blob: d4df6921aa6fc313453120c2e2ebe6ecf590c554 [file] [log] [blame]
//
// 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.
#define GL_APICALL
#include <GLES2/gl2.h>
#include <GLES2/gl2ext.h>
#include <d3d11.h>
#include "libGLESv2/angletypes.h"
namespace gl_d3d11
{
D3D11_BLEND ConvertBlendFunc(GLenum glBlend);
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);
}
namespace d3d11_gl
{
GLenum ConvertBackBufferFormat(DXGI_FORMAT format);
GLenum ConvertDepthStencilFormat(DXGI_FORMAT format);
GLenum ConvertRenderbufferFormat(DXGI_FORMAT format);
GLenum ConvertTextureInternalFormat(DXGI_FORMAT format);
}
namespace gl_d3d11
{
DXGI_FORMAT ConvertRenderbufferFormat(GLenum format);
DXGI_FORMAT ConvertTextureInternalFormat(GLenum internalformat);
}