diff options
Diffstat (limited to 'src/3rdparty/angle/src/libGLESv2/renderer/renderer11_utils.h')
-rw-r--r-- | src/3rdparty/angle/src/libGLESv2/renderer/renderer11_utils.h | 95 |
1 files changed, 95 insertions, 0 deletions
diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/renderer11_utils.h b/src/3rdparty/angle/src/libGLESv2/renderer/renderer11_utils.h new file mode 100644 index 0000000000..1bc48c1a13 --- /dev/null +++ b/src/3rdparty/angle/src/libGLESv2/renderer/renderer11_utils.h @@ -0,0 +1,95 @@ +// +// Copyright (c) 2012 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" + +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); +D3D11_TEXTURE_ADDRESS_MODE ConvertTextureWrap(GLenum wrap); +FLOAT ConvertMinLOD(GLenum minFilter, unsigned int lodOffset); +FLOAT ConvertMaxLOD(GLenum minFilter, unsigned int lodOffset); + +DXGI_FORMAT ConvertRenderbufferFormat(GLenum format); +DXGI_FORMAT ConvertTextureFormat(GLenum format); +} + +namespace d3d11_gl +{ + +GLenum ConvertBackBufferFormat(DXGI_FORMAT format); +GLenum ConvertDepthStencilFormat(DXGI_FORMAT format); +GLenum ConvertRenderbufferFormat(DXGI_FORMAT format); +GLenum ConvertTextureInternalFormat(DXGI_FORMAT format); + +} + +namespace d3d11 +{ + +struct PositionTexCoordVertex +{ + float x, y; + float u, v; +}; +void SetPositionTexCoordVertex(PositionTexCoordVertex* vertex, float x, float y, float u, float v); + +struct PositionDepthColorVertex +{ + float x, y, z; + float r, g, b, a; +}; +void SetPositionDepthColorVertex(PositionDepthColorVertex* vertex, float x, float y, float z, + const gl::Color &color); + +size_t ComputePixelSizeBits(DXGI_FORMAT format); +size_t ComputeBlockSizeBits(DXGI_FORMAT format); + +bool IsCompressed(DXGI_FORMAT format); +unsigned int GetTextureFormatDimensionAlignment(DXGI_FORMAT format); + +bool IsDepthStencilFormat(DXGI_FORMAT format); +DXGI_FORMAT GetDepthTextureFormat(DXGI_FORMAT format); +DXGI_FORMAT GetDepthShaderResourceFormat(DXGI_FORMAT format); + +HRESULT SetDebugName(ID3D11DeviceChild *resource, const char *name); + +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; + } +} + +} + +#endif // LIBGLESV2_RENDERER_RENDERER11_UTILS_H |