/*************************************************************************/ /* config.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ #ifndef CONFIG_GLES3_H #define CONFIG_GLES3_H #ifdef GLES3_ENABLED #include "core/string/ustring.h" #include "core/templates/set.h" // This must come first to avoid windows.h mess #include "platform_config.h" #ifndef OPENGL_INCLUDE_H #include #else #include OPENGL_INCLUDE_H #endif namespace GLES3 { class Config { private: static Config *singleton; public: bool use_nearest_mip_filter; bool use_skeleton_software; int max_vertex_texture_image_units; int max_texture_image_units; int max_texture_size; int max_uniform_buffer_size; // TODO implement wireframe in OpenGL // bool generate_wireframes; Set extensions; bool float_texture_supported; bool s3tc_supported; bool latc_supported; bool rgtc_supported; bool bptc_supported; bool etc_supported; bool etc2_supported; bool srgb_decode_supported; bool keep_original_textures; bool force_vertex_shading; bool use_rgba_2d_shadows; bool use_rgba_3d_shadows; bool support_32_bits_indices; bool support_write_depth; bool support_half_float_vertices; bool support_npot_repeat_mipmap; bool support_depth_cubemaps; bool support_shadow_cubemaps; bool support_anisotropic_filter; float anisotropic_level; GLuint depth_internalformat; GLuint depth_type; GLuint depth_buffer_internalformat; // in some cases the legacy render didn't orphan. We will mark these // so the user can switch orphaning off for them. bool should_orphan = true; static Config *get_singleton() { return singleton; }; Config(); ~Config(); }; } // namespace GLES3 #endif // GLES3_ENABLED #endif // !CONFIG_GLES3_H