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1 // |
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2 // Copyright (c) 2012 The ANGLE Project Authors. All rights reserved. |
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3 // Use of this source code is governed by a BSD-style license that can be |
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4 // found in the LICENSE file. |
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5 // |
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6 |
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7 // renderer11_utils.h: Conversion functions and other utility routines |
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8 // specific to the D3D11 renderer. |
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9 |
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10 #ifndef LIBGLESV2_RENDERER_RENDERER11_UTILS_H |
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11 #define LIBGLESV2_RENDERER_RENDERER11_UTILS_H |
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12 |
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13 #include "libGLESv2/angletypes.h" |
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14 |
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15 namespace gl_d3d11 |
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16 { |
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17 |
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18 D3D11_BLEND ConvertBlendFunc(GLenum glBlend, bool isAlpha); |
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19 D3D11_BLEND_OP ConvertBlendOp(GLenum glBlendOp); |
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20 UINT8 ConvertColorMask(bool maskRed, bool maskGreen, bool maskBlue, bool maskAlpha); |
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21 |
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22 D3D11_CULL_MODE ConvertCullMode(bool cullEnabled, GLenum cullMode); |
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23 |
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24 D3D11_COMPARISON_FUNC ConvertComparison(GLenum comparison); |
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25 D3D11_DEPTH_WRITE_MASK ConvertDepthMask(bool depthWriteEnabled); |
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26 UINT8 ConvertStencilMask(GLuint stencilmask); |
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27 D3D11_STENCIL_OP ConvertStencilOp(GLenum stencilOp); |
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28 |
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29 D3D11_FILTER ConvertFilter(GLenum minFilter, GLenum magFilter, float maxAnisotropy); |
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30 D3D11_TEXTURE_ADDRESS_MODE ConvertTextureWrap(GLenum wrap); |
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31 FLOAT ConvertMinLOD(GLenum minFilter, unsigned int lodOffset); |
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32 FLOAT ConvertMaxLOD(GLenum minFilter, unsigned int lodOffset); |
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33 |
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34 DXGI_FORMAT ConvertRenderbufferFormat(GLenum format); |
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35 DXGI_FORMAT ConvertTextureFormat(GLenum format); |
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36 } |
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37 |
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38 namespace d3d11_gl |
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39 { |
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40 |
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41 GLenum ConvertBackBufferFormat(DXGI_FORMAT format); |
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42 GLenum ConvertDepthStencilFormat(DXGI_FORMAT format); |
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43 GLenum ConvertRenderbufferFormat(DXGI_FORMAT format); |
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44 GLenum ConvertTextureInternalFormat(DXGI_FORMAT format); |
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45 |
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46 } |
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47 |
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48 namespace d3d11 |
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49 { |
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50 |
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51 struct PositionTexCoordVertex |
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52 { |
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53 float x, y; |
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54 float u, v; |
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55 }; |
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56 void SetPositionTexCoordVertex(PositionTexCoordVertex* vertex, float x, float y, float u, float v); |
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57 |
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58 struct PositionDepthColorVertex |
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59 { |
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60 float x, y, z; |
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61 float r, g, b, a; |
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62 }; |
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63 void SetPositionDepthColorVertex(PositionDepthColorVertex* vertex, float x, float y, float z, |
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64 const gl::Color &color); |
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65 |
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66 size_t ComputePixelSizeBits(DXGI_FORMAT format); |
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67 size_t ComputeBlockSizeBits(DXGI_FORMAT format); |
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68 |
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69 bool IsCompressed(DXGI_FORMAT format); |
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70 unsigned int GetTextureFormatDimensionAlignment(DXGI_FORMAT format); |
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71 |
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72 bool IsDepthStencilFormat(DXGI_FORMAT format); |
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73 DXGI_FORMAT GetDepthTextureFormat(DXGI_FORMAT format); |
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74 DXGI_FORMAT GetDepthShaderResourceFormat(DXGI_FORMAT format); |
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75 |
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76 HRESULT SetDebugName(ID3D11DeviceChild *resource, const char *name); |
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77 |
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78 inline bool isDeviceLostError(HRESULT errorCode) |
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79 { |
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80 switch (errorCode) |
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81 { |
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82 case DXGI_ERROR_DEVICE_HUNG: |
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83 case DXGI_ERROR_DEVICE_REMOVED: |
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84 case DXGI_ERROR_DEVICE_RESET: |
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85 case DXGI_ERROR_DRIVER_INTERNAL_ERROR: |
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86 case DXGI_ERROR_NOT_CURRENTLY_AVAILABLE: |
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87 return true; |
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88 default: |
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89 return false; |
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90 } |
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91 } |
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92 |
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93 } |
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94 |
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95 #endif // LIBGLESV2_RENDERER_RENDERER11_UTILS_H |