// // Redistribution and use in source and binary forms, with or without // modification, are permitted provided that the following conditions // are met: // * Redistributions of source code must retain the above copyright // notice, this list of conditions and the following disclaimer. // * Redistributions in binary form must reproduce the above copyright // notice, this list of conditions and the following disclaimer in the // documentation and/or other materials provided with the distribution. // * Neither the name of NVIDIA CORPORATION nor the names of its // contributors may be used to endorse or promote products derived // from this software without specific prior written permission. // // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY // EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE // IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR // PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR // CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, // EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, // PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR // PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY // OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT // (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE // OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. // // Copyright (c) 2008-2018 NVIDIA Corporation. All rights reserved. #ifndef D3D11_RENDERER_TEXTURE_COMMON_H #define D3D11_RENDERER_TEXTURE_COMMON_H #include #if defined(RENDERER_ENABLE_DIRECT3D11) #include #include #include #include "D3D11RendererTraits.h" namespace SampleRenderer { enum TEXTURE_BIND_FLAGS { BIND_NONE = 0, BIND_VERTEX = 1 << D3DTypes::SHADER_VERTEX, BIND_GEOMETRY = 1 << D3DTypes::SHADER_GEOMETRY, BIND_PIXEL = 1 << D3DTypes::SHADER_PIXEL, BIND_HULL = 1 << D3DTypes::SHADER_HULL, BIND_DOMAIN = 1 << D3DTypes::SHADER_DOMAIN, BIND_ALL = (1 << D3DTypes::NUM_SHADER_TYPES) - 1 }; PX_INLINE PxU32 getBindFlags(D3DType d3dType) { return 1 << d3dType; } PX_INLINE DXGI_FORMAT getD3D11TextureFormat(RendererTexture::Format format) { DXGI_FORMAT dxgiFormat = static_cast(SampleFramework::SamplePlatform::platform()->getD3D11TextureFormat(format)); RENDERER_ASSERT(dxgiFormat != DXGI_FORMAT_UNKNOWN, "Unable to convert to D3D11 Texture Format."); return dxgiFormat; } PX_INLINE D3D11_FILTER getD3D11TextureFilter(RendererTexture::Filter filter) { D3D11_FILTER d3dFilter = D3D11_FILTER_MIN_MAG_MIP_LINEAR; switch (filter) { case RendererTexture2D::FILTER_NEAREST: d3dFilter = D3D11_FILTER_MIN_MAG_MIP_POINT; break; case RendererTexture2D::FILTER_LINEAR: d3dFilter = D3D11_FILTER_MIN_MAG_MIP_LINEAR; break; case RendererTexture2D::FILTER_ANISOTROPIC: d3dFilter = D3D11_FILTER_ANISOTROPIC; break; default: RENDERER_ASSERT(0, "Unable to convert to D3D11 Filter mode."); } return d3dFilter; } PX_INLINE D3D11_TEXTURE_ADDRESS_MODE getD3D11TextureAddressing(RendererTexture2D::Addressing addressing) { D3D11_TEXTURE_ADDRESS_MODE d3dAddressing = (D3D11_TEXTURE_ADDRESS_MODE)0; switch (addressing) { case RendererTexture2D::ADDRESSING_WRAP: d3dAddressing = D3D11_TEXTURE_ADDRESS_WRAP; break; case RendererTexture2D::ADDRESSING_CLAMP: d3dAddressing = D3D11_TEXTURE_ADDRESS_CLAMP; break; case RendererTexture2D::ADDRESSING_MIRROR: d3dAddressing = D3D11_TEXTURE_ADDRESS_MIRROR; break; } RENDERER_ASSERT(d3dAddressing != 0, "Unable to convert to D3D11 Addressing mode."); return d3dAddressing; } } #endif // #if defined(RENDERER_ENABLE_DIRECT3D11) #endif