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//
// Copyright (c) 2013-2014 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.
//
// formatutils11.h: Queries for GL image formats and their translations to D3D11
// formats.
#ifndef LIBANGLE_RENDERER_D3D_D3D11_FORMATUTILS11_H_
#define LIBANGLE_RENDERER_D3D_D3D11_FORMATUTILS11_H_
#include <map>
#include "common/platform.h"
#include "libANGLE/angletypes.h"
#include "libANGLE/formatutils.h"
#include "libANGLE/renderer/renderer_utils.h"
#include "libANGLE/renderer/d3d/formatutilsD3D.h"
namespace rx
{
struct Renderer11DeviceCaps;
namespace d3d11
{
typedef bool (*NativeMipmapGenerationSupportFunction)(D3D_FEATURE_LEVEL);
struct DXGIFormat
{
DXGIFormat();
GLuint redBits;
GLuint greenBits;
GLuint blueBits;
GLuint alphaBits;
GLuint sharedBits;
GLuint depthBits;
GLuint stencilBits;
GLenum componentType;
NativeMipmapGenerationSupportFunction nativeMipmapSupport;
};
// This structure is problematic because a resource is associated with multiple DXGI formats.
// For example, a texture might be stored as DXGI_FORMAT_R16_TYPELESS but store integer components,
// which are accessed through an DXGI_FORMAT_R16_SINT view. It's easy to write code which queries
// information about the wrong format. Therefore, use of this should be avoided where possible.
const DXGIFormat &GetDXGIFormatInfo(DXGI_FORMAT format);
struct DXGIFormatSize
{
DXGIFormatSize(GLuint pixelBits, GLuint blockWidth, GLuint blockHeight);
GLuint pixelBytes;
GLuint blockWidth;
GLuint blockHeight;
};
const DXGIFormatSize &GetDXGIFormatSizeInfo(DXGI_FORMAT format);
struct VertexFormat
{
VertexFormat();
VertexFormat(VertexConversionType conversionType,
DXGI_FORMAT nativeFormat,
VertexCopyFunction copyFunction);
VertexConversionType conversionType;
DXGI_FORMAT nativeFormat;
VertexCopyFunction copyFunction;
};
const VertexFormat &GetVertexFormatInfo(gl::VertexFormatType vertexFormatType,
D3D_FEATURE_LEVEL featureLevel);
} // namespace d3d11
} // namespace rx
#endif // LIBANGLE_RENDERER_D3D_D3D11_FORMATUTILS11_H_
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