Adds conversion functions for DXGI-to-GL texture and renderbuffer formats.

TRAC #22065

Signed-off-by: Daniel Koch

git-svn-id: https://angleproject.googlecode.com/svn/branches/dx11proto@1416 736b8ea6-26fd-11df-bfd4-992fa37f6226
diff --git a/src/libGLESv2/renderer/renderer11_utils.cpp b/src/libGLESv2/renderer/renderer11_utils.cpp
index c405c88..ab03b65 100644
--- a/src/libGLESv2/renderer/renderer11_utils.cpp
+++ b/src/libGLESv2/renderer/renderer11_utils.cpp
@@ -1,41 +1,175 @@
-//

-// 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 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;

-}

-

-}

+//
+// 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 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;
+}
+}