mirror of
https://github.com/TorqueGameEngines/Torque3D.git
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54 lines
2.4 KiB
C++
54 lines
2.4 KiB
C++
//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#ifndef _GFXGLCARDPROFILE_H
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#define _GFXGLCARDPROFILE_H
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#include "gfx/gfxCardProfile.h"
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/// A note on workarounds - The following settings are used exclusively to work around driver bugs:
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/// GL::Workaround::needsExplicitGenerateMipmap
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/// GL::Workaround::X1600DepthBufferCopy
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/// GL::Workaround::HD2600DepthBufferCopy
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/// If you find that you need to work around additional driver bugs, add a new setting
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/// of the form GL::Workaround::<name> and set it to false in GFXGLCardProfiler::setupCardCapabilities()
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/// Enclose your workaround code in if(GFX->getCardProfiler()->queryProfile("GL::Workaround::<name>")) {
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/// <workaround> }
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/// Remember to set the work around to true in the card profile script!
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class GFXGLCardProfiler : public GFXCardProfiler
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{
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public:
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void init();
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protected:
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virtual const String& getRendererString() const { return mRendererString; }
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virtual void setupCardCapabilities();
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virtual bool _queryCardCap(const String& query, U32& foundResult);
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virtual bool _queryFormat(const GFXFormat fmt, const GFXTextureProfile *profile, bool &inOutAutogenMips);
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private:
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String mRendererString;
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typedef GFXCardProfiler Parent;
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};
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#endif
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