Hash :
4f57e5f9
Author :
Date :
2016-10-27T17:36:53
D3D11: Make several format tables constexpr. This should guarantee the best memory access patterns. It introduces some indirections for some format queries, but most of these should be direct array lookups, or used infrequently. We can optimize this later if necessary. BUG=angleproject:1389 Change-Id: I5e2c8c530a07798494afd3ea36b6164d7564c02c Reviewed-on: https://chromium-review.googlesource.com/403314 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Yuly Novikov <ynovikov@chromium.org>
//
// Copyright 2016 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.
//
// Helper routines for the D3D11 texture format table.
#include "libANGLE/renderer/d3d/d3d11/texture_format_table.h"
#include "libANGLE/renderer/load_functions_table.h"
namespace rx
{
namespace d3d11
{
const Format &Format::getSwizzleFormat(const Renderer11DeviceCaps &deviceCaps) const
{
return (swizzleFormat == internalFormat ? *this : Format::Get(swizzleFormat, deviceCaps));
}
LoadFunctionMap Format::getLoadFunctions() const
{
return GetLoadFunctionsMap(internalFormat, formatID);
}
const angle::Format &Format::format() const
{
return angle::Format::Get(formatID);
}
} // namespace d3d11
} // namespace rx