| #include "precompiled.h" |
| // |
| // Copyright (c) 2012-2013 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. |
| // |
| |
| // renderer11_utils.cpp: Conversion functions and other utility routines |
| // specific to the D3D11 renderer. |
| |
| #include "libGLESv2/renderer/renderer11_utils.h" |
| |
| #include "common/debug.h" |
| |
| namespace rx |
| { |
| |
| namespace gl_d3d11 |
| { |
| |
| D3D11_BLEND ConvertBlendFunc(GLenum glBlend, bool isAlpha) |
| { |
| D3D11_BLEND d3dBlend = D3D11_BLEND_ZERO; |
| |
| switch (glBlend) |
| { |
| case GL_ZERO: d3dBlend = D3D11_BLEND_ZERO; break; |
| case GL_ONE: d3dBlend = D3D11_BLEND_ONE; break; |
| case GL_SRC_COLOR: d3dBlend = (isAlpha ? D3D11_BLEND_SRC_ALPHA : D3D11_BLEND_SRC_COLOR); break; |
| case GL_ONE_MINUS_SRC_COLOR: d3dBlend = (isAlpha ? D3D11_BLEND_INV_SRC_ALPHA : D3D11_BLEND_INV_SRC_COLOR); break; |
| case GL_DST_COLOR: d3dBlend = (isAlpha ? D3D11_BLEND_DEST_ALPHA : D3D11_BLEND_DEST_COLOR); break; |
| case GL_ONE_MINUS_DST_COLOR: d3dBlend = (isAlpha ? D3D11_BLEND_INV_DEST_ALPHA : D3D11_BLEND_INV_DEST_COLOR); break; |
| case GL_SRC_ALPHA: d3dBlend = D3D11_BLEND_SRC_ALPHA; break; |
| case GL_ONE_MINUS_SRC_ALPHA: d3dBlend = D3D11_BLEND_INV_SRC_ALPHA; break; |
| case GL_DST_ALPHA: d3dBlend = D3D11_BLEND_DEST_ALPHA; break; |
| case GL_ONE_MINUS_DST_ALPHA: d3dBlend = D3D11_BLEND_INV_DEST_ALPHA; break; |
| case GL_CONSTANT_COLOR: d3dBlend = D3D11_BLEND_BLEND_FACTOR; break; |
| case GL_ONE_MINUS_CONSTANT_COLOR: d3dBlend = D3D11_BLEND_INV_BLEND_FACTOR; break; |
| case GL_CONSTANT_ALPHA: d3dBlend = D3D11_BLEND_BLEND_FACTOR; break; |
| case GL_ONE_MINUS_CONSTANT_ALPHA: d3dBlend = D3D11_BLEND_INV_BLEND_FACTOR; break; |
| case GL_SRC_ALPHA_SATURATE: d3dBlend = D3D11_BLEND_SRC_ALPHA_SAT; break; |
| default: UNREACHABLE(); |
| } |
| |
| return d3dBlend; |
| } |
| |
| D3D11_BLEND_OP ConvertBlendOp(GLenum glBlendOp) |
| { |
| D3D11_BLEND_OP d3dBlendOp = D3D11_BLEND_OP_ADD; |
| |
| switch (glBlendOp) |
| { |
| case GL_FUNC_ADD: d3dBlendOp = D3D11_BLEND_OP_ADD; break; |
| case GL_FUNC_SUBTRACT: d3dBlendOp = D3D11_BLEND_OP_SUBTRACT; break; |
| case GL_FUNC_REVERSE_SUBTRACT: d3dBlendOp = D3D11_BLEND_OP_REV_SUBTRACT; break; |
| case GL_MIN: d3dBlendOp = D3D11_BLEND_OP_MIN; break; |
| case GL_MAX: d3dBlendOp = D3D11_BLEND_OP_MAX; break; |
| default: UNREACHABLE(); |
| } |
| |
| return d3dBlendOp; |
| } |
| |
| UINT8 ConvertColorMask(bool red, bool green, bool blue, bool alpha) |
| { |
| UINT8 mask = 0; |
| if (red) |
| { |
| mask |= D3D11_COLOR_WRITE_ENABLE_RED; |
| } |
| if (green) |
| { |
| mask |= D3D11_COLOR_WRITE_ENABLE_GREEN; |
| } |
| if (blue) |
| { |
| mask |= D3D11_COLOR_WRITE_ENABLE_BLUE; |
| } |
| if (alpha) |
| { |
| mask |= D3D11_COLOR_WRITE_ENABLE_ALPHA; |
| } |
| return mask; |
| } |
| |
| D3D11_CULL_MODE ConvertCullMode(bool cullEnabled, GLenum cullMode) |
| { |
| D3D11_CULL_MODE cull = D3D11_CULL_NONE; |
| |
| if (cullEnabled) |
| { |
| switch (cullMode) |
| { |
| case GL_FRONT: cull = D3D11_CULL_FRONT; break; |
| case GL_BACK: cull = D3D11_CULL_BACK; break; |
| case GL_FRONT_AND_BACK: cull = D3D11_CULL_NONE; break; |
| default: UNREACHABLE(); |
| } |
| } |
| else |
| { |
| cull = D3D11_CULL_NONE; |
| } |
| |
| return cull; |
| } |
| |
| D3D11_COMPARISON_FUNC ConvertComparison(GLenum comparison) |
| { |
| D3D11_COMPARISON_FUNC d3dComp = D3D11_COMPARISON_NEVER; |
| switch (comparison) |
| { |
| case GL_NEVER: d3dComp = D3D11_COMPARISON_NEVER; break; |
| case GL_ALWAYS: d3dComp = D3D11_COMPARISON_ALWAYS; break; |
| case GL_LESS: d3dComp = D3D11_COMPARISON_LESS; break; |
| case GL_LEQUAL: d3dComp = D3D11_COMPARISON_LESS_EQUAL; break; |
| case GL_EQUAL: d3dComp = D3D11_COMPARISON_EQUAL; break; |
| case GL_GREATER: d3dComp = D3D11_COMPARISON_GREATER; break; |
| case GL_GEQUAL: d3dComp = D3D11_COMPARISON_GREATER_EQUAL; break; |
| case GL_NOTEQUAL: d3dComp = D3D11_COMPARISON_NOT_EQUAL; break; |
| default: UNREACHABLE(); |
| } |
| |
| return d3dComp; |
| } |
| |
| D3D11_DEPTH_WRITE_MASK ConvertDepthMask(bool depthWriteEnabled) |
| { |
| return depthWriteEnabled ? D3D11_DEPTH_WRITE_MASK_ALL : D3D11_DEPTH_WRITE_MASK_ZERO; |
| } |
| |
| UINT8 ConvertStencilMask(GLuint stencilmask) |
| { |
| return static_cast<UINT8>(stencilmask); |
| } |
| |
| D3D11_STENCIL_OP ConvertStencilOp(GLenum stencilOp) |
| { |
| D3D11_STENCIL_OP d3dStencilOp = D3D11_STENCIL_OP_KEEP; |
| |
| switch (stencilOp) |
| { |
| case GL_ZERO: d3dStencilOp = D3D11_STENCIL_OP_ZERO; break; |
| case GL_KEEP: d3dStencilOp = D3D11_STENCIL_OP_KEEP; break; |
| case GL_REPLACE: d3dStencilOp = D3D11_STENCIL_OP_REPLACE; break; |
| case GL_INCR: d3dStencilOp = D3D11_STENCIL_OP_INCR_SAT; break; |
| case GL_DECR: d3dStencilOp = D3D11_STENCIL_OP_DECR_SAT; break; |
| case GL_INVERT: d3dStencilOp = D3D11_STENCIL_OP_INVERT; break; |
| case GL_INCR_WRAP: d3dStencilOp = D3D11_STENCIL_OP_INCR; break; |
| case GL_DECR_WRAP: d3dStencilOp = D3D11_STENCIL_OP_DECR; break; |
| default: UNREACHABLE(); |
| } |
| |
| return d3dStencilOp; |
| } |
| |
| D3D11_FILTER ConvertFilter(GLenum minFilter, GLenum magFilter, float maxAnisotropy, GLenum comparisonMode) |
| { |
| bool comparison = comparisonMode != GL_NONE; |
| |
| if (maxAnisotropy > 1.0f) |
| { |
| return D3D11_ENCODE_ANISOTROPIC_FILTER(comparison); |
| } |
| else |
| { |
| D3D11_FILTER_TYPE dxMin = D3D11_FILTER_TYPE_POINT; |
| D3D11_FILTER_TYPE dxMip = D3D11_FILTER_TYPE_POINT; |
| switch (minFilter) |
| { |
| case GL_NEAREST: dxMin = D3D11_FILTER_TYPE_POINT; dxMip = D3D11_FILTER_TYPE_POINT; break; |
| case GL_LINEAR: dxMin = D3D11_FILTER_TYPE_LINEAR; dxMip = D3D11_FILTER_TYPE_POINT; break; |
| case GL_NEAREST_MIPMAP_NEAREST: dxMin = D3D11_FILTER_TYPE_POINT; dxMip = D3D11_FILTER_TYPE_POINT; break; |
| case GL_LINEAR_MIPMAP_NEAREST: dxMin = D3D11_FILTER_TYPE_LINEAR; dxMip = D3D11_FILTER_TYPE_POINT; break; |
| case GL_NEAREST_MIPMAP_LINEAR: dxMin = D3D11_FILTER_TYPE_POINT; dxMip = D3D11_FILTER_TYPE_LINEAR; break; |
| case GL_LINEAR_MIPMAP_LINEAR: dxMin = D3D11_FILTER_TYPE_LINEAR; dxMip = D3D11_FILTER_TYPE_LINEAR; break; |
| default: UNREACHABLE(); |
| } |
| |
| D3D11_FILTER_TYPE dxMag = D3D11_FILTER_TYPE_POINT; |
| switch (magFilter) |
| { |
| case GL_NEAREST: dxMag = D3D11_FILTER_TYPE_POINT; break; |
| case GL_LINEAR: dxMag = D3D11_FILTER_TYPE_LINEAR; break; |
| default: UNREACHABLE(); |
| } |
| |
| return D3D11_ENCODE_BASIC_FILTER(dxMin, dxMag, dxMip, comparison); |
| } |
| } |
| |
| D3D11_TEXTURE_ADDRESS_MODE ConvertTextureWrap(GLenum wrap) |
| { |
| switch (wrap) |
| { |
| case GL_REPEAT: return D3D11_TEXTURE_ADDRESS_WRAP; |
| case GL_CLAMP_TO_EDGE: return D3D11_TEXTURE_ADDRESS_CLAMP; |
| case GL_MIRRORED_REPEAT: return D3D11_TEXTURE_ADDRESS_MIRROR; |
| default: UNREACHABLE(); |
| } |
| |
| return D3D11_TEXTURE_ADDRESS_WRAP; |
| } |
| |
| FLOAT ConvertMinLOD(GLenum minFilter, unsigned int lodOffset) |
| { |
| return (minFilter == GL_NEAREST || minFilter == GL_LINEAR) ? static_cast<float>(lodOffset) : -FLT_MAX; |
| } |
| |
| FLOAT ConvertMaxLOD(GLenum minFilter, unsigned int lodOffset) |
| { |
| return (minFilter == GL_NEAREST || minFilter == GL_LINEAR) ? static_cast<float>(lodOffset) : FLT_MAX; |
| } |
| |
| } |
| |
| namespace d3d11 |
| { |
| |
| void SetPositionTexCoordVertex(PositionTexCoordVertex* vertex, float x, float y, float u, float v) |
| { |
| vertex->x = x; |
| vertex->y = y; |
| vertex->u = u; |
| vertex->v = v; |
| } |
| |
| void SetPositionLayerTexCoord3DVertex(PositionLayerTexCoord3DVertex* vertex, float x, float y, |
| unsigned int layer, float u, float v, float s) |
| { |
| vertex->x = x; |
| vertex->y = y; |
| vertex->l = layer; |
| vertex->u = u; |
| vertex->v = v; |
| vertex->s = s; |
| } |
| |
| HRESULT SetDebugName(ID3D11DeviceChild *resource, const char *name) |
| { |
| #if defined(_DEBUG) |
| return resource->SetPrivateData(WKPDID_D3DDebugObjectName, strlen(name), name); |
| #else |
| return S_OK; |
| #endif |
| } |
| |
| } |
| |
| } |