bool valid() const { EGLWindow *window = getEGLWindow(); EGLDisplay display = window->getDisplay(); if (!eglDisplayExtensionEnabled(display, "EGL_ANGLE_d3d_texture_client_buffer")) { std::cout << "Test skipped due to missing EGL_ANGLE_d3d_texture_client_buffer" << std::endl; return false; } if (!mD3D11Device && !mD3D9Device) { std::cout << "Test skipped due to no D3D devices being available." << std::endl; return false; } if (IsWindows() && IsAMD() && IsOpenGL()) { std::cout << "Test skipped on Windows AMD OpenGL." << std::endl; return false; } if (IsWindows() && IsIntel() && IsOpenGL()) { std::cout << "Test skipped on Windows Intel OpenGL." << std::endl; return false; } return true; }
main( void ) { char rc; rc = IsWindows(); if( rc == 0 || rc == 0x80 ) exit( 0 ); exit( 1 ); }
/* * setStupid1c - don't set timer tick interrupt in DOS boxes!!?!?! */ static void setStupid1c( void ) { if( IsWindows() || _osmajor >= 20 ) { noTimer = TRUE; return; } newIntVect( 0x1c, handleInt1c ); } /* setStupid1c */
// todo(jonahr): Eventually could add support for all conditions/operating // systems, but these are the ones in use for now void validateConfigBase(const GPUTestConfig &config) { EXPECT_EQ(IsWindows(), config.getConditions()[GPUTestConfig::kConditionWin]); EXPECT_EQ(IsOSX(), config.getConditions()[GPUTestConfig::kConditionMac]); EXPECT_EQ(IsLinux(), config.getConditions()[GPUTestConfig::kConditionLinux]); EXPECT_EQ(IsAndroid(), config.getConditions()[GPUTestConfig::kConditionAndroid]); EXPECT_EQ(IsNexus5X(), config.getConditions()[GPUTestConfig::kConditionNexus5X]); EXPECT_EQ(IsPixel2(), config.getConditions()[GPUTestConfig::kConditionPixel2]); EXPECT_EQ(IsIntel(), config.getConditions()[GPUTestConfig::kConditionIntel]); EXPECT_EQ(IsAMD(), config.getConditions()[GPUTestConfig::kConditionAMD]); EXPECT_EQ(IsNVIDIA(), config.getConditions()[GPUTestConfig::kConditionNVIDIA]); EXPECT_EQ(IsDebug(), config.getConditions()[GPUTestConfig::kConditionDebug]); EXPECT_EQ(IsRelease(), config.getConditions()[GPUTestConfig::kConditionRelease]); }
int CEstrangedSystemCaps::GetCaps( void ) { int systemCaps = ( CAPS_MATERIAL_POSTPROCESS | CAPS_SHADER_POSTPROCESS | CAPS_ESTRANGED_DEPTHPASS | CAPS_SHADOW_DEPTHPASS ); // If we're in the middle of building cubemaps ConVarRef building_cubemaps("building_cubemaps"); if ( building_cubemaps.GetBool() ) { systemCaps &= ~CAPS_ESTRANGED_DEPTHPASS; systemCaps &= ~CAPS_SHADER_POSTPROCESS; systemCaps &= ~CAPS_MATERIAL_POSTPROCESS; } // Check for null-ness... if ( g_pMaterialSystemHardwareConfig ) { // If we don't support shader model 3.0 if ( !g_pMaterialSystemHardwareConfig->SupportsShaderModel_3_0() ) { systemCaps &= ~CAPS_ESTRANGED_DEPTHPASS; } // If we support fetch4 (ATI) if ( g_pMaterialSystemHardwareConfig->SupportsFetch4() ) { systemCaps &= ~CAPS_ESTRANGED_DEPTHPASS; } // If we use ATI depth formats int shadowFilterMode = g_pMaterialSystemHardwareConfig->GetShadowFilterMode(); if ( shadowFilterMode != NVIDIA_PCF_POISSON && ( shadowFilterMode == ATI_NO_PCF_FETCH4 || shadowFilterMode == ATI_NOPCF ) ) { systemCaps &= ~CAPS_ESTRANGED_DEPTHPASS; } // If we're not running with DirectX 9 if ( g_pMaterialSystemHardwareConfig->GetDXSupportLevel() < 90 ) { systemCaps &= ~CAPS_SHADER_POSTPROCESS; systemCaps &= ~CAPS_ESTRANGED_DEPTHPASS; systemCaps &= ~CAPS_SHADOW_DEPTHPASS; } // If we're not running with DirectX 8 if ( g_pMaterialSystemHardwareConfig->GetDXSupportLevel() < 80 ) { systemCaps &= ~CAPS_MATERIAL_POSTPROCESS; } } // If we're not Windows if ( !IsWindows() ) { systemCaps &= ~CAPS_ESTRANGED_DEPTHPASS; } // ae - temporary bugfix: disable shader // post processing on mac if ( IsOSX() ) { systemCaps &= ~CAPS_SHADER_POSTPROCESS; } // If we're in VR mode if ( UseVR() ) { systemCaps &= ~CAPS_ESTRANGED_DEPTHPASS; systemCaps &= ~CAPS_SHADER_POSTPROCESS; } // Check null if ( materials ) { // If we don't support shadow depth textures if ( !materials->SupportsShadowDepthTextures() ) { systemCaps &= ~CAPS_SHADOW_DEPTHPASS; } } return systemCaps; }