29 #include "GraphicsTypes.h" 39 void DepthStencilStateDesc_To_D3D12_DEPTH_STENCIL_DESC(
const DepthStencilStateDesc &DepthStencilDesc, D3D12_DEPTH_STENCIL_DESC &d3d12DSSDesc);
40 void RasterizerStateDesc_To_D3D12_RASTERIZER_DESC(
const RasterizerStateDesc &RasterizerDesc, D3D12_RASTERIZER_DESC &d3d11RSDesc);
41 void BlendStateDesc_To_D3D12_BLEND_DESC(
const BlendStateDesc &BSDesc, D3D12_BLEND_DESC &d3d12BlendDesc);
43 void LayoutElements_To_D3D12_INPUT_ELEMENT_DESCs(
const std::vector<LayoutElement, STDAllocatorRawMem<LayoutElement>> &LayoutElements,
44 std::vector<D3D12_INPUT_ELEMENT_DESC, STDAllocatorRawMem<D3D12_INPUT_ELEMENT_DESC> > &d3d12InputElements);
46 void TextureViewDesc_to_D3D12_SRV_DESC(
const TextureViewDesc& SRVDesc, D3D12_SHADER_RESOURCE_VIEW_DESC &D3D12SRVDesc, Uint32 SampleCount);
47 void TextureViewDesc_to_D3D12_RTV_DESC(
const TextureViewDesc& RTVDesc, D3D12_RENDER_TARGET_VIEW_DESC &D3D12RTVDesc, Uint32 SampleCount);
48 void TextureViewDesc_to_D3D12_DSV_DESC(
const TextureViewDesc& DSVDesc, D3D12_DEPTH_STENCIL_VIEW_DESC &D3D12DSVDesc, Uint32 SampleCount);
49 void TextureViewDesc_to_D3D12_UAV_DESC(
const TextureViewDesc& UAVDesc, D3D12_UNORDERED_ACCESS_VIEW_DESC &D3D12UAVDesc);
51 void BufferViewDesc_to_D3D12_SRV_DESC(
const BufferDesc &BuffDesc,
const BufferViewDesc& SRVDesc, D3D12_SHADER_RESOURCE_VIEW_DESC &D3D12SRVDesc);
52 void BufferViewDesc_to_D3D12_UAV_DESC(
const BufferDesc &BuffDesc,
const BufferViewDesc& UAVDesc, D3D12_UNORDERED_ACCESS_VIEW_DESC &D3D12UAVDesc);
54 D3D12_STATIC_BORDER_COLOR BorderColorToD3D12StaticBorderColor(
const Float32 BorderColor[]);
PRIMITIVE_TOPOLOGY
Input primitive topology.
Definition: DeviceContext.h:56
Namespace for the OpenGL implementation of the graphics engine.
Definition: BufferD3D11Impl.h:34
TEXTURE_ADDRESS_MODE
Texture address mode.
Definition: GraphicsTypes.h:805
FILTER_TYPE
Filter type.
Definition: GraphicsTypes.h:780
COMPARISON_FUNCTION
Comparison function.
Definition: GraphicsTypes.h:847