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-rw-r--r--src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/renderer11_utils.h189
1 files changed, 0 insertions, 189 deletions
diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/renderer11_utils.h b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/renderer11_utils.h
deleted file mode 100644
index 9df9c95763..0000000000
--- a/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/renderer11_utils.h
+++ /dev/null
@@ -1,189 +0,0 @@
-//
-// 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 LIBGLESV2_RENDERER_RENDERER11_UTILS_H
-#define LIBGLESV2_RENDERER_RENDERER11_UTILS_H
-
-#include "libGLESv2/angletypes.h"
-#include "libGLESv2/Caps.h"
-#include "libGLESv2/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
-{
-
-void GenerateCaps(ID3D11Device *device, 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, 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(gl::FramebufferAttachment *attachment, RenderTarget11 **outRT);
-
-Workarounds GenerateWorkarounds();
-
-}
-
-}
-
-#endif // LIBGLESV2_RENDERER_RENDERER11_UTILS_H