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1// Copyright (C) 2002-2012 Nikolaus Gebhardt
2// This file is part of the "Irrlicht Engine".
3// For conditions of distribution and use, see copyright notice in irrlicht.h
4
5#ifndef __E_DRIVER_FEATURES_H_INCLUDED__
6#define __E_DRIVER_FEATURES_H_INCLUDED__
7
8namespace irr
9{
10namespace video
11{
12
13 //! enumeration for querying features of the video driver.
14 enum E_VIDEO_DRIVER_FEATURE
15 {
16 //! Is driver able to render to a surface?
17 EVDF_RENDER_TO_TARGET = 0,
18
19 //! Is hardeware transform and lighting supported?
20 EVDF_HARDWARE_TL,
21
22 //! Are multiple textures per material possible?
23 EVDF_MULTITEXTURE,
24
25 //! Is driver able to render with a bilinear filter applied?
26 EVDF_BILINEAR_FILTER,
27
28 //! Can the driver handle mip maps?
29 EVDF_MIP_MAP,
30
31 //! Can the driver update mip maps automatically?
32 EVDF_MIP_MAP_AUTO_UPDATE,
33
34 //! Are stencilbuffers switched on and does the device support stencil buffers?
35 EVDF_STENCIL_BUFFER,
36
37 //! Is Vertex Shader 1.1 supported?
38 EVDF_VERTEX_SHADER_1_1,
39
40 //! Is Vertex Shader 2.0 supported?
41 EVDF_VERTEX_SHADER_2_0,
42
43 //! Is Vertex Shader 3.0 supported?
44 EVDF_VERTEX_SHADER_3_0,
45
46 //! Is Pixel Shader 1.1 supported?
47 EVDF_PIXEL_SHADER_1_1,
48
49 //! Is Pixel Shader 1.2 supported?
50 EVDF_PIXEL_SHADER_1_2,
51
52 //! Is Pixel Shader 1.3 supported?
53 EVDF_PIXEL_SHADER_1_3,
54
55 //! Is Pixel Shader 1.4 supported?
56 EVDF_PIXEL_SHADER_1_4,
57
58 //! Is Pixel Shader 2.0 supported?
59 EVDF_PIXEL_SHADER_2_0,
60
61 //! Is Pixel Shader 3.0 supported?
62 EVDF_PIXEL_SHADER_3_0,
63
64 //! Are ARB vertex programs v1.0 supported?
65 EVDF_ARB_VERTEX_PROGRAM_1,
66
67 //! Are ARB fragment programs v1.0 supported?
68 EVDF_ARB_FRAGMENT_PROGRAM_1,
69
70 //! Is GLSL supported?
71 EVDF_ARB_GLSL,
72
73 //! Is HLSL supported?
74 EVDF_HLSL,
75
76 //! Are non-square textures supported?
77 EVDF_TEXTURE_NSQUARE,
78
79 //! Are non-power-of-two textures supported?
80 EVDF_TEXTURE_NPOT,
81
82 //! Are framebuffer objects supported?
83 EVDF_FRAMEBUFFER_OBJECT,
84
85 //! Are vertex buffer objects supported?
86 EVDF_VERTEX_BUFFER_OBJECT,
87
88 //! Supports Alpha To Coverage
89 EVDF_ALPHA_TO_COVERAGE,
90
91 //! Supports Color masks (disabling color planes in output)
92 EVDF_COLOR_MASK,
93
94 //! Supports multiple render targets at once
95 EVDF_MULTIPLE_RENDER_TARGETS,
96
97 //! Supports separate blend settings for multiple render targets
98 EVDF_MRT_BLEND,
99
100 //! Supports separate color masks for multiple render targets
101 EVDF_MRT_COLOR_MASK,
102
103 //! Supports separate blend functions for multiple render targets
104 EVDF_MRT_BLEND_FUNC,
105
106 //! Supports geometry shaders
107 EVDF_GEOMETRY_SHADER,
108
109 //! Supports occlusion queries
110 EVDF_OCCLUSION_QUERY,
111
112 //! Supports polygon offset/depth bias for avoiding z-fighting
113 EVDF_POLYGON_OFFSET,
114
115 //! Support for different blend functions. Without, only ADD is available
116 EVDF_BLEND_OPERATIONS,
117
118 //! Support for texture coord transformation via texture matrix
119 EVDF_TEXTURE_MATRIX,
120
121 //! Support for NVidia's CG shader language
122 EVDF_CG,
123
124 //! Only used for counting the elements of this enum
125 EVDF_COUNT
126 };
127
128} // end namespace video
129} // end namespace irr
130
131
132#endif
133