatCount;
/// The number of integer constants vertex geometry support
ushort mGeometryProgramConstantIntCount;
/// The number of boolean constants vertex geometry support
ushort mGeometryProgramConstantBoolCount;
/// The number of floating-point constants fragment programs support
ushort mFragmentProgramConstantFloatCount;
/// The number of integer constants fragment programs support
ushort mFragmentProgramConstantIntCount;
/// The number of boolean constants fragment programs support
ushort mFragmentProgramConstantBoolCount;
/// The number of simultaneous render targets supported
ushort mNumMultiRenderTargets;
/// The maximum point size
Real mMaxPointSize;
/// Are non-POW2 textures feature-limited?
bool mNonPOW2TexturesLimited;
/// The number of vertex texture units supported
ushort mNumVertexTextureUnits;
/// Are vertex texture units shared with fragment processor?
bool mVertexTextureUnitsShared;
/// The number of vertices a geometry program can emit in a single run
int mGeometryProgramNumOutputVertices;
/// The list of supported shader profiles
ShaderProfiles mSupportedShaderProfiles;
public:
RenderSystemCapabilities ();
virtual ~RenderSystemCapabilities ();
virtual size_t calculateSize() const {return 0;}
/** Set the driver version. */
void setDriverVersion(const DriverVersion& version)
{
mDriverVersion = version;
}
void parseDriverVersionFromString(const String& versionString)
{
DriverVersion version;
version.fromString(versionString);
setDriverVersion(version);
}
DriverVersion getDriverVersion() const
{
return mDriverVersion;
}
GPUVendor getVendor() const
{
return mVendor;
}
void setVendor(GPUVendor v)
{
mVendor = v;
}
/// Parse and set vendor
void parseVendorFromString(const String& vendorString)
{
setVendor(vendorFromString(vendorString));
}
/// Convert a vendor string to an enum
static GPUVendor vendorFromString(const String& vendorString);
/// Convert a vendor enum to a string
static String vendorToString(GPUVendor v);
bool isDriverOlderThanVersion(DriverVersion v) const
{
if (mDriverVersion.major < v.major)
return true;
else if (mDriverVersion.major == v.major &&
mDriverVersion.minor < v.minor)
return true;
else if (mDriverVersion.major == v.major &&
mDriverVersion.minor == v.minor &&
mDriverVersion.release < v.release)
return true;
else if (mDriverVersion.major == v.major &&
mDriverVersion.minor == v.minor &&
mDriverVersion.release == v.release &&
mDriverVersion.build < v.build)
return true;
return false;
}
void setNumWorldMatrices(ushort num)
{
mNumWorldMatrices = num;
}
void setNumTextureUnits(ushort num)
{
mNumTextureUnits = num;
}
void setStencilBufferBitDepth(ushort num)
{
mStencilBufferBitDepth = num;
}
void setNumVertexBlendMatrices(ushort num)
{
mNumVertexBlendMatrices = num;
}
/// The number of simultaneous render targets supported
void setNumMultiRenderTargets(ushort num)
{
mNumMultiRenderTargets = num;
}
ushort getNumWorldMatrices(void) const
{
return mNumWorldMatrices;
}
/** Returns the number of texture units the current output hardware
supports.
For use in rendering, this determines how many texture units the
are available for multitexturing (i.e. rendering multiple
textures in a single pass). Where a Material has multiple
texture layers, it will try to use multitexturing where
available, and where it is not available, will perform multipass
rendering to achieve the same effect. This property only applies
to the fixed-function pipeline, the number available to the
programmable pipeline depends on the shader model in use.
*/
ushort getNumTextureUnits(void) const
{
return mNumTextureUnits;
}
/** Determines the bit depth of the hardware accelerated stencil
buffer, if supported.
@remarks
If hardware stencilling is not supported, the software will
provide an 8-bit software stencil.
*/
ushort getStencilBufferBitDepth(void) const
{
return mStencilBufferBitDepth;
}
/** Returns the number of matrices available to hardware vertex
blending for this rendering system. */
ushort getNumVertexBlendMatrices(void) const
{
return mNumVertexBlendMatrices;
}
/// The number of simultaneous render targets supported
ushort getNumMultiRenderTargets(void) const
{
return mNumMultiRenderTargets;
}
/** Returns true if capability is render system specific
*/
bool isCapabilityRenderSystemSpecific(const Capabilities c)
{
int cat = c >> OGRE_CAPS_BITSHIFT;
if(cat == CAPS_CATEGORY_GL || cat == CAPS_CATEGORY_D3D9)
return true;
return false;
}
/** Adds a capability flag
*/
void setCapability(const Capabilities c)
{
int index = (CAPS_CATEGORY_MASK & c) >> OGRE_CAPS_BITSHIFT;
// zero out the index from the stored capability
mCapabilities[index] |= (c & ~CAPS_CATEGORY_MASK);
}
/** Remove a capability flag
*/
void unsetCapability(const Capabilities c)
{
int index = (CAPS_CATEGORY_MASK & c) >> OGRE_CAPS_BITSHIFT;
// zero out the index from the stored capability
mCapabilities[index] &= (~c | CAPS_CATEGORY_MASK);
}
/** Checks for a capability
*/
bool hasCapability(const Capabilities c) const
{
int index = (CAPS_CATEGORY_MASK & c) >> OGRE_CAPS_BITSHIFT;
// test against
if(mCapabilities[index] & (c & ~CAPS_CATEGORY_MASK))
{
return true;
}
else
{
return false;
}
}
/** Adds the profile to the list of supported profiles
*/
void addShaderProfile(const String& profile)
{
mSupportedShaderProfiles.insert(profile);
}
/** Remove a given shader profile, if present.
*/
void removeShaderProfile(const String& profile)
{
mSupportedShaderProfiles.erase(profile);
}
/** Returns true if profile is in the list of supported profiles
*/
bool isShaderProfileSupported(const String& profile) const
{
return (mSupportedShaderProfiles.end() != mSupportedShaderProfiles.find(profile));
}
/** Returns a set of all supported shader profiles
* */
const ShaderProfiles& getSupportedShaderProfiles() const
{
return mSupportedShaderProfiles;
}
/// The number of floating-point constants vertex programs support
ushort getVertexProgramConstantFloatCount(void) const
{
return mVertexProgramConstantFloatCount;
}
/// The number of integer constants vertex programs support
ushort getVertexProgramConstantIntCount(void) const
{
return mVertexProgramConstantIntCount;
}
/// The number of boolean constants vertex programs support
ushort getVertexProgramConstantBoolCount(void) const
{
return mVertexProgramConstantBoolCount;
}
/// The number of floating-point constants geometry programs support
ushort getGeometryProgramConstantFloatCount(void) const
{
return mGeometryProgramConstantFloatCount;
}
/// The number of integer constants geometry programs support
ushort getGeometryProgramConstantIntCount(void) const
{
return mGeometryProgramConstantIntCount;
}
/// The number of boolean constants geometry programs support
ushort getGeometryProgramConstantBoolCount(void) const
{
return mGeometryProgramConstantBoolCount;
}
/// The number of floating-point constants fragment programs support
ushort getFragmentProgramConstantFloatCount(void) const
{
return mFragmentProgramConstantFloatCount;
}
/// The number of integer constants fragment programs support
ushort getFragmentProgramConstantIntCount(void) const
{
return mFragmentProgramConstantIntCount;
}
/// The number of boolean constants fragment programs support
ushort getFragmentProgramConstantBoolCount(void) const
{
return mFragmentProgramConstantBoolCount;
}
/// sets the device name for Render system
void setDeviceName(const String& name)
{
mDeviceName = name;
}
/// gets the device name for render system
String getDeviceName() const
{
return mDeviceName;
}
/// The number of floating-point constants vertex programs support
void setVertexProgramConstantFloatCount(ushort c)
{
mVertexProgramConstantFloatCount = c;
}
/// The number of integer constants vertex programs support
void setVertexProgramConstantIntCount(ushort c)
{
mVertexProgramConstantIntCount = c;
}
/// The number of boolean constants vertex programs support
void setVertexProgramConstantBoolCount(ushort c)
{
mVertexProgramConstantBoolCount = c;
}
/// The number of floating-point constants geometry programs support
void setGeometryProgramConstantFloatCount(ushort c)
{
mGeometryProgramConstantFloatCount = c;
}
/// The number of integer constants geometry programs support
void setGeometryProgramConstantIntCount(ushort c)
{
mGeometryProgramConstantIntCount = c;
}
/// The number of boolean constants geometry programs support
void setGeometryProgramConstantBoolCount(ushort c)
{
mGeometryProgramConstantBoolCount = c;
}
/// The number of floating-point constants fragment programs support
void setFragmentProgramConstantFloatCount(ushort c)
{
mFragmentProgramConstantFloatCount = c;
}
/// The number of integer constants fragment programs support
void setFragmentProgramConstantIntCount(ushort c)
{
mFragmentProgramConstantIntCount = c;
}
/// The number of boolean constants fragment programs support
void setFragmentProgramConstantBoolCount(ushort c)
{
mFragmentProgramConstantBoolCount = c;
}
/// Maximum point screen size in pixels
void setMaxPointSize(Real s)
{
mMaxPointSize = s;
}
/// Maximum point screen size in pixels
Real getMaxPointSize(void) const
{
return mMaxPointSize;
}
/// Non-POW2 textures limited
void setNonPOW2TexturesLimited(bool l)
{
mNonPOW2TexturesLimited = l;
}
/** Are non-power of two textures limited in features?
@remarks
If the RSC_NON_POWER_OF_2_TEXTURES capability is set, but this
method returns true, you can use non power of 2 textures only if:
<ul><li>You load them explicitly with no mip maps</li>
<li>You don't use DXT texture compression</li>
<li>You use clamp texture addressing</li></ul>
*/
bool getNonPOW2TexturesLimited(void) const
{
return mNonPOW2TexturesLimited;
}
/// Set the number of vertex texture units supported
void setNumVertexTextureUnits(ushort n)
{
mNumVertexTextureUnits = n;
}
/// Get the number of vertex texture units supported
ushort getNumVertexTextureUnits(void) const
{
return mNumVertexTextureUnits;
}
/// Set whether the vertex texture units are shared with the fragment processor
void setVertexTextureUnitsShared(bool shared)
{
mVertexTextureUnitsShared = shared;
}
/// Get whether the vertex texture units are shared with the fragment processor
bool getVertexTextureUnitsShared(void) const
{
return mVertexTextureUnitsShared;
}
/// Set the number of vertices a single geometry program run can emit
void setGeometryProgramNumOutputVertices(int numOutputVertices)
{
mGeometryProgramNumOutputVertices = numOutputVertices;
}
/// Get the number of vertices a single geometry program run can emit
int getGeometryProgramNumOutputVertices(void) const
{
return mGeometryProgramNumOutputVertices;
}
/// Get the identifier of the rendersystem from which these capabilities were generated
String getRenderSystemName(void) const
{
return mRenderSystemName;
}
/// Set the identifier of the rendersystem from which these capabilities were generated
void setRenderSystemName(const String& rs)
{
mRenderSystemName = rs;
}
/// Mark a category as 'relevant' or not, ie will it be reported
void setCategoryRelevant(CapabilitiesCategory cat, bool relevant)
{
mCategoryRelevant[cat] = relevant;
}
/// Return whether a category is 'relevant' or not, ie will it be reported
bool isCategoryRelevant(CapabilitiesCategory cat)
{
return mCategoryRelevant[cat];
}
/** Write the capabilities to the pass in Log */
void log(Log* pLog);
};
/** @} */
/** @} */
} // namespace
#endif // __RenderSystemCapabilities__
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