engineFeatures.d.ts 3.2 KB

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  1. /** @internal */
  2. export interface EngineFeatures {
  3. /** Force using Bitmap when Bitmap or HTMLImageElement can be used */
  4. forceBitmapOverHTMLImageElement: boolean;
  5. /** Indicates that the engine support rendering to as well as copying to lod float textures */
  6. supportRenderAndCopyToLodForFloatTextures: boolean;
  7. /** Indicates that the engine support handling depth/stencil textures */
  8. supportDepthStencilTexture: boolean;
  9. /** Indicates that the engine support shadow samplers */
  10. supportShadowSamplers: boolean;
  11. /** 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 */
  12. uniformBufferHardCheckMatrix: boolean;
  13. /** Indicates that prefiltered mipmaps can be generated in some processes (for eg when loading an HDR cube texture) */
  14. allowTexturePrefiltering: boolean;
  15. /** Indicates to track the usage of ubos and to create new ones as necessary during a frame duration */
  16. trackUbosInFrame: boolean;
  17. /** 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 */
  18. checkUbosContentBeforeUpload: boolean;
  19. /** Indicates that the Cascaded Shadow Map technic is supported */
  20. supportCSM: boolean;
  21. /** Indicates that the textures transcoded by the basis transcoder must have power of 2 width and height */
  22. basisNeedsPOT: boolean;
  23. /** Indicates that the engine supports 3D textures */
  24. support3DTextures: boolean;
  25. /** Indicates that constants need a type suffix in shaders (used by realtime filtering...) */
  26. needTypeSuffixInShaderConstants: boolean;
  27. /** Indicates that MSAA is supported */
  28. supportMSAA: boolean;
  29. /** Indicates that SSAO2 is supported */
  30. supportSSAO2: boolean;
  31. /** Indicates that some additional texture formats are supported (like TEXTUREFORMAT_R for eg) */
  32. supportExtendedTextureFormats: boolean;
  33. /** Indicates that the switch/case construct is supported in shaders */
  34. supportSwitchCaseInShader: boolean;
  35. /** Indicates that synchronous texture reading is supported */
  36. supportSyncTextureRead: boolean;
  37. /** Indicates that y should be inverted when dealing with bitmaps (notably in environment tools) */
  38. needsInvertingBitmap: boolean;
  39. /** Indicates that the engine should cache the bound UBO */
  40. useUBOBindingCache: boolean;
  41. /** Indicates that the inliner should be run over every shader code */
  42. needShaderCodeInlining: boolean;
  43. /** 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 */
  44. needToAlwaysBindUniformBuffers: boolean;
  45. /** Indicates that the engine supports render passes */
  46. supportRenderPasses: boolean;
  47. /** Indicates that the engine supports sprite instancing */
  48. supportSpriteInstancing: boolean;
  49. /** Indicates that the stride and (byte) offset of a vertex buffer must always be a multiple of 4 bytes */
  50. forceVertexBufferStrideAndOffsetMultiple4Bytes: boolean;
  51. /** @internal */
  52. _collectUbosUpdatedInFrame: boolean;
  53. }