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Diffstat (limited to 'src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/renderer11_utils.h')
-rw-r--r-- | src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/renderer11_utils.h | 190 |
1 files changed, 190 insertions, 0 deletions
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/renderer11_utils.h b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/renderer11_utils.h new file mode 100644 index 0000000000..207e6b5404 --- /dev/null +++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/renderer11_utils.h @@ -0,0 +1,190 @@ +// +// Copyright (c) 2012-2014 The ANGLE Project Authors. All rights reserved. +// Use of this source code is governed by a BSD-style license that can be +// found in the LICENSE file. +// + +// renderer11_utils.h: Conversion functions and other utility routines +// specific to the D3D11 renderer. + +#ifndef LIBANGLE_RENDERER_D3D_D3D11_RENDERER11_UTILS_H_ +#define LIBANGLE_RENDERER_D3D_D3D11_RENDERER11_UTILS_H_ + +#include "libANGLE/angletypes.h" +#include "libANGLE/Caps.h" +#include "libANGLE/Error.h" + +#include <vector> + +namespace gl +{ +class FramebufferAttachment; +} + +namespace rx +{ +class RenderTarget11; +struct Workarounds; + +namespace gl_d3d11 +{ + +D3D11_BLEND ConvertBlendFunc(GLenum glBlend, bool isAlpha); +D3D11_BLEND_OP ConvertBlendOp(GLenum glBlendOp); +UINT8 ConvertColorMask(bool maskRed, bool maskGreen, bool maskBlue, bool maskAlpha); + +D3D11_CULL_MODE ConvertCullMode(bool cullEnabled, GLenum cullMode); + +D3D11_COMPARISON_FUNC ConvertComparison(GLenum comparison); +D3D11_DEPTH_WRITE_MASK ConvertDepthMask(bool depthWriteEnabled); +UINT8 ConvertStencilMask(GLuint stencilmask); +D3D11_STENCIL_OP ConvertStencilOp(GLenum stencilOp); + +D3D11_FILTER ConvertFilter(GLenum minFilter, GLenum magFilter, float maxAnisotropy, GLenum comparisonMode); +D3D11_TEXTURE_ADDRESS_MODE ConvertTextureWrap(GLenum wrap); + +D3D11_QUERY ConvertQueryType(GLenum queryType); + +} + +namespace d3d11_gl +{ + +GLint GetMaximumClientVersion(D3D_FEATURE_LEVEL featureLevel); +void GenerateCaps(ID3D11Device *device, ID3D11DeviceContext *deviceContext, gl::Caps *caps, gl::TextureCapsMap *textureCapsMap, gl::Extensions *extensions); + +} + +namespace d3d11 +{ + +void MakeValidSize(bool isImage, DXGI_FORMAT format, GLsizei *requestWidth, GLsizei *requestHeight, int *levelOffset); + +void GenerateInitialTextureData(GLint internalFormat, D3D_FEATURE_LEVEL featureLevel, GLuint width, GLuint height, GLuint depth, + GLuint mipLevels, std::vector<D3D11_SUBRESOURCE_DATA> *outSubresourceData, + std::vector< std::vector<BYTE> > *outData); + +struct PositionTexCoordVertex +{ + float x, y; + float u, v; +}; +void SetPositionTexCoordVertex(PositionTexCoordVertex* vertex, float x, float y, float u, float v); + +struct PositionLayerTexCoord3DVertex +{ + float x, y; + unsigned int l; + float u, v, s; +}; +void SetPositionLayerTexCoord3DVertex(PositionLayerTexCoord3DVertex* vertex, float x, float y, + unsigned int layer, float u, float v, float s); + +template <typename T> +struct PositionDepthColorVertex +{ + float x, y, z; + T r, g, b, a; +}; + +template <typename T> +void SetPositionDepthColorVertex(PositionDepthColorVertex<T>* vertex, float x, float y, float z, + const gl::Color<T> &color) +{ + vertex->x = x; + vertex->y = y; + vertex->z = z; + vertex->r = color.red; + vertex->g = color.green; + vertex->b = color.blue; + vertex->a = color.alpha; +} + +HRESULT SetDebugName(ID3D11DeviceChild *resource, const char *name); + +template <typename outType> +outType* DynamicCastComObject(IUnknown* object) +{ + outType *outObject = NULL; + HRESULT result = object->QueryInterface(__uuidof(outType), reinterpret_cast<void**>(&outObject)); + if (SUCCEEDED(result)) + { + return outObject; + } + else + { + SafeRelease(outObject); + return NULL; + } +} + +inline bool isDeviceLostError(HRESULT errorCode) +{ + switch (errorCode) + { + case DXGI_ERROR_DEVICE_HUNG: + case DXGI_ERROR_DEVICE_REMOVED: + case DXGI_ERROR_DEVICE_RESET: + case DXGI_ERROR_DRIVER_INTERNAL_ERROR: + case DXGI_ERROR_NOT_CURRENTLY_AVAILABLE: + return true; + default: + return false; + } +} + +template <unsigned int N> +inline ID3D11VertexShader *CompileVS(ID3D11Device *device, const BYTE (&byteCode)[N], const char *name) +{ + ID3D11VertexShader *vs = NULL; + HRESULT result = device->CreateVertexShader(byteCode, N, NULL, &vs); + UNUSED_ASSERTION_VARIABLE(result); + ASSERT(SUCCEEDED(result)); + SetDebugName(vs, name); + return vs; +} + +template <unsigned int N> +inline ID3D11GeometryShader *CompileGS(ID3D11Device *device, const BYTE (&byteCode)[N], const char *name) +{ + ID3D11GeometryShader *gs = NULL; + HRESULT result = device->CreateGeometryShader(byteCode, N, NULL, &gs); + UNUSED_ASSERTION_VARIABLE(result); + ASSERT(SUCCEEDED(result)); + SetDebugName(gs, name); + return gs; +} + +template <unsigned int N> +inline ID3D11PixelShader *CompilePS(ID3D11Device *device, const BYTE (&byteCode)[N], const char *name) +{ + ID3D11PixelShader *ps = NULL; + HRESULT result = device->CreatePixelShader(byteCode, N, NULL, &ps); + UNUSED_ASSERTION_VARIABLE(result); + ASSERT(SUCCEEDED(result)); + SetDebugName(ps, name); + return ps; +} + +// Copy data to small D3D11 buffers, such as for small constant buffers, which use one struct to +// represent an entire buffer. +template <class T> +inline void SetBufferData(ID3D11DeviceContext *context, ID3D11Buffer *constantBuffer, const T &value) +{ + D3D11_MAPPED_SUBRESOURCE mappedResource; + context->Map(constantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource); + + memcpy(mappedResource.pData, &value, sizeof(T)); + + context->Unmap(constantBuffer, 0); +} + +gl::Error GetAttachmentRenderTarget(const gl::FramebufferAttachment *attachment, RenderTarget11 **outRT); + +Workarounds GenerateWorkarounds(D3D_FEATURE_LEVEL featureLevel); + +} + +} + +#endif // LIBANGLE_RENDERER_D3D_D3D11_RENDERER11_UTILS_H_ |