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path: root/PhysX_3.4/Samples/SampleFramework/renderer/src/d3d11/D3D11RendererTextureCommon.h
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//
// 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 <RendererConfig.h>

#if defined(RENDERER_ENABLE_DIRECT3D11)

#include <RendererTexture.h>
#include <RendererTextureDesc.h>
#include <SamplePlatform.h>

#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<DXGI_FORMAT>(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