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daniel@transgaming.comfeae9b32012-11-28 19:34:56 +00001//
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
daniel@transgaming.com65e65372012-11-28 19:33:50 +000010#define GL_APICALL
11#include <GLES2/gl2.h>
12#include <GLES2/gl2ext.h>
daniel@transgaming.comfeae9b32012-11-28 19:34:56 +000013#include <d3d11.h>
14
daniel@transgaming.com6b147712012-11-28 19:37:24 +000015#include "libGLESv2/angletypes.h"
16
17namespace gl_d3d11
18{
19
20D3D11_BLEND ConvertBlendFunc(GLenum glBlend);
21D3D11_BLEND_OP ConvertBlendOp(GLenum glBlendOp);
22UINT8 ConvertColorMask(bool maskRed, bool maskGreen, bool maskBlue, bool maskAlpha);
23
24}
25
daniel@transgaming.comfeae9b32012-11-28 19:34:56 +000026namespace d3d11_gl
27{
28
29GLenum ConvertBackBufferFormat(DXGI_FORMAT format);
30GLenum ConvertDepthStencilFormat(DXGI_FORMAT format);
31GLenum ConvertRenderbufferFormat(DXGI_FORMAT format);
32GLenum ConvertTextureInternalFormat(DXGI_FORMAT format);
33}
34
35namespace gl_d3d11
36{
37DXGI_FORMAT ConvertRenderbufferFormat(GLenum format);
38DXGI_FORMAT ConvertTextureInternalFormat(GLenum internalformat);
39}