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/*==LICENSE==*
CyanWorlds.com Engine - MMOG client, server and tools
Copyright (C) 2011 Cyan Worlds, Inc.
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
Additional permissions under GNU GPL version 3 section 7
If you modify this Program, or any covered work, by linking or
combining it with any of RAD Game Tools Bink SDK, Autodesk 3ds Max SDK,
NVIDIA PhysX SDK, Microsoft DirectX SDK, OpenSSL library, Independent
JPEG Group JPEG library, Microsoft Windows Media SDK, or Apple QuickTime SDK
(or a modified version of those libraries),
containing parts covered by the terms of the Bink SDK EULA, 3ds Max EULA,
PhysX SDK EULA, DirectX SDK EULA, OpenSSL and SSLeay licenses, IJG
JPEG Library README, Windows Media SDK EULA, or QuickTime SDK EULA, the
licensors of this Program grant you additional
permission to convey the resulting work. Corresponding Source for a
non-source form of such a combination shall include the source code for
the parts of OpenSSL and IJG JPEG Library used as well as that of the covered
work.
You can contact Cyan Worlds, Inc. by email legal@cyan.com
or by snail mail at:
Cyan Worlds, Inc.
14617 N Newport Hwy
Mead, WA 99021
*==LICENSE==*/
///////////////////////////////////////////////////////////////////////////////
// //
// hsG3DDeviceSelector Class Header //
// Generic device enumeration (D3D, OpenGL, etc) //
// Cyan, Inc. //
// //
//// Version History //////////////////////////////////////////////////////////
// //
// 5.21.2001 mcn - Cleaned out all the old Glide stuff, since Plasma2 will //
// not support Glide :( //
// //
///////////////////////////////////////////////////////////////////////////////
#ifndef hsG3DDeviceSelector_inc
#define hsG3DDeviceSelector_inc
#include "hsWinRef.h"
#include "hsTemplates.h"
#include "hsBitVector.h"
#ifdef HS_BUILD_FOR_WIN32
#define HS_SELECT_DIRECT3D // not supported on the Mac.
#endif // HS_BUILD_FOR_WIN32
#ifdef HS_BUILD_FOR_WIN32
#define __MSC__
#define DYNAHEADER 1
#endif // HS_BUILD_FOR_WIN32
class hsStream;
struct D3DEnum_DeviceInfo;
struct D3DEnum_DriverInfo;
struct D3DEnum_DeviceInfo;
struct D3DEnum_DriverInfo;
class hsG3DDeviceMode
{
enum {
kNone = 0x0,
kDiscarded = 0x1
};
protected:
uint32_t fFlags;
uint32_t fWidth;
uint32_t fHeight;
uint32_t fDepth;
hsTArray<uint16_t> fZStencilDepths; // Array of supported depth/stencil buffer formats.
// Each entry is of the form: ( stencil bit count << 8 ) | ( depth bit count )
hsTArray<uint8_t> fFSAATypes; // Array of multisample types supported (each one 2-16)
bool fCanRenderToCubics;
public:
hsG3DDeviceMode();
~hsG3DDeviceMode();
bool operator< (const hsG3DDeviceMode &mode) const;
void Clear();
bool GetDiscarded() const { return 0 != (fFlags & kDiscarded); }
uint32_t GetWidth() const { return fWidth; }
uint32_t GetHeight() const { return fHeight; }
uint32_t GetColorDepth() const { return fDepth; }
uint8_t GetNumZStencilDepths( void ) const { return fZStencilDepths.GetCount(); }
uint16_t GetZStencilDepth( uint8_t i ) const { return fZStencilDepths[ i ]; }
uint8_t GetNumFSAATypes( void ) const { return fFSAATypes.GetCount(); }
uint8_t GetFSAAType( uint8_t i ) const { return fFSAATypes[ i ]; }
bool GetCanRenderToCubics( void ) const { return fCanRenderToCubics; }
void SetDiscarded(bool on=true) { if(on) fFlags |= kDiscarded; else fFlags &= ~kDiscarded; }
void SetWidth(uint32_t w) { fWidth = w; }
void SetHeight(uint32_t h) { fHeight = h; }
void SetColorDepth(uint32_t d) { fDepth = d; }
void ClearZStencilDepths( void ) { fZStencilDepths.Reset(); }
void AddZStencilDepth( uint16_t depth ) { fZStencilDepths.Append( depth ); }
void ClearFSAATypes( void ) { fFSAATypes.Reset(); }
void AddFSAAType( uint8_t type ) { fFSAATypes.Append( type ); }
void SetCanRenderToCubics( bool can ) { fCanRenderToCubics = can; }
void Read(hsStream* s);
void Write(hsStream* s) const;
};
class hsG3DDeviceRecord
{
public:
enum {
kNone = 0x0,
kDiscarded = 0x1,
kInvalid = 0x2
};
enum FogTypes {
kFogExp = 0,
kFogExp2,
kNumFogTypes
};
protected:
uint32_t fRecordVersion; /// Version starts at 2 (see .cpp for explanation)
enum {
kCurrRecordVersion = 0x0b
/// Version history:
/// 1 - Initial version (had no version #)
/// 2 - Added Z and LOD bias
/// 3 - Changed Z and LOD bias to floats, added fog tweaks
/// 4 - Changed values for fog tweaks; force reload through version #
/// 5 - Same as #4, updated fog end bias to be based solely on fog quantization/bit depth
/// 6 - Updated values for the ATI boards, Matrox, and i810
/// 7 - Added fog knee tweaks
/// 8 - Added support for multiple depth/stencil formats per mode
/// 9 - Added multisample types to the mode record
/// A - Added anisotropic sample field
/// B - Added flag for cubic textures support
};
/// Version < 2 Data
uint32_t fFlags;
uint32_t fG3DDeviceType;
uint32_t fG3DHALorHEL;
char* fG3DDriverDesc;
char* fG3DDriverName;
char* fG3DDriverVersion;
char* fG3DDeviceDesc;
hsBitVector fCaps;
uint32_t fLayersAtOnce;
uint32_t fMemoryBytes;
hsTArray<hsG3DDeviceMode> fModes;
/// New to Version 3
float fZBiasRating;
float fLODBiasRating;
float fFogExpApproxStart;
float fFogExp2ApproxStart;
float fFogEndBias; // As a percentage of the max value for fog
// (i.e. for Z fog, it's a percentage of 1 to add on,
// for W fog, it's a percentage of the yon)
/// Version 7 - Fog Knee values
float fFogKnees[ kNumFogTypes ];
float fFogKneeVals[ kNumFogTypes ];
/// Version 9 - The actual AA setting we use
uint8_t fAASetting;
/// Version A - the anisotropic level we use
uint8_t fMaxAnisotropicSamples; // 1 to disable, up to max allowed in hardware
int fPixelShaderMajorVer;
int fPixelShaderMinorVer;
public:
hsG3DDeviceRecord();
virtual ~hsG3DDeviceRecord();
hsG3DDeviceRecord(const hsG3DDeviceRecord& src);
hsG3DDeviceRecord& operator=(const hsG3DDeviceRecord& src);
uint32_t GetG3DDeviceType() const { return fG3DDeviceType; }
const char* GetG3DDeviceTypeName() const;
uint32_t GetG3DHALorHEL() const { return fG3DHALorHEL; }
uint32_t GetMemoryBytes() const { return fMemoryBytes; }
const char* GetDriverDesc() const { return fG3DDriverDesc; }
const char* GetDriverName() const { return fG3DDriverName; }
const char* GetDriverVersion() const { return fG3DDriverVersion; }
const char* GetDeviceDesc() const { return fG3DDeviceDesc; }
void SetG3DDeviceType(uint32_t t) { fG3DDeviceType = t; }
void SetG3DHALorHEL(uint32_t h) { fG3DHALorHEL = h; }
void SetMemoryBytes(uint32_t b) { fMemoryBytes = b; }
void SetDriverDesc(const char* s);
void SetDriverName(const char* s);
void SetDriverVersion(const char* s);
void SetDeviceDesc(const char* s);
bool GetCap(uint32_t cap) const { return fCaps.IsBitSet(cap); }
void SetCap(uint32_t cap, bool on=true) { fCaps.SetBit(cap, on); }
float GetZBiasRating( void ) const { return fZBiasRating; }
void SetZBiasRating( float rating ) { fZBiasRating = rating; }
float GetLODBiasRating( void ) const { return fLODBiasRating; }
void SetLODBiasRating( float rating ) { fLODBiasRating = rating; }
void GetFogApproxStarts( float &expApprox, float &exp2Approx ) const { expApprox = fFogExpApproxStart;
exp2Approx = fFogExp2ApproxStart; }
void SetFogApproxStarts( float exp, float exp2 ) { fFogExpApproxStart = exp;
fFogExp2ApproxStart = exp2; }
float GetFogEndBias( void ) const { return fFogEndBias; }
void SetFogEndBias( float rating ) { fFogEndBias = rating; }
void GetFogKneeParams( uint8_t type, float &knee, float &kneeVal ) const { knee = fFogKnees[ type ]; kneeVal = fFogKneeVals[ type ]; }
void SetFogKneeParams( uint8_t type, float knee, float kneeVal ) { fFogKnees[ type ] = knee; fFogKneeVals[ type ] = kneeVal; }
uint32_t GetLayersAtOnce() const { return fLayersAtOnce; }
void SetLayersAtOnce(uint32_t n) { fLayersAtOnce = n; }
uint8_t GetAASetting() const { return fAASetting; }
void SetAASetting( uint8_t s ) { fAASetting = s; }
uint8_t GetMaxAnisotropicSamples( void ) const { return fMaxAnisotropicSamples; }
void SetMaxAnisotropicSamples( uint8_t num ) { fMaxAnisotropicSamples = num; }
void SetDiscarded(bool on=true) { if(on)fFlags |= kDiscarded; else fFlags &= ~kDiscarded; }
bool GetDiscarded() const { return 0 != (fFlags & kDiscarded); }
void SetInvalid( bool on = true ) { if( on ) fFlags |= kInvalid; else fFlags &= ~kInvalid; }
bool IsInvalid() const { return 0 != ( fFlags & kInvalid ); }
hsTArray<hsG3DDeviceMode>& GetModes() { return fModes; }
hsG3DDeviceMode* GetMode(int i) const { return &fModes[i]; }
void ClearModes();
void Clear();
void RemoveDiscarded();
// PlaceHolder - Whether a mode can window is restricted by the current setup
// of the PC. E.g. if the user changes from 16 bit to TrueColor, the Modes that
// can window are pretty much flipped. So we'll have to pass in enough info (like
// the hWnd?) to find out what the current setup is to make sure it's compatible.
bool ModeCanWindow(void* ctx, hsG3DDeviceMode* mode) { return false; }
void SetPixelShaderVersion(int major, int minor) { fPixelShaderMajorVer = major; fPixelShaderMinorVer = minor; }
void GetPixelShaderVersion(int &major, int &minor) { major = fPixelShaderMajorVer; minor = fPixelShaderMinorVer; }
void Read(hsStream* s);
void Write(hsStream* s) const;
};
class hsG3DDeviceModeRecord
{
protected:
hsG3DDeviceRecord fDevice;
hsG3DDeviceMode fMode;
public:
hsG3DDeviceModeRecord();
hsG3DDeviceModeRecord(const hsG3DDeviceRecord& devRec, const hsG3DDeviceMode& devMode);
~hsG3DDeviceModeRecord();
hsG3DDeviceModeRecord(const hsG3DDeviceModeRecord& src);
hsG3DDeviceModeRecord& operator=(const hsG3DDeviceModeRecord& src);
const hsG3DDeviceRecord* GetDevice() const { return &fDevice; }
const hsG3DDeviceMode* GetMode() const { return &fMode; }
};
class hsG3DDeviceSelector : public hsRefCnt
{
public:
enum {
kDevTypeUnknown = 0,
kDevTypeDirect3D,
kDevTypeOpenGL,
kNumDevTypes
};
enum {
kHHTypeUnknown = 0,
kHHD3DNullDev,
kHHD3DHALDev,
kHHD3DTnLHalDev,
kHHD3DRefDev,
kNumHHTypes
};
enum {
kCapsNone = 0,
kCapsNoWindow,
kCapsMipmap,
kCapsPerspective,
kCapsHardware,
kCapsWBuffer,
kCapsCompressTextures,
kCapsHWTransform,
kCapsDither,
kCapsFogLinear,
kCapsFogExp,
kCapsFogExp2,
kCapsFogRange,
kCapsLODWatch,
kCapsUNUSED,
kCapsDoesSmallTextures,
kCapsPixelFog,
kCapsBadYonStuff,
kCapsNoKindaSmallTexs,
kCapsCubicTextures,
kCapsCubicMipmap,
kCapsZBias,
kCapsPixelShader,
kCapsNoAA,
kCapsDoubleFlush,
kCapsSingleFlush,
kCapsCantShadow,
kCapsMaxUVWSrc2,
kCapsCantProj,
kCapsLimitedProj,
kCapsShareDepth,
kCapsBadManaged,
kCapsNoAniso,
// etc.
kNumCaps
};
enum
{
kDefaultWidth = 800,
kDefaultHeight = 600,
kDefaultDepth = 32
};
protected:
hsTArray<hsG3DDeviceRecord> fRecords;
char fTempWinClass[ 128 ];
char fErrorString[ 128 ];
void IClear();
void IRemoveDiscarded();
void ITryDirect3DTnLDevice(D3DEnum_DeviceInfo* devInfo, hsG3DDeviceRecord& srcDevRec);
void ITryDirect3DTnLDriver(D3DEnum_DriverInfo* drivInfo);
void ITryDirect3DTnL(hsWinRef winRef);
void IFudgeDirectXDevice( hsG3DDeviceRecord &record,
D3DEnum_DriverInfo *driverInfo, D3DEnum_DeviceInfo *deviceInfo );
uint32_t IAdjustDirectXMemory( uint32_t cardMem );
bool IGetD3DCardInfo( hsG3DDeviceRecord &record, void *driverInfo, void *deviceInfo,
uint32_t *vendorID, uint32_t *deviceID, char **driverString, char **descString );
void ISetFudgeFactors( uint8_t chipsetID, hsG3DDeviceRecord &record );
public:
hsG3DDeviceSelector();
virtual ~hsG3DDeviceSelector();
void RemoveUnusableDevModes(bool bTough); // Removes modes and devices not allowed supported in release
void Enumerate(hsWinRef winRef);
bool GetDefault(hsG3DDeviceModeRecord *dmr);
};
#endif // hsG3DDeviceSelector_inc