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+// d3d-util.h
+#pragma once
+
+#include <stdint.h>
+#include "../../source/core/slang-result.h"
+#include "../../source/core/slang-com-ptr.h"
+#include "../../source/core/list.h"
+
+#include "render.h"
+
+#include <D3Dcommon.h>
+#include <DXGIFormat.h>
+
+namespace renderer_test {
+
+class D3DUtil
+{
+ public:
+ enum UsageType
+ {
+ USAGE_UNKNOWN, ///< Generally used to mark an error
+ USAGE_TARGET, ///< Format should be used when written as target
+ USAGE_DEPTH_STENCIL, ///< Format should be used when written as depth stencil
+ USAGE_SRV, ///< Format if being read as srv
+ USAGE_COUNT_OF,
+ };
+ enum UsageFlag
+ {
+ USAGE_FLAG_MULTI_SAMPLE = 0x1,
+ USAGE_FLAG_SRV = 0x2,
+ };
+
+ /// Get primitive topology as D3D primitive topology
+ static D3D_PRIMITIVE_TOPOLOGY getPrimitiveTopology(PrimitiveTopology prim);
+
+ /// Calculate size taking into account alignment. Alignment must be a power of 2
+ static UInt calcAligned(UInt size, UInt alignment) { return (size + alignment - 1) & ~(alignment - 1); }
+
+ /// The Slang compiler currently generates HLSL source, so we'll need a utility
+ /// routine (defined later) to translate that into D3D11 shader bytecode.
+ /// Definition of the HLSL-to-bytecode compilation logic.
+ static Slang::Result compileHLSLShader(char const* sourcePath, char const* source, char const* entryPointName, char const* dxProfileName, Slang::ComPtr<ID3DBlob>& shaderBlobOut);
+
+ static DXGI_FORMAT getMapFormat(Format format);
+
+
+ /// Given the usage, flags, and format will return the most suitable format. Will return DXGI_UNKNOWN if combination is not possible
+ static DXGI_FORMAT calcFormat(UsageType usage, DXGI_FORMAT format);
+ /// Calculate appropriate format for creating a buffer for usage and flags
+ static DXGI_FORMAT calcResourceFormat(UsageType usage, Int usageFlags, DXGI_FORMAT format);
+ /// True if the type is 'typeless'
+ static bool isTypeless(DXGI_FORMAT format);
+
+ /// Returns number of bits used for color channel for format (for channels with multiple sizes, returns smallest ie RGB565 -> 5)
+ static Int getNumColorChannelBits(DXGI_FORMAT fmt);
+
+ /// Append text in in, into wide char array
+ static void appendWideChars(const char* in, Slang::List<wchar_t>& out);
+};
+
+} // renderer_test