librashader/librashader-common/src/d3d11.rs

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2022-11-27 07:55:14 +11:00
use crate::{FilterMode, ShaderFormat, WrapMode};
use windows::Win32::Graphics::Direct3D11;
use windows::Win32::Graphics::Dxgi::Common as dxgi;
impl From<ShaderFormat> for dxgi::DXGI_FORMAT {
fn from(format: ShaderFormat) -> Self {
match format {
ShaderFormat::Unknown => dxgi::DXGI_FORMAT_UNKNOWN,
ShaderFormat::R8Unorm => dxgi::DXGI_FORMAT_R8_UNORM,
ShaderFormat::R8Uint => dxgi::DXGI_FORMAT_R8_UINT,
ShaderFormat::R8Sint => dxgi::DXGI_FORMAT_R8_SINT,
ShaderFormat::R8G8Unorm => dxgi::DXGI_FORMAT_R8G8_UNORM,
ShaderFormat::R8G8Uint => dxgi::DXGI_FORMAT_R8G8_UINT,
ShaderFormat::R8G8Sint => dxgi::DXGI_FORMAT_R8G8_SINT,
ShaderFormat::R8G8B8A8Unorm => dxgi::DXGI_FORMAT_R8G8B8A8_UNORM,
ShaderFormat::R8G8B8A8Uint => dxgi::DXGI_FORMAT_R8G8B8A8_UINT,
ShaderFormat::R8G8B8A8Sint => dxgi::DXGI_FORMAT_R8G8B8A8_SINT,
ShaderFormat::R8G8B8A8Srgb => dxgi::DXGI_FORMAT_R8G8B8A8_UNORM_SRGB,
ShaderFormat::A2B10G10R10UnormPack32 => dxgi::DXGI_FORMAT_R10G10B10A2_UNORM,
ShaderFormat::A2B10G10R10UintPack32 => dxgi::DXGI_FORMAT_R10G10B10A2_UINT,
ShaderFormat::R16Uint => dxgi::DXGI_FORMAT_R16_UINT,
ShaderFormat::R16Sint => dxgi::DXGI_FORMAT_R16_SINT,
ShaderFormat::R16Sfloat => dxgi::DXGI_FORMAT_R16_FLOAT,
ShaderFormat::R16G16Uint => dxgi::DXGI_FORMAT_R16G16_UINT,
ShaderFormat::R16G16Sint => dxgi::DXGI_FORMAT_R16G16_SINT,
ShaderFormat::R16G16Sfloat => dxgi::DXGI_FORMAT_R16G16_FLOAT,
ShaderFormat::R16G16B16A16Uint => dxgi::DXGI_FORMAT_R16G16B16A16_UINT,
ShaderFormat::R16G16B16A16Sint => dxgi::DXGI_FORMAT_R16G16B16A16_SINT,
ShaderFormat::R16G16B16A16Sfloat => dxgi::DXGI_FORMAT_R16G16B16A16_FLOAT,
ShaderFormat::R32Uint => dxgi::DXGI_FORMAT_R32_UINT,
ShaderFormat::R32Sint =>dxgi::DXGI_FORMAT_R32_SINT,
ShaderFormat::R32Sfloat => dxgi::DXGI_FORMAT_R32_FLOAT,
ShaderFormat::R32G32Uint => dxgi::DXGI_FORMAT_R32G32_UINT,
ShaderFormat::R32G32Sint => dxgi::DXGI_FORMAT_R32G32_SINT,
ShaderFormat::R32G32Sfloat => dxgi::DXGI_FORMAT_R32G32_FLOAT,
ShaderFormat::R32G32B32A32Uint => dxgi::DXGI_FORMAT_R32G32B32A32_UINT,
ShaderFormat::R32G32B32A32Sint => dxgi::DXGI_FORMAT_R32G32B32A32_SINT,
ShaderFormat::R32G32B32A32Sfloat => dxgi::DXGI_FORMAT_R32G32B32A32_FLOAT,
}
}
}
impl From<WrapMode> for Direct3D11::D3D11_TEXTURE_ADDRESS_MODE {
fn from(value: WrapMode) -> Self {
match value {
WrapMode::ClampToBorder => Direct3D11::D3D11_TEXTURE_ADDRESS_BORDER,
WrapMode::ClampToEdge => Direct3D11::D3D11_TEXTURE_ADDRESS_CLAMP,
WrapMode::Repeat => Direct3D11::D3D11_TEXTURE_ADDRESS_WRAP,
WrapMode::MirroredRepeat => Direct3D11::D3D11_TEXTURE_ADDRESS_MIRROR,
}
}
}
impl From<FilterMode> for Direct3D11::D3D11_FILTER {
fn from(value: FilterMode) -> Self {
match value {
FilterMode::Linear => Direct3D11::D3D11_FILTER_MIN_MAG_MIP_LINEAR,
_ => Direct3D11::D3D11_FILTER_MIN_MAG_MIP_POINT
}
}
}