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      1 //
      2 // Copyright (c) 2012 The ANGLE Project Authors. All rights reserved.
      3 // Use of this source code is governed by a BSD-style license that can be
      4 // found in the LICENSE file.
      5 //
      6 
      7 // renderer11_utils.h: Conversion functions and other utility routines
      8 // specific to the D3D11 renderer.
      9 
     10 #ifndef LIBGLESV2_RENDERER_RENDERER11_UTILS_H
     11 #define LIBGLESV2_RENDERER_RENDERER11_UTILS_H
     12 
     13 #include "libGLESv2/angletypes.h"
     14 
     15 namespace gl_d3d11
     16 {
     17 
     18 D3D11_BLEND ConvertBlendFunc(GLenum glBlend, bool isAlpha);
     19 D3D11_BLEND_OP ConvertBlendOp(GLenum glBlendOp);
     20 UINT8 ConvertColorMask(bool maskRed, bool maskGreen, bool maskBlue, bool maskAlpha);
     21 
     22 D3D11_CULL_MODE ConvertCullMode(bool cullEnabled, GLenum cullMode);
     23 
     24 D3D11_COMPARISON_FUNC ConvertComparison(GLenum comparison);
     25 D3D11_DEPTH_WRITE_MASK ConvertDepthMask(bool depthWriteEnabled);
     26 UINT8 ConvertStencilMask(GLuint stencilmask);
     27 D3D11_STENCIL_OP ConvertStencilOp(GLenum stencilOp);
     28 
     29 D3D11_FILTER ConvertFilter(GLenum minFilter, GLenum magFilter, float maxAnisotropy);
     30 D3D11_TEXTURE_ADDRESS_MODE ConvertTextureWrap(GLenum wrap);
     31 FLOAT ConvertMinLOD(GLenum minFilter, unsigned int lodOffset);
     32 FLOAT ConvertMaxLOD(GLenum minFilter, unsigned int lodOffset);
     33 
     34 DXGI_FORMAT ConvertRenderbufferFormat(GLenum format);
     35 DXGI_FORMAT ConvertTextureFormat(GLenum format);
     36 }
     37 
     38 namespace d3d11_gl
     39 {
     40 
     41 GLenum ConvertBackBufferFormat(DXGI_FORMAT format);
     42 GLenum ConvertDepthStencilFormat(DXGI_FORMAT format);
     43 GLenum ConvertRenderbufferFormat(DXGI_FORMAT format);
     44 GLenum ConvertTextureInternalFormat(DXGI_FORMAT format);
     45 
     46 }
     47 
     48 namespace d3d11
     49 {
     50 
     51 struct PositionTexCoordVertex
     52 {
     53     float x, y;
     54     float u, v;
     55 };
     56 void SetPositionTexCoordVertex(PositionTexCoordVertex* vertex, float x, float y, float u, float v);
     57 
     58 struct PositionDepthColorVertex
     59 {
     60     float x, y, z;
     61     float r, g, b, a;
     62 };
     63 void SetPositionDepthColorVertex(PositionDepthColorVertex* vertex, float x, float y, float z,
     64                                  const gl::Color &color);
     65 
     66 size_t ComputePixelSizeBits(DXGI_FORMAT format);
     67 size_t ComputeBlockSizeBits(DXGI_FORMAT format);
     68 
     69 bool IsCompressed(DXGI_FORMAT format);
     70 unsigned int GetTextureFormatDimensionAlignment(DXGI_FORMAT format);
     71 
     72 bool IsDepthStencilFormat(DXGI_FORMAT format);
     73 DXGI_FORMAT GetDepthTextureFormat(DXGI_FORMAT format);
     74 DXGI_FORMAT GetDepthShaderResourceFormat(DXGI_FORMAT format);
     75 
     76 HRESULT SetDebugName(ID3D11DeviceChild *resource, const char *name);
     77 
     78 inline bool isDeviceLostError(HRESULT errorCode)
     79 {
     80     switch (errorCode)
     81     {
     82       case DXGI_ERROR_DEVICE_HUNG:
     83       case DXGI_ERROR_DEVICE_REMOVED:
     84       case DXGI_ERROR_DEVICE_RESET:
     85       case DXGI_ERROR_DRIVER_INTERNAL_ERROR:
     86       case DXGI_ERROR_NOT_CURRENTLY_AVAILABLE:
     87         return true;
     88       default:
     89         return false;
     90     }
     91 }
     92 
     93 }
     94 
     95 #endif // LIBGLESV2_RENDERER_RENDERER11_UTILS_H
     96