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Project Lead: Evan Hemsley <evan@moonside.games> Co-designer, Metal Port, Console Ports: Co-authored-by: Caleb Cornett <caleb.cornett@outlook.com> Production, QA, Debug: Co-authored-by: Ethan Lee <flibitijibibo@gmail.com> SDL_Render Driver, Bugfixes: Co-authored-by: Andrei Alexeyev <akari@taisei-project.org> Additional D3D12 Programming, Bugfixes: Co-authored-by: Bart van der Werf <bluelive@gmail.com> Bugfixes and Feedback: Co-authored-by: Zakary Strange <zakarystrange@gmail.com> Co-authored-by: meyraud705 <meyraud705@gmail.com> Co-authored-by: Joshua T. Fisher <playmer@gmail.com> Co-authored-by: Topi Ritala <ritalat@fastmail.com> Co-authored-by: David Gow <david@ingeniumdigital.com> Original API Proposal: Co-authored-by: Ryan C. Gordon <icculus@icculus.org>
75 lines
2.7 KiB
C
75 lines
2.7 KiB
C
/*
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Simple DirectMedia Layer
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Copyright (C) 1997-2024 Sam Lantinga <slouken@libsdl.org>
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it
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freely, subject to the following restrictions:
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1. The origin of this software must not be misrepresented; you must not
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claim that you wrote the original software. If you use this software
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in a product, an acknowledgment in the product documentation would be
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appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and must not be
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misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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#ifndef SDL_gpu_util_h_
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#define SDL_gpu_util_h_
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#define SDL_GPU_BLENDOP_INVALID ((SDL_GpuBlendOp)0x7fffffff)
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#define SDL_GPU_BLENDFACTOR_INVALID ((SDL_GpuBlendFactor)0x7fffffff)
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static SDL_INLINE SDL_GpuBlendFactor GPU_ConvertBlendFactor(SDL_BlendFactor factor)
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{
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switch (factor) {
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case SDL_BLENDFACTOR_ZERO:
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return SDL_GPU_BLENDFACTOR_ZERO;
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case SDL_BLENDFACTOR_ONE:
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return SDL_GPU_BLENDFACTOR_ONE;
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case SDL_BLENDFACTOR_SRC_COLOR:
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return SDL_GPU_BLENDFACTOR_SRC_COLOR;
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case SDL_BLENDFACTOR_ONE_MINUS_SRC_COLOR:
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return SDL_GPU_BLENDFACTOR_ONE_MINUS_SRC_COLOR;
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case SDL_BLENDFACTOR_SRC_ALPHA:
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return SDL_GPU_BLENDFACTOR_SRC_ALPHA;
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case SDL_BLENDFACTOR_ONE_MINUS_SRC_ALPHA:
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return SDL_GPU_BLENDFACTOR_ONE_MINUS_SRC_ALPHA;
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case SDL_BLENDFACTOR_DST_COLOR:
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return SDL_GPU_BLENDFACTOR_DST_COLOR;
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case SDL_BLENDFACTOR_ONE_MINUS_DST_COLOR:
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return SDL_GPU_BLENDFACTOR_ONE_MINUS_DST_COLOR;
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case SDL_BLENDFACTOR_DST_ALPHA:
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return SDL_GPU_BLENDFACTOR_DST_ALPHA;
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case SDL_BLENDFACTOR_ONE_MINUS_DST_ALPHA:
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return SDL_GPU_BLENDFACTOR_ONE_MINUS_DST_ALPHA;
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default:
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return SDL_GPU_BLENDFACTOR_INVALID;
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}
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}
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static SDL_INLINE SDL_GpuBlendOp GPU_ConvertBlendOperation(SDL_BlendOperation operation)
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{
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switch (operation) {
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case SDL_BLENDOPERATION_ADD:
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return SDL_GPU_BLENDOP_ADD;
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case SDL_BLENDOPERATION_SUBTRACT:
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return SDL_GPU_BLENDOP_SUBTRACT;
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case SDL_BLENDOPERATION_REV_SUBTRACT:
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return SDL_GPU_BLENDOP_REVERSE_SUBTRACT;
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case SDL_BLENDOPERATION_MINIMUM:
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return SDL_GPU_BLENDOP_MIN;
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case SDL_BLENDOPERATION_MAXIMUM:
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return SDL_GPU_BLENDOP_MAX;
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default:
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return SDL_GPU_BLENDOP_INVALID;
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}
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}
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#endif // SDL_gpu_util_h
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