#include "precompiled.h" // // 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.cpp: Conversion functions and other utility routines // specific to the D3D11 renderer. #include "libGLESv2/renderer/renderer11_utils.h" #include "common/debug.h" namespace gl_d3d11 { D3D11_BLEND ConvertBlendFunc(GLenum glBlend, bool isAlpha) { D3D11_BLEND d3dBlend = D3D11_BLEND_ZERO; switch (glBlend) { case GL_ZERO: d3dBlend = D3D11_BLEND_ZERO; break; case GL_ONE: d3dBlend = D3D11_BLEND_ONE; break; case GL_SRC_COLOR: d3dBlend = (isAlpha ? D3D11_BLEND_SRC_ALPHA : D3D11_BLEND_SRC_COLOR); break; case GL_ONE_MINUS_SRC_COLOR: d3dBlend = (isAlpha ? D3D11_BLEND_INV_SRC_ALPHA : D3D11_BLEND_INV_SRC_COLOR); break; case GL_DST_COLOR: d3dBlend = (isAlpha ? D3D11_BLEND_DEST_ALPHA : D3D11_BLEND_DEST_COLOR); break; case GL_ONE_MINUS_DST_COLOR: d3dBlend = (isAlpha ? D3D11_BLEND_INV_DEST_ALPHA : D3D11_BLEND_INV_DEST_COLOR); break; case GL_SRC_ALPHA: d3dBlend = D3D11_BLEND_SRC_ALPHA; break; case GL_ONE_MINUS_SRC_ALPHA: d3dBlend = D3D11_BLEND_INV_SRC_ALPHA; break; case GL_DST_ALPHA: d3dBlend = D3D11_BLEND_DEST_ALPHA; break; case GL_ONE_MINUS_DST_ALPHA: d3dBlend = D3D11_BLEND_INV_DEST_ALPHA; break; case GL_CONSTANT_COLOR: d3dBlend = D3D11_BLEND_BLEND_FACTOR; break; case GL_ONE_MINUS_CONSTANT_COLOR: d3dBlend = D3D11_BLEND_INV_BLEND_FACTOR; break; case GL_CONSTANT_ALPHA: d3dBlend = D3D11_BLEND_BLEND_FACTOR; break; case GL_ONE_MINUS_CONSTANT_ALPHA: d3dBlend = D3D11_BLEND_INV_BLEND_FACTOR; break; case GL_SRC_ALPHA_SATURATE: d3dBlend = D3D11_BLEND_SRC_ALPHA_SAT; break; default: UNREACHABLE(); } return d3dBlend; } D3D11_BLEND_OP ConvertBlendOp(GLenum glBlendOp) { D3D11_BLEND_OP d3dBlendOp = D3D11_BLEND_OP_ADD; switch (glBlendOp) { case GL_FUNC_ADD: d3dBlendOp = D3D11_BLEND_OP_ADD; break; case GL_FUNC_SUBTRACT: d3dBlendOp = D3D11_BLEND_OP_SUBTRACT; break; case GL_FUNC_REVERSE_SUBTRACT: d3dBlendOp = D3D11_BLEND_OP_REV_SUBTRACT; break; default: UNREACHABLE(); } return d3dBlendOp; } UINT8 ConvertColorMask(bool red, bool green, bool blue, bool alpha) { UINT8 mask = 0; if (red) { mask |= D3D11_COLOR_WRITE_ENABLE_RED; } if (green) { mask |= D3D11_COLOR_WRITE_ENABLE_GREEN; } if (blue) { mask |= D3D11_COLOR_WRITE_ENABLE_BLUE; } if (alpha) { mask |= D3D11_COLOR_WRITE_ENABLE_ALPHA; } return mask; } D3D11_CULL_MODE ConvertCullMode(bool cullEnabled, GLenum cullMode) { D3D11_CULL_MODE cull = D3D11_CULL_NONE; if (cullEnabled) { switch (cullMode) { case GL_FRONT: cull = D3D11_CULL_FRONT; break; case GL_BACK: cull = D3D11_CULL_BACK; break; case GL_FRONT_AND_BACK: cull = D3D11_CULL_NONE; break; default: UNREACHABLE(); } } else { cull = D3D11_CULL_NONE; } return cull; } D3D11_COMPARISON_FUNC ConvertComparison(GLenum comparison) { D3D11_COMPARISON_FUNC d3dComp = D3D11_COMPARISON_NEVER; switch (comparison) { case GL_NEVER: d3dComp = D3D11_COMPARISON_NEVER; break; case GL_ALWAYS: d3dComp = D3D11_COMPARISON_ALWAYS; break; case GL_LESS: d3dComp = D3D11_COMPARISON_LESS; break; case GL_LEQUAL: d3dComp = D3D11_COMPARISON_LESS_EQUAL; break; case GL_EQUAL: d3dComp = D3D11_COMPARISON_EQUAL; break; case GL_GREATER: d3dComp = D3D11_COMPARISON_GREATER; break; case GL_GEQUAL: d3dComp = D3D11_COMPARISON_GREATER_EQUAL; break; case GL_NOTEQUAL: d3dComp = D3D11_COMPARISON_NOT_EQUAL; break; default: UNREACHABLE(); } return d3dComp; } D3D11_DEPTH_WRITE_MASK ConvertDepthMask(bool depthWriteEnabled) { return depthWriteEnabled ? D3D11_DEPTH_WRITE_MASK_ALL : D3D11_DEPTH_WRITE_MASK_ZERO; } UINT8 ConvertStencilMask(GLuint stencilmask) { return static_cast(stencilmask); } D3D11_STENCIL_OP ConvertStencilOp(GLenum stencilOp) { D3D11_STENCIL_OP d3dStencilOp = D3D11_STENCIL_OP_KEEP; switch (stencilOp) { case GL_ZERO: d3dStencilOp = D3D11_STENCIL_OP_ZERO; break; case GL_KEEP: d3dStencilOp = D3D11_STENCIL_OP_KEEP; break; case GL_REPLACE: d3dStencilOp = D3D11_STENCIL_OP_REPLACE; break; case GL_INCR: d3dStencilOp = D3D11_STENCIL_OP_INCR_SAT; break; case GL_DECR: d3dStencilOp = D3D11_STENCIL_OP_DECR_SAT; break; case GL_INVERT: d3dStencilOp = D3D11_STENCIL_OP_INVERT; break; case GL_INCR_WRAP: d3dStencilOp = D3D11_STENCIL_OP_INCR; break; case GL_DECR_WRAP: d3dStencilOp = D3D11_STENCIL_OP_DECR; break; default: UNREACHABLE(); } return d3dStencilOp; } D3D11_FILTER ConvertFilter(GLenum minFilter, GLenum magFilter, float maxAnisotropy) { if (maxAnisotropy > 1.0f) { return D3D11_ENCODE_ANISOTROPIC_FILTER(false); } else { D3D11_FILTER_TYPE dxMin = D3D11_FILTER_TYPE_POINT; D3D11_FILTER_TYPE dxMip = D3D11_FILTER_TYPE_POINT; switch (minFilter) { case GL_NEAREST: dxMin = D3D11_FILTER_TYPE_POINT; dxMip = D3D11_FILTER_TYPE_POINT; break; case GL_LINEAR: dxMin = D3D11_FILTER_TYPE_LINEAR; dxMip = D3D11_FILTER_TYPE_POINT; break; case GL_NEAREST_MIPMAP_NEAREST: dxMin = D3D11_FILTER_TYPE_POINT; dxMip = D3D11_FILTER_TYPE_POINT; break; case GL_LINEAR_MIPMAP_NEAREST: dxMin = D3D11_FILTER_TYPE_LINEAR; dxMip = D3D11_FILTER_TYPE_POINT; break; case GL_NEAREST_MIPMAP_LINEAR: dxMin = D3D11_FILTER_TYPE_POINT; dxMip = D3D11_FILTER_TYPE_LINEAR; break; case GL_LINEAR_MIPMAP_LINEAR: dxMin = D3D11_FILTER_TYPE_LINEAR; dxMip = D3D11_FILTER_TYPE_LINEAR; break; default: UNREACHABLE(); } D3D11_FILTER_TYPE dxMag = D3D11_FILTER_TYPE_POINT; switch (magFilter) { case GL_NEAREST: dxMag = D3D11_FILTER_TYPE_POINT; break; case GL_LINEAR: dxMag = D3D11_FILTER_TYPE_LINEAR; break; default: UNREACHABLE(); } return D3D11_ENCODE_BASIC_FILTER(dxMin, dxMag, dxMip, false); } } D3D11_TEXTURE_ADDRESS_MODE ConvertTextureWrap(GLenum wrap) { switch (wrap) { case GL_REPEAT: return D3D11_TEXTURE_ADDRESS_WRAP; case GL_CLAMP_TO_EDGE: return D3D11_TEXTURE_ADDRESS_CLAMP; case GL_MIRRORED_REPEAT: return D3D11_TEXTURE_ADDRESS_MIRROR; default: UNREACHABLE(); } return D3D11_TEXTURE_ADDRESS_WRAP; } FLOAT ConvertMinLOD(GLenum minFilter, unsigned int lodOffset) { return (minFilter == GL_NEAREST || minFilter == GL_LINEAR) ? static_cast(lodOffset) : -FLT_MAX; } FLOAT ConvertMaxLOD(GLenum minFilter, unsigned int lodOffset) { return (minFilter == GL_NEAREST || minFilter == GL_LINEAR) ? static_cast(lodOffset) : FLT_MAX; } } namespace d3d11_gl { GLenum ConvertBackBufferFormat(DXGI_FORMAT format) { switch (format) { case DXGI_FORMAT_R8G8B8A8_UNORM: return GL_RGBA8_OES; case DXGI_FORMAT_B8G8R8A8_UNORM: return GL_BGRA8_EXT; default: UNREACHABLE(); } return GL_RGBA8_OES; } GLenum ConvertDepthStencilFormat(DXGI_FORMAT format) { switch (format) { case DXGI_FORMAT_UNKNOWN: return GL_NONE; case DXGI_FORMAT_D16_UNORM: return GL_DEPTH_COMPONENT16; case DXGI_FORMAT_D24_UNORM_S8_UINT: return GL_DEPTH24_STENCIL8_OES; default: UNREACHABLE(); } return GL_DEPTH24_STENCIL8_OES; } GLenum ConvertRenderbufferFormat(DXGI_FORMAT format) { switch (format) { case DXGI_FORMAT_B8G8R8A8_UNORM: return GL_BGRA8_EXT; case DXGI_FORMAT_R8G8B8A8_UNORM: return GL_RGBA8_OES; case DXGI_FORMAT_D16_UNORM: return GL_DEPTH_COMPONENT16; case DXGI_FORMAT_D24_UNORM_S8_UINT: return GL_DEPTH24_STENCIL8_OES; default: UNREACHABLE(); } return GL_RGBA8_OES; } GLenum ConvertTextureInternalFormat(DXGI_FORMAT format) { switch (format) { case DXGI_FORMAT_R8G8B8A8_UNORM: return GL_RGBA8_OES; case DXGI_FORMAT_A8_UNORM: return GL_ALPHA8_EXT; case DXGI_FORMAT_BC1_UNORM: return GL_COMPRESSED_RGBA_S3TC_DXT1_EXT; case DXGI_FORMAT_BC2_UNORM: return GL_COMPRESSED_RGBA_S3TC_DXT3_ANGLE; case DXGI_FORMAT_BC3_UNORM: return GL_COMPRESSED_RGBA_S3TC_DXT5_ANGLE; case DXGI_FORMAT_R32G32B32A32_FLOAT: return GL_RGBA32F_EXT; case DXGI_FORMAT_R32G32B32_FLOAT: return GL_RGB32F_EXT; case DXGI_FORMAT_R16G16B16A16_FLOAT: return GL_RGBA16F_EXT; case DXGI_FORMAT_B8G8R8A8_UNORM: return GL_BGRA8_EXT; case DXGI_FORMAT_R8_UNORM: return GL_R8_EXT; case DXGI_FORMAT_R8G8_UNORM: return GL_RG8_EXT; case DXGI_FORMAT_R16_FLOAT: return GL_R16F_EXT; case DXGI_FORMAT_R16G16_FLOAT: return GL_RG16F_EXT; case DXGI_FORMAT_D16_UNORM: return GL_DEPTH_COMPONENT16; case DXGI_FORMAT_D24_UNORM_S8_UINT: return GL_DEPTH24_STENCIL8_OES; case DXGI_FORMAT_UNKNOWN: return GL_NONE; default: UNREACHABLE(); } return GL_RGBA8_OES; } } namespace gl_d3d11 { DXGI_FORMAT ConvertRenderbufferFormat(GLenum format) { switch (format) { case GL_RGBA4: case GL_RGB5_A1: case GL_RGBA8_OES: case GL_RGB565: case GL_RGB8_OES: return DXGI_FORMAT_R8G8B8A8_UNORM; case GL_BGRA8_EXT: return DXGI_FORMAT_B8G8R8A8_UNORM; case GL_DEPTH_COMPONENT16: return DXGI_FORMAT_D16_UNORM; case GL_STENCIL_INDEX8: case GL_DEPTH24_STENCIL8_OES: return DXGI_FORMAT_D24_UNORM_S8_UINT; default: UNREACHABLE(); } return DXGI_FORMAT_R8G8B8A8_UNORM; } DXGI_FORMAT ConvertTextureFormat(GLenum internalformat) { switch (internalformat) { case GL_RGB565: case GL_RGBA4: case GL_RGB5_A1: case GL_RGB8_OES: case GL_RGBA8_OES: case GL_LUMINANCE8_EXT: case GL_LUMINANCE8_ALPHA8_EXT: return DXGI_FORMAT_R8G8B8A8_UNORM; case GL_ALPHA8_EXT: return DXGI_FORMAT_A8_UNORM; case GL_COMPRESSED_RGB_S3TC_DXT1_EXT: case GL_COMPRESSED_RGBA_S3TC_DXT1_EXT: return DXGI_FORMAT_BC1_UNORM; case GL_COMPRESSED_RGBA_S3TC_DXT3_ANGLE: return DXGI_FORMAT_BC2_UNORM; case GL_COMPRESSED_RGBA_S3TC_DXT5_ANGLE: return DXGI_FORMAT_BC3_UNORM; case GL_RGBA32F_EXT: case GL_ALPHA32F_EXT: case GL_LUMINANCE_ALPHA32F_EXT: return DXGI_FORMAT_R32G32B32A32_FLOAT; case GL_RGB32F_EXT: case GL_LUMINANCE32F_EXT: return DXGI_FORMAT_R32G32B32A32_FLOAT; case GL_RGBA16F_EXT: case GL_ALPHA16F_EXT: case GL_LUMINANCE_ALPHA16F_EXT: case GL_RGB16F_EXT: case GL_LUMINANCE16F_EXT: return DXGI_FORMAT_R16G16B16A16_FLOAT; case GL_BGRA8_EXT: return DXGI_FORMAT_B8G8R8A8_UNORM; case GL_R8_EXT: return DXGI_FORMAT_R8_UNORM; case GL_RG8_EXT: return DXGI_FORMAT_R8G8_UNORM; case GL_R16F_EXT: return DXGI_FORMAT_R16_FLOAT; case GL_RG16F_EXT: return DXGI_FORMAT_R16G16_FLOAT; case GL_DEPTH_COMPONENT16: return DXGI_FORMAT_D16_UNORM; case GL_DEPTH_COMPONENT32_OES: case GL_DEPTH24_STENCIL8_OES: return DXGI_FORMAT_D24_UNORM_S8_UINT; case GL_NONE: return DXGI_FORMAT_UNKNOWN; default: UNREACHABLE(); } return DXGI_FORMAT_R8G8B8A8_UNORM; } } namespace d3d11 { void SetPositionTexCoordVertex(PositionTexCoordVertex* vertex, float x, float y, float u, float v) { vertex->x = x; vertex->y = y; vertex->u = u; vertex->v = v; } void SetPositionDepthColorVertex(PositionDepthColorVertex* vertex, float x, float y, float z, const gl::Color &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; } size_t ComputePixelSizeBits(DXGI_FORMAT format) { switch (format) { case DXGI_FORMAT_R1_UNORM: return 1; case DXGI_FORMAT_A8_UNORM: case DXGI_FORMAT_R8_SINT: case DXGI_FORMAT_R8_SNORM: case DXGI_FORMAT_R8_TYPELESS: case DXGI_FORMAT_R8_UINT: case DXGI_FORMAT_R8_UNORM: return 8; case DXGI_FORMAT_B5G5R5A1_UNORM: case DXGI_FORMAT_B5G6R5_UNORM: case DXGI_FORMAT_D16_UNORM: case DXGI_FORMAT_R16_FLOAT: case DXGI_FORMAT_R16_SINT: case DXGI_FORMAT_R16_SNORM: case DXGI_FORMAT_R16_TYPELESS: case DXGI_FORMAT_R16_UINT: case DXGI_FORMAT_R16_UNORM: case DXGI_FORMAT_R8G8_SINT: case DXGI_FORMAT_R8G8_SNORM: case DXGI_FORMAT_R8G8_TYPELESS: case DXGI_FORMAT_R8G8_UINT: case DXGI_FORMAT_R8G8_UNORM: return 16; case DXGI_FORMAT_B8G8R8X8_TYPELESS: case DXGI_FORMAT_B8G8R8X8_UNORM: case DXGI_FORMAT_B8G8R8X8_UNORM_SRGB: case DXGI_FORMAT_D24_UNORM_S8_UINT: case DXGI_FORMAT_D32_FLOAT: case DXGI_FORMAT_D32_FLOAT_S8X24_UINT: case DXGI_FORMAT_G8R8_G8B8_UNORM: case DXGI_FORMAT_R10G10B10_XR_BIAS_A2_UNORM: case DXGI_FORMAT_R10G10B10A2_TYPELESS: case DXGI_FORMAT_R10G10B10A2_UINT: case DXGI_FORMAT_R10G10B10A2_UNORM: case DXGI_FORMAT_R11G11B10_FLOAT: case DXGI_FORMAT_R16G16_FLOAT: case DXGI_FORMAT_R16G16_SINT: case DXGI_FORMAT_R16G16_SNORM: case DXGI_FORMAT_R16G16_TYPELESS: case DXGI_FORMAT_R16G16_UINT: case DXGI_FORMAT_R16G16_UNORM: case DXGI_FORMAT_R24_UNORM_X8_TYPELESS: case DXGI_FORMAT_R24G8_TYPELESS: case DXGI_FORMAT_R32_FLOAT: case DXGI_FORMAT_R32_FLOAT_X8X24_TYPELESS: case DXGI_FORMAT_R32_SINT: case DXGI_FORMAT_R32_TYPELESS: case DXGI_FORMAT_R32_UINT: case DXGI_FORMAT_R8G8_B8G8_UNORM: case DXGI_FORMAT_R8G8B8A8_SINT: case DXGI_FORMAT_R8G8B8A8_SNORM: case DXGI_FORMAT_R8G8B8A8_TYPELESS: case DXGI_FORMAT_R8G8B8A8_UINT: case DXGI_FORMAT_R8G8B8A8_UNORM: case DXGI_FORMAT_R8G8B8A8_UNORM_SRGB: case DXGI_FORMAT_B8G8R8A8_TYPELESS: case DXGI_FORMAT_B8G8R8A8_UNORM: case DXGI_FORMAT_B8G8R8A8_UNORM_SRGB: case DXGI_FORMAT_R9G9B9E5_SHAREDEXP: case DXGI_FORMAT_X24_TYPELESS_G8_UINT: case DXGI_FORMAT_X32_TYPELESS_G8X24_UINT: return 32; case DXGI_FORMAT_R16G16B16A16_FLOAT: case DXGI_FORMAT_R16G16B16A16_SINT: case DXGI_FORMAT_R16G16B16A16_SNORM: case DXGI_FORMAT_R16G16B16A16_TYPELESS: case DXGI_FORMAT_R16G16B16A16_UINT: case DXGI_FORMAT_R16G16B16A16_UNORM: case DXGI_FORMAT_R32G32_FLOAT: case DXGI_FORMAT_R32G32_SINT: case DXGI_FORMAT_R32G32_TYPELESS: case DXGI_FORMAT_R32G32_UINT: case DXGI_FORMAT_R32G8X24_TYPELESS: return 64; case DXGI_FORMAT_R32G32B32_FLOAT: case DXGI_FORMAT_R32G32B32_SINT: case DXGI_FORMAT_R32G32B32_TYPELESS: case DXGI_FORMAT_R32G32B32_UINT: return 96; case DXGI_FORMAT_R32G32B32A32_FLOAT: case DXGI_FORMAT_R32G32B32A32_SINT: case DXGI_FORMAT_R32G32B32A32_TYPELESS: case DXGI_FORMAT_R32G32B32A32_UINT: return 128; case DXGI_FORMAT_BC1_TYPELESS: case DXGI_FORMAT_BC1_UNORM: case DXGI_FORMAT_BC1_UNORM_SRGB: case DXGI_FORMAT_BC4_SNORM: case DXGI_FORMAT_BC4_TYPELESS: case DXGI_FORMAT_BC4_UNORM: return 4; case DXGI_FORMAT_BC2_TYPELESS: case DXGI_FORMAT_BC2_UNORM: case DXGI_FORMAT_BC2_UNORM_SRGB: case DXGI_FORMAT_BC3_TYPELESS: case DXGI_FORMAT_BC3_UNORM: case DXGI_FORMAT_BC3_UNORM_SRGB: case DXGI_FORMAT_BC5_SNORM: case DXGI_FORMAT_BC5_TYPELESS: case DXGI_FORMAT_BC5_UNORM: case DXGI_FORMAT_BC6H_SF16: case DXGI_FORMAT_BC6H_TYPELESS: case DXGI_FORMAT_BC6H_UF16: case DXGI_FORMAT_BC7_TYPELESS: case DXGI_FORMAT_BC7_UNORM: case DXGI_FORMAT_BC7_UNORM_SRGB: return 8; default: return 0; } } size_t ComputeBlockSizeBits(DXGI_FORMAT format) { switch (format) { case DXGI_FORMAT_BC1_TYPELESS: case DXGI_FORMAT_BC1_UNORM: case DXGI_FORMAT_BC1_UNORM_SRGB: case DXGI_FORMAT_BC4_SNORM: case DXGI_FORMAT_BC4_TYPELESS: case DXGI_FORMAT_BC4_UNORM: case DXGI_FORMAT_BC2_TYPELESS: case DXGI_FORMAT_BC2_UNORM: case DXGI_FORMAT_BC2_UNORM_SRGB: case DXGI_FORMAT_BC3_TYPELESS: case DXGI_FORMAT_BC3_UNORM: case DXGI_FORMAT_BC3_UNORM_SRGB: case DXGI_FORMAT_BC5_SNORM: case DXGI_FORMAT_BC5_TYPELESS: case DXGI_FORMAT_BC5_UNORM: case DXGI_FORMAT_BC6H_SF16: case DXGI_FORMAT_BC6H_TYPELESS: case DXGI_FORMAT_BC6H_UF16: case DXGI_FORMAT_BC7_TYPELESS: case DXGI_FORMAT_BC7_UNORM: case DXGI_FORMAT_BC7_UNORM_SRGB: return ComputePixelSizeBits(format) * 16; default: UNREACHABLE(); return 0; } } bool IsCompressed(DXGI_FORMAT format) { switch (format) { case DXGI_FORMAT_BC1_TYPELESS: case DXGI_FORMAT_BC1_UNORM: case DXGI_FORMAT_BC1_UNORM_SRGB: case DXGI_FORMAT_BC4_SNORM: case DXGI_FORMAT_BC4_TYPELESS: case DXGI_FORMAT_BC4_UNORM: case DXGI_FORMAT_BC2_TYPELESS: case DXGI_FORMAT_BC2_UNORM: case DXGI_FORMAT_BC2_UNORM_SRGB: case DXGI_FORMAT_BC3_TYPELESS: case DXGI_FORMAT_BC3_UNORM: case DXGI_FORMAT_BC3_UNORM_SRGB: case DXGI_FORMAT_BC5_SNORM: case DXGI_FORMAT_BC5_TYPELESS: case DXGI_FORMAT_BC5_UNORM: case DXGI_FORMAT_BC6H_SF16: case DXGI_FORMAT_BC6H_TYPELESS: case DXGI_FORMAT_BC6H_UF16: case DXGI_FORMAT_BC7_TYPELESS: case DXGI_FORMAT_BC7_UNORM: case DXGI_FORMAT_BC7_UNORM_SRGB: return true; case DXGI_FORMAT_UNKNOWN: UNREACHABLE(); return false; default: return false; } } unsigned int GetTextureFormatDimensionAlignment(DXGI_FORMAT format) { switch (format) { case DXGI_FORMAT_BC1_TYPELESS: case DXGI_FORMAT_BC1_UNORM: case DXGI_FORMAT_BC1_UNORM_SRGB: case DXGI_FORMAT_BC4_SNORM: case DXGI_FORMAT_BC4_TYPELESS: case DXGI_FORMAT_BC4_UNORM: case DXGI_FORMAT_BC2_TYPELESS: case DXGI_FORMAT_BC2_UNORM: case DXGI_FORMAT_BC2_UNORM_SRGB: case DXGI_FORMAT_BC3_TYPELESS: case DXGI_FORMAT_BC3_UNORM: case DXGI_FORMAT_BC3_UNORM_SRGB: case DXGI_FORMAT_BC5_SNORM: case DXGI_FORMAT_BC5_TYPELESS: case DXGI_FORMAT_BC5_UNORM: case DXGI_FORMAT_BC6H_SF16: case DXGI_FORMAT_BC6H_TYPELESS: case DXGI_FORMAT_BC6H_UF16: case DXGI_FORMAT_BC7_TYPELESS: case DXGI_FORMAT_BC7_UNORM: case DXGI_FORMAT_BC7_UNORM_SRGB: return 4; case DXGI_FORMAT_UNKNOWN: UNREACHABLE(); return 1; default: return 1; } } bool IsDepthStencilFormat(DXGI_FORMAT format) { switch (format) { case DXGI_FORMAT_D32_FLOAT_S8X24_UINT: case DXGI_FORMAT_D32_FLOAT: case DXGI_FORMAT_D24_UNORM_S8_UINT: case DXGI_FORMAT_D16_UNORM: return true; default: return false; } } DXGI_FORMAT GetDepthTextureFormat(DXGI_FORMAT format) { switch (format) { case DXGI_FORMAT_D32_FLOAT_S8X24_UINT: return DXGI_FORMAT_R32G8X24_TYPELESS; case DXGI_FORMAT_D32_FLOAT: return DXGI_FORMAT_R32_TYPELESS; case DXGI_FORMAT_D24_UNORM_S8_UINT: return DXGI_FORMAT_R24G8_TYPELESS; case DXGI_FORMAT_D16_UNORM: return DXGI_FORMAT_R16_TYPELESS; default: UNREACHABLE(); return DXGI_FORMAT_UNKNOWN; } } DXGI_FORMAT GetDepthShaderResourceFormat(DXGI_FORMAT format) { switch (format) { case DXGI_FORMAT_D32_FLOAT_S8X24_UINT: return DXGI_FORMAT_R32_FLOAT_X8X24_TYPELESS; case DXGI_FORMAT_D32_FLOAT: return DXGI_FORMAT_R32_UINT; case DXGI_FORMAT_D24_UNORM_S8_UINT: return DXGI_FORMAT_R24_UNORM_X8_TYPELESS; case DXGI_FORMAT_D16_UNORM: return DXGI_FORMAT_R16_UNORM; default: UNREACHABLE(); return DXGI_FORMAT_UNKNOWN; } } HRESULT SetDebugName(ID3D11DeviceChild *resource, const char *name) { #if defined(_DEBUG) return resource->SetPrivateData(WKPDID_D3DDebugObjectName, strlen(name), name); #else return S_OK; #endif } }