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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
shannon.woods@transgaming.comf5f59492013-02-28 23:04:40 +000010#ifndef LIBGLESV2_RENDERER_RENDERER11_UTILS_H
11#define LIBGLESV2_RENDERER_RENDERER11_UTILS_H
12
daniel@transgaming.comfa34b342012-11-28 19:38:01 +000013#include "libGLESv2/angletypes.h"
14
15namespace gl_d3d11
16{
17
daniel@transgaming.com90c634a2013-01-11 04:10:01 +000018D3D11_BLEND ConvertBlendFunc(GLenum glBlend, bool isAlpha);
daniel@transgaming.comfa34b342012-11-28 19:38:01 +000019D3D11_BLEND_OP ConvertBlendOp(GLenum glBlendOp);
20UINT8 ConvertColorMask(bool maskRed, bool maskGreen, bool maskBlue, bool maskAlpha);
21
22D3D11_CULL_MODE ConvertCullMode(bool cullEnabled, GLenum cullMode);
23
daniel@transgaming.comc820c122012-11-28 19:38:30 +000024D3D11_COMPARISON_FUNC ConvertComparison(GLenum comparison);
25D3D11_DEPTH_WRITE_MASK ConvertDepthMask(bool depthWriteEnabled);
26UINT8 ConvertStencilMask(GLuint stencilmask);
27D3D11_STENCIL_OP ConvertStencilOp(GLenum stencilOp);
28
daniel@transgaming.com3d34a8a2013-01-11 04:07:48 +000029D3D11_FILTER ConvertFilter(GLenum minFilter, GLenum magFilter, float maxAnisotropy);
30D3D11_TEXTURE_ADDRESS_MODE ConvertTextureWrap(GLenum wrap);
shannon.woods@transgaming.com86758652013-02-28 23:20:26 +000031FLOAT ConvertMinLOD(GLenum minFilter, unsigned int lodOffset);
32FLOAT ConvertMaxLOD(GLenum minFilter, unsigned int lodOffset);
daniel@transgaming.com3d34a8a2013-01-11 04:07:48 +000033
daniel@transgaming.com8fb65c82012-12-20 21:07:49 +000034DXGI_FORMAT ConvertRenderbufferFormat(GLenum format);
daniel@transgaming.coma8aac672012-12-20 21:08:00 +000035DXGI_FORMAT ConvertTextureFormat(GLenum format);
daniel@transgaming.comfa34b342012-11-28 19:38:01 +000036}
daniel@transgaming.com6b147712012-11-28 19:37:24 +000037
daniel@transgaming.comfeae9b32012-11-28 19:34:56 +000038namespace d3d11_gl
39{
40
41GLenum ConvertBackBufferFormat(DXGI_FORMAT format);
42GLenum ConvertDepthStencilFormat(DXGI_FORMAT format);
43GLenum ConvertRenderbufferFormat(DXGI_FORMAT format);
44GLenum ConvertTextureInternalFormat(DXGI_FORMAT format);
daniel@transgaming.com8fb65c82012-12-20 21:07:49 +000045
daniel@transgaming.comfeae9b32012-11-28 19:34:56 +000046}
47
daniel@transgaming.com8fb65c82012-12-20 21:07:49 +000048namespace d3d11
daniel@transgaming.comfeae9b32012-11-28 19:34:56 +000049{
shannon.woods@transgaming.comf3d82072013-01-25 21:50:43 +000050
51struct PositionTexCoordVertex
52{
53 float x, y;
54 float u, v;
55};
56void SetPositionTexCoordVertex(PositionTexCoordVertex* vertex, float x, float y, float u, float v);
57
shannonwoods@chromium.org7b61d5c2013-05-30 00:04:12 +000058struct PositionLayerTexCoord3DVertex
59{
60 float x, y;
61 unsigned int l;
62 float u, v, s;
63};
64void SetPositionLayerTexCoord3DVertex(PositionLayerTexCoord3DVertex* vertex, float x, float y,
65 unsigned int layer, float u, float v, float s);
66
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +000067struct PositionDepthColorVertex
68{
69 float x, y, z;
70 float r, g, b, a;
71};
72void SetPositionDepthColorVertex(PositionDepthColorVertex* vertex, float x, float y, float z,
73 const gl::Color &color);
74
daniel@transgaming.com8fb65c82012-12-20 21:07:49 +000075size_t ComputePixelSizeBits(DXGI_FORMAT format);
76size_t ComputeBlockSizeBits(DXGI_FORMAT format);
daniel@transgaming.com00f2d9c2013-01-11 04:11:08 +000077
shannon.woods@transgaming.com25072782013-02-28 23:20:33 +000078bool IsCompressed(DXGI_FORMAT format);
shannon.woods@transgaming.coma24d6462013-02-28 23:13:14 +000079unsigned int GetTextureFormatDimensionAlignment(DXGI_FORMAT format);
80
shannon.woods@transgaming.comeec5c632013-02-28 23:04:21 +000081bool IsDepthStencilFormat(DXGI_FORMAT format);
shannon.woods@transgaming.com955014d2013-02-28 23:12:24 +000082DXGI_FORMAT GetDepthTextureFormat(DXGI_FORMAT format);
83DXGI_FORMAT GetDepthShaderResourceFormat(DXGI_FORMAT format);
84
daniel@transgaming.com00f2d9c2013-01-11 04:11:08 +000085HRESULT SetDebugName(ID3D11DeviceChild *resource, const char *name);
daniel@transgaming.coma60160b2012-11-28 19:41:15 +000086
shannon.woods%transgaming.com@gtempaccount.com27ac40e2013-04-13 03:43:17 +000087template <typename outType>
88outType* DynamicCastComObject(IUnknown* object)
89{
90 outType *outObject = NULL;
91 HRESULT result = object->QueryInterface(__uuidof(outType), reinterpret_cast<void**>(&outObject));
92 if (SUCCEEDED(result))
93 {
94 return outObject;
95 }
96 else
97 {
98 if (outObject)
99 {
100 outObject->Release();
101 }
102 return NULL;
103 }
104}
105
daniel@transgaming.coma60160b2012-11-28 19:41:15 +0000106inline bool isDeviceLostError(HRESULT errorCode)
107{
108 switch (errorCode)
109 {
110 case DXGI_ERROR_DEVICE_HUNG:
111 case DXGI_ERROR_DEVICE_REMOVED:
112 case DXGI_ERROR_DEVICE_RESET:
113 case DXGI_ERROR_DRIVER_INTERNAL_ERROR:
114 case DXGI_ERROR_NOT_CURRENTLY_AVAILABLE:
115 return true;
116 default:
117 return false;
118 }
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000119}
shannon.woods@transgaming.comf5f59492013-02-28 23:04:40 +0000120
121}
122
123#endif // LIBGLESV2_RENDERER_RENDERER11_UTILS_H