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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.comfa34b342012-11-28 19:38:01 +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
24D3D11_CULL_MODE ConvertCullMode(bool cullEnabled, GLenum cullMode);
25
26}
daniel@transgaming.com6b147712012-11-28 19:37:24 +000027
daniel@transgaming.comfeae9b32012-11-28 19:34:56 +000028namespace d3d11_gl
29{
30
31GLenum ConvertBackBufferFormat(DXGI_FORMAT format);
32GLenum ConvertDepthStencilFormat(DXGI_FORMAT format);
33GLenum ConvertRenderbufferFormat(DXGI_FORMAT format);
34GLenum ConvertTextureInternalFormat(DXGI_FORMAT format);
35}
36
37namespace gl_d3d11
38{
39DXGI_FORMAT ConvertRenderbufferFormat(GLenum format);
40DXGI_FORMAT ConvertTextureInternalFormat(GLenum internalformat);
41}