| #include "precompiled.h" |
| // |
| // 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. |
| // |
| |
| // renderer9_utils.cpp: Conversion functions and other utility routines |
| // specific to the D3D9 renderer. |
| |
| #include "libGLESv2/renderer/d3d9/renderer9_utils.h" |
| #include "common/mathutil.h" |
| #include "libGLESv2/Context.h" |
| |
| #include "common/debug.h" |
| |
| namespace rx |
| { |
| |
| namespace gl_d3d9 |
| { |
| |
| 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::ColorF 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; |
| case GL_MIN_EXT: d3dBlendOp = D3DBLENDOP_MIN; break; |
| case GL_MAX_EXT: d3dBlendOp = D3DBLENDOP_MAX; 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; |
| } |
| } |
| |
| } |
| |
| } |