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//
// Copyright (c) 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.
//
// 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 gl_d3d11
{
D3D11_BLEND ConvertBlendFunc(GLenum glBlend)
{
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 = D3D11_BLEND_SRC_COLOR; break;
case GL_ONE_MINUS_SRC_COLOR: d3dBlend = D3D11_BLEND_INV_SRC_COLOR; break;
case GL_DST_COLOR: d3dBlend = D3D11_BLEND_DEST_COLOR; break;
case GL_ONE_MINUS_DST_COLOR: d3dBlend = 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;
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;
}
}
namespace d3d11_gl
{
GLenum ConvertBackBufferFormat(DXGI_FORMAT format)
{
switch (format)
{
case DXGI_FORMAT_R8G8B8A8_UNORM: return GL_RGBA8_OES;
default:
UNREACHABLE();
}
return GL_RGBA8_OES;
}
GLenum ConvertDepthStencilFormat(DXGI_FORMAT format)
{
switch (format)
{
case DXGI_FORMAT_D24_UNORM_S8_UINT: return GL_DEPTH24_STENCIL8_OES;
default:
UNREACHABLE();
}
return GL_DEPTH24_STENCIL8_OES;
}
GLenum ConvertRenderbufferFormat(DXGI_FORMAT format)
{
switch (format)
{
case DXGI_FORMAT_R8G8B8A8_UNORM:
return GL_RGBA8_OES;
case DXGI_FORMAT_D24_UNORM_S8_UINT:
return GL_DEPTH24_STENCIL8_OES;
default:
UNREACHABLE();
}
return GL_RGBA8_OES;
}
GLenum ConvertTextureInternalFormat(DXGI_FORMAT format)
{
switch (format)
{
case DXGI_FORMAT_R8G8B8A8_UNORM:
return GL_RGBA8_OES;
case DXGI_FORMAT_A8_UNORM:
return GL_ALPHA8_EXT;
case DXGI_FORMAT_BC1_UNORM:
return GL_COMPRESSED_RGBA_S3TC_DXT1_EXT;
case DXGI_FORMAT_BC2_UNORM:
return GL_COMPRESSED_RGBA_S3TC_DXT3_ANGLE;
case DXGI_FORMAT_BC3_UNORM:
return GL_COMPRESSED_RGBA_S3TC_DXT5_ANGLE;
case DXGI_FORMAT_R32G32B32A32_FLOAT:
return GL_RGBA32F_EXT;
case DXGI_FORMAT_R32G32B32_FLOAT:
return GL_RGB32F_EXT;
case DXGI_FORMAT_R16G16B16A16_FLOAT:
return GL_RGBA16F_EXT;
case DXGI_FORMAT_B8G8R8A8_UNORM:
return GL_BGRA8_EXT;
case DXGI_FORMAT_R8_UNORM:
return GL_R8_EXT;
case DXGI_FORMAT_R8G8_UNORM:
return GL_RG8_EXT;
case DXGI_FORMAT_R16_FLOAT:
return GL_R16F_EXT;
case DXGI_FORMAT_R16G16_FLOAT:
return GL_RG16F_EXT;
case DXGI_FORMAT_D24_UNORM_S8_UINT:
return GL_DEPTH24_STENCIL8_OES;
default:
UNREACHABLE();
}
return GL_RGBA8_OES;
}
}
namespace gl_d3d11
{
DXGI_FORMAT ConvertRenderbufferFormat(GLenum format)
{
switch (format)
{
case GL_RGBA4:
case GL_RGB5_A1:
case GL_RGBA8_OES:
case GL_RGB565:
case GL_RGB8_OES:
return DXGI_FORMAT_R8G8B8A8_UNORM;
case GL_DEPTH_COMPONENT16:
case GL_STENCIL_INDEX8:
case GL_DEPTH24_STENCIL8_OES:
return DXGI_FORMAT_D24_UNORM_S8_UINT;
default:
UNREACHABLE();
}
return DXGI_FORMAT_R8G8B8A8_UNORM;
}
DXGI_FORMAT ConvertTextureFormat(GLenum internalformat)
{
switch (internalformat)
{
case GL_RGB565:
case GL_RGBA4:
case GL_RGB5_A1:
case GL_RGB8_OES:
case GL_RGBA8_OES:
case GL_LUMINANCE8_EXT:
case GL_LUMINANCE8_ALPHA8_EXT:
return DXGI_FORMAT_R8G8B8A8_UNORM;
case GL_ALPHA8_EXT:
return DXGI_FORMAT_A8_UNORM;
case GL_COMPRESSED_RGB_S3TC_DXT1_EXT:
case GL_COMPRESSED_RGBA_S3TC_DXT1_EXT:
return DXGI_FORMAT_BC1_UNORM;
case GL_COMPRESSED_RGBA_S3TC_DXT3_ANGLE:
return DXGI_FORMAT_BC2_UNORM;
case GL_COMPRESSED_RGBA_S3TC_DXT5_ANGLE:
return DXGI_FORMAT_BC3_UNORM;
case GL_RGBA32F_EXT:
case GL_ALPHA32F_EXT:
case GL_LUMINANCE_ALPHA32F_EXT:
return DXGI_FORMAT_R32G32B32A32_FLOAT;
case GL_RGB32F_EXT:
case GL_LUMINANCE32F_EXT:
return DXGI_FORMAT_R32G32B32_FLOAT;
case GL_RGBA16F_EXT:
case GL_ALPHA16F_EXT:
case GL_LUMINANCE_ALPHA16F_EXT:
case GL_RGB16F_EXT:
case GL_LUMINANCE16F_EXT:
return DXGI_FORMAT_R16G16B16A16_FLOAT;
case GL_BGRA8_EXT:
return DXGI_FORMAT_B8G8R8A8_UNORM;
case GL_R8_EXT:
return DXGI_FORMAT_R8_UNORM;
case GL_RG8_EXT:
return DXGI_FORMAT_R8G8_UNORM;
case GL_R16F_EXT:
return DXGI_FORMAT_R16_FLOAT;
case GL_RG16F_EXT:
return DXGI_FORMAT_R16G16_FLOAT;
case GL_DEPTH_COMPONENT16:
case GL_DEPTH_COMPONENT32_OES:
case GL_DEPTH24_STENCIL8_OES:
return DXGI_FORMAT_D24_UNORM_S8_UINT;
default:
UNREACHABLE();
}
return DXGI_FORMAT_R8G8B8A8_UNORM;
}
}