Hash :
34f507ce
Author :
Date :
2013-01-25T21:52:15
Implemented masked clearing in Renderer11. TRAC #22343 Signed-off-by: Nicolas Capens Signed-off-by: Shannon Woods Author: Geoff Lang git-svn-id: https://angleproject.googlecode.com/svn/branches/dx11proto@1759 736b8ea6-26fd-11df-bfd4-992fa37f6226
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//
// 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, 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);
D3D11_TEXTURE_ADDRESS_MODE ConvertTextureWrap(GLenum wrap);
FLOAT ConvertMinLOD(GLenum minFilter);
FLOAT ConvertMaxLOD(GLenum minFilter);
DXGI_FORMAT ConvertRenderbufferFormat(GLenum format);
DXGI_FORMAT ConvertTextureFormat(GLenum format);
}
namespace d3d11_gl
{
GLenum ConvertBackBufferFormat(DXGI_FORMAT format);
GLenum ConvertDepthStencilFormat(DXGI_FORMAT format);
GLenum ConvertRenderbufferFormat(DXGI_FORMAT format);
GLenum ConvertTextureInternalFormat(DXGI_FORMAT format);
}
namespace d3d11
{
struct PositionTexCoordVertex
{
float x, y;
float u, v;
};
void SetPositionTexCoordVertex(PositionTexCoordVertex* vertex, float x, float y, float u, float v);
struct PositionDepthColorVertex
{
float x, y, z;
float r, g, b, a;
};
void SetPositionDepthColorVertex(PositionDepthColorVertex* vertex, float x, float y, float z,
const gl::Color &color);
size_t ComputePixelSizeBits(DXGI_FORMAT format);
size_t ComputeBlockSizeBits(DXGI_FORMAT format);
HRESULT SetDebugName(ID3D11DeviceChild *resource, const char *name);
}
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;
}
}