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renderer11_utils.h File Reference
#include <array>
#include <functional>
#include <vector>
#include "common/Color.h"
#include "libANGLE/Caps.h"
#include "libANGLE/Error.h"
#include "libANGLE/renderer/d3d/d3d11/texture_format_table.h"
#include "libANGLE/renderer/d3d/RendererD3D.h"

Go to the source code of this file.

Classes

struct  rx::d3d11::PositionTexCoordVertex
 
struct  rx::d3d11::PositionLayerTexCoord3DVertex
 
struct  rx::d3d11::PositionDepthColorVertex< T >
 
class  rx::d3d11::LazyResource< ResourceType >
 
class  rx::d3d11::LazyShader< D3D11ShaderType >
 
class  rx::d3d11::LazyInputLayout
 
class  rx::d3d11::LazyBlendState
 
class  rx::TextureHelper11
 

Namespaces

 gl
 
 rx
 
 rx::gl_d3d11
 
 rx::d3d11_gl
 
 rx::d3d11
 

Typedefs

using rx::RenderTargetArray = std::array< RenderTarget11 *, gl::IMPLEMENTATION_MAX_DRAW_BUFFERS >
 
using rx::RTVArray = std::array< ID3D11RenderTargetView *, gl::IMPLEMENTATION_MAX_DRAW_BUFFERS >
 

Enumerations

enum  rx::d3d11::ANGLED3D11DeviceType { rx::d3d11::ANGLE_D3D11_DEVICE_TYPE_UNKNOWN, rx::d3d11::ANGLE_D3D11_DEVICE_TYPE_HARDWARE, rx::d3d11::ANGLE_D3D11_DEVICE_TYPE_SOFTWARE_REF_OR_NULL, rx::d3d11::ANGLE_D3D11_DEVICE_TYPE_WARP }
 
enum  rx::d3d11::ReservedConstantBufferSlot { rx::d3d11::RESERVED_CONSTANT_BUFFER_SLOT_DEFAULT_UNIFORM_BLOCK = 0, rx::d3d11::RESERVED_CONSTANT_BUFFER_SLOT_DRIVER = 1, rx::d3d11::RESERVED_CONSTANT_BUFFER_SLOT_COUNT = 2 }
 
enum  rx::StagingAccess { rx::StagingAccess::READ, rx::StagingAccess::READ_WRITE }
 

Functions

D3D11_BLEND rx::gl_d3d11::ConvertBlendFunc (GLenum glBlend, bool isAlpha)
 
D3D11_BLEND_OP rx::gl_d3d11::ConvertBlendOp (GLenum glBlendOp)
 
UINT8 rx::gl_d3d11::ConvertColorMask (bool red, bool green, bool blue, bool alpha)
 
D3D11_CULL_MODE rx::gl_d3d11::ConvertCullMode (bool cullEnabled, GLenum cullMode)
 
D3D11_COMPARISON_FUNC rx::gl_d3d11::ConvertComparison (GLenum comparison)
 
D3D11_DEPTH_WRITE_MASK rx::gl_d3d11::ConvertDepthMask (bool depthWriteEnabled)
 
UINT8 rx::gl_d3d11::ConvertStencilMask (GLuint stencilmask)
 
D3D11_STENCIL_OP rx::gl_d3d11::ConvertStencilOp (GLenum stencilOp)
 
D3D11_FILTER rx::gl_d3d11::ConvertFilter (GLenum minFilter, GLenum magFilter, float maxAnisotropy, GLenum comparisonMode)
 
D3D11_TEXTURE_ADDRESS_MODE rx::gl_d3d11::ConvertTextureWrap (GLenum wrap)
 
UINT rx::gl_d3d11::ConvertMaxAnisotropy (float maxAnisotropy, D3D_FEATURE_LEVEL featureLevel)
 
D3D11_QUERY rx::gl_d3d11::ConvertQueryType (GLenum queryType)
 
unsigned int rx::d3d11_gl::GetReservedVertexUniformVectors (D3D_FEATURE_LEVEL featureLevel)
 
unsigned int rx::d3d11_gl::GetReservedFragmentUniformVectors (D3D_FEATURE_LEVEL featureLevel)
 
GLint rx::d3d11_gl::GetMaximumClientVersion (D3D_FEATURE_LEVEL featureLevel)
 
void rx::d3d11_gl::GenerateCaps (ID3D11Device *device, ID3D11DeviceContext *deviceContext, const Renderer11DeviceCaps &renderer11DeviceCaps, gl::Caps *caps, gl::TextureCapsMap *textureCapsMap, gl::Extensions *extensions, gl::Limitations *limitations)
 
ANGLED3D11DeviceType rx::d3d11::GetDeviceType (ID3D11Device *device)
 
void rx::d3d11::MakeValidSize (bool isImage, DXGI_FORMAT format, GLsizei *requestWidth, GLsizei *requestHeight, int *levelOffset)
 
void rx::d3d11::GenerateInitialTextureData (GLint internalFormat, const Renderer11DeviceCaps &renderer11DeviceCaps, GLuint width, GLuint height, GLuint depth, GLuint mipLevels, std::vector< D3D11_SUBRESOURCE_DATA > *outSubresourceData, std::vector< std::vector< BYTE >> *outData)
 
UINT rx::d3d11::GetPrimitiveRestartIndex ()
 
void rx::d3d11::SetPositionTexCoordVertex (PositionTexCoordVertex *vertex, float x, float y, float u, float v)
 
void rx::d3d11::SetPositionLayerTexCoord3DVertex (PositionLayerTexCoord3DVertex *vertex, float x, float y, unsigned int layer, float u, float v, float s)
 
template<typename T >
void rx::d3d11::SetPositionDepthColorVertex (PositionDepthColorVertex< T > *vertex, float x, float y, float z, const gl::Color< T > &color)
 
HRESULT rx::d3d11::SetDebugName (ID3D11DeviceChild *resource, const char *name)
 
template<typename outType >
outType * rx::d3d11::DynamicCastComObject (IUnknown *object)
 
bool rx::d3d11::isDeviceLostError (HRESULT errorCode)
 
ID3D11VertexShader * rx::d3d11::CompileVS (ID3D11Device *device, const BYTE *byteCode, size_t N, const char *name)
 
template<unsigned int N>
ID3D11VertexShader * rx::d3d11::CompileVS (ID3D11Device *device, const BYTE(&byteCode)[N], const char *name)
 
ID3D11GeometryShader * rx::d3d11::CompileGS (ID3D11Device *device, const BYTE *byteCode, size_t N, const char *name)
 
template<unsigned int N>
ID3D11GeometryShader * rx::d3d11::CompileGS (ID3D11Device *device, const BYTE(&byteCode)[N], const char *name)
 
ID3D11PixelShader * rx::d3d11::CompilePS (ID3D11Device *device, const BYTE *byteCode, size_t N, const char *name)
 
template<unsigned int N>
ID3D11PixelShader * rx::d3d11::CompilePS (ID3D11Device *device, const BYTE(&byteCode)[N], const char *name)
 
template<class T >
void rx::d3d11::SetBufferData (ID3D11DeviceContext *context, ID3D11Buffer *constantBuffer, const T &value)
 
WorkaroundsD3D rx::d3d11::GenerateWorkarounds (const Renderer11DeviceCaps &deviceCaps, const DXGI_ADAPTER_DESC &adapterDesc)
 
void rx::d3d11::InitConstantBufferDesc (D3D11_BUFFER_DESC *constantBufferDescription, size_t byteWidth)
 
gl::ErrorOrResult< TextureHelper11 > rx::CreateStagingTexture (GLenum textureType, const d3d11::Format &formatSet, const gl::Extents &size, StagingAccess readAndWriteAccess, ID3D11Device *device)
 
bool rx::UsePresentPathFast (const Renderer11 *renderer, const gl::FramebufferAttachment *framebufferAttachment)