gfx/angle/src/libGLESv2/renderer/renderer11_utils.h

changeset 0
6474c204b198
     1.1 --- /dev/null	Thu Jan 01 00:00:00 1970 +0000
     1.2 +++ b/gfx/angle/src/libGLESv2/renderer/renderer11_utils.h	Wed Dec 31 06:09:35 2014 +0100
     1.3 @@ -0,0 +1,95 @@
     1.4 +//
     1.5 +// Copyright (c) 2012 The ANGLE Project Authors. All rights reserved.
     1.6 +// Use of this source code is governed by a BSD-style license that can be
     1.7 +// found in the LICENSE file.
     1.8 +//
     1.9 +
    1.10 +// renderer11_utils.h: Conversion functions and other utility routines
    1.11 +// specific to the D3D11 renderer.
    1.12 +
    1.13 +#ifndef LIBGLESV2_RENDERER_RENDERER11_UTILS_H
    1.14 +#define LIBGLESV2_RENDERER_RENDERER11_UTILS_H
    1.15 +
    1.16 +#include "libGLESv2/angletypes.h"
    1.17 +
    1.18 +namespace gl_d3d11
    1.19 +{
    1.20 +
    1.21 +D3D11_BLEND ConvertBlendFunc(GLenum glBlend, bool isAlpha);
    1.22 +D3D11_BLEND_OP ConvertBlendOp(GLenum glBlendOp);
    1.23 +UINT8 ConvertColorMask(bool maskRed, bool maskGreen, bool maskBlue, bool maskAlpha);
    1.24 +
    1.25 +D3D11_CULL_MODE ConvertCullMode(bool cullEnabled, GLenum cullMode);
    1.26 +
    1.27 +D3D11_COMPARISON_FUNC ConvertComparison(GLenum comparison);
    1.28 +D3D11_DEPTH_WRITE_MASK ConvertDepthMask(bool depthWriteEnabled);
    1.29 +UINT8 ConvertStencilMask(GLuint stencilmask);
    1.30 +D3D11_STENCIL_OP ConvertStencilOp(GLenum stencilOp);
    1.31 +
    1.32 +D3D11_FILTER ConvertFilter(GLenum minFilter, GLenum magFilter, float maxAnisotropy);
    1.33 +D3D11_TEXTURE_ADDRESS_MODE ConvertTextureWrap(GLenum wrap);
    1.34 +FLOAT ConvertMinLOD(GLenum minFilter, unsigned int lodOffset);
    1.35 +FLOAT ConvertMaxLOD(GLenum minFilter, unsigned int lodOffset);
    1.36 +
    1.37 +DXGI_FORMAT ConvertRenderbufferFormat(GLenum format);
    1.38 +DXGI_FORMAT ConvertTextureFormat(GLenum format);
    1.39 +}
    1.40 +
    1.41 +namespace d3d11_gl
    1.42 +{
    1.43 +
    1.44 +GLenum ConvertBackBufferFormat(DXGI_FORMAT format);
    1.45 +GLenum ConvertDepthStencilFormat(DXGI_FORMAT format);
    1.46 +GLenum ConvertRenderbufferFormat(DXGI_FORMAT format);
    1.47 +GLenum ConvertTextureInternalFormat(DXGI_FORMAT format);
    1.48 +
    1.49 +}
    1.50 +
    1.51 +namespace d3d11
    1.52 +{
    1.53 +
    1.54 +struct PositionTexCoordVertex
    1.55 +{
    1.56 +    float x, y;
    1.57 +    float u, v;
    1.58 +};
    1.59 +void SetPositionTexCoordVertex(PositionTexCoordVertex* vertex, float x, float y, float u, float v);
    1.60 +
    1.61 +struct PositionDepthColorVertex
    1.62 +{
    1.63 +    float x, y, z;
    1.64 +    float r, g, b, a;
    1.65 +};
    1.66 +void SetPositionDepthColorVertex(PositionDepthColorVertex* vertex, float x, float y, float z,
    1.67 +                                 const gl::Color &color);
    1.68 +
    1.69 +size_t ComputePixelSizeBits(DXGI_FORMAT format);
    1.70 +size_t ComputeBlockSizeBits(DXGI_FORMAT format);
    1.71 +
    1.72 +bool IsCompressed(DXGI_FORMAT format);
    1.73 +unsigned int GetTextureFormatDimensionAlignment(DXGI_FORMAT format);
    1.74 +
    1.75 +bool IsDepthStencilFormat(DXGI_FORMAT format);
    1.76 +DXGI_FORMAT GetDepthTextureFormat(DXGI_FORMAT format);
    1.77 +DXGI_FORMAT GetDepthShaderResourceFormat(DXGI_FORMAT format);
    1.78 +
    1.79 +HRESULT SetDebugName(ID3D11DeviceChild *resource, const char *name);
    1.80 +
    1.81 +inline bool isDeviceLostError(HRESULT errorCode)
    1.82 +{
    1.83 +    switch (errorCode)
    1.84 +    {
    1.85 +      case DXGI_ERROR_DEVICE_HUNG:
    1.86 +      case DXGI_ERROR_DEVICE_REMOVED:
    1.87 +      case DXGI_ERROR_DEVICE_RESET:
    1.88 +      case DXGI_ERROR_DRIVER_INTERNAL_ERROR:
    1.89 +      case DXGI_ERROR_NOT_CURRENTLY_AVAILABLE:
    1.90 +        return true;
    1.91 +      default:
    1.92 +        return false;
    1.93 +    }
    1.94 +}
    1.95 +
    1.96 +}
    1.97 +
    1.98 +#endif // LIBGLESV2_RENDERER_RENDERER11_UTILS_H

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