// Copyright (C) 2002-2012 Nikolaus Gebhardt // This file is part of the "Irrlicht Engine". // For conditions of distribution and use, see copyright notice in irrlicht.h #pragma once namespace irr { namespace video { //! enumeration for querying features of the video driver. enum E_VIDEO_DRIVER_FEATURE { //! Is driver able to render to a surface? EVDF_RENDER_TO_TARGET = 0, //! Is hardware transform and lighting supported? EVDF_HARDWARE_TL, //! Are multiple textures per material possible? EVDF_MULTITEXTURE, //! Is driver able to render with a bilinear filter applied? EVDF_BILINEAR_FILTER, //! Can the driver handle mip maps? EVDF_MIP_MAP, //! Can the driver update mip maps automatically? EVDF_MIP_MAP_AUTO_UPDATE, //! Are stencilbuffers switched on and does the device support stencil buffers? EVDF_STENCIL_BUFFER, //! Is Vertex Shader 1.1 supported? EVDF_VERTEX_SHADER_1_1, //! Is Vertex Shader 2.0 supported? EVDF_VERTEX_SHADER_2_0, //! Is Vertex Shader 3.0 supported? EVDF_VERTEX_SHADER_3_0, //! Is Pixel Shader 1.1 supported? EVDF_PIXEL_SHADER_1_1, //! Is Pixel Shader 1.2 supported? EVDF_PIXEL_SHADER_1_2, //! Is Pixel Shader 1.3 supported? EVDF_PIXEL_SHADER_1_3, //! Is Pixel Shader 1.4 supported? EVDF_PIXEL_SHADER_1_4, //! Is Pixel Shader 2.0 supported? EVDF_PIXEL_SHADER_2_0, //! Is Pixel Shader 3.0 supported? EVDF_PIXEL_SHADER_3_0, //! Are ARB vertex programs v1.0 supported? EVDF_ARB_VERTEX_PROGRAM_1, //! Are ARB fragment programs v1.0 supported? EVDF_ARB_FRAGMENT_PROGRAM_1, //! Is GLSL supported? EVDF_ARB_GLSL, //! Is HLSL supported? EVDF_HLSL, //! Are non-square textures supported? EVDF_TEXTURE_NSQUARE, //! Are non-power-of-two textures supported? EVDF_TEXTURE_NPOT, //! Are framebuffer objects supported? EVDF_FRAMEBUFFER_OBJECT, //! Are vertex buffer objects supported? EVDF_VERTEX_BUFFER_OBJECT, //! Supports Alpha To Coverage EVDF_ALPHA_TO_COVERAGE, //! Supports Color masks (disabling color planes in output) EVDF_COLOR_MASK, //! Supports multiple render targets at once EVDF_MULTIPLE_RENDER_TARGETS, //! Supports separate blend settings for multiple render targets EVDF_MRT_BLEND, //! Supports separate color masks for multiple render targets EVDF_MRT_COLOR_MASK, //! Supports separate blend functions for multiple render targets EVDF_MRT_BLEND_FUNC, //! Supports geometry shaders EVDF_GEOMETRY_SHADER, //! Supports occlusion queries EVDF_OCCLUSION_QUERY, //! Supports polygon offset/depth bias for avoiding z-fighting EVDF_POLYGON_OFFSET, //! Support for different blend functions. Without, only ADD is available EVDF_BLEND_OPERATIONS, //! Support for separate blending for RGB and Alpha. EVDF_BLEND_SEPARATE, //! Support for texture coord transformation via texture matrix EVDF_TEXTURE_MATRIX, //! Support for cube map textures. EVDF_TEXTURE_CUBEMAP, //! Support for filtering across different faces of the cubemap EVDF_TEXTURE_CUBEMAP_SEAMLESS, //! Support for clamping vertices beyond far-plane to depth instead of capping them. EVDF_DEPTH_CLAMP, //! Support for multisample textures. EVDF_TEXTURE_MULTISAMPLE, //! Only used for counting the elements of this enum EVDF_COUNT }; } // end namespace video } // end namespace irr