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daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001//
2// Copyright (c) 2002-2010 The ANGLE Project Authors. All rights reserved.
3// Use of this source code is governed by a BSD-style license that can be
4// found in the LICENSE file.
5//
6
7// utilities.cpp: Conversion functions and other utility routines.
8
daniel@transgaming.combbf56f72010-04-20 18:52:13 +00009#include "libGLESv2/utilities.h"
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000010
daniel@transgaming.com0b6b8342010-04-26 15:33:45 +000011#include <limits>
12
alokp@chromium.orgea0e1af2010-03-22 19:33:14 +000013#include "common/debug.h"
daniel@transgaming.combbf56f72010-04-20 18:52:13 +000014
15#include "libGLESv2/mathutil.h"
16#include "libGLESv2/Context.h"
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000017
daniel@transgaming.com1b3a8152010-04-22 13:35:37 +000018namespace gl
19{
20
21int UniformComponentCount(GLenum type)
22{
23 switch (type)
24 {
25 case GL_BOOL:
26 case GL_FLOAT:
27 case GL_INT:
28 return 1;
29 case GL_BOOL_VEC2:
30 case GL_FLOAT_VEC2:
31 case GL_INT_VEC2:
32 return 2;
33 case GL_INT_VEC3:
34 case GL_FLOAT_VEC3:
35 case GL_BOOL_VEC3:
36 return 3;
37 case GL_BOOL_VEC4:
38 case GL_FLOAT_VEC4:
39 case GL_INT_VEC4:
40 case GL_FLOAT_MAT2:
41 return 4;
42 case GL_FLOAT_MAT3:
43 return 9;
44 case GL_FLOAT_MAT4:
45 return 16;
46 default:
47 UNREACHABLE();
48 }
49
50 return 0;
51}
52
53GLenum UniformComponentType(GLenum type)
54{
55 switch(type)
56 {
57 case GL_BOOL:
58 case GL_BOOL_VEC2:
59 case GL_BOOL_VEC3:
60 case GL_BOOL_VEC4:
61 return GL_BOOL;
62 case GL_FLOAT:
63 case GL_FLOAT_VEC2:
64 case GL_FLOAT_VEC3:
65 case GL_FLOAT_VEC4:
66 case GL_FLOAT_MAT2:
67 case GL_FLOAT_MAT3:
68 case GL_FLOAT_MAT4:
69 return GL_FLOAT;
70 case GL_INT:
71 case GL_INT_VEC2:
72 case GL_INT_VEC3:
73 case GL_INT_VEC4:
74 return GL_INT;
75 default:
76 UNREACHABLE();
77 }
78
79 return GL_NONE;
80}
81
82size_t UniformTypeSize(GLenum type)
83{
84 switch(type)
85 {
86 case GL_BOOL: return sizeof(GLboolean);
87 case GL_FLOAT: return sizeof(GLfloat);
88 case GL_INT: return sizeof(GLint);
89 }
90
91 return UniformTypeSize(UniformComponentType(type)) * UniformComponentCount(type);
92}
93
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +000094int VariableRowCount(GLenum type)
daniel@transgaming.com0b6b8342010-04-26 15:33:45 +000095{
96 switch (type)
97 {
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +000098 case GL_NONE:
99 return 0;
daniel@transgaming.com0b6b8342010-04-26 15:33:45 +0000100 case GL_BOOL:
101 case GL_FLOAT:
102 case GL_INT:
103 case GL_BOOL_VEC2:
104 case GL_FLOAT_VEC2:
105 case GL_INT_VEC2:
106 case GL_INT_VEC3:
107 case GL_FLOAT_VEC3:
108 case GL_BOOL_VEC3:
109 case GL_BOOL_VEC4:
110 case GL_FLOAT_VEC4:
111 case GL_INT_VEC4:
112 return 1;
daniel@transgaming.com0b6b8342010-04-26 15:33:45 +0000113 case GL_FLOAT_MAT2:
114 return 2;
daniel@transgaming.com0b6b8342010-04-26 15:33:45 +0000115 case GL_FLOAT_MAT3:
116 return 3;
daniel@transgaming.com0b6b8342010-04-26 15:33:45 +0000117 case GL_FLOAT_MAT4:
118 return 4;
daniel@transgaming.com0b6b8342010-04-26 15:33:45 +0000119 default:
120 UNREACHABLE();
daniel@transgaming.com0b6b8342010-04-26 15:33:45 +0000121 }
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +0000122
123 return 0;
124}
125
126int VariableColumnCount(GLenum type)
127{
128 switch (type)
129 {
130 case GL_NONE:
131 return 0;
132 case GL_BOOL:
133 case GL_FLOAT:
134 case GL_INT:
135 return 1;
136 case GL_BOOL_VEC2:
137 case GL_FLOAT_VEC2:
138 case GL_INT_VEC2:
139 case GL_FLOAT_MAT2:
140 return 2;
141 case GL_INT_VEC3:
142 case GL_FLOAT_VEC3:
143 case GL_BOOL_VEC3:
144 case GL_FLOAT_MAT3:
145 return 3;
146 case GL_BOOL_VEC4:
147 case GL_FLOAT_VEC4:
148 case GL_INT_VEC4:
149 case GL_FLOAT_MAT4:
150 return 4;
151 default:
152 UNREACHABLE();
153 }
154
155 return 0;
daniel@transgaming.com0b6b8342010-04-26 15:33:45 +0000156}
157
158int AllocateFirstFreeBits(unsigned int *bits, unsigned int allocationSize, unsigned int bitsSize)
159{
160 ASSERT(allocationSize <= bitsSize);
161
162 unsigned int mask = std::numeric_limits<unsigned int>::max() >> (std::numeric_limits<unsigned int>::digits - allocationSize);
163
164 for (unsigned int i = 0; i < bitsSize - allocationSize + 1; i++)
165 {
166 if ((*bits & mask) == 0)
167 {
168 *bits |= mask;
169 return i;
170 }
171
172 mask <<= 1;
173 }
174
175 return -1;
176}
177
daniel@transgaming.com713914b2010-05-04 03:35:17 +0000178GLsizei ComputePitch(GLsizei width, GLenum format, GLenum type, GLint alignment)
179{
180 ASSERT(alignment > 0 && isPow2(alignment));
181
182 GLsizei rawPitch = ComputePixelSize(format, type) * width;
183 return (rawPitch + alignment - 1) & ~(alignment - 1);
184}
185
186// Returns the size, in bytes, of a single texel in an Image
187int ComputePixelSize(GLenum format, GLenum type)
188{
189 switch (type)
190 {
191 case GL_UNSIGNED_BYTE:
192 switch (format)
193 {
194 case GL_ALPHA: return sizeof(unsigned char);
195 case GL_LUMINANCE: return sizeof(unsigned char);
196 case GL_LUMINANCE_ALPHA: return sizeof(unsigned char) * 2;
197 case GL_RGB: return sizeof(unsigned char) * 3;
198 case GL_RGBA: return sizeof(unsigned char) * 4;
199 default: UNREACHABLE();
200 }
201 break;
202 case GL_UNSIGNED_SHORT_4_4_4_4:
203 case GL_UNSIGNED_SHORT_5_5_5_1:
204 case GL_UNSIGNED_SHORT_5_6_5:
205 return sizeof(unsigned short);
206 default: UNREACHABLE();
207 }
208
209 return 0;
210}
211
daniel@transgaming.com19ffc242010-05-04 03:35:21 +0000212bool IsCubemapTextureTarget(GLenum target)
213{
214 return (target >= GL_TEXTURE_CUBE_MAP_POSITIVE_X && target <= GL_TEXTURE_CUBE_MAP_NEGATIVE_Z);
215}
216
217bool IsTextureTarget(GLenum target)
218{
219 return target == GL_TEXTURE_2D || IsCubemapTextureTarget(target);
220}
221
222// Verify that format/type are one of the combinations from table 3.4.
223bool CheckTextureFormatType(GLenum format, GLenum type)
224{
225 switch (type)
226 {
227 case GL_UNSIGNED_BYTE:
228 switch (format)
229 {
230 case GL_RGBA:
231 case GL_RGB:
232 case GL_ALPHA:
233 case GL_LUMINANCE:
234 case GL_LUMINANCE_ALPHA:
235 return true;
236
237 default:
238 return false;
239 }
240
241 case GL_UNSIGNED_SHORT_4_4_4_4:
242 case GL_UNSIGNED_SHORT_5_5_5_1:
243 return (format == GL_RGBA);
244
245 case GL_UNSIGNED_SHORT_5_6_5:
246 return (format == GL_RGB);
247
248 default:
249 return false;
250 }
251}
252
daniel@transgaming.com1b3a8152010-04-22 13:35:37 +0000253}
254
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000255namespace es2dx
256{
257
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +0000258D3DCMPFUNC ConvertComparison(GLenum comparison)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000259{
260 D3DCMPFUNC d3dComp = D3DCMP_ALWAYS;
261 switch (comparison)
262 {
263 case GL_NEVER: d3dComp = D3DCMP_NEVER; break;
264 case GL_ALWAYS: d3dComp = D3DCMP_ALWAYS; break;
265 case GL_LESS: d3dComp = D3DCMP_LESS; break;
266 case GL_LEQUAL: d3dComp = D3DCMP_LESSEQUAL; break;
267 case GL_EQUAL: d3dComp = D3DCMP_EQUAL; break;
268 case GL_GREATER: d3dComp = D3DCMP_GREATER; break;
269 case GL_GEQUAL: d3dComp = D3DCMP_GREATEREQUAL; break;
270 case GL_NOTEQUAL: d3dComp = D3DCMP_NOTEQUAL; break;
271 default: UNREACHABLE();
272 }
273
274 return d3dComp;
275}
276
277D3DCOLOR ConvertColor(gl::Color color)
278{
279 return D3DCOLOR_RGBA(gl::unorm<8>(color.red),
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000280 gl::unorm<8>(color.green),
daniel@transgaming.comfe453652010-03-16 06:23:28 +0000281 gl::unorm<8>(color.blue),
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000282 gl::unorm<8>(color.alpha));
283}
284
285D3DBLEND ConvertBlendFunc(GLenum blend)
286{
287 D3DBLEND d3dBlend = D3DBLEND_ZERO;
288
289 switch (blend)
290 {
291 case GL_ZERO: d3dBlend = D3DBLEND_ZERO; break;
292 case GL_ONE: d3dBlend = D3DBLEND_ONE; break;
293 case GL_SRC_COLOR: d3dBlend = D3DBLEND_SRCCOLOR; break;
294 case GL_ONE_MINUS_SRC_COLOR: d3dBlend = D3DBLEND_INVSRCCOLOR; break;
295 case GL_DST_COLOR: d3dBlend = D3DBLEND_DESTCOLOR; break;
296 case GL_ONE_MINUS_DST_COLOR: d3dBlend = D3DBLEND_INVDESTCOLOR; break;
297 case GL_SRC_ALPHA: d3dBlend = D3DBLEND_SRCALPHA; break;
298 case GL_ONE_MINUS_SRC_ALPHA: d3dBlend = D3DBLEND_INVSRCALPHA; break;
299 case GL_DST_ALPHA: d3dBlend = D3DBLEND_DESTALPHA; break;
300 case GL_ONE_MINUS_DST_ALPHA: d3dBlend = D3DBLEND_INVDESTALPHA; break;
301 case GL_CONSTANT_COLOR: d3dBlend = D3DBLEND_BLENDFACTOR; break;
302 case GL_ONE_MINUS_CONSTANT_COLOR: d3dBlend = D3DBLEND_INVBLENDFACTOR; break;
303 case GL_CONSTANT_ALPHA: d3dBlend = D3DBLEND_BLENDFACTOR; break;
304 case GL_ONE_MINUS_CONSTANT_ALPHA: d3dBlend = D3DBLEND_INVBLENDFACTOR; break;
305 case GL_SRC_ALPHA_SATURATE: d3dBlend = D3DBLEND_SRCALPHASAT; break;
306 default: UNREACHABLE();
307 }
308
309 return d3dBlend;
310}
311
312D3DBLENDOP ConvertBlendOp(GLenum blendOp)
313{
314 D3DBLENDOP d3dBlendOp = D3DBLENDOP_ADD;
315
316 switch (blendOp)
317 {
318 case GL_FUNC_ADD: d3dBlendOp = D3DBLENDOP_ADD; break;
319 case GL_FUNC_SUBTRACT: d3dBlendOp = D3DBLENDOP_SUBTRACT; break;
320 case GL_FUNC_REVERSE_SUBTRACT: d3dBlendOp = D3DBLENDOP_REVSUBTRACT; break;
321 default: UNREACHABLE();
322 }
323
324 return d3dBlendOp;
325}
326
327D3DSTENCILOP ConvertStencilOp(GLenum stencilOp)
328{
329 D3DSTENCILOP d3dStencilOp = D3DSTENCILOP_KEEP;
330
331 switch (stencilOp)
332 {
333 case GL_ZERO: d3dStencilOp = D3DSTENCILOP_ZERO; break;
334 case GL_KEEP: d3dStencilOp = D3DSTENCILOP_KEEP; break;
335 case GL_REPLACE: d3dStencilOp = D3DSTENCILOP_REPLACE; break;
336 case GL_INCR: d3dStencilOp = D3DSTENCILOP_INCRSAT; break;
337 case GL_DECR: d3dStencilOp = D3DSTENCILOP_DECRSAT; break;
338 case GL_INVERT: d3dStencilOp = D3DSTENCILOP_INVERT; break;
339 case GL_INCR_WRAP: d3dStencilOp = D3DSTENCILOP_INCR; break;
340 case GL_DECR_WRAP: d3dStencilOp = D3DSTENCILOP_DECR; break;
341 default: UNREACHABLE();
342 }
343
344 return d3dStencilOp;
345}
346
347D3DTEXTUREADDRESS ConvertTextureWrap(GLenum wrap)
348{
349 D3DTEXTUREADDRESS d3dWrap = D3DTADDRESS_WRAP;
350
351 switch (wrap)
352 {
353 case GL_REPEAT: d3dWrap = D3DTADDRESS_WRAP; break;
354 case GL_CLAMP_TO_EDGE: d3dWrap = D3DTADDRESS_CLAMP; break;
355 case GL_MIRRORED_REPEAT: d3dWrap = D3DTADDRESS_MIRROR; break;
356 default: UNREACHABLE();
357 }
358
359 return d3dWrap;
360}
361
362D3DCULL ConvertCullMode(GLenum cullFace, GLenum frontFace)
363{
364 D3DCULL cull = D3DCULL_CCW;
365 switch (cullFace)
366 {
367 case GL_FRONT:
368 cull = (frontFace == GL_CCW ? D3DCULL_CW : D3DCULL_CCW);
369 break;
370 case GL_BACK:
371 cull = (frontFace == GL_CCW ? D3DCULL_CCW : D3DCULL_CW);
372 break;
373 case GL_FRONT_AND_BACK:
daniel@transgaming.comace5e662010-03-21 04:31:20 +0000374 cull = D3DCULL_NONE; // culling will be handled during draw
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000375 break;
376 default: UNREACHABLE();
377 }
378
379 return cull;
380}
381
382DWORD ConvertColorMask(bool red, bool green, bool blue, bool alpha)
383{
384 return (red ? D3DCOLORWRITEENABLE_RED : 0) |
385 (green ? D3DCOLORWRITEENABLE_GREEN : 0) |
386 (blue ? D3DCOLORWRITEENABLE_BLUE : 0) |
387 (alpha ? D3DCOLORWRITEENABLE_ALPHA : 0);
388}
389
390D3DTEXTUREFILTERTYPE ConvertMagFilter(GLenum magFilter)
391{
392 D3DTEXTUREFILTERTYPE d3dMagFilter = D3DTEXF_POINT;
393 switch (magFilter)
394 {
395 case GL_NEAREST: d3dMagFilter = D3DTEXF_POINT; break;
396 case GL_LINEAR: d3dMagFilter = D3DTEXF_LINEAR; break;
397 default: UNREACHABLE();
398 }
399
400 return d3dMagFilter;
401}
402
403void ConvertMinFilter(GLenum minFilter, D3DTEXTUREFILTERTYPE *d3dMinFilter, D3DTEXTUREFILTERTYPE *d3dMipFilter)
404{
405 switch (minFilter)
406 {
407 case GL_NEAREST:
408 *d3dMinFilter = D3DTEXF_POINT;
409 *d3dMipFilter = D3DTEXF_NONE;
410 break;
411 case GL_LINEAR:
412 *d3dMinFilter = D3DTEXF_LINEAR;
413 *d3dMipFilter = D3DTEXF_NONE;
414 break;
415 case GL_NEAREST_MIPMAP_NEAREST:
416 *d3dMinFilter = D3DTEXF_POINT;
417 *d3dMipFilter = D3DTEXF_POINT;
418 break;
419 case GL_LINEAR_MIPMAP_NEAREST:
420 *d3dMinFilter = D3DTEXF_LINEAR;
421 *d3dMipFilter = D3DTEXF_POINT;
422 break;
423 case GL_NEAREST_MIPMAP_LINEAR:
424 *d3dMinFilter = D3DTEXF_POINT;
425 *d3dMipFilter = D3DTEXF_LINEAR;
426 break;
427 case GL_LINEAR_MIPMAP_LINEAR:
428 *d3dMinFilter = D3DTEXF_LINEAR;
429 *d3dMipFilter = D3DTEXF_LINEAR;
430 break;
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +0000431 default:
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000432 *d3dMinFilter = D3DTEXF_POINT;
433 *d3dMipFilter = D3DTEXF_NONE;
434 UNREACHABLE();
435 }
436}
437
438unsigned int GetStencilSize(D3DFORMAT stencilFormat)
439{
440 switch(stencilFormat)
441 {
442 case D3DFMT_D24FS8:
443 case D3DFMT_D24S8:
444 return 8;
445 case D3DFMT_D24X4S4:
446 return 4;
447 case D3DFMT_D15S1:
448 return 1;
449 case D3DFMT_D16_LOCKABLE:
450 case D3DFMT_D32:
451 case D3DFMT_D24X8:
452 case D3DFMT_D32F_LOCKABLE:
453 case D3DFMT_D16:
454 return 0;
455// case D3DFMT_D32_LOCKABLE: return 0; // DirectX 9Ex only
456// case D3DFMT_S8_LOCKABLE: return 8; // DirectX 9Ex only
457 default: UNREACHABLE();
458 }
459 return 0;
460}
461
462unsigned int GetAlphaSize(D3DFORMAT colorFormat)
463{
464 switch (colorFormat)
465 {
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +0000466 case D3DFMT_A2R10G10B10:
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000467 return 2;
468 case D3DFMT_A8R8G8B8:
469 return 8;
470 case D3DFMT_A1R5G5B5:
471 return 1;
472 case D3DFMT_X8R8G8B8:
473 case D3DFMT_X1R5G5B5:
474 case D3DFMT_R5G6B5:
475 return 0;
476 default: UNREACHABLE();
477 }
478 return 0;
479}
480
481unsigned int GetRedSize(D3DFORMAT colorFormat)
482{
483 switch (colorFormat)
484 {
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +0000485 case D3DFMT_A2R10G10B10:
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000486 return 10;
487 case D3DFMT_A8R8G8B8:
488 case D3DFMT_X8R8G8B8:
489 return 8;
490 case D3DFMT_A1R5G5B5:
491 case D3DFMT_R5G6B5:
492 case D3DFMT_X1R5G5B5:
493 return 5;
494 default: UNREACHABLE();
495 }
496 return 0;
497}
498
499unsigned int GetGreenSize(D3DFORMAT colorFormat)
500{
501 switch (colorFormat)
502 {
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +0000503 case D3DFMT_A2R10G10B10:
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000504 return 10;
505 case D3DFMT_A8R8G8B8:
506 case D3DFMT_X8R8G8B8:
507 return 8;
508 case D3DFMT_A1R5G5B5:
509 case D3DFMT_X1R5G5B5:
510 return 5;
511 case D3DFMT_R5G6B5:
512 return 6;
513 default: UNREACHABLE();
514 }
515 return 0;
516}
517
518unsigned int GetBlueSize(D3DFORMAT colorFormat)
519{
520 switch (colorFormat)
521 {
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +0000522 case D3DFMT_A2R10G10B10:
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000523 return 10;
524 case D3DFMT_A8R8G8B8:
525 case D3DFMT_X8R8G8B8:
526 return 8;
527 case D3DFMT_A1R5G5B5:
528 case D3DFMT_R5G6B5:
529 case D3DFMT_X1R5G5B5:
530 return 5;
531 default: UNREACHABLE();
532 }
533 return 0;
534}
535
536unsigned int GetDepthSize(D3DFORMAT depthFormat)
537{
538 switch (depthFormat)
539 {
540 case D3DFMT_D16_LOCKABLE: return 16;
541 case D3DFMT_D32: return 32;
542 case D3DFMT_D15S1: return 15;
543 case D3DFMT_D24S8: return 24;
544 case D3DFMT_D24X8: return 24;
545 case D3DFMT_D24X4S4: return 24;
546 case D3DFMT_D16: return 16;
547 case D3DFMT_D32F_LOCKABLE: return 32;
548 case D3DFMT_D24FS8: return 24;
549// case D3DFMT_D32_LOCKABLE: return 32; // D3D9Ex only
550// case D3DFMT_S8_LOCKABLE: return 0; // D3D9Ex only
551 default:
552 UNREACHABLE();
553 }
554 return 0;
555}
556
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +0000557bool ConvertPrimitiveType(GLenum primitiveType, GLsizei primitiveCount,
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000558 D3DPRIMITIVETYPE *d3dPrimitiveType, int *d3dPrimitiveCount)
559{
560 switch (primitiveType)
561 {
562 case GL_POINTS:
563 *d3dPrimitiveType = D3DPT_POINTLIST;
564 *d3dPrimitiveCount = primitiveCount;
565 break;
566 case GL_LINES:
567 *d3dPrimitiveType = D3DPT_LINELIST;
568 *d3dPrimitiveCount = primitiveCount / 2;
569 break;
570 case GL_LINE_LOOP:
daniel@transgaming.combf2b52a2010-04-20 18:53:03 +0000571 *d3dPrimitiveType = D3DPT_LINESTRIP;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000572 *d3dPrimitiveCount = primitiveCount;
573 break;
574 case GL_LINE_STRIP:
575 *d3dPrimitiveType = D3DPT_LINESTRIP;
576 *d3dPrimitiveCount = primitiveCount - 1;
577 break;
578 case GL_TRIANGLES:
579 *d3dPrimitiveType = D3DPT_TRIANGLELIST;
580 *d3dPrimitiveCount = primitiveCount / 3;
581 break;
582 case GL_TRIANGLE_STRIP:
583 *d3dPrimitiveType = D3DPT_TRIANGLESTRIP;
584 *d3dPrimitiveCount = primitiveCount - 2;
585 break;
586 case GL_TRIANGLE_FAN:
587 *d3dPrimitiveType = D3DPT_TRIANGLEFAN;
588 *d3dPrimitiveCount = primitiveCount - 2;
589 break;
590 default:
591 return false;
592 }
593
594 return true;
595}
596
daniel@transgaming.com70d312a2010-04-20 18:52:38 +0000597D3DFORMAT ConvertRenderbufferFormat(GLenum format)
598{
599 switch (format)
600 {
601 case GL_RGBA4:
602 case GL_RGB5_A1: return D3DFMT_A8R8G8B8;
603 case GL_RGB565: return D3DFMT_R5G6B5;
604 case GL_DEPTH_COMPONENT16:
605 case GL_STENCIL_INDEX8: return D3DFMT_D24S8;
606 default: UNREACHABLE(); return D3DFMT_A8R8G8B8;
607 }
608}
609
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000610}