| // |
| // Copyright (c) 2002-2012 The ANGLE Project Authors. All rights reserved. |
| // Use of this source code is governed by a BSD-style license that can be |
| // found in the LICENSE file. |
| // |
| |
| // utilities.cpp: Conversion functions and other utility routines. |
| |
| #include "libGLESv2/utilities.h" |
| |
| #include <limits> |
| #include <stdio.h> |
| #include <windows.h> |
| |
| #include "common/debug.h" |
| |
| #include "libGLESv2/mathutil.h" |
| #include "libGLESv2/Context.h" |
| |
| namespace gl |
| { |
| |
| // This is how much data the application expects for a uniform |
| int UniformExternalComponentCount(GLenum type) |
| { |
| switch (type) |
| { |
| case GL_BOOL: |
| case GL_FLOAT: |
| case GL_INT: |
| case GL_SAMPLER_2D: |
| case GL_SAMPLER_CUBE: |
| return 1; |
| case GL_BOOL_VEC2: |
| case GL_FLOAT_VEC2: |
| case GL_INT_VEC2: |
| return 2; |
| case GL_INT_VEC3: |
| case GL_FLOAT_VEC3: |
| case GL_BOOL_VEC3: |
| return 3; |
| case GL_BOOL_VEC4: |
| case GL_FLOAT_VEC4: |
| case GL_INT_VEC4: |
| case GL_FLOAT_MAT2: |
| return 4; |
| case GL_FLOAT_MAT3: |
| return 9; |
| case GL_FLOAT_MAT4: |
| return 16; |
| default: |
| UNREACHABLE(); |
| } |
| |
| return 0; |
| } |
| |
| // This is how much data we actually store for a uniform |
| int UniformInternalComponentCount(GLenum type) |
| { |
| switch (type) |
| { |
| case GL_BOOL: |
| case GL_INT: |
| case GL_SAMPLER_2D: |
| case GL_SAMPLER_CUBE: |
| return 1; |
| case GL_BOOL_VEC2: |
| case GL_INT_VEC2: |
| return 2; |
| case GL_INT_VEC3: |
| case GL_BOOL_VEC3: |
| return 3; |
| case GL_FLOAT: |
| case GL_FLOAT_VEC2: |
| case GL_FLOAT_VEC3: |
| case GL_BOOL_VEC4: |
| case GL_FLOAT_VEC4: |
| case GL_INT_VEC4: |
| return 4; |
| case GL_FLOAT_MAT2: |
| return 8; |
| case GL_FLOAT_MAT3: |
| return 12; |
| case GL_FLOAT_MAT4: |
| return 16; |
| default: |
| UNREACHABLE(); |
| } |
| |
| return 0; |
| } |
| |
| GLenum UniformComponentType(GLenum type) |
| { |
| switch(type) |
| { |
| case GL_BOOL: |
| case GL_BOOL_VEC2: |
| case GL_BOOL_VEC3: |
| case GL_BOOL_VEC4: |
| return GL_BOOL; |
| case GL_FLOAT: |
| case GL_FLOAT_VEC2: |
| case GL_FLOAT_VEC3: |
| case GL_FLOAT_VEC4: |
| case GL_FLOAT_MAT2: |
| case GL_FLOAT_MAT3: |
| case GL_FLOAT_MAT4: |
| return GL_FLOAT; |
| case GL_INT: |
| case GL_SAMPLER_2D: |
| case GL_SAMPLER_CUBE: |
| case GL_INT_VEC2: |
| case GL_INT_VEC3: |
| case GL_INT_VEC4: |
| return GL_INT; |
| default: |
| UNREACHABLE(); |
| } |
| |
| return GL_NONE; |
| } |
| |
| size_t UniformComponentSize(GLenum type) |
| { |
| switch(type) |
| { |
| case GL_BOOL: return sizeof(GLint); |
| case GL_FLOAT: return sizeof(GLfloat); |
| case GL_INT: return sizeof(GLint); |
| default: UNREACHABLE(); |
| } |
| |
| return 0; |
| } |
| |
| size_t UniformInternalSize(GLenum type) |
| { |
| return UniformComponentSize(UniformComponentType(type)) * UniformInternalComponentCount(type); |
| } |
| |
| size_t UniformExternalSize(GLenum type) |
| { |
| return UniformComponentSize(UniformComponentType(type)) * UniformExternalComponentCount(type); |
| } |
| |
| int VariableRowCount(GLenum type) |
| { |
| switch (type) |
| { |
| case GL_NONE: |
| return 0; |
| case GL_BOOL: |
| case GL_FLOAT: |
| case GL_INT: |
| case GL_BOOL_VEC2: |
| case GL_FLOAT_VEC2: |
| case GL_INT_VEC2: |
| case GL_INT_VEC3: |
| case GL_FLOAT_VEC3: |
| case GL_BOOL_VEC3: |
| case GL_BOOL_VEC4: |
| case GL_FLOAT_VEC4: |
| case GL_INT_VEC4: |
| return 1; |
| case GL_FLOAT_MAT2: |
| return 2; |
| case GL_FLOAT_MAT3: |
| return 3; |
| case GL_FLOAT_MAT4: |
| return 4; |
| default: |
| UNREACHABLE(); |
| } |
| |
| return 0; |
| } |
| |
| int VariableColumnCount(GLenum type) |
| { |
| switch (type) |
| { |
| case GL_NONE: |
| return 0; |
| case GL_BOOL: |
| case GL_FLOAT: |
| case GL_INT: |
| return 1; |
| case GL_BOOL_VEC2: |
| case GL_FLOAT_VEC2: |
| case GL_INT_VEC2: |
| case GL_FLOAT_MAT2: |
| return 2; |
| case GL_INT_VEC3: |
| case GL_FLOAT_VEC3: |
| case GL_BOOL_VEC3: |
| case GL_FLOAT_MAT3: |
| return 3; |
| case GL_BOOL_VEC4: |
| case GL_FLOAT_VEC4: |
| case GL_INT_VEC4: |
| case GL_FLOAT_MAT4: |
| return 4; |
| default: |
| UNREACHABLE(); |
| } |
| |
| return 0; |
| } |
| |
| int AllocateFirstFreeBits(unsigned int *bits, unsigned int allocationSize, unsigned int bitsSize) |
| { |
| ASSERT(allocationSize <= bitsSize); |
| |
| unsigned int mask = std::numeric_limits<unsigned int>::max() >> (std::numeric_limits<unsigned int>::digits - allocationSize); |
| |
| for (unsigned int i = 0; i < bitsSize - allocationSize + 1; i++) |
| { |
| if ((*bits & mask) == 0) |
| { |
| *bits |= mask; |
| return i; |
| } |
| |
| mask <<= 1; |
| } |
| |
| return -1; |
| } |
| |
| GLsizei ComputePitch(GLsizei width, GLenum format, GLenum type, GLint alignment) |
| { |
| ASSERT(alignment > 0 && isPow2(alignment)); |
| |
| GLsizei rawPitch = ComputePixelSize(format, type) * width; |
| return (rawPitch + alignment - 1) & ~(alignment - 1); |
| } |
| |
| GLsizei ComputeCompressedPitch(GLsizei width, GLenum format) |
| { |
| return ComputeCompressedSize(width, 1, format); |
| } |
| |
| GLsizei ComputeCompressedSize(GLsizei width, GLsizei height, GLenum format) |
| { |
| switch (format) |
| { |
| case GL_COMPRESSED_RGB_S3TC_DXT1_EXT: |
| case GL_COMPRESSED_RGBA_S3TC_DXT1_EXT: |
| return 8 * (GLsizei)ceil((float)width / 4.0f) * (GLsizei)ceil((float)height / 4.0f); |
| break; |
| case GL_COMPRESSED_RGBA_S3TC_DXT3_ANGLE: |
| case GL_COMPRESSED_RGBA_S3TC_DXT5_ANGLE: |
| return 16 * (GLsizei)ceil((float)width / 4.0f) * (GLsizei)ceil((float)height / 4.0f); |
| default: |
| return 0; |
| } |
| |
| } |
| |
| bool IsCompressed(GLenum format) |
| { |
| if(format == GL_COMPRESSED_RGB_S3TC_DXT1_EXT || |
| format == GL_COMPRESSED_RGBA_S3TC_DXT1_EXT || |
| format == GL_COMPRESSED_RGBA_S3TC_DXT3_ANGLE || |
| format == GL_COMPRESSED_RGBA_S3TC_DXT5_ANGLE) |
| { |
| return true; |
| } |
| else |
| { |
| return false; |
| } |
| } |
| |
| bool IsDepthTexture(GLenum format) |
| { |
| if (format == GL_DEPTH_COMPONENT || |
| format == GL_DEPTH_STENCIL_OES) |
| { |
| return true; |
| } |
| |
| return false; |
| } |
| |
| // Returns the size, in bytes, of a single texel in an Image |
| int ComputePixelSize(GLenum format, GLenum type) |
| { |
| switch (type) |
| { |
| case GL_UNSIGNED_BYTE: |
| switch (format) |
| { |
| case GL_ALPHA: return sizeof(unsigned char); |
| case GL_LUMINANCE: return sizeof(unsigned char); |
| case GL_LUMINANCE_ALPHA: return sizeof(unsigned char) * 2; |
| case GL_RGB: return sizeof(unsigned char) * 3; |
| case GL_RGBA: return sizeof(unsigned char) * 4; |
| case GL_BGRA_EXT: return sizeof(unsigned char) * 4; |
| default: UNREACHABLE(); |
| } |
| break; |
| case GL_UNSIGNED_SHORT_4_4_4_4: |
| case GL_UNSIGNED_SHORT_5_5_5_1: |
| case GL_UNSIGNED_SHORT_5_6_5: |
| case GL_UNSIGNED_SHORT: |
| return sizeof(unsigned short); |
| case GL_UNSIGNED_INT: |
| case GL_UNSIGNED_INT_24_8_OES: |
| return sizeof(unsigned int); |
| case GL_FLOAT: |
| switch (format) |
| { |
| case GL_ALPHA: return sizeof(float); |
| case GL_LUMINANCE: return sizeof(float); |
| case GL_LUMINANCE_ALPHA: return sizeof(float) * 2; |
| case GL_RGB: return sizeof(float) * 3; |
| case GL_RGBA: return sizeof(float) * 4; |
| default: UNREACHABLE(); |
| } |
| break; |
| case GL_HALF_FLOAT_OES: |
| switch (format) |
| { |
| case GL_ALPHA: return sizeof(unsigned short); |
| case GL_LUMINANCE: return sizeof(unsigned short); |
| case GL_LUMINANCE_ALPHA: return sizeof(unsigned short) * 2; |
| case GL_RGB: return sizeof(unsigned short) * 3; |
| case GL_RGBA: return sizeof(unsigned short) * 4; |
| default: UNREACHABLE(); |
| } |
| break; |
| default: UNREACHABLE(); |
| } |
| |
| return 0; |
| } |
| |
| bool IsCubemapTextureTarget(GLenum target) |
| { |
| return (target >= GL_TEXTURE_CUBE_MAP_POSITIVE_X && target <= GL_TEXTURE_CUBE_MAP_NEGATIVE_Z); |
| } |
| |
| bool IsInternalTextureTarget(GLenum target) |
| { |
| return target == GL_TEXTURE_2D || IsCubemapTextureTarget(target); |
| } |
| |
| GLenum ExtractFormat(GLenum internalformat) |
| { |
| switch (internalformat) |
| { |
| case GL_RGB565: return GL_RGB; |
| case GL_RGBA4: return GL_RGBA; |
| case GL_RGB5_A1: return GL_RGBA; |
| case GL_RGB8_OES: return GL_RGB; |
| case GL_RGBA8_OES: return GL_RGBA; |
| case GL_LUMINANCE8_ALPHA8_EXT: return GL_LUMINANCE_ALPHA; |
| case GL_LUMINANCE8_EXT: return GL_LUMINANCE; |
| case GL_ALPHA8_EXT: return GL_ALPHA; |
| case GL_COMPRESSED_RGB_S3TC_DXT1_EXT: return GL_COMPRESSED_RGB_S3TC_DXT1_EXT; |
| case GL_COMPRESSED_RGBA_S3TC_DXT1_EXT: return GL_COMPRESSED_RGBA_S3TC_DXT1_EXT; |
| case GL_COMPRESSED_RGBA_S3TC_DXT3_ANGLE: return GL_COMPRESSED_RGBA_S3TC_DXT3_ANGLE; |
| case GL_COMPRESSED_RGBA_S3TC_DXT5_ANGLE: return GL_COMPRESSED_RGBA_S3TC_DXT5_ANGLE; |
| case GL_RGBA32F_EXT: return GL_RGBA; |
| case GL_RGB32F_EXT: return GL_RGB; |
| case GL_ALPHA32F_EXT: return GL_ALPHA; |
| case GL_LUMINANCE32F_EXT: return GL_LUMINANCE; |
| case GL_LUMINANCE_ALPHA32F_EXT: return GL_LUMINANCE_ALPHA; |
| case GL_RGBA16F_EXT: return GL_RGBA; |
| case GL_RGB16F_EXT: return GL_RGB; |
| case GL_ALPHA16F_EXT: return GL_ALPHA; |
| case GL_LUMINANCE16F_EXT: return GL_LUMINANCE; |
| case GL_LUMINANCE_ALPHA16F_EXT: return GL_LUMINANCE_ALPHA; |
| case GL_BGRA8_EXT: return GL_BGRA_EXT; |
| case GL_DEPTH_COMPONENT16: return GL_DEPTH_COMPONENT; |
| case GL_DEPTH_COMPONENT32_OES: return GL_DEPTH_COMPONENT; |
| case GL_DEPTH24_STENCIL8_OES: return GL_DEPTH_STENCIL_OES; |
| default: return GL_NONE; // Unsupported |
| } |
| } |
| |
| GLenum ExtractType(GLenum internalformat) |
| { |
| switch (internalformat) |
| { |
| case GL_RGB565: return GL_UNSIGNED_SHORT_5_6_5; |
| case GL_RGBA4: return GL_UNSIGNED_SHORT_4_4_4_4; |
| case GL_RGB5_A1: return GL_UNSIGNED_SHORT_5_5_5_1; |
| case GL_RGB8_OES: return GL_UNSIGNED_BYTE; |
| case GL_RGBA8_OES: return GL_UNSIGNED_BYTE; |
| case GL_LUMINANCE8_ALPHA8_EXT: return GL_UNSIGNED_BYTE; |
| case GL_LUMINANCE8_EXT: return GL_UNSIGNED_BYTE; |
| case GL_ALPHA8_EXT: return GL_UNSIGNED_BYTE; |
| case GL_COMPRESSED_RGB_S3TC_DXT1_EXT: return GL_UNSIGNED_BYTE; |
| case GL_COMPRESSED_RGBA_S3TC_DXT1_EXT: return GL_UNSIGNED_BYTE; |
| case GL_COMPRESSED_RGBA_S3TC_DXT3_ANGLE: return GL_UNSIGNED_BYTE; |
| case GL_COMPRESSED_RGBA_S3TC_DXT5_ANGLE: return GL_UNSIGNED_BYTE; |
| case GL_RGBA32F_EXT: return GL_FLOAT; |
| case GL_RGB32F_EXT: return GL_FLOAT; |
| case GL_ALPHA32F_EXT: return GL_FLOAT; |
| case GL_LUMINANCE32F_EXT: return GL_FLOAT; |
| case GL_LUMINANCE_ALPHA32F_EXT: return GL_FLOAT; |
| case GL_RGBA16F_EXT: return GL_HALF_FLOAT_OES; |
| case GL_RGB16F_EXT: return GL_HALF_FLOAT_OES; |
| case GL_ALPHA16F_EXT: return GL_HALF_FLOAT_OES; |
| case GL_LUMINANCE16F_EXT: return GL_HALF_FLOAT_OES; |
| case GL_LUMINANCE_ALPHA16F_EXT: return GL_HALF_FLOAT_OES; |
| case GL_BGRA8_EXT: return GL_UNSIGNED_BYTE; |
| case GL_DEPTH_COMPONENT16: return GL_UNSIGNED_SHORT; |
| case GL_DEPTH_COMPONENT32_OES: return GL_UNSIGNED_INT; |
| case GL_DEPTH24_STENCIL8_OES: return GL_UNSIGNED_INT_24_8_OES; |
| default: return GL_NONE; // Unsupported |
| } |
| } |
| |
| bool IsColorRenderable(GLenum internalformat) |
| { |
| switch (internalformat) |
| { |
| case GL_RGBA4: |
| case GL_RGB5_A1: |
| case GL_RGB565: |
| case GL_RGB8_OES: |
| case GL_RGBA8_OES: |
| return true; |
| case GL_DEPTH_COMPONENT16: |
| case GL_STENCIL_INDEX8: |
| case GL_DEPTH24_STENCIL8_OES: |
| return false; |
| default: |
| UNIMPLEMENTED(); |
| } |
| |
| return false; |
| } |
| |
| bool IsDepthRenderable(GLenum internalformat) |
| { |
| switch (internalformat) |
| { |
| case GL_DEPTH_COMPONENT16: |
| case GL_DEPTH24_STENCIL8_OES: |
| return true; |
| case GL_STENCIL_INDEX8: |
| case GL_RGBA4: |
| case GL_RGB5_A1: |
| case GL_RGB565: |
| case GL_RGB8_OES: |
| case GL_RGBA8_OES: |
| return false; |
| default: |
| UNIMPLEMENTED(); |
| } |
| |
| return false; |
| } |
| |
| bool IsStencilRenderable(GLenum internalformat) |
| { |
| switch (internalformat) |
| { |
| case GL_STENCIL_INDEX8: |
| case GL_DEPTH24_STENCIL8_OES: |
| return true; |
| case GL_RGBA4: |
| case GL_RGB5_A1: |
| case GL_RGB565: |
| case GL_RGB8_OES: |
| case GL_RGBA8_OES: |
| case GL_DEPTH_COMPONENT16: |
| return false; |
| default: |
| UNIMPLEMENTED(); |
| } |
| |
| return false; |
| } |
| |
| } |
| |
| namespace es2dx |
| { |
| |
| D3DCMPFUNC ConvertComparison(GLenum comparison) |
| { |
| D3DCMPFUNC d3dComp = D3DCMP_ALWAYS; |
| switch (comparison) |
| { |
| case GL_NEVER: d3dComp = D3DCMP_NEVER; break; |
| case GL_ALWAYS: d3dComp = D3DCMP_ALWAYS; break; |
| case GL_LESS: d3dComp = D3DCMP_LESS; break; |
| case GL_LEQUAL: d3dComp = D3DCMP_LESSEQUAL; break; |
| case GL_EQUAL: d3dComp = D3DCMP_EQUAL; break; |
| case GL_GREATER: d3dComp = D3DCMP_GREATER; break; |
| case GL_GEQUAL: d3dComp = D3DCMP_GREATEREQUAL; break; |
| case GL_NOTEQUAL: d3dComp = D3DCMP_NOTEQUAL; break; |
| default: UNREACHABLE(); |
| } |
| |
| return d3dComp; |
| } |
| |
| D3DCOLOR ConvertColor(gl::Color color) |
| { |
| return D3DCOLOR_RGBA(gl::unorm<8>(color.red), |
| gl::unorm<8>(color.green), |
| gl::unorm<8>(color.blue), |
| gl::unorm<8>(color.alpha)); |
| } |
| |
| D3DBLEND ConvertBlendFunc(GLenum blend) |
| { |
| D3DBLEND d3dBlend = D3DBLEND_ZERO; |
| |
| switch (blend) |
| { |
| case GL_ZERO: d3dBlend = D3DBLEND_ZERO; break; |
| case GL_ONE: d3dBlend = D3DBLEND_ONE; break; |
| case GL_SRC_COLOR: d3dBlend = D3DBLEND_SRCCOLOR; break; |
| case GL_ONE_MINUS_SRC_COLOR: d3dBlend = D3DBLEND_INVSRCCOLOR; break; |
| case GL_DST_COLOR: d3dBlend = D3DBLEND_DESTCOLOR; break; |
| case GL_ONE_MINUS_DST_COLOR: d3dBlend = D3DBLEND_INVDESTCOLOR; break; |
| case GL_SRC_ALPHA: d3dBlend = D3DBLEND_SRCALPHA; break; |
| case GL_ONE_MINUS_SRC_ALPHA: d3dBlend = D3DBLEND_INVSRCALPHA; break; |
| case GL_DST_ALPHA: d3dBlend = D3DBLEND_DESTALPHA; break; |
| case GL_ONE_MINUS_DST_ALPHA: d3dBlend = D3DBLEND_INVDESTALPHA; break; |
| case GL_CONSTANT_COLOR: d3dBlend = D3DBLEND_BLENDFACTOR; break; |
| case GL_ONE_MINUS_CONSTANT_COLOR: d3dBlend = D3DBLEND_INVBLENDFACTOR; break; |
| case GL_CONSTANT_ALPHA: d3dBlend = D3DBLEND_BLENDFACTOR; break; |
| case GL_ONE_MINUS_CONSTANT_ALPHA: d3dBlend = D3DBLEND_INVBLENDFACTOR; break; |
| case GL_SRC_ALPHA_SATURATE: d3dBlend = D3DBLEND_SRCALPHASAT; break; |
| default: UNREACHABLE(); |
| } |
| |
| return d3dBlend; |
| } |
| |
| D3DBLENDOP ConvertBlendOp(GLenum blendOp) |
| { |
| D3DBLENDOP d3dBlendOp = D3DBLENDOP_ADD; |
| |
| switch (blendOp) |
| { |
| case GL_FUNC_ADD: d3dBlendOp = D3DBLENDOP_ADD; break; |
| case GL_FUNC_SUBTRACT: d3dBlendOp = D3DBLENDOP_SUBTRACT; break; |
| case GL_FUNC_REVERSE_SUBTRACT: d3dBlendOp = D3DBLENDOP_REVSUBTRACT; break; |
| default: UNREACHABLE(); |
| } |
| |
| return d3dBlendOp; |
| } |
| |
| D3DSTENCILOP ConvertStencilOp(GLenum stencilOp) |
| { |
| D3DSTENCILOP d3dStencilOp = D3DSTENCILOP_KEEP; |
| |
| switch (stencilOp) |
| { |
| case GL_ZERO: d3dStencilOp = D3DSTENCILOP_ZERO; break; |
| case GL_KEEP: d3dStencilOp = D3DSTENCILOP_KEEP; break; |
| case GL_REPLACE: d3dStencilOp = D3DSTENCILOP_REPLACE; break; |
| case GL_INCR: d3dStencilOp = D3DSTENCILOP_INCRSAT; break; |
| case GL_DECR: d3dStencilOp = D3DSTENCILOP_DECRSAT; break; |
| case GL_INVERT: d3dStencilOp = D3DSTENCILOP_INVERT; break; |
| case GL_INCR_WRAP: d3dStencilOp = D3DSTENCILOP_INCR; break; |
| case GL_DECR_WRAP: d3dStencilOp = D3DSTENCILOP_DECR; break; |
| default: UNREACHABLE(); |
| } |
| |
| return d3dStencilOp; |
| } |
| |
| D3DTEXTUREADDRESS ConvertTextureWrap(GLenum wrap) |
| { |
| D3DTEXTUREADDRESS d3dWrap = D3DTADDRESS_WRAP; |
| |
| switch (wrap) |
| { |
| case GL_REPEAT: d3dWrap = D3DTADDRESS_WRAP; break; |
| case GL_CLAMP_TO_EDGE: d3dWrap = D3DTADDRESS_CLAMP; break; |
| case GL_MIRRORED_REPEAT: d3dWrap = D3DTADDRESS_MIRROR; break; |
| default: UNREACHABLE(); |
| } |
| |
| return d3dWrap; |
| } |
| |
| D3DCULL ConvertCullMode(GLenum cullFace, GLenum frontFace) |
| { |
| D3DCULL cull = D3DCULL_CCW; |
| switch (cullFace) |
| { |
| case GL_FRONT: |
| cull = (frontFace == GL_CCW ? D3DCULL_CW : D3DCULL_CCW); |
| break; |
| case GL_BACK: |
| cull = (frontFace == GL_CCW ? D3DCULL_CCW : D3DCULL_CW); |
| break; |
| case GL_FRONT_AND_BACK: |
| cull = D3DCULL_NONE; // culling will be handled during draw |
| break; |
| default: UNREACHABLE(); |
| } |
| |
| return cull; |
| } |
| |
| D3DCUBEMAP_FACES ConvertCubeFace(GLenum cubeFace) |
| { |
| D3DCUBEMAP_FACES face = D3DCUBEMAP_FACE_POSITIVE_X; |
| |
| switch (cubeFace) |
| { |
| case GL_TEXTURE_CUBE_MAP_POSITIVE_X: |
| face = D3DCUBEMAP_FACE_POSITIVE_X; |
| break; |
| case GL_TEXTURE_CUBE_MAP_NEGATIVE_X: |
| face = D3DCUBEMAP_FACE_NEGATIVE_X; |
| break; |
| case GL_TEXTURE_CUBE_MAP_POSITIVE_Y: |
| face = D3DCUBEMAP_FACE_POSITIVE_Y; |
| break; |
| case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y: |
| face = D3DCUBEMAP_FACE_NEGATIVE_Y; |
| break; |
| case GL_TEXTURE_CUBE_MAP_POSITIVE_Z: |
| face = D3DCUBEMAP_FACE_POSITIVE_Z; |
| break; |
| case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z: |
| face = D3DCUBEMAP_FACE_NEGATIVE_Z; |
| break; |
| default: UNREACHABLE(); |
| } |
| |
| return face; |
| } |
| |
| DWORD ConvertColorMask(bool red, bool green, bool blue, bool alpha) |
| { |
| return (red ? D3DCOLORWRITEENABLE_RED : 0) | |
| (green ? D3DCOLORWRITEENABLE_GREEN : 0) | |
| (blue ? D3DCOLORWRITEENABLE_BLUE : 0) | |
| (alpha ? D3DCOLORWRITEENABLE_ALPHA : 0); |
| } |
| |
| D3DTEXTUREFILTERTYPE ConvertMagFilter(GLenum magFilter, float maxAnisotropy) |
| { |
| if (maxAnisotropy > 1.0f) |
| { |
| return D3DTEXF_ANISOTROPIC; |
| } |
| |
| D3DTEXTUREFILTERTYPE d3dMagFilter = D3DTEXF_POINT; |
| switch (magFilter) |
| { |
| case GL_NEAREST: d3dMagFilter = D3DTEXF_POINT; break; |
| case GL_LINEAR: d3dMagFilter = D3DTEXF_LINEAR; break; |
| default: UNREACHABLE(); |
| } |
| |
| return d3dMagFilter; |
| } |
| |
| void ConvertMinFilter(GLenum minFilter, D3DTEXTUREFILTERTYPE *d3dMinFilter, D3DTEXTUREFILTERTYPE *d3dMipFilter, float maxAnisotropy) |
| { |
| switch (minFilter) |
| { |
| case GL_NEAREST: |
| *d3dMinFilter = D3DTEXF_POINT; |
| *d3dMipFilter = D3DTEXF_NONE; |
| break; |
| case GL_LINEAR: |
| *d3dMinFilter = D3DTEXF_LINEAR; |
| *d3dMipFilter = D3DTEXF_NONE; |
| break; |
| case GL_NEAREST_MIPMAP_NEAREST: |
| *d3dMinFilter = D3DTEXF_POINT; |
| *d3dMipFilter = D3DTEXF_POINT; |
| break; |
| case GL_LINEAR_MIPMAP_NEAREST: |
| *d3dMinFilter = D3DTEXF_LINEAR; |
| *d3dMipFilter = D3DTEXF_POINT; |
| break; |
| case GL_NEAREST_MIPMAP_LINEAR: |
| *d3dMinFilter = D3DTEXF_POINT; |
| *d3dMipFilter = D3DTEXF_LINEAR; |
| break; |
| case GL_LINEAR_MIPMAP_LINEAR: |
| *d3dMinFilter = D3DTEXF_LINEAR; |
| *d3dMipFilter = D3DTEXF_LINEAR; |
| break; |
| default: |
| *d3dMinFilter = D3DTEXF_POINT; |
| *d3dMipFilter = D3DTEXF_NONE; |
| UNREACHABLE(); |
| } |
| |
| if (maxAnisotropy > 1.0f) |
| { |
| *d3dMinFilter = D3DTEXF_ANISOTROPIC; |
| } |
| } |
| |
| bool ConvertPrimitiveType(GLenum primitiveType, GLsizei elementCount, |
| D3DPRIMITIVETYPE *d3dPrimitiveType, int *d3dPrimitiveCount) |
| { |
| switch (primitiveType) |
| { |
| case GL_POINTS: |
| *d3dPrimitiveType = D3DPT_POINTLIST; |
| *d3dPrimitiveCount = elementCount; |
| break; |
| case GL_LINES: |
| *d3dPrimitiveType = D3DPT_LINELIST; |
| *d3dPrimitiveCount = elementCount / 2; |
| break; |
| case GL_LINE_LOOP: |
| *d3dPrimitiveType = D3DPT_LINESTRIP; |
| *d3dPrimitiveCount = elementCount - 1; // D3D doesn't support line loops, so we draw the last line separately |
| break; |
| case GL_LINE_STRIP: |
| *d3dPrimitiveType = D3DPT_LINESTRIP; |
| *d3dPrimitiveCount = elementCount - 1; |
| break; |
| case GL_TRIANGLES: |
| *d3dPrimitiveType = D3DPT_TRIANGLELIST; |
| *d3dPrimitiveCount = elementCount / 3; |
| break; |
| case GL_TRIANGLE_STRIP: |
| *d3dPrimitiveType = D3DPT_TRIANGLESTRIP; |
| *d3dPrimitiveCount = elementCount - 2; |
| break; |
| case GL_TRIANGLE_FAN: |
| *d3dPrimitiveType = D3DPT_TRIANGLEFAN; |
| *d3dPrimitiveCount = elementCount - 2; |
| break; |
| default: |
| return false; |
| } |
| |
| return true; |
| } |
| |
| D3DFORMAT ConvertRenderbufferFormat(GLenum format) |
| { |
| switch (format) |
| { |
| case GL_NONE: return D3DFMT_NULL; |
| case GL_RGBA4: |
| case GL_RGB5_A1: |
| case GL_RGBA8_OES: return D3DFMT_A8R8G8B8; |
| case GL_RGB565: return D3DFMT_R5G6B5; |
| case GL_RGB8_OES: return D3DFMT_X8R8G8B8; |
| case GL_DEPTH_COMPONENT16: |
| case GL_STENCIL_INDEX8: |
| case GL_DEPTH24_STENCIL8_OES: return D3DFMT_D24S8; |
| default: UNREACHABLE(); return D3DFMT_A8R8G8B8; |
| } |
| } |
| |
| D3DMULTISAMPLE_TYPE GetMultisampleTypeFromSamples(GLsizei samples) |
| { |
| if (samples <= 1) |
| return D3DMULTISAMPLE_NONE; |
| else |
| return (D3DMULTISAMPLE_TYPE)samples; |
| } |
| |
| } |
| |
| namespace dx2es |
| { |
| |
| unsigned int GetStencilSize(D3DFORMAT stencilFormat) |
| { |
| if (stencilFormat == D3DFMT_INTZ) |
| { |
| return 8; |
| } |
| switch(stencilFormat) |
| { |
| case D3DFMT_D24FS8: |
| case D3DFMT_D24S8: |
| return 8; |
| case D3DFMT_D24X4S4: |
| return 4; |
| case D3DFMT_D15S1: |
| return 1; |
| case D3DFMT_D16_LOCKABLE: |
| case D3DFMT_D32: |
| case D3DFMT_D24X8: |
| case D3DFMT_D32F_LOCKABLE: |
| case D3DFMT_D16: |
| return 0; |
| //case D3DFMT_D32_LOCKABLE: return 0; // DirectX 9Ex only |
| //case D3DFMT_S8_LOCKABLE: return 8; // DirectX 9Ex only |
| default: |
| return 0; |
| } |
| } |
| |
| unsigned int GetAlphaSize(D3DFORMAT colorFormat) |
| { |
| switch (colorFormat) |
| { |
| case D3DFMT_A16B16G16R16F: |
| return 16; |
| case D3DFMT_A32B32G32R32F: |
| return 32; |
| case D3DFMT_A2R10G10B10: |
| return 2; |
| case D3DFMT_A8R8G8B8: |
| return 8; |
| case D3DFMT_A1R5G5B5: |
| return 1; |
| case D3DFMT_X8R8G8B8: |
| case D3DFMT_R5G6B5: |
| return 0; |
| default: |
| return 0; |
| } |
| } |
| |
| unsigned int GetRedSize(D3DFORMAT colorFormat) |
| { |
| switch (colorFormat) |
| { |
| case D3DFMT_A16B16G16R16F: |
| return 16; |
| case D3DFMT_A32B32G32R32F: |
| return 32; |
| case D3DFMT_A2R10G10B10: |
| return 10; |
| case D3DFMT_A8R8G8B8: |
| case D3DFMT_X8R8G8B8: |
| return 8; |
| case D3DFMT_A1R5G5B5: |
| case D3DFMT_R5G6B5: |
| return 5; |
| default: |
| return 0; |
| } |
| } |
| |
| unsigned int GetGreenSize(D3DFORMAT colorFormat) |
| { |
| switch (colorFormat) |
| { |
| case D3DFMT_A16B16G16R16F: |
| return 16; |
| case D3DFMT_A32B32G32R32F: |
| return 32; |
| case D3DFMT_A2R10G10B10: |
| return 10; |
| case D3DFMT_A8R8G8B8: |
| case D3DFMT_X8R8G8B8: |
| return 8; |
| case D3DFMT_A1R5G5B5: |
| return 5; |
| case D3DFMT_R5G6B5: |
| return 6; |
| default: |
| return 0; |
| } |
| } |
| |
| unsigned int GetBlueSize(D3DFORMAT colorFormat) |
| { |
| switch (colorFormat) |
| { |
| case D3DFMT_A16B16G16R16F: |
| return 16; |
| case D3DFMT_A32B32G32R32F: |
| return 32; |
| case D3DFMT_A2R10G10B10: |
| return 10; |
| case D3DFMT_A8R8G8B8: |
| case D3DFMT_X8R8G8B8: |
| return 8; |
| case D3DFMT_A1R5G5B5: |
| case D3DFMT_R5G6B5: |
| return 5; |
| default: |
| return 0; |
| } |
| } |
| |
| unsigned int GetDepthSize(D3DFORMAT depthFormat) |
| { |
| if (depthFormat == D3DFMT_INTZ) |
| { |
| return 24; |
| } |
| switch (depthFormat) |
| { |
| case D3DFMT_D16_LOCKABLE: return 16; |
| case D3DFMT_D32: return 32; |
| case D3DFMT_D15S1: return 15; |
| case D3DFMT_D24S8: return 24; |
| case D3DFMT_D24X8: return 24; |
| case D3DFMT_D24X4S4: return 24; |
| case D3DFMT_D16: return 16; |
| case D3DFMT_D32F_LOCKABLE: return 32; |
| case D3DFMT_D24FS8: return 24; |
| //case D3DFMT_D32_LOCKABLE: return 32; // D3D9Ex only |
| //case D3DFMT_S8_LOCKABLE: return 0; // D3D9Ex only |
| default: return 0; |
| } |
| } |
| |
| bool IsFloat32Format(D3DFORMAT surfaceFormat) |
| { |
| switch(surfaceFormat) |
| { |
| case D3DFMT_R16F: |
| case D3DFMT_G16R16F: |
| case D3DFMT_A16B16G16R16F: |
| return false; |
| case D3DFMT_R32F: |
| case D3DFMT_G32R32F: |
| case D3DFMT_A32B32G32R32F: |
| return true; |
| case D3DFMT_A8R8G8B8: |
| case D3DFMT_X8R8G8B8: |
| case D3DFMT_A1R5G5B5: |
| case D3DFMT_R5G6B5: |
| return false; |
| default: UNREACHABLE(); |
| } |
| return false; |
| } |
| |
| bool IsFloat16Format(D3DFORMAT surfaceFormat) |
| { |
| switch(surfaceFormat) |
| { |
| case D3DFMT_R16F: |
| case D3DFMT_G16R16F: |
| case D3DFMT_A16B16G16R16F: |
| return true; |
| case D3DFMT_R32F: |
| case D3DFMT_G32R32F: |
| case D3DFMT_A32B32G32R32F: |
| return false; |
| case D3DFMT_A8R8G8B8: |
| case D3DFMT_X8R8G8B8: |
| case D3DFMT_A1R5G5B5: |
| case D3DFMT_R5G6B5: |
| return false; |
| default: UNREACHABLE(); |
| } |
| return false; |
| } |
| |
| bool IsDepthTextureFormat(D3DFORMAT surfaceFormat) |
| { |
| return (surfaceFormat == D3DFMT_INTZ); |
| } |
| |
| bool IsStencilTextureFormat(D3DFORMAT surfaceFormat) |
| { |
| return (surfaceFormat == D3DFMT_INTZ); |
| } |
| |
| GLsizei GetSamplesFromMultisampleType(D3DMULTISAMPLE_TYPE type) |
| { |
| if (type == D3DMULTISAMPLE_NONMASKABLE) |
| return 0; |
| else |
| return type; |
| } |
| |
| GLenum ConvertBackBufferFormat(D3DFORMAT format) |
| { |
| switch (format) |
| { |
| case D3DFMT_A4R4G4B4: return GL_RGBA4; |
| case D3DFMT_A8R8G8B8: return GL_RGBA8_OES; |
| case D3DFMT_A1R5G5B5: return GL_RGB5_A1; |
| case D3DFMT_R5G6B5: return GL_RGB565; |
| case D3DFMT_X8R8G8B8: return GL_RGB8_OES; |
| default: |
| UNREACHABLE(); |
| } |
| |
| return GL_RGBA4; |
| } |
| |
| GLenum ConvertDepthStencilFormat(D3DFORMAT format) |
| { |
| if (format == D3DFMT_INTZ) |
| { |
| return GL_DEPTH24_STENCIL8_OES; |
| } |
| switch (format) |
| { |
| case D3DFMT_D16: |
| case D3DFMT_D24X8: |
| return GL_DEPTH_COMPONENT16; |
| case D3DFMT_D24S8: |
| return GL_DEPTH24_STENCIL8_OES; |
| default: |
| UNREACHABLE(); |
| } |
| |
| return GL_DEPTH24_STENCIL8_OES; |
| } |
| |
| } |
| |
| std::string getTempPath() |
| { |
| char path[MAX_PATH]; |
| DWORD pathLen = GetTempPathA(sizeof(path) / sizeof(path[0]), path); |
| if (pathLen == 0) |
| { |
| UNREACHABLE(); |
| return std::string(); |
| } |
| |
| UINT unique = GetTempFileNameA(path, "sh", 0, path); |
| if (unique == 0) |
| { |
| UNREACHABLE(); |
| return std::string(); |
| } |
| |
| return path; |
| } |
| |
| void writeFile(const char* path, const void* content, size_t size) |
| { |
| FILE* file = fopen(path, "w"); |
| if (!file) |
| { |
| UNREACHABLE(); |
| return; |
| } |
| |
| fwrite(content, sizeof(char), size, file); |
| fclose(file); |
| } |