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9b6a399011
- Actually it's MSAA I think, or perhaps the terms are equivalent - I've made it fit into the existing Irrlicht architecture, but that has resulted in code duplication compared to my original "hacky" approach - OpenGL 3.2+ and OpenGL ES 3.1+ are supported - EDT_OPENGL3 is not required, EDT_OPENGL works too - Helpful tutorial: https://learnopengl.com/Advanced-OpenGL/Anti-Aliasing, section "Off-screen MSAA" - This may be rough around the edges, but in general it works
141 lines
3.2 KiB
C++
141 lines
3.2 KiB
C++
// Copyright (C) 2002-2012 Nikolaus Gebhardt
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// This file is part of the "Irrlicht Engine".
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// For conditions of distribution and use, see copyright notice in irrlicht.h
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#pragma once
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namespace irr
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{
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namespace video
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{
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//! enumeration for querying features of the video driver.
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enum E_VIDEO_DRIVER_FEATURE
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{
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//! Is driver able to render to a surface?
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EVDF_RENDER_TO_TARGET = 0,
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//! Is hardware transform and lighting supported?
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EVDF_HARDWARE_TL,
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//! Are multiple textures per material possible?
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EVDF_MULTITEXTURE,
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//! Is driver able to render with a bilinear filter applied?
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EVDF_BILINEAR_FILTER,
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//! Can the driver handle mip maps?
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EVDF_MIP_MAP,
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//! Can the driver update mip maps automatically?
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EVDF_MIP_MAP_AUTO_UPDATE,
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//! Are stencilbuffers switched on and does the device support stencil buffers?
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EVDF_STENCIL_BUFFER,
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//! Is Vertex Shader 1.1 supported?
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EVDF_VERTEX_SHADER_1_1,
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//! Is Vertex Shader 2.0 supported?
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EVDF_VERTEX_SHADER_2_0,
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//! Is Vertex Shader 3.0 supported?
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EVDF_VERTEX_SHADER_3_0,
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//! Is Pixel Shader 1.1 supported?
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EVDF_PIXEL_SHADER_1_1,
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//! Is Pixel Shader 1.2 supported?
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EVDF_PIXEL_SHADER_1_2,
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//! Is Pixel Shader 1.3 supported?
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EVDF_PIXEL_SHADER_1_3,
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//! Is Pixel Shader 1.4 supported?
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EVDF_PIXEL_SHADER_1_4,
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//! Is Pixel Shader 2.0 supported?
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EVDF_PIXEL_SHADER_2_0,
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//! Is Pixel Shader 3.0 supported?
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EVDF_PIXEL_SHADER_3_0,
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//! Are ARB vertex programs v1.0 supported?
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EVDF_ARB_VERTEX_PROGRAM_1,
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//! Are ARB fragment programs v1.0 supported?
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EVDF_ARB_FRAGMENT_PROGRAM_1,
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//! Is GLSL supported?
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EVDF_ARB_GLSL,
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//! Is HLSL supported?
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EVDF_HLSL,
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//! Are non-square textures supported?
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EVDF_TEXTURE_NSQUARE,
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//! Are non-power-of-two textures supported?
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EVDF_TEXTURE_NPOT,
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//! Are framebuffer objects supported?
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EVDF_FRAMEBUFFER_OBJECT,
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//! Are vertex buffer objects supported?
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EVDF_VERTEX_BUFFER_OBJECT,
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//! Supports Alpha To Coverage
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EVDF_ALPHA_TO_COVERAGE,
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//! Supports Color masks (disabling color planes in output)
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EVDF_COLOR_MASK,
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//! Supports multiple render targets at once
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EVDF_MULTIPLE_RENDER_TARGETS,
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//! Supports separate blend settings for multiple render targets
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EVDF_MRT_BLEND,
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//! Supports separate color masks for multiple render targets
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EVDF_MRT_COLOR_MASK,
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//! Supports separate blend functions for multiple render targets
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EVDF_MRT_BLEND_FUNC,
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//! Supports geometry shaders
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EVDF_GEOMETRY_SHADER,
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//! Supports occlusion queries
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EVDF_OCCLUSION_QUERY,
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//! Supports polygon offset/depth bias for avoiding z-fighting
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EVDF_POLYGON_OFFSET,
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//! Support for different blend functions. Without, only ADD is available
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EVDF_BLEND_OPERATIONS,
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//! Support for separate blending for RGB and Alpha.
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EVDF_BLEND_SEPARATE,
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//! Support for texture coord transformation via texture matrix
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EVDF_TEXTURE_MATRIX,
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//! Support for cube map textures.
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EVDF_TEXTURE_CUBEMAP,
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//! Support for filtering across different faces of the cubemap
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EVDF_TEXTURE_CUBEMAP_SEAMLESS,
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//! Support for clamping vertices beyond far-plane to depth instead of capping them.
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EVDF_DEPTH_CLAMP,
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//! Support for multisample textures.
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EVDF_TEXTURE_MULTISAMPLE,
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//! Only used for counting the elements of this enum
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EVDF_COUNT
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};
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} // end namespace video
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} // end namespace irr
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