| // |
| // 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 rx |
| { |
| |
| 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, GLenum comparisonMode); |
| D3D11_TEXTURE_ADDRESS_MODE ConvertTextureWrap(GLenum wrap); |
| FLOAT ConvertMinLOD(GLenum minFilter, unsigned int lodOffset); |
| FLOAT ConvertMaxLOD(GLenum minFilter, unsigned int lodOffset); |
| |
| D3D11_QUERY ConvertQueryType(GLenum queryType); |
| |
| } |
| |
| namespace d3d11 |
| { |
| |
| void GenerateInitialTextureData(GLint internalFormat, GLuint clientVersion, GLuint width, GLuint height, GLuint depth, |
| GLuint mipLevels, std::vector<D3D11_SUBRESOURCE_DATA> *outSubresourceData, |
| std::vector< std::vector<BYTE> > *outData); |
| |
| struct PositionTexCoordVertex |
| { |
| float x, y; |
| float u, v; |
| }; |
| void SetPositionTexCoordVertex(PositionTexCoordVertex* vertex, float x, float y, float u, float v); |
| |
| struct PositionLayerTexCoord3DVertex |
| { |
| float x, y; |
| unsigned int l; |
| float u, v, s; |
| }; |
| void SetPositionLayerTexCoord3DVertex(PositionLayerTexCoord3DVertex* vertex, float x, float y, |
| unsigned int layer, float u, float v, float s); |
| |
| template <typename T> |
| struct PositionDepthColorVertex |
| { |
| float x, y, z; |
| T r, g, b, a; |
| }; |
| |
| template <typename T> |
| void SetPositionDepthColorVertex(PositionDepthColorVertex<T>* vertex, float x, float y, float z, |
| const gl::Color<T> &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; |
| } |
| |
| HRESULT SetDebugName(ID3D11DeviceChild *resource, const char *name); |
| |
| template <typename outType> |
| outType* DynamicCastComObject(IUnknown* object) |
| { |
| outType *outObject = NULL; |
| HRESULT result = object->QueryInterface(__uuidof(outType), reinterpret_cast<void**>(&outObject)); |
| if (SUCCEEDED(result)) |
| { |
| return outObject; |
| } |
| else |
| { |
| SafeRelease(outObject); |
| return NULL; |
| } |
| } |
| |
| 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; |
| } |
| } |
| |
| template <unsigned int N> |
| inline ID3D11VertexShader *CompileVS(ID3D11Device *device, const BYTE (&byteCode)[N], const char *name) |
| { |
| ID3D11VertexShader *vs = NULL; |
| HRESULT result = device->CreateVertexShader(byteCode, N, NULL, &vs); |
| ASSERT(SUCCEEDED(result)); |
| SetDebugName(vs, name); |
| return vs; |
| } |
| |
| template <unsigned int N> |
| inline ID3D11GeometryShader *CompileGS(ID3D11Device *device, const BYTE (&byteCode)[N], const char *name) |
| { |
| ID3D11GeometryShader *gs = NULL; |
| HRESULT result = device->CreateGeometryShader(byteCode, N, NULL, &gs); |
| ASSERT(SUCCEEDED(result)); |
| SetDebugName(gs, name); |
| return gs; |
| } |
| |
| template <unsigned int N> |
| inline ID3D11PixelShader *CompilePS(ID3D11Device *device, const BYTE (&byteCode)[N], const char *name) |
| { |
| ID3D11PixelShader *ps = NULL; |
| HRESULT result = device->CreatePixelShader(byteCode, N, NULL, &ps); |
| ASSERT(SUCCEEDED(result)); |
| SetDebugName(ps, name); |
| return ps; |
| } |
| |
| // Copy data to small D3D11 buffers, such as for small constant buffers, which use one struct to |
| // represent an entire buffer. |
| template <class T> |
| inline void SetBufferData(ID3D11DeviceContext *context, ID3D11Buffer *constantBuffer, const T &value) |
| { |
| D3D11_MAPPED_SUBRESOURCE mappedResource; |
| context->Map(constantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource); |
| |
| memcpy(mappedResource.pData, &value, sizeof(T)); |
| |
| context->Unmap(constantBuffer, 0); |
| } |
| |
| } |
| |
| } |
| |
| #endif // LIBGLESV2_RENDERER_RENDERER11_UTILS_H |