/*
** Command & Conquer Generals(tm)
** Copyright 2025 Electronic Arts 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 .
*/
/***********************************************************************************************
*** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S ***
***********************************************************************************************
* *
* Project Name : dx8 caps *
* *
* $Archive:: /VSS_Sync/ww3d2/dx8caps.cpp $*
* *
* Original Author:: Hector Yee *
* *
* $Author:: Vss_sync $*
* *
* $Modtime:: 8/29/01 8:16p $*
* *
* $Revision:: 11 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#include "always.h"
#include "dx8caps.h"
#include "dx8wrapper.h"
#include "formconv.h"
D3DCAPS8 DX8Caps::hwVPCaps;
D3DCAPS8 DX8Caps::swVPCaps;
bool DX8Caps::UseTnL;
bool DX8Caps::SupportDOT3;
bool DX8Caps::SupportDXTC;
bool DX8Caps::supportGamma;
bool DX8Caps::SupportNPatches;
bool DX8Caps::SupportBumpEnvmap;
bool DX8Caps::SupportBumpEnvmapLuminance;
bool DX8Caps::SupportTextureFormat[WW3D_FORMAT_COUNT];
int DX8Caps::VertexShaderVersion;
int DX8Caps::PixelShaderVersion;
int DX8Caps::MaxSimultaneousTextures;
enum {
VENDOR_ID_NVIDIA=0x10de,
VENROD_ID_ATI=0x1002
};
// ----------------------------------------------------------------------------
//
// Init the caps structure
//
// ----------------------------------------------------------------------------
void DX8Caps::Init_Caps(IDirect3DDevice8* D3DDevice)
{
D3DDevice->SetRenderState(D3DRS_SOFTWAREVERTEXPROCESSING,TRUE);
DX8CALL(GetDeviceCaps(&swVPCaps));
if ((swVPCaps.DevCaps&D3DDEVCAPS_HWTRANSFORMANDLIGHT)==D3DDEVCAPS_HWTRANSFORMANDLIGHT) {
UseTnL=true;
D3DDevice->SetRenderState(D3DRS_SOFTWAREVERTEXPROCESSING,FALSE);
DX8CALL(GetDeviceCaps(&hwVPCaps));
} else {
UseTnL=false;
}
}
// ----------------------------------------------------------------------------
//
// Compute the caps bits
//
// ----------------------------------------------------------------------------
void DX8Caps::Compute_Caps(D3DFORMAT display_format, D3DFORMAT depth_stencil_format, IDirect3DDevice8* D3DDevice)
{
const D3DADAPTER_IDENTIFIER8& adapter_id=DX8Wrapper::Get_Current_Adapter_Identifier();
Init_Caps(D3DDevice);
const D3DCAPS8& caps=Get_Default_Caps();
if ((caps.DevCaps&D3DDEVCAPS_NPATCHES)==D3DDEVCAPS_NPATCHES) {
SupportNPatches=true;
} else {
SupportNPatches=false;
}
if ((caps.TextureOpCaps&D3DTEXOPCAPS_DOTPRODUCT3)==D3DTEXOPCAPS_DOTPRODUCT3) {
SupportDOT3=true;
} else {
SupportDOT3=false;
}
supportGamma=((swVPCaps.Caps2&D3DCAPS2_FULLSCREENGAMMA)==D3DCAPS2_FULLSCREENGAMMA);
Check_Texture_Format_Support(display_format,caps);
Check_Texture_Compression_Support(caps);
Check_Bumpmap_Support(caps);
Check_Shader_Support(caps);
Check_Maximum_Texture_Support(caps);
Vendor_Specific_Hacks(adapter_id);
}
// ----------------------------------------------------------------------------
//
// Check bump map texture support
//
// ----------------------------------------------------------------------------
void DX8Caps::Check_Bumpmap_Support(const D3DCAPS8& caps)
{
SupportBumpEnvmap=!!(caps.TextureOpCaps & D3DTEXOPCAPS_BUMPENVMAP);
SupportBumpEnvmapLuminance=!!(caps.TextureOpCaps & D3DTEXOPCAPS_BUMPENVMAPLUMINANCE);
}
// ----------------------------------------------------------------------------
//
// Check compressed texture support
//
// ----------------------------------------------------------------------------
void DX8Caps::Check_Texture_Compression_Support(const D3DCAPS8& caps)
{
SupportDXTC=SupportTextureFormat[WW3D_FORMAT_DXT1]|
SupportTextureFormat[WW3D_FORMAT_DXT2]|
SupportTextureFormat[WW3D_FORMAT_DXT3]|
SupportTextureFormat[WW3D_FORMAT_DXT4]|
SupportTextureFormat[WW3D_FORMAT_DXT5];
}
void DX8Caps::Check_Texture_Format_Support(D3DFORMAT display_format,const D3DCAPS8& caps)
{
for (unsigned i=0;iCheckDeviceFormat(
caps.AdapterOrdinal,
caps.DeviceType,
display_format,
0,
D3DRTYPE_TEXTURE,
WW3DFormat_To_D3DFormat((WW3DFormat)i)));
}
}
}
void DX8Caps::Check_Maximum_Texture_Support(const D3DCAPS8& caps)
{
MaxSimultaneousTextures=caps.MaxSimultaneousTextures;
}
void DX8Caps::Check_Shader_Support(const D3DCAPS8& caps)
{
VertexShaderVersion=caps.VertexShaderVersion;
PixelShaderVersion=caps.PixelShaderVersion;
}
// ----------------------------------------------------------------------------
//
// Implement some vendor-specific hacks to fix certain driver bugs that can't be
// avoided otherwise.
//
// ----------------------------------------------------------------------------
void DX8Caps::Vendor_Specific_Hacks(const D3DADAPTER_IDENTIFIER8& adapter_id)
{
if (adapter_id.VendorId==VENDOR_ID_NVIDIA) {
SupportNPatches = false; // Driver incorrectly report N-Patch support
SupportTextureFormat[WW3D_FORMAT_DXT1] = false; // DXT1 is broken on NVidia hardware
SupportDXTC=
SupportTextureFormat[WW3D_FORMAT_DXT1]|
SupportTextureFormat[WW3D_FORMAT_DXT2]|
SupportTextureFormat[WW3D_FORMAT_DXT3]|
SupportTextureFormat[WW3D_FORMAT_DXT4]|
SupportTextureFormat[WW3D_FORMAT_DXT5];
}
// SupportDXTC=false;
}