317 lines
8.1 KiB
C
317 lines
8.1 KiB
C
// Copyright (c) 2012-2023 Wojciech Figat. All rights reserved.
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#pragma once
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#include "PixelFormat.h"
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#include "Enums.h"
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/// <summary>
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/// Which resources are supported for a given format and given device.
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/// </summary>
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API_ENUM(Attributes="Flags") enum class FormatSupport : int32
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{
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/// <summary>
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/// No features supported.
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/// </summary>
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None = 0,
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/// <summary>
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/// Buffer resources supported.
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/// </summary>
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Buffer = 1,
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/// <summary>
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/// Vertex buffers supported.
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/// </summary>
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InputAssemblyVertexBuffer = 2,
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/// <summary>
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/// Index buffers supported.
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/// </summary>
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InputAssemblyIndexBuffer = 4,
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/// <summary>
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/// Streaming output buffers supported.
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/// </summary>
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StreamOutputBuffer = 8,
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/// <summary>
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/// 1D texture resources supported.
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/// </summary>
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Texture1D = 16,
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/// <summary>
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/// 2D texture resources supported.
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/// </summary>
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Texture2D = 32,
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/// <summary>
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/// 3D texture resources supported.
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/// </summary>
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Texture3D = 64,
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/// <summary>
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/// Cube texture resources supported.
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/// </summary>
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TextureCube = 128,
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/// <summary>
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/// The shader Load function for texture objects is supported.
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/// </summary>
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ShaderLoad = 256,
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/// <summary>
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/// The shader Sample function for texture objects is supported.
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/// </summary>
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ShaderSample = 512,
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/// <summary>
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/// The shader SampleCmp and SampleCmpLevelZero functions for texture objects are supported.
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/// </summary>
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ShaderSampleComparison = 1024,
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/// <summary>
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/// Unused.
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/// </summary>
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ShaderSampleMonoText = 2048,
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/// <summary>
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/// Mipmaps are supported.
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/// </summary>
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Mip = 4096,
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/// <summary>
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/// Automatic generation of mipmaps is supported.
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/// </summary>
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MipAutogen = 8192,
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/// <summary>
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/// Render targets are supported.
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/// </summary>
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RenderTarget = 16384,
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/// <summary>
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/// Blend operations supported.
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/// </summary>
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Blendable = 32768,
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/// <summary>
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/// Depth stencils supported.
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/// </summary>
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DepthStencil = 65536,
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/// <summary>
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/// CPU locking supported.
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/// </summary>
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CpuLockable = 131072,
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/// <summary>
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/// Multisample antialiasing (MSAA) resolve operations are supported.
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/// </summary>
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MultisampleResolve = 262144,
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/// <summary>
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/// Format can be displayed on screen.
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/// </summary>
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Display = 524288,
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/// <summary>
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/// Format can't be cast to another format.
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/// </summary>
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CastWithinBitLayout = 1048576,
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/// <summary>
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/// Format can be used as a multi-sampled render target.
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/// </summary>
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MultisampleRenderTarget = 2097152,
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/// <summary>
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/// Format can be used as a multi-sampled texture and read into a shader with the shader Load function.
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/// </summary>
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MultisampleLoad = 4194304,
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/// <summary>
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/// Format can be used with the shader gather function.
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/// </summary>
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ShaderGather = 8388608,
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/// <summary>
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/// Format supports casting when the resource is a back buffer.
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/// </summary>
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BackBufferCast = 16777216,
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/// <summary>
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/// Format can be used for an unordered access view.
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/// </summary>
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TypedUnorderedAccessView = 33554432,
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/// <summary>
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/// Format can be used with the shader gather with comparison function.
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/// </summary>
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ShaderGatherComparison = 67108864,
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/// <summary>
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/// Format can be used with the decoder output.
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/// </summary>
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DecoderOutput = 134217728,
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/// <summary>
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/// Format can be used with the video processor output.
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/// </summary>
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VideoProcessorOutput = 268435456,
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/// <summary>
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/// Format can be used with the video processor input.
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/// </summary>
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VideoProcessorInput = 536870912,
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/// <summary>
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/// Format can be used with the video encoder.
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/// </summary>
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VideoEncoder = 1073741824,
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};
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DECLARE_ENUM_OPERATORS(FormatSupport);
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/// <summary>
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/// The features exposed for a particular format.
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/// </summary>
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API_STRUCT() struct FormatFeatures
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{
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DECLARE_SCRIPTING_TYPE_MINIMAL(FormatFeatures);
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/// <summary>
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/// Gets the maximum MSAA sample count for a particular <see cref="PixelFormat"/>.
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/// </summary>
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API_FIELD() MSAALevel MSAALevelMax;
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/// <summary>
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/// Support of a given format on the installed video device.
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/// </summary>
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API_FIELD() FormatSupport Support;
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FormatFeatures()
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{
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}
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/// <summary>
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/// Initializes a new instance of the <see cref="FeaturesPerFormat"/> struct.
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/// </summary>
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/// <param name="format">The format.</param>
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/// <param name="msaaLevelMax">The MSAA level maximum.</param>
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/// <param name="formatSupport">The format support.</param>
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FormatFeatures(const PixelFormat format, MSAALevel msaaLevelMax, FormatSupport formatSupport)
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: MSAALevelMax(msaaLevelMax)
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, Support(formatSupport)
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{
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}
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};
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/// <summary>
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/// Graphics Device limits and constraints descriptor.
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/// </summary>
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API_STRUCT() struct GPULimits
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{
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DECLARE_SCRIPTING_TYPE_MINIMAL(GPULimits);
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/// <summary>
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/// True if device supports Compute shaders.
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/// </summary>
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API_FIELD() bool HasCompute;
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/// <summary>
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/// True if device supports Tessellation shaders (domain and hull shaders).
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/// </summary>
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API_FIELD() bool HasTessellation;
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/// <summary>
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/// True if device supports Geometry shaders.
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/// </summary>
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API_FIELD() bool HasGeometryShaders;
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/// <summary>
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/// True if device supports hardware geometry instancing.
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/// </summary>
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API_FIELD() bool HasInstancing;
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/// <summary>
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/// True if device supports rendering to volume textures using Geometry shaders.
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/// </summary>
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API_FIELD() bool HasVolumeTextureRendering;
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/// <summary>
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/// True if device supports indirect drawing (including pixel shader write to UAV).
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/// </summary>
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API_FIELD() bool HasDrawIndirect;
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/// <summary>
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/// True if device supports append/consume buffers with counters.
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/// </summary>
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API_FIELD() bool HasAppendConsumeBuffers;
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/// <summary>
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/// True if device supports separate render target blending states.
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/// </summary>
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API_FIELD() bool HasSeparateRenderTargetBlendState;
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/// <summary>
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/// True if device supports depth buffer texture as a shader resource view.
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/// </summary>
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API_FIELD() bool HasDepthAsSRV;
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/// <summary>
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/// True if device supports depth buffer texture as a readonly depth buffer (can be sampled in the shader while performing depth-test).
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/// </summary>
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API_FIELD() bool HasReadOnlyDepth;
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/// <summary>
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/// True if device supports multisampled depth buffer texture as a shader resource view.
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/// </summary>
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API_FIELD() bool HasMultisampleDepthAsSRV;
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/// <summary>
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/// True if device supports reading from typed UAV in shader (common types such as R32G32B32A32, R16G16B16A16, R16, R8). This doesn't apply to single-component 32-bit formats.
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/// </summary>
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API_FIELD() bool HasTypedUAVLoad;
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/// <summary>
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/// The maximum amount of texture mip levels.
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/// </summary>
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API_FIELD() int32 MaximumMipLevelsCount;
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/// <summary>
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/// The maximum size of the 1D texture.
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/// </summary>
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API_FIELD() int32 MaximumTexture1DSize;
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/// <summary>
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/// The maximum length of 1D textures array.
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/// </summary>
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API_FIELD() int32 MaximumTexture1DArraySize;
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/// <summary>
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/// The maximum size of the 2D texture.
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/// </summary>
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API_FIELD() int32 MaximumTexture2DSize;
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/// <summary>
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/// The maximum length of 2D textures array.
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/// </summary>
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API_FIELD() int32 MaximumTexture2DArraySize;
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/// <summary>
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/// The maximum size of the 3D texture.
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/// </summary>
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API_FIELD() int32 MaximumTexture3DSize;
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/// <summary>
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/// The maximum size of the cube texture (both width and height).
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/// </summary>
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API_FIELD() int32 MaximumTextureCubeSize;
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/// <summary>
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/// The maximum degree of anisotropic filtering used for texture sampling.
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/// </summary>
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API_FIELD() float MaximumSamplerAnisotropy;
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};
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