//----------------------------------------------------------------------------- // Copyright (c) 2015 GarageGames, LLC // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to // deal in the Software without restriction, including without limitation the // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or // sell copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in // all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS // IN THE SOFTWARE. //----------------------------------------------------------------------------- #include "gfx/D3D11/gfxD3D11Device.h" #include "gfx/D3D11/gfxD3D11EnumTranslate.h" #include "console/console.h" //------------------------------------------------------------------------------ DXGI_FORMAT GFXD3D11TextureFormat[GFXFormat_COUNT]; D3D11_FILTER GFXD3D11TextureFilter[GFXTextureFilter_COUNT]; D3D11_BLEND GFXD3D11Blend[GFXBlend_COUNT]; D3D11_BLEND_OP GFXD3D11BlendOp[GFXBlendOp_COUNT]; D3D11_STENCIL_OP GFXD3D11StencilOp[GFXStencilOp_COUNT]; D3D11_COMPARISON_FUNC GFXD3D11CmpFunc[GFXCmp_COUNT]; D3D11_CULL_MODE GFXD3D11CullMode[GFXCull_COUNT]; D3D11_FILL_MODE GFXD3D11FillMode[GFXFill_COUNT]; D3D11_PRIMITIVE_TOPOLOGY GFXD3D11PrimType[GFXPT_COUNT]; D3D11_TEXTURE_ADDRESS_MODE GFXD3D11TextureAddress[GFXAddress_COUNT]; DXGI_FORMAT GFXD3D11DeclType[GFXDeclType_COUNT]; D3D11_BLEND GFXD3D11BlendAlpha[GFXBlend_COUNT]; //------------------------------------------------------------------------------ void GFXD3D11EnumTranslate::init() { GFXD3D11TextureFormat[GFXFormatR8G8B8] = DXGI_FORMAT_B8G8R8X8_UNORM; GFXD3D11TextureFormat[GFXFormatR8G8B8A8] = DXGI_FORMAT_B8G8R8A8_UNORM; GFXD3D11TextureFormat[GFXFormatR8G8B8X8] = DXGI_FORMAT_B8G8R8X8_UNORM; GFXD3D11TextureFormat[GFXFormatB8G8R8A8] = DXGI_FORMAT_B8G8R8A8_UNORM; GFXD3D11TextureFormat[GFXFormatR5G6B5] = DXGI_FORMAT_B5G6R5_UNORM; GFXD3D11TextureFormat[GFXFormatR5G5B5A1] = DXGI_FORMAT_B5G5R5A1_UNORM; GFXD3D11TextureFormat[GFXFormatR5G5B5X1] = DXGI_FORMAT_UNKNOWN; GFXD3D11TextureFormat[GFXFormatR32F] = DXGI_FORMAT_R32_FLOAT; GFXD3D11TextureFormat[GFXFormatA4L4] = DXGI_FORMAT_UNKNOWN; GFXD3D11TextureFormat[GFXFormatA8L8] = DXGI_FORMAT_R8G8_UNORM; GFXD3D11TextureFormat[GFXFormatA8] = DXGI_FORMAT_A8_UNORM; GFXD3D11TextureFormat[GFXFormatL8] = DXGI_FORMAT_R8_UNORM; GFXD3D11TextureFormat[GFXFormatBC1] = DXGI_FORMAT_BC1_UNORM; GFXD3D11TextureFormat[GFXFormatBC2] = DXGI_FORMAT_BC2_UNORM; GFXD3D11TextureFormat[GFXFormatBC3] = DXGI_FORMAT_BC3_UNORM; GFXD3D11TextureFormat[GFXFormatBC4] = DXGI_FORMAT_BC4_UNORM; GFXD3D11TextureFormat[GFXFormatBC5] = DXGI_FORMAT_BC5_UNORM; GFXD3D11TextureFormat[GFXFormatR32G32B32A32F] = DXGI_FORMAT_R32G32B32A32_FLOAT; GFXD3D11TextureFormat[GFXFormatR16G16B16A16F] = DXGI_FORMAT_R16G16B16A16_FLOAT; GFXD3D11TextureFormat[GFXFormatL16] = DXGI_FORMAT_R16_UNORM; GFXD3D11TextureFormat[GFXFormatR16G16B16A16] = DXGI_FORMAT_R16G16B16A16_UNORM; GFXD3D11TextureFormat[GFXFormatR16G16] = DXGI_FORMAT_R16G16_UNORM; GFXD3D11TextureFormat[GFXFormatR16F] = DXGI_FORMAT_R16_FLOAT; GFXD3D11TextureFormat[GFXFormatR16G16F] = DXGI_FORMAT_R16G16_FLOAT; GFXD3D11TextureFormat[GFXFormatR10G10B10A2] = DXGI_FORMAT_R10G10B10A2_UNORM; GFXD3D11TextureFormat[GFXFormatR11G11B10] = DXGI_FORMAT_R11G11B10_FLOAT; GFXD3D11TextureFormat[GFXFormatD32] = DXGI_FORMAT_UNKNOWN; GFXD3D11TextureFormat[GFXFormatD24X8] = DXGI_FORMAT_UNKNOWN; GFXD3D11TextureFormat[GFXFormatD24S8] = DXGI_FORMAT_D24_UNORM_S8_UINT; GFXD3D11TextureFormat[GFXFormatD24FS8] = DXGI_FORMAT_UNKNOWN; GFXD3D11TextureFormat[GFXFormatD16] = DXGI_FORMAT_D16_UNORM; //sRGB GFXD3D11TextureFormat[GFXFormatR8G8B8A8_SRGB] = DXGI_FORMAT_B8G8R8A8_UNORM_SRGB; GFXD3D11TextureFormat[GFXFormatR8G8B8_SRGB] = DXGI_FORMAT_B8G8R8X8_UNORM_SRGB; GFXD3D11TextureFormat[GFXFormatBC1_SRGB] = DXGI_FORMAT_BC1_UNORM_SRGB; GFXD3D11TextureFormat[GFXFormatBC2_SRGB] = DXGI_FORMAT_BC2_UNORM_SRGB; GFXD3D11TextureFormat[GFXFormatBC3_SRGB] = DXGI_FORMAT_BC3_UNORM_SRGB; //------------------------------------------------------------------------------ //------------------------------------------------------------------------------ GFXD3D11TextureFilter[GFXTextureFilterNone] = D3D11_FILTER_MIN_MAG_MIP_POINT; GFXD3D11TextureFilter[GFXTextureFilterPoint] = D3D11_FILTER_MIN_MAG_MIP_POINT; GFXD3D11TextureFilter[GFXTextureFilterLinear] = D3D11_FILTER_MIN_MAG_MIP_LINEAR; GFXD3D11TextureFilter[GFXTextureFilterAnisotropic] = D3D11_FILTER_ANISOTROPIC; //------------------------------------------------------------------------------ //------------------------------------------------------------------------------ GFXD3D11Blend[GFXBlendZero] = D3D11_BLEND_ZERO; GFXD3D11Blend[GFXBlendOne] = D3D11_BLEND_ONE; GFXD3D11Blend[GFXBlendSrcColor] = D3D11_BLEND_SRC_COLOR; GFXD3D11Blend[GFXBlendInvSrcColor] = D3D11_BLEND_INV_SRC_COLOR; GFXD3D11Blend[GFXBlendSrcAlpha] = D3D11_BLEND_SRC_ALPHA; GFXD3D11Blend[GFXBlendInvSrcAlpha] = D3D11_BLEND_INV_SRC_ALPHA; GFXD3D11Blend[GFXBlendDestAlpha] = D3D11_BLEND_DEST_ALPHA; GFXD3D11Blend[GFXBlendInvDestAlpha] = D3D11_BLEND_INV_DEST_ALPHA; GFXD3D11Blend[GFXBlendDestColor] = D3D11_BLEND_DEST_COLOR; GFXD3D11Blend[GFXBlendInvDestColor] = D3D11_BLEND_INV_DEST_COLOR; GFXD3D11Blend[GFXBlendSrcAlphaSat] = D3D11_BLEND_SRC_ALPHA_SAT; GFXD3D11BlendAlpha[GFXBlendZero] = D3D11_BLEND_ZERO; GFXD3D11BlendAlpha[GFXBlendOne] = D3D11_BLEND_ONE; GFXD3D11BlendAlpha[GFXBlendSrcColor] = D3D11_BLEND_SRC_ALPHA; GFXD3D11BlendAlpha[GFXBlendInvSrcColor] = D3D11_BLEND_INV_SRC_ALPHA; GFXD3D11BlendAlpha[GFXBlendSrcAlpha] = D3D11_BLEND_SRC_ALPHA; GFXD3D11BlendAlpha[GFXBlendInvSrcAlpha] = D3D11_BLEND_INV_SRC_ALPHA; GFXD3D11BlendAlpha[GFXBlendDestAlpha] = D3D11_BLEND_DEST_ALPHA; GFXD3D11BlendAlpha[GFXBlendInvDestAlpha] = D3D11_BLEND_INV_DEST_ALPHA; GFXD3D11BlendAlpha[GFXBlendDestColor] = D3D11_BLEND_DEST_ALPHA; GFXD3D11BlendAlpha[GFXBlendInvDestColor] = D3D11_BLEND_INV_DEST_ALPHA; GFXD3D11BlendAlpha[GFXBlendSrcAlphaSat] = D3D11_BLEND_SRC_ALPHA_SAT; //------------------------------------------------------------------------------ //------------------------------------------------------------------------------ GFXD3D11BlendOp[GFXBlendOpAdd] = D3D11_BLEND_OP_ADD; GFXD3D11BlendOp[GFXBlendOpSubtract] = D3D11_BLEND_OP_SUBTRACT; GFXD3D11BlendOp[GFXBlendOpRevSubtract] = D3D11_BLEND_OP_REV_SUBTRACT; GFXD3D11BlendOp[GFXBlendOpMin] = D3D11_BLEND_OP_MIN; GFXD3D11BlendOp[GFXBlendOpMax] = D3D11_BLEND_OP_MAX; //------------------------------------------------------------------------------ //------------------------------------------------------------------------------ GFXD3D11StencilOp[GFXStencilOpKeep] = D3D11_STENCIL_OP_KEEP; GFXD3D11StencilOp[GFXStencilOpZero] = D3D11_STENCIL_OP_ZERO; GFXD3D11StencilOp[GFXStencilOpReplace] = D3D11_STENCIL_OP_REPLACE; GFXD3D11StencilOp[GFXStencilOpIncrSat] = D3D11_STENCIL_OP_INCR_SAT; GFXD3D11StencilOp[GFXStencilOpDecrSat] = D3D11_STENCIL_OP_DECR_SAT; GFXD3D11StencilOp[GFXStencilOpInvert] = D3D11_STENCIL_OP_INVERT; GFXD3D11StencilOp[GFXStencilOpIncr] = D3D11_STENCIL_OP_INCR; GFXD3D11StencilOp[GFXStencilOpDecr] = D3D11_STENCIL_OP_DECR; //------------------------------------------------------------------------------ //------------------------------------------------------------------------------ GFXD3D11CmpFunc[GFXCmpNever] = D3D11_COMPARISON_NEVER; GFXD3D11CmpFunc[GFXCmpLess] = D3D11_COMPARISON_LESS; GFXD3D11CmpFunc[GFXCmpEqual] = D3D11_COMPARISON_EQUAL; GFXD3D11CmpFunc[GFXCmpLessEqual] = D3D11_COMPARISON_LESS_EQUAL; GFXD3D11CmpFunc[GFXCmpGreater] = D3D11_COMPARISON_GREATER; GFXD3D11CmpFunc[GFXCmpNotEqual] = D3D11_COMPARISON_NOT_EQUAL; GFXD3D11CmpFunc[GFXCmpGreaterEqual] = D3D11_COMPARISON_GREATER_EQUAL; GFXD3D11CmpFunc[GFXCmpAlways] = D3D11_COMPARISON_ALWAYS; //------------------------------------------------------------------------------ //------------------------------------------------------------------------------ GFXD3D11CullMode[GFXCullNone] = D3D11_CULL_NONE; GFXD3D11CullMode[GFXCullCW] = D3D11_CULL_FRONT; GFXD3D11CullMode[GFXCullCCW] = D3D11_CULL_BACK; //------------------------------------------------------------------------------ //------------------------------------------------------------------------------ GFXD3D11FillMode[GFXFillPoint] = D3D11_FILL_SOLID; GFXD3D11FillMode[GFXFillWireframe] = D3D11_FILL_WIREFRAME; GFXD3D11FillMode[GFXFillSolid] = D3D11_FILL_SOLID; //------------------------------------------------------------------------------ //------------------------------------------------------------------------------ GFXD3D11PrimType[GFXPointList] = D3D_PRIMITIVE_TOPOLOGY_POINTLIST; GFXD3D11PrimType[GFXLineList] = D3D_PRIMITIVE_TOPOLOGY_LINELIST; GFXD3D11PrimType[GFXLineStrip] = D3D_PRIMITIVE_TOPOLOGY_LINESTRIP; GFXD3D11PrimType[GFXTriangleList] = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST; GFXD3D11PrimType[GFXTriangleStrip] = D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP; //------------------------------------------------------------------------------ //------------------------------------------------------------------------------ GFXD3D11TextureAddress[GFXAddressWrap] = D3D11_TEXTURE_ADDRESS_WRAP; GFXD3D11TextureAddress[GFXAddressMirror] = D3D11_TEXTURE_ADDRESS_MIRROR; GFXD3D11TextureAddress[GFXAddressClamp] = D3D11_TEXTURE_ADDRESS_CLAMP; GFXD3D11TextureAddress[GFXAddressBorder] = D3D11_TEXTURE_ADDRESS_BORDER; GFXD3D11TextureAddress[GFXAddressMirrorOnce] = D3D11_TEXTURE_ADDRESS_MIRROR_ONCE; //------------------------------------------------------------------------------ //------------------------------------------------------------------------------ GFXD3D11DeclType[GFXDeclType_Float] = DXGI_FORMAT_R32_FLOAT; GFXD3D11DeclType[GFXDeclType_Float2] = DXGI_FORMAT_R32G32_FLOAT; GFXD3D11DeclType[GFXDeclType_Float3] = DXGI_FORMAT_R32G32B32_FLOAT; GFXD3D11DeclType[GFXDeclType_Float4] = DXGI_FORMAT_R32G32B32A32_FLOAT; GFXD3D11DeclType[GFXDeclType_Color] = DXGI_FORMAT_B8G8R8A8_UNORM; // DXGI_FORMAT_R8G8B8A8_UNORM; GFXD3D11DeclType[GFXDeclType_UByte4] = DXGI_FORMAT_R8G8B8A8_UINT; }