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d3d11_conv.odin
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189 lines (174 loc) · 6.04 KB
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#+build windows
package gpu
// Vendor
import "vendor:directx/d3d11"
D3D11_CONSTANT_BUFFER_ALIGNMENT :: size_of(f32) * 4 * 16 // 256 bytes
D3D11_STORAGE_BUFFER_ALIGNMENT :: size_of(u32) // 4 bytes
D3D11_INDIRECT_BUFFER_MIN_SIZE :: 12 // Minimum for draw indirect
d3d11_conv_to_input_classification :: #force_inline proc "contextless" (
mode: Vertex_Step_Mode,
) -> d3d11.INPUT_CLASSIFICATION {
#partial switch mode {
case .Vertex: return .VERTEX_DATA
case .Instance: return .INSTANCE_DATA
case:
return .VERTEX_DATA
}
unreachable()
}
d3d11_conv_to_primitive_topology :: #force_inline proc "contextless" (
topology: Primitive_Topology,
) -> d3d11.PRIMITIVE_TOPOLOGY {
switch topology {
case .Point_List: return .POINTLIST
case .Line_List: return .LINELIST
case .Line_Strip: return .LINESTRIP
case .Triangle_List: return .TRIANGLELIST
case .Triangle_Strip: return .TRIANGLESTRIP
case .Undefined:
return .TRIANGLELIST
}
unreachable()
}
d3d11_conv_to_cull_mode :: #force_inline proc "contextless" (face: Face) -> d3d11.CULL_MODE {
switch face {
case .None: return .NONE
case .Front: return .FRONT
case .Back: return .BACK
case .Undefined:
return .NONE
}
unreachable()
}
d3d11_conv_to_blend :: #force_inline proc "contextless" (factor: Blend_Factor) -> d3d11.BLEND {
switch factor {
case .Zero: return .ZERO
case .One: return .ONE
case .Src: return .SRC_COLOR
case .One_Minus_Src: return .INV_SRC_COLOR
case .Src_Alpha: return .SRC_ALPHA
case .One_Minus_Src_Alpha: return .INV_SRC_ALPHA
case .Dst: return .DEST_COLOR
case .One_Minus_Dst: return .INV_DEST_COLOR
case .Dst_Alpha: return .DEST_ALPHA
case .One_Minus_Dst_Alpha: return .INV_DEST_ALPHA
case .Src_Alpha_Saturated: return .SRC_ALPHA_SAT
case .Constant: return .BLEND_FACTOR
case .One_Minus_Constant: return .INV_BLEND_FACTOR
case .Src1: return .SRC1_COLOR
case .One_Minus_Src1: return .INV_SRC1_COLOR
case .Src1_Alpha: return .SRC1_ALPHA
case .One_Minus_Src1_Alpha: return .INV_SRC1_ALPHA
case .Undefined:
return .ONE
}
unreachable()
}
d3d11_conv_to_blend_alpha :: #force_inline proc "contextless" (factor: Blend_Factor) -> d3d11.BLEND {
#partial switch factor {
case .Src: return .SRC_ALPHA
case .One_Minus_Src: return .INV_SRC_ALPHA
case .Dst: return .DEST_ALPHA
case .One_Minus_Dst: return .INV_DEST_ALPHA
case .Src1: return .SRC1_ALPHA
case .One_Minus_Src1: return .INV_SRC1_ALPHA
case:
return d3d11_conv_to_blend(factor)
}
unreachable()
}
d3d11_conv_to_blend_op :: #force_inline proc "contextless" (
operation: Blend_Operation,
) -> d3d11.BLEND_OP {
switch operation {
case .Add: return .ADD
case .Subtract: return .SUBTRACT
case .Reverse_Subtract: return .REV_SUBTRACT
case .Min: return .MIN
case .Max: return .MAX
}
unreachable()
}
d3d11_conv_to_color_write_enable :: #force_inline proc "contextless" (
color_write_mask: Color_Writes,
) -> (mask: u8) {
if .Red in color_write_mask do mask |= 1 << u8(d3d11.COLOR_WRITE_ENABLE.RED)
if .Green in color_write_mask do mask |= 1 << u8(d3d11.COLOR_WRITE_ENABLE.GREEN)
if .Blue in color_write_mask do mask |= 1 << u8(d3d11.COLOR_WRITE_ENABLE.BLUE)
if .Alpha in color_write_mask do mask |= 1 << u8(d3d11.COLOR_WRITE_ENABLE.ALPHA)
return
}
d3d11_conv_to_stencil_op :: #force_inline proc "contextless" (op: Stencil_Operation) -> d3d11.STENCIL_OP {
switch op {
case .Keep: return .KEEP
case .Zero: return .ZERO
case .Replace: return .REPLACE
case .Increment_Clamp: return .INCR_SAT
case .Decrement_Clamp: return .DECR_SAT
case .Invert: return .INVERT
case .Increment_Wrap: return .INCR
case .Decrement_Wrap: return .DECR
case .Undefined:
return .KEEP
}
unreachable()
}
d3d11_conv_to_comparison_func :: #force_inline proc "contextless" (
func: Compare_Function,
) -> d3d11.COMPARISON_FUNC {
switch func {
case .Never: return .NEVER
case .Less: return .LESS
case .Less_Equal: return .LESS_EQUAL
case .Greater: return .GREATER
case .Greater_Equal: return .GREATER_EQUAL
case .Equal: return .EQUAL
case .Not_Equal: return .NOT_EQUAL
case .Always: return .ALWAYS
case .Undefined:
return .ALWAYS
}
unreachable()
}
d3d11_conv_to_depth_stencil_op_desc :: #force_inline proc "contextless" (
state: Stencil_Face_State,
) -> d3d11.DEPTH_STENCILOP_DESC {
return {
StencilFailOp = d3d11_conv_to_stencil_op(state.fail_op),
StencilDepthFailOp = d3d11_conv_to_stencil_op(state.depth_fail_op),
StencilPassOp = d3d11_conv_to_stencil_op(state.pass_op),
StencilFunc = d3d11_conv_to_comparison_func(state.compare),
}
}
d3d11_conv_to_filter_type :: #force_inline proc "contextless" (mode: Filter_Mode) -> d3d11.FILTER_TYPE {
switch mode {
case .Nearest: return .POINT
case .Linear: return .LINEAR
case .Undefined:
return .LINEAR
}
unreachable()
}
d3d11_conv_to_mipmap_filter_type :: #force_inline proc "contextless" (
mode: Mipmap_Filter_Mode,
) -> d3d11.FILTER_TYPE {
switch mode {
case .Nearest: return .POINT
case .Linear: return .LINEAR
case .Undefined:
return .LINEAR
}
unreachable()
}
d3d11_conv_to_texture_address_mode :: #force_inline proc "contextless" (
mode: Address_Mode,
) -> d3d11.TEXTURE_ADDRESS_MODE {
switch mode {
case .Repeat: return .WRAP
case .Mirror_Repeat: return .MIRROR
case .Clamp_To_Edge: return .CLAMP
case .Clamp_To_Border, .Undefined:
return .CLAMP
}
unreachable()
}