28 #ifndef __D3D11MAPPINGS_H__
29 #define __D3D11MAPPINGS_H__
75 static D3D11_CULL_MODE
get(
CullingMode cm,
bool flip =
false);
99 static void get(
const ColourValue& inColour,
float * outColour );
108 static D3D11_USAGE
_getUsage(
int mUsage);
static D3D11_USAGE _getUsage(HardwareBuffer::Usage mUsage)
VertexElementType
Vertex element type, used to identify the base types of the vertex contents.
static UINT _getTextureBindFlags(DXGI_FORMAT format, bool isdynamic)
static DXGI_FORMAT getFormat(HardwareIndexBuffer::IndexType itype)
Class representing colour.
static UINT _getTextureMiscFlags(UINT bindflags, TextureType textype, bool isdynamic)
static PixelFormat _getPF(DXGI_FORMAT d3dPF)
utility method, convert D3D11 pixel format to Ogre pixel format
PixelFormat
The pixel format used for images, textures, and render surfaces.
static PixelFormat _getClosestSupportedPF(PixelFormat ogrePF)
utility method, find closest Ogre pixel format that D3D11 can support
static UINT getByteWidth(HardwareIndexBuffer::IndexType itype)
static TextureType _getTexType(D3D11_SRV_DIMENSION type)
CullingMode
Hardware culling modes based on vertex winding.
LayerBlendType
Type of texture blend mode.
static UINT _getAccessFlags(HardwareBuffer::Usage mUsage)
static size_t _getSizeInBytes(PixelFormat pf, size_t xcount=1, size_t ycount=1)
TextureAddressingMode
Texture addressing modes - default is TAM_WRAP.
TextureType
Enum identifying the texture type.
CompareFunction
Comparison functions used for the depth/stencil buffer operations and others.
Usage
Enums describing buffer usage; not mutually exclusive.
VertexElementSemantic
Vertex element semantics, used to identify the meaning of vertex buffer contents. ...
LockOptions
Locking options.
SceneBlendFactor
Blending factors for manually blending objects with the scene.
FilterOptions
Filtering options for textures / mipmaps.
StencilOperation
Enum describing the various actions which can be taken on the stencil buffer.
PolygonMode
The polygon mode to use when rasterising.
SceneBlendOperation
Blending operations controls how objects are blended into the scene.
static bool _isDynamic(HardwareBuffer::Usage mUsage)
eD3DFilterUsage
enum identifying D3D11 filter usage type