1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
|
//
// 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
|