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#pragma once
// Various limits for what we can do based on VRAM size
#define kVRAMEnoughForLargeShadowmaps 480 // VRAM MB after which we allow even higher resolution shadow maps
#define kVRAMMaxFreePortionForShadowMap 0.3f // allow single shadowmap to take 30% of possibly free VRAM
#define kVRAMMaxFreePortionForTexture 0.4f // allow single texture to take 40% of possibly free VRAM
int ChooseSuitableFSAALevel( int width, int height, int backbufferBPP, int frontbufferBPP, int depthBPP, int fsaa );
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