//----------------------------------------------------------------------------- // 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. //----------------------------------------------------------------------------- #ifndef _GFXD3D11ENUMTRANSLATE_H_ #define _GFXD3D11ENUMTRANSLATE_H_ #include "gfx/D3D11/gfxD3D11Shader.h" #include "gfx/gfxEnums.h" //------------------------------------------------------------------------------ namespace GFXD3D11EnumTranslate { void init(); }; //------------------------------------------------------------------------------ extern DXGI_FORMAT GFXD3D11TextureFormat[GFXFormat_COUNT]; extern D3D11_FILTER GFXD3D11TextureFilter[GFXTextureFilter_COUNT]; extern D3D11_BLEND GFXD3D11Blend[GFXBlend_COUNT]; extern D3D11_BLEND_OP GFXD3D11BlendOp[GFXBlendOp_COUNT]; extern D3D11_STENCIL_OP GFXD3D11StencilOp[GFXStencilOp_COUNT]; extern D3D11_COMPARISON_FUNC GFXD3D11CmpFunc[GFXCmp_COUNT]; extern D3D11_CULL_MODE GFXD3D11CullMode[GFXCull_COUNT]; extern D3D11_FILL_MODE GFXD3D11FillMode[GFXFill_COUNT]; extern D3D11_PRIMITIVE_TOPOLOGY GFXD3D11PrimType[GFXPT_COUNT]; extern D3D11_TEXTURE_ADDRESS_MODE GFXD3D11TextureAddress[GFXAddress_COUNT]; extern DXGI_FORMAT GFXD3D11DeclType[GFXDeclType_COUNT]; extern D3D11_BLEND GFXD3D11BlendAlpha[GFXBlend_COUNT]; //maps color->alpha #endif