1234567891011121314151617181920212223242526272829303132333435363738394041424344454647484950515253 |
- /** @internal */
- export interface EngineFeatures {
- /** Force using Bitmap when Bitmap or HTMLImageElement can be used */
- forceBitmapOverHTMLImageElement: boolean;
- /** Indicates that the engine support rendering to as well as copying to lod float textures */
- supportRenderAndCopyToLodForFloatTextures: boolean;
- /** Indicates that the engine support handling depth/stencil textures */
- supportDepthStencilTexture: boolean;
- /** Indicates that the engine support shadow samplers */
- supportShadowSamplers: boolean;
- /** Indicates to check the matrix bytes per bytes to know if it has changed or not. If false, only the updateFlag of the matrix is checked */
- uniformBufferHardCheckMatrix: boolean;
- /** Indicates that prefiltered mipmaps can be generated in some processes (for eg when loading an HDR cube texture) */
- allowTexturePrefiltering: boolean;
- /** Indicates to track the usage of ubos and to create new ones as necessary during a frame duration */
- trackUbosInFrame: boolean;
- /** Indicates that the current content of a ubo should be compared to the content of the corresponding GPU buffer and the GPU buffer updated only if different. Requires trackUbosInFrame to be true */
- checkUbosContentBeforeUpload: boolean;
- /** Indicates that the Cascaded Shadow Map technic is supported */
- supportCSM: boolean;
- /** Indicates that the textures transcoded by the basis transcoder must have power of 2 width and height */
- basisNeedsPOT: boolean;
- /** Indicates that the engine supports 3D textures */
- support3DTextures: boolean;
- /** Indicates that constants need a type suffix in shaders (used by realtime filtering...) */
- needTypeSuffixInShaderConstants: boolean;
- /** Indicates that MSAA is supported */
- supportMSAA: boolean;
- /** Indicates that SSAO2 is supported */
- supportSSAO2: boolean;
- /** Indicates that some additional texture formats are supported (like TEXTUREFORMAT_R for eg) */
- supportExtendedTextureFormats: boolean;
- /** Indicates that the switch/case construct is supported in shaders */
- supportSwitchCaseInShader: boolean;
- /** Indicates that synchronous texture reading is supported */
- supportSyncTextureRead: boolean;
- /** Indicates that y should be inverted when dealing with bitmaps (notably in environment tools) */
- needsInvertingBitmap: boolean;
- /** Indicates that the engine should cache the bound UBO */
- useUBOBindingCache: boolean;
- /** Indicates that the inliner should be run over every shader code */
- needShaderCodeInlining: boolean;
- /** Indicates that even if we don't have to update the properties of a uniform buffer (because of some optimzations in the material) we still need to bind the uniform buffer themselves */
- needToAlwaysBindUniformBuffers: boolean;
- /** Indicates that the engine supports render passes */
- supportRenderPasses: boolean;
- /** Indicates that the engine supports sprite instancing */
- supportSpriteInstancing: boolean;
- /** Indicates that the stride and (byte) offset of a vertex buffer must always be a multiple of 4 bytes */
- forceVertexBufferStrideAndOffsetMultiple4Bytes: boolean;
- /** @internal */
- _collectUbosUpdatedInFrame: boolean;
- }
|