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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>
apatrick@chromium.org0f4cefe2011-01-26 19:30:57 +000012#include <stdio.h>
13#include <windows.h>
daniel@transgaming.com0b6b8342010-04-26 15:33:45 +000014
alokp@chromium.orgea0e1af2010-03-22 19:33:14 +000015#include "common/debug.h"
daniel@transgaming.combbf56f72010-04-20 18:52:13 +000016
17#include "libGLESv2/mathutil.h"
18#include "libGLESv2/Context.h"
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000019
daniel@transgaming.com1b3a8152010-04-22 13:35:37 +000020namespace gl
21{
22
daniel@transgaming.comedc31502011-11-12 03:14:56 +000023// This is how much data the application expects for a uniform
24int UniformExternalComponentCount(GLenum type)
daniel@transgaming.com1b3a8152010-04-22 13:35:37 +000025{
26 switch (type)
27 {
28 case GL_BOOL:
29 case GL_FLOAT:
30 case GL_INT:
daniel@transgaming.coma9cd70a2010-09-15 15:48:57 +000031 case GL_SAMPLER_2D:
32 case GL_SAMPLER_CUBE:
daniel@transgaming.com1b3a8152010-04-22 13:35:37 +000033 return 1;
34 case GL_BOOL_VEC2:
35 case GL_FLOAT_VEC2:
36 case GL_INT_VEC2:
37 return 2;
38 case GL_INT_VEC3:
39 case GL_FLOAT_VEC3:
40 case GL_BOOL_VEC3:
41 return 3;
42 case GL_BOOL_VEC4:
43 case GL_FLOAT_VEC4:
44 case GL_INT_VEC4:
45 case GL_FLOAT_MAT2:
46 return 4;
47 case GL_FLOAT_MAT3:
48 return 9;
49 case GL_FLOAT_MAT4:
50 return 16;
51 default:
52 UNREACHABLE();
53 }
54
55 return 0;
56}
57
jbauman@chromium.org72e8f442011-10-20 00:22:01 +000058// This is how much data we actually store for a uniform
59int UniformInternalComponentCount(GLenum type)
60{
61 switch (type)
62 {
63 case GL_BOOL:
64 case GL_INT:
65 case GL_SAMPLER_2D:
66 case GL_SAMPLER_CUBE:
67 return 1;
68 case GL_BOOL_VEC2:
69 case GL_INT_VEC2:
70 return 2;
71 case GL_INT_VEC3:
72 case GL_BOOL_VEC3:
73 return 3;
74 case GL_FLOAT:
75 case GL_FLOAT_VEC2:
76 case GL_FLOAT_VEC3:
77 case GL_BOOL_VEC4:
78 case GL_FLOAT_VEC4:
79 case GL_INT_VEC4:
80 return 4;
81 case GL_FLOAT_MAT2:
82 return 8;
83 case GL_FLOAT_MAT3:
84 return 12;
85 case GL_FLOAT_MAT4:
86 return 16;
87 default:
88 UNREACHABLE();
89 }
90
91 return 0;
92}
93
daniel@transgaming.com1b3a8152010-04-22 13:35:37 +000094GLenum UniformComponentType(GLenum type)
95{
96 switch(type)
97 {
98 case GL_BOOL:
99 case GL_BOOL_VEC2:
100 case GL_BOOL_VEC3:
101 case GL_BOOL_VEC4:
102 return GL_BOOL;
103 case GL_FLOAT:
104 case GL_FLOAT_VEC2:
105 case GL_FLOAT_VEC3:
106 case GL_FLOAT_VEC4:
107 case GL_FLOAT_MAT2:
108 case GL_FLOAT_MAT3:
109 case GL_FLOAT_MAT4:
110 return GL_FLOAT;
111 case GL_INT:
daniel@transgaming.coma9cd70a2010-09-15 15:48:57 +0000112 case GL_SAMPLER_2D:
113 case GL_SAMPLER_CUBE:
daniel@transgaming.com1b3a8152010-04-22 13:35:37 +0000114 case GL_INT_VEC2:
115 case GL_INT_VEC3:
116 case GL_INT_VEC4:
117 return GL_INT;
118 default:
119 UNREACHABLE();
120 }
121
122 return GL_NONE;
123}
124
jbauman@chromium.org72e8f442011-10-20 00:22:01 +0000125size_t UniformComponentSize(GLenum type)
daniel@transgaming.com1b3a8152010-04-22 13:35:37 +0000126{
127 switch(type)
128 {
129 case GL_BOOL: return sizeof(GLboolean);
130 case GL_FLOAT: return sizeof(GLfloat);
131 case GL_INT: return sizeof(GLint);
jbauman@chromium.org72e8f442011-10-20 00:22:01 +0000132 default: UNREACHABLE();
daniel@transgaming.com1b3a8152010-04-22 13:35:37 +0000133 }
134
jbauman@chromium.org72e8f442011-10-20 00:22:01 +0000135 return 0;
136}
137
daniel@transgaming.come918ea22011-11-12 03:15:28 +0000138size_t UniformInternalSize(GLenum type)
jbauman@chromium.org72e8f442011-10-20 00:22:01 +0000139{
140 return UniformComponentSize(UniformComponentType(type)) * UniformInternalComponentCount(type);
daniel@transgaming.com1b3a8152010-04-22 13:35:37 +0000141}
142
daniel@transgaming.com47c60052011-11-12 03:17:50 +0000143size_t UniformExternalSize(GLenum type)
144{
145 return UniformComponentSize(UniformComponentType(type)) * UniformExternalComponentCount(type);
146}
147
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +0000148int VariableRowCount(GLenum type)
daniel@transgaming.com0b6b8342010-04-26 15:33:45 +0000149{
150 switch (type)
151 {
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +0000152 case GL_NONE:
153 return 0;
daniel@transgaming.com0b6b8342010-04-26 15:33:45 +0000154 case GL_BOOL:
155 case GL_FLOAT:
156 case GL_INT:
157 case GL_BOOL_VEC2:
158 case GL_FLOAT_VEC2:
159 case GL_INT_VEC2:
160 case GL_INT_VEC3:
161 case GL_FLOAT_VEC3:
162 case GL_BOOL_VEC3:
163 case GL_BOOL_VEC4:
164 case GL_FLOAT_VEC4:
165 case GL_INT_VEC4:
166 return 1;
daniel@transgaming.com0b6b8342010-04-26 15:33:45 +0000167 case GL_FLOAT_MAT2:
168 return 2;
daniel@transgaming.com0b6b8342010-04-26 15:33:45 +0000169 case GL_FLOAT_MAT3:
170 return 3;
daniel@transgaming.com0b6b8342010-04-26 15:33:45 +0000171 case GL_FLOAT_MAT4:
172 return 4;
daniel@transgaming.com0b6b8342010-04-26 15:33:45 +0000173 default:
174 UNREACHABLE();
daniel@transgaming.com0b6b8342010-04-26 15:33:45 +0000175 }
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +0000176
177 return 0;
178}
179
180int VariableColumnCount(GLenum type)
181{
182 switch (type)
183 {
184 case GL_NONE:
185 return 0;
186 case GL_BOOL:
187 case GL_FLOAT:
188 case GL_INT:
189 return 1;
190 case GL_BOOL_VEC2:
191 case GL_FLOAT_VEC2:
192 case GL_INT_VEC2:
193 case GL_FLOAT_MAT2:
194 return 2;
195 case GL_INT_VEC3:
196 case GL_FLOAT_VEC3:
197 case GL_BOOL_VEC3:
198 case GL_FLOAT_MAT3:
199 return 3;
200 case GL_BOOL_VEC4:
201 case GL_FLOAT_VEC4:
202 case GL_INT_VEC4:
203 case GL_FLOAT_MAT4:
204 return 4;
205 default:
206 UNREACHABLE();
207 }
208
209 return 0;
daniel@transgaming.com0b6b8342010-04-26 15:33:45 +0000210}
211
212int AllocateFirstFreeBits(unsigned int *bits, unsigned int allocationSize, unsigned int bitsSize)
213{
214 ASSERT(allocationSize <= bitsSize);
215
216 unsigned int mask = std::numeric_limits<unsigned int>::max() >> (std::numeric_limits<unsigned int>::digits - allocationSize);
217
218 for (unsigned int i = 0; i < bitsSize - allocationSize + 1; i++)
219 {
220 if ((*bits & mask) == 0)
221 {
222 *bits |= mask;
223 return i;
224 }
225
226 mask <<= 1;
227 }
228
229 return -1;
230}
231
daniel@transgaming.com713914b2010-05-04 03:35:17 +0000232GLsizei ComputePitch(GLsizei width, GLenum format, GLenum type, GLint alignment)
233{
234 ASSERT(alignment > 0 && isPow2(alignment));
235
236 GLsizei rawPitch = ComputePixelSize(format, type) * width;
237 return (rawPitch + alignment - 1) & ~(alignment - 1);
238}
239
daniel@transgaming.com01868132010-08-24 19:21:17 +0000240GLsizei ComputeCompressedPitch(GLsizei width, GLenum format)
241{
apatrick@chromium.orgb31f5322011-01-19 19:02:52 +0000242 return ComputeCompressedSize(width, 1, format);
daniel@transgaming.com01868132010-08-24 19:21:17 +0000243}
244
245GLsizei ComputeCompressedSize(GLsizei width, GLsizei height, GLenum format)
246{
247 switch (format)
248 {
249 case GL_COMPRESSED_RGB_S3TC_DXT1_EXT:
250 case GL_COMPRESSED_RGBA_S3TC_DXT1_EXT:
gman@chromium.org50c526d2011-08-10 05:19:44 +0000251 return 8 * (GLsizei)ceil((float)width / 4.0f) * (GLsizei)ceil((float)height / 4.0f);
daniel@transgaming.com01868132010-08-24 19:21:17 +0000252 break;
gman@chromium.org50c526d2011-08-10 05:19:44 +0000253 case GL_COMPRESSED_RGBA_S3TC_DXT3_ANGLE:
254 case GL_COMPRESSED_RGBA_S3TC_DXT5_ANGLE:
255 return 16 * (GLsizei)ceil((float)width / 4.0f) * (GLsizei)ceil((float)height / 4.0f);
daniel@transgaming.com01868132010-08-24 19:21:17 +0000256 default:
257 return 0;
258 }
259
daniel@transgaming.com01868132010-08-24 19:21:17 +0000260}
261
262bool IsCompressed(GLenum format)
263{
264 if(format == GL_COMPRESSED_RGB_S3TC_DXT1_EXT ||
gman@chromium.org50c526d2011-08-10 05:19:44 +0000265 format == GL_COMPRESSED_RGBA_S3TC_DXT1_EXT ||
266 format == GL_COMPRESSED_RGBA_S3TC_DXT3_ANGLE ||
267 format == GL_COMPRESSED_RGBA_S3TC_DXT5_ANGLE)
daniel@transgaming.com01868132010-08-24 19:21:17 +0000268 {
269 return true;
270 }
271 else
272 {
273 return false;
274 }
275}
276
daniel@transgaming.com713914b2010-05-04 03:35:17 +0000277// Returns the size, in bytes, of a single texel in an Image
278int ComputePixelSize(GLenum format, GLenum type)
279{
280 switch (type)
281 {
282 case GL_UNSIGNED_BYTE:
283 switch (format)
284 {
285 case GL_ALPHA: return sizeof(unsigned char);
286 case GL_LUMINANCE: return sizeof(unsigned char);
287 case GL_LUMINANCE_ALPHA: return sizeof(unsigned char) * 2;
288 case GL_RGB: return sizeof(unsigned char) * 3;
289 case GL_RGBA: return sizeof(unsigned char) * 4;
daniel@transgaming.coma9198d92010-08-08 04:49:56 +0000290 case GL_BGRA_EXT: return sizeof(unsigned char) * 4;
daniel@transgaming.com713914b2010-05-04 03:35:17 +0000291 default: UNREACHABLE();
292 }
293 break;
294 case GL_UNSIGNED_SHORT_4_4_4_4:
295 case GL_UNSIGNED_SHORT_5_5_5_1:
296 case GL_UNSIGNED_SHORT_5_6_5:
297 return sizeof(unsigned short);
daniel@transgaming.com0a337e92010-08-28 17:38:27 +0000298 case GL_FLOAT:
299 switch (format)
300 {
301 case GL_ALPHA: return sizeof(float);
302 case GL_LUMINANCE: return sizeof(float);
303 case GL_LUMINANCE_ALPHA: return sizeof(float) * 2;
304 case GL_RGB: return sizeof(float) * 3;
305 case GL_RGBA: return sizeof(float) * 4;
306 default: UNREACHABLE();
307 }
308 break;
309 case GL_HALF_FLOAT_OES:
310 switch (format)
311 {
312 case GL_ALPHA: return sizeof(unsigned short);
313 case GL_LUMINANCE: return sizeof(unsigned short);
314 case GL_LUMINANCE_ALPHA: return sizeof(unsigned short) * 2;
315 case GL_RGB: return sizeof(unsigned short) * 3;
316 case GL_RGBA: return sizeof(unsigned short) * 4;
317 default: UNREACHABLE();
318 }
319 break;
daniel@transgaming.com713914b2010-05-04 03:35:17 +0000320 default: UNREACHABLE();
321 }
322
323 return 0;
324}
325
daniel@transgaming.com19ffc242010-05-04 03:35:21 +0000326bool IsCubemapTextureTarget(GLenum target)
327{
328 return (target >= GL_TEXTURE_CUBE_MAP_POSITIVE_X && target <= GL_TEXTURE_CUBE_MAP_NEGATIVE_Z);
329}
330
331bool IsTextureTarget(GLenum target)
332{
333 return target == GL_TEXTURE_2D || IsCubemapTextureTarget(target);
334}
335
336// Verify that format/type are one of the combinations from table 3.4.
337bool CheckTextureFormatType(GLenum format, GLenum type)
338{
339 switch (type)
340 {
341 case GL_UNSIGNED_BYTE:
342 switch (format)
343 {
344 case GL_RGBA:
daniel@transgaming.coma9198d92010-08-08 04:49:56 +0000345 case GL_BGRA_EXT:
daniel@transgaming.com19ffc242010-05-04 03:35:21 +0000346 case GL_RGB:
347 case GL_ALPHA:
348 case GL_LUMINANCE:
349 case GL_LUMINANCE_ALPHA:
350 return true;
351
352 default:
353 return false;
354 }
355
daniel@transgaming.com0a337e92010-08-28 17:38:27 +0000356 case GL_FLOAT:
357 case GL_HALF_FLOAT_OES:
358 switch (format)
359 {
360 case GL_RGBA:
361 case GL_RGB:
362 case GL_ALPHA:
363 case GL_LUMINANCE:
364 case GL_LUMINANCE_ALPHA:
365 return true;
366
367 default:
368 return false;
369 }
370
daniel@transgaming.com19ffc242010-05-04 03:35:21 +0000371 case GL_UNSIGNED_SHORT_4_4_4_4:
372 case GL_UNSIGNED_SHORT_5_5_5_1:
373 return (format == GL_RGBA);
374
375 case GL_UNSIGNED_SHORT_5_6_5:
376 return (format == GL_RGB);
377
378 default:
379 return false;
380 }
381}
382
daniel@transgaming.com64a0fb22011-11-11 04:10:40 +0000383GLenum ExtractFormat(GLenum internalformat)
384{
385 switch (internalformat)
386 {
daniel@transgaming.come1077362011-11-11 04:16:50 +0000387 case GL_RGB565: return GL_RGB;
388 case GL_RGBA4: return GL_RGBA;
389 case GL_RGB5_A1: return GL_RGBA;
390 case GL_RGB8_OES: return GL_RGB;
391 case GL_RGBA8_OES: return GL_RGBA;
392 case GL_LUMINANCE8_ALPHA8_EXT: return GL_LUMINANCE_ALPHA;
393 case GL_LUMINANCE8_EXT: return GL_LUMINANCE;
394 case GL_ALPHA8_EXT: return GL_ALPHA;
395 case GL_COMPRESSED_RGB_S3TC_DXT1_EXT: return GL_COMPRESSED_RGB_S3TC_DXT1_EXT;
396 case GL_COMPRESSED_RGBA_S3TC_DXT1_EXT: return GL_COMPRESSED_RGBA_S3TC_DXT1_EXT;
397 case GL_COMPRESSED_RGBA_S3TC_DXT3_ANGLE: return GL_COMPRESSED_RGBA_S3TC_DXT3_ANGLE;
398 case GL_COMPRESSED_RGBA_S3TC_DXT5_ANGLE: return GL_COMPRESSED_RGBA_S3TC_DXT5_ANGLE;
daniel@transgaming.comff941aa2011-11-11 04:17:09 +0000399 case GL_RGBA32F_EXT: return GL_RGBA;
400 case GL_RGB32F_EXT: return GL_RGB;
401 case GL_ALPHA32F_EXT: return GL_ALPHA;
402 case GL_LUMINANCE32F_EXT: return GL_LUMINANCE;
403 case GL_LUMINANCE_ALPHA32F_EXT: return GL_LUMINANCE_ALPHA;
404 case GL_RGBA16F_EXT: return GL_RGBA;
405 case GL_RGB16F_EXT: return GL_RGB;
406 case GL_ALPHA16F_EXT: return GL_ALPHA;
407 case GL_LUMINANCE16F_EXT: return GL_LUMINANCE;
408 case GL_LUMINANCE_ALPHA16F_EXT: return GL_LUMINANCE_ALPHA;
409 case GL_BGRA8_EXT: return GL_BGRA_EXT;
daniel@transgaming.come1077362011-11-11 04:16:50 +0000410 default: return GL_NONE; // Unsupported
daniel@transgaming.com64a0fb22011-11-11 04:10:40 +0000411 }
412}
413
414GLenum ExtractType(GLenum internalformat)
415{
416 switch (internalformat)
417 {
daniel@transgaming.come1077362011-11-11 04:16:50 +0000418 case GL_RGB565: return GL_UNSIGNED_SHORT_5_6_5;
419 case GL_RGBA4: return GL_UNSIGNED_SHORT_4_4_4_4;
420 case GL_RGB5_A1: return GL_UNSIGNED_SHORT_5_5_5_1;
421 case GL_RGB8_OES: return GL_UNSIGNED_BYTE;
422 case GL_RGBA8_OES: return GL_UNSIGNED_BYTE;
423 case GL_LUMINANCE8_ALPHA8_EXT: return GL_UNSIGNED_BYTE;
424 case GL_LUMINANCE8_EXT: return GL_UNSIGNED_BYTE;
425 case GL_ALPHA8_EXT: return GL_UNSIGNED_BYTE;
426 case GL_COMPRESSED_RGB_S3TC_DXT1_EXT: return GL_UNSIGNED_BYTE;
427 case GL_COMPRESSED_RGBA_S3TC_DXT1_EXT: return GL_UNSIGNED_BYTE;
428 case GL_COMPRESSED_RGBA_S3TC_DXT3_ANGLE: return GL_UNSIGNED_BYTE;
429 case GL_COMPRESSED_RGBA_S3TC_DXT5_ANGLE: return GL_UNSIGNED_BYTE;
daniel@transgaming.comff941aa2011-11-11 04:17:09 +0000430 case GL_RGBA32F_EXT: return GL_FLOAT;
431 case GL_RGB32F_EXT: return GL_FLOAT;
432 case GL_ALPHA32F_EXT: return GL_FLOAT;
433 case GL_LUMINANCE32F_EXT: return GL_FLOAT;
434 case GL_LUMINANCE_ALPHA32F_EXT: return GL_FLOAT;
435 case GL_RGBA16F_EXT: return GL_HALF_FLOAT_OES;
436 case GL_RGB16F_EXT: return GL_HALF_FLOAT_OES;
437 case GL_ALPHA16F_EXT: return GL_HALF_FLOAT_OES;
438 case GL_LUMINANCE16F_EXT: return GL_HALF_FLOAT_OES;
439 case GL_LUMINANCE_ALPHA16F_EXT: return GL_HALF_FLOAT_OES;
440 case GL_BGRA8_EXT: return GL_UNSIGNED_BYTE;
daniel@transgaming.come1077362011-11-11 04:16:50 +0000441 default: return GL_NONE; // Unsupported
daniel@transgaming.com64a0fb22011-11-11 04:10:40 +0000442 }
443}
444
daniel@transgaming.comedc19182010-10-15 17:57:55 +0000445bool IsColorRenderable(GLenum internalformat)
446{
447 switch (internalformat)
448 {
449 case GL_RGBA4:
450 case GL_RGB5_A1:
451 case GL_RGB565:
452 case GL_RGB8_OES:
453 case GL_RGBA8_OES:
454 return true;
455 case GL_DEPTH_COMPONENT16:
456 case GL_STENCIL_INDEX8:
457 case GL_DEPTH24_STENCIL8_OES:
458 return false;
459 default:
460 UNIMPLEMENTED();
461 }
462
463 return false;
464}
465
466bool IsDepthRenderable(GLenum internalformat)
467{
468 switch (internalformat)
469 {
470 case GL_DEPTH_COMPONENT16:
471 case GL_DEPTH24_STENCIL8_OES:
472 return true;
473 case GL_STENCIL_INDEX8:
474 case GL_RGBA4:
475 case GL_RGB5_A1:
476 case GL_RGB565:
477 case GL_RGB8_OES:
478 case GL_RGBA8_OES:
479 return false;
480 default:
481 UNIMPLEMENTED();
482 }
483
484 return false;
485}
486
487bool IsStencilRenderable(GLenum internalformat)
488{
489 switch (internalformat)
490 {
491 case GL_STENCIL_INDEX8:
492 case GL_DEPTH24_STENCIL8_OES:
493 return true;
494 case GL_RGBA4:
495 case GL_RGB5_A1:
496 case GL_RGB565:
497 case GL_RGB8_OES:
498 case GL_RGBA8_OES:
499 case GL_DEPTH_COMPONENT16:
500 return false;
501 default:
502 UNIMPLEMENTED();
503 }
504
505 return false;
506}
507
daniel@transgaming.com1b3a8152010-04-22 13:35:37 +0000508}
509
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000510namespace es2dx
511{
512
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +0000513D3DCMPFUNC ConvertComparison(GLenum comparison)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000514{
515 D3DCMPFUNC d3dComp = D3DCMP_ALWAYS;
516 switch (comparison)
517 {
518 case GL_NEVER: d3dComp = D3DCMP_NEVER; break;
519 case GL_ALWAYS: d3dComp = D3DCMP_ALWAYS; break;
520 case GL_LESS: d3dComp = D3DCMP_LESS; break;
521 case GL_LEQUAL: d3dComp = D3DCMP_LESSEQUAL; break;
522 case GL_EQUAL: d3dComp = D3DCMP_EQUAL; break;
523 case GL_GREATER: d3dComp = D3DCMP_GREATER; break;
524 case GL_GEQUAL: d3dComp = D3DCMP_GREATEREQUAL; break;
525 case GL_NOTEQUAL: d3dComp = D3DCMP_NOTEQUAL; break;
526 default: UNREACHABLE();
527 }
528
529 return d3dComp;
530}
531
532D3DCOLOR ConvertColor(gl::Color color)
533{
534 return D3DCOLOR_RGBA(gl::unorm<8>(color.red),
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000535 gl::unorm<8>(color.green),
daniel@transgaming.comfe453652010-03-16 06:23:28 +0000536 gl::unorm<8>(color.blue),
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000537 gl::unorm<8>(color.alpha));
538}
539
540D3DBLEND ConvertBlendFunc(GLenum blend)
541{
542 D3DBLEND d3dBlend = D3DBLEND_ZERO;
543
544 switch (blend)
545 {
546 case GL_ZERO: d3dBlend = D3DBLEND_ZERO; break;
547 case GL_ONE: d3dBlend = D3DBLEND_ONE; break;
548 case GL_SRC_COLOR: d3dBlend = D3DBLEND_SRCCOLOR; break;
549 case GL_ONE_MINUS_SRC_COLOR: d3dBlend = D3DBLEND_INVSRCCOLOR; break;
550 case GL_DST_COLOR: d3dBlend = D3DBLEND_DESTCOLOR; break;
551 case GL_ONE_MINUS_DST_COLOR: d3dBlend = D3DBLEND_INVDESTCOLOR; break;
552 case GL_SRC_ALPHA: d3dBlend = D3DBLEND_SRCALPHA; break;
553 case GL_ONE_MINUS_SRC_ALPHA: d3dBlend = D3DBLEND_INVSRCALPHA; break;
554 case GL_DST_ALPHA: d3dBlend = D3DBLEND_DESTALPHA; break;
555 case GL_ONE_MINUS_DST_ALPHA: d3dBlend = D3DBLEND_INVDESTALPHA; break;
556 case GL_CONSTANT_COLOR: d3dBlend = D3DBLEND_BLENDFACTOR; break;
557 case GL_ONE_MINUS_CONSTANT_COLOR: d3dBlend = D3DBLEND_INVBLENDFACTOR; break;
558 case GL_CONSTANT_ALPHA: d3dBlend = D3DBLEND_BLENDFACTOR; break;
559 case GL_ONE_MINUS_CONSTANT_ALPHA: d3dBlend = D3DBLEND_INVBLENDFACTOR; break;
560 case GL_SRC_ALPHA_SATURATE: d3dBlend = D3DBLEND_SRCALPHASAT; break;
561 default: UNREACHABLE();
562 }
563
564 return d3dBlend;
565}
566
567D3DBLENDOP ConvertBlendOp(GLenum blendOp)
568{
569 D3DBLENDOP d3dBlendOp = D3DBLENDOP_ADD;
570
571 switch (blendOp)
572 {
573 case GL_FUNC_ADD: d3dBlendOp = D3DBLENDOP_ADD; break;
574 case GL_FUNC_SUBTRACT: d3dBlendOp = D3DBLENDOP_SUBTRACT; break;
575 case GL_FUNC_REVERSE_SUBTRACT: d3dBlendOp = D3DBLENDOP_REVSUBTRACT; break;
576 default: UNREACHABLE();
577 }
578
579 return d3dBlendOp;
580}
581
582D3DSTENCILOP ConvertStencilOp(GLenum stencilOp)
583{
584 D3DSTENCILOP d3dStencilOp = D3DSTENCILOP_KEEP;
585
586 switch (stencilOp)
587 {
588 case GL_ZERO: d3dStencilOp = D3DSTENCILOP_ZERO; break;
589 case GL_KEEP: d3dStencilOp = D3DSTENCILOP_KEEP; break;
590 case GL_REPLACE: d3dStencilOp = D3DSTENCILOP_REPLACE; break;
591 case GL_INCR: d3dStencilOp = D3DSTENCILOP_INCRSAT; break;
592 case GL_DECR: d3dStencilOp = D3DSTENCILOP_DECRSAT; break;
593 case GL_INVERT: d3dStencilOp = D3DSTENCILOP_INVERT; break;
594 case GL_INCR_WRAP: d3dStencilOp = D3DSTENCILOP_INCR; break;
595 case GL_DECR_WRAP: d3dStencilOp = D3DSTENCILOP_DECR; break;
596 default: UNREACHABLE();
597 }
598
599 return d3dStencilOp;
600}
601
602D3DTEXTUREADDRESS ConvertTextureWrap(GLenum wrap)
603{
604 D3DTEXTUREADDRESS d3dWrap = D3DTADDRESS_WRAP;
605
606 switch (wrap)
607 {
608 case GL_REPEAT: d3dWrap = D3DTADDRESS_WRAP; break;
609 case GL_CLAMP_TO_EDGE: d3dWrap = D3DTADDRESS_CLAMP; break;
610 case GL_MIRRORED_REPEAT: d3dWrap = D3DTADDRESS_MIRROR; break;
611 default: UNREACHABLE();
612 }
613
614 return d3dWrap;
615}
616
617D3DCULL ConvertCullMode(GLenum cullFace, GLenum frontFace)
618{
619 D3DCULL cull = D3DCULL_CCW;
620 switch (cullFace)
621 {
622 case GL_FRONT:
623 cull = (frontFace == GL_CCW ? D3DCULL_CW : D3DCULL_CCW);
624 break;
625 case GL_BACK:
626 cull = (frontFace == GL_CCW ? D3DCULL_CCW : D3DCULL_CW);
627 break;
628 case GL_FRONT_AND_BACK:
daniel@transgaming.comace5e662010-03-21 04:31:20 +0000629 cull = D3DCULL_NONE; // culling will be handled during draw
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000630 break;
631 default: UNREACHABLE();
632 }
633
634 return cull;
635}
636
apatrick@chromium.orgb31f5322011-01-19 19:02:52 +0000637D3DCUBEMAP_FACES ConvertCubeFace(GLenum cubeFace)
638{
639 D3DCUBEMAP_FACES face = D3DCUBEMAP_FACE_POSITIVE_X;
640
641 // Map a cube map texture target to the corresponding D3D surface index. Note that the
642 // Y faces are swapped because the Y coordinate to the texture lookup intrinsic functions
643 // are negated in the pixel shader.
644 switch (cubeFace)
645 {
646 case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
647 face = D3DCUBEMAP_FACE_POSITIVE_X;
648 break;
649 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
650 face = D3DCUBEMAP_FACE_NEGATIVE_X;
651 break;
652 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
653 face = D3DCUBEMAP_FACE_NEGATIVE_Y;
654 break;
655 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
656 face = D3DCUBEMAP_FACE_POSITIVE_Y;
657 break;
658 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
659 face = D3DCUBEMAP_FACE_POSITIVE_Z;
660 break;
661 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
662 face = D3DCUBEMAP_FACE_NEGATIVE_Z;
663 break;
664 default: UNREACHABLE();
665 }
666
667 return face;
668}
669
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000670DWORD ConvertColorMask(bool red, bool green, bool blue, bool alpha)
671{
672 return (red ? D3DCOLORWRITEENABLE_RED : 0) |
673 (green ? D3DCOLORWRITEENABLE_GREEN : 0) |
674 (blue ? D3DCOLORWRITEENABLE_BLUE : 0) |
675 (alpha ? D3DCOLORWRITEENABLE_ALPHA : 0);
676}
677
678D3DTEXTUREFILTERTYPE ConvertMagFilter(GLenum magFilter)
679{
680 D3DTEXTUREFILTERTYPE d3dMagFilter = D3DTEXF_POINT;
681 switch (magFilter)
682 {
683 case GL_NEAREST: d3dMagFilter = D3DTEXF_POINT; break;
684 case GL_LINEAR: d3dMagFilter = D3DTEXF_LINEAR; break;
685 default: UNREACHABLE();
686 }
687
688 return d3dMagFilter;
689}
690
691void ConvertMinFilter(GLenum minFilter, D3DTEXTUREFILTERTYPE *d3dMinFilter, D3DTEXTUREFILTERTYPE *d3dMipFilter)
692{
693 switch (minFilter)
694 {
695 case GL_NEAREST:
696 *d3dMinFilter = D3DTEXF_POINT;
697 *d3dMipFilter = D3DTEXF_NONE;
698 break;
699 case GL_LINEAR:
700 *d3dMinFilter = D3DTEXF_LINEAR;
701 *d3dMipFilter = D3DTEXF_NONE;
702 break;
703 case GL_NEAREST_MIPMAP_NEAREST:
704 *d3dMinFilter = D3DTEXF_POINT;
705 *d3dMipFilter = D3DTEXF_POINT;
706 break;
707 case GL_LINEAR_MIPMAP_NEAREST:
708 *d3dMinFilter = D3DTEXF_LINEAR;
709 *d3dMipFilter = D3DTEXF_POINT;
710 break;
711 case GL_NEAREST_MIPMAP_LINEAR:
712 *d3dMinFilter = D3DTEXF_POINT;
713 *d3dMipFilter = D3DTEXF_LINEAR;
714 break;
715 case GL_LINEAR_MIPMAP_LINEAR:
716 *d3dMinFilter = D3DTEXF_LINEAR;
717 *d3dMipFilter = D3DTEXF_LINEAR;
718 break;
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +0000719 default:
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000720 *d3dMinFilter = D3DTEXF_POINT;
721 *d3dMipFilter = D3DTEXF_NONE;
722 UNREACHABLE();
723 }
724}
725
daniel@transgaming.comd2fd4f22011-02-01 18:49:11 +0000726bool ConvertPrimitiveType(GLenum primitiveType, GLsizei elementCount,
727 D3DPRIMITIVETYPE *d3dPrimitiveType, int *d3dPrimitiveCount)
728{
729 switch (primitiveType)
730 {
731 case GL_POINTS:
732 *d3dPrimitiveType = D3DPT_POINTLIST;
733 *d3dPrimitiveCount = elementCount;
734 break;
735 case GL_LINES:
736 *d3dPrimitiveType = D3DPT_LINELIST;
737 *d3dPrimitiveCount = elementCount / 2;
738 break;
739 case GL_LINE_LOOP:
740 *d3dPrimitiveType = D3DPT_LINESTRIP;
741 *d3dPrimitiveCount = elementCount - 1; // D3D doesn't support line loops, so we draw the last line separately
742 break;
743 case GL_LINE_STRIP:
744 *d3dPrimitiveType = D3DPT_LINESTRIP;
745 *d3dPrimitiveCount = elementCount - 1;
746 break;
747 case GL_TRIANGLES:
748 *d3dPrimitiveType = D3DPT_TRIANGLELIST;
749 *d3dPrimitiveCount = elementCount / 3;
750 break;
751 case GL_TRIANGLE_STRIP:
752 *d3dPrimitiveType = D3DPT_TRIANGLESTRIP;
753 *d3dPrimitiveCount = elementCount - 2;
754 break;
755 case GL_TRIANGLE_FAN:
756 *d3dPrimitiveType = D3DPT_TRIANGLEFAN;
757 *d3dPrimitiveCount = elementCount - 2;
758 break;
759 default:
760 return false;
761 }
762
763 return true;
764}
765
766D3DFORMAT ConvertRenderbufferFormat(GLenum format)
767{
768 switch (format)
769 {
770 case GL_RGBA4:
771 case GL_RGB5_A1:
772 case GL_RGBA8_OES: return D3DFMT_A8R8G8B8;
773 case GL_RGB565: return D3DFMT_R5G6B5;
774 case GL_RGB8_OES: return D3DFMT_X8R8G8B8;
775 case GL_DEPTH_COMPONENT16:
776 case GL_STENCIL_INDEX8:
777 case GL_DEPTH24_STENCIL8_OES: return D3DFMT_D24S8;
778 default: UNREACHABLE(); return D3DFMT_A8R8G8B8;
779 }
780}
781
782D3DMULTISAMPLE_TYPE GetMultisampleTypeFromSamples(GLsizei samples)
783{
784 if (samples <= 1)
785 return D3DMULTISAMPLE_NONE;
786 else
787 return (D3DMULTISAMPLE_TYPE)samples;
788}
789
790}
791
792namespace dx2es
793{
794
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000795unsigned int GetStencilSize(D3DFORMAT stencilFormat)
796{
797 switch(stencilFormat)
798 {
799 case D3DFMT_D24FS8:
800 case D3DFMT_D24S8:
801 return 8;
802 case D3DFMT_D24X4S4:
803 return 4;
804 case D3DFMT_D15S1:
805 return 1;
806 case D3DFMT_D16_LOCKABLE:
807 case D3DFMT_D32:
808 case D3DFMT_D24X8:
809 case D3DFMT_D32F_LOCKABLE:
810 case D3DFMT_D16:
811 return 0;
daniel@transgaming.comd2fd4f22011-02-01 18:49:11 +0000812 //case D3DFMT_D32_LOCKABLE: return 0; // DirectX 9Ex only
813 //case D3DFMT_S8_LOCKABLE: return 8; // DirectX 9Ex only
apatrick@chromium.org831fe2a2011-03-17 18:44:29 +0000814 default:
815 return 0;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000816 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000817}
818
819unsigned int GetAlphaSize(D3DFORMAT colorFormat)
820{
821 switch (colorFormat)
822 {
daniel@transgaming.com1297d922010-09-01 15:47:47 +0000823 case D3DFMT_A16B16G16R16F:
824 return 16;
825 case D3DFMT_A32B32G32R32F:
826 return 32;
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +0000827 case D3DFMT_A2R10G10B10:
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000828 return 2;
829 case D3DFMT_A8R8G8B8:
830 return 8;
831 case D3DFMT_A1R5G5B5:
832 return 1;
833 case D3DFMT_X8R8G8B8:
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000834 case D3DFMT_R5G6B5:
835 return 0;
apatrick@chromium.org831fe2a2011-03-17 18:44:29 +0000836 default:
837 return 0;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000838 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000839}
840
841unsigned int GetRedSize(D3DFORMAT colorFormat)
842{
843 switch (colorFormat)
844 {
daniel@transgaming.com1297d922010-09-01 15:47:47 +0000845 case D3DFMT_A16B16G16R16F:
846 return 16;
847 case D3DFMT_A32B32G32R32F:
848 return 32;
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +0000849 case D3DFMT_A2R10G10B10:
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000850 return 10;
851 case D3DFMT_A8R8G8B8:
852 case D3DFMT_X8R8G8B8:
853 return 8;
854 case D3DFMT_A1R5G5B5:
855 case D3DFMT_R5G6B5:
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000856 return 5;
apatrick@chromium.org831fe2a2011-03-17 18:44:29 +0000857 default:
858 return 0;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000859 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000860}
861
862unsigned int GetGreenSize(D3DFORMAT colorFormat)
863{
864 switch (colorFormat)
865 {
daniel@transgaming.com1297d922010-09-01 15:47:47 +0000866 case D3DFMT_A16B16G16R16F:
867 return 16;
868 case D3DFMT_A32B32G32R32F:
869 return 32;
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +0000870 case D3DFMT_A2R10G10B10:
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000871 return 10;
872 case D3DFMT_A8R8G8B8:
873 case D3DFMT_X8R8G8B8:
874 return 8;
875 case D3DFMT_A1R5G5B5:
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000876 return 5;
877 case D3DFMT_R5G6B5:
878 return 6;
apatrick@chromium.org831fe2a2011-03-17 18:44:29 +0000879 default:
880 return 0;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000881 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000882}
883
884unsigned int GetBlueSize(D3DFORMAT colorFormat)
885{
886 switch (colorFormat)
887 {
daniel@transgaming.com1297d922010-09-01 15:47:47 +0000888 case D3DFMT_A16B16G16R16F:
889 return 16;
890 case D3DFMT_A32B32G32R32F:
891 return 32;
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +0000892 case D3DFMT_A2R10G10B10:
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000893 return 10;
894 case D3DFMT_A8R8G8B8:
895 case D3DFMT_X8R8G8B8:
896 return 8;
897 case D3DFMT_A1R5G5B5:
898 case D3DFMT_R5G6B5:
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000899 return 5;
apatrick@chromium.org831fe2a2011-03-17 18:44:29 +0000900 default:
901 return 0;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000902 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000903}
904
905unsigned int GetDepthSize(D3DFORMAT depthFormat)
906{
907 switch (depthFormat)
908 {
909 case D3DFMT_D16_LOCKABLE: return 16;
910 case D3DFMT_D32: return 32;
911 case D3DFMT_D15S1: return 15;
912 case D3DFMT_D24S8: return 24;
913 case D3DFMT_D24X8: return 24;
914 case D3DFMT_D24X4S4: return 24;
915 case D3DFMT_D16: return 16;
916 case D3DFMT_D32F_LOCKABLE: return 32;
917 case D3DFMT_D24FS8: return 24;
daniel@transgaming.com83921382011-01-08 05:46:00 +0000918 //case D3DFMT_D32_LOCKABLE: return 32; // D3D9Ex only
919 //case D3DFMT_S8_LOCKABLE: return 0; // D3D9Ex only
apatrick@chromium.org831fe2a2011-03-17 18:44:29 +0000920 default: return 0;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000921 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000922}
923
daniel@transgaming.combbeffbb2011-11-09 17:46:11 +0000924bool IsFloat32Format(D3DFORMAT surfaceFormat)
925{
926 switch(surfaceFormat)
927 {
928 case D3DFMT_R16F:
929 case D3DFMT_G16R16F:
930 case D3DFMT_A16B16G16R16F:
931 return false;
932 case D3DFMT_R32F:
933 case D3DFMT_G32R32F:
934 case D3DFMT_A32B32G32R32F:
935 return true;
936 case D3DFMT_A8R8G8B8:
937 case D3DFMT_X8R8G8B8:
938 case D3DFMT_A1R5G5B5:
939 case D3DFMT_R5G6B5:
940 return false;
941 default: UNREACHABLE();
942 }
943 return false;
944}
945
946bool IsFloat16Format(D3DFORMAT surfaceFormat)
947{
948 switch(surfaceFormat)
949 {
950 case D3DFMT_R16F:
951 case D3DFMT_G16R16F:
952 case D3DFMT_A16B16G16R16F:
953 return true;
954 case D3DFMT_R32F:
955 case D3DFMT_G32R32F:
956 case D3DFMT_A32B32G32R32F:
957 return false;
958 case D3DFMT_A8R8G8B8:
959 case D3DFMT_X8R8G8B8:
960 case D3DFMT_A1R5G5B5:
961 case D3DFMT_R5G6B5:
962 return false;
963 default: UNREACHABLE();
964 }
965 return false;
966}
967
daniel@transgaming.com1f135d82010-08-24 19:20:36 +0000968GLsizei GetSamplesFromMultisampleType(D3DMULTISAMPLE_TYPE type)
969{
970 if (type == D3DMULTISAMPLE_NONMASKABLE)
971 return 0;
972 else
973 return type;
974}
975
daniel@transgaming.com73a5db62010-10-15 17:58:13 +0000976GLenum ConvertBackBufferFormat(D3DFORMAT format)
977{
978 switch (format)
979 {
980 case D3DFMT_A4R4G4B4: return GL_RGBA4;
981 case D3DFMT_A8R8G8B8: return GL_RGBA8_OES;
982 case D3DFMT_A1R5G5B5: return GL_RGB5_A1;
983 case D3DFMT_R5G6B5: return GL_RGB565;
984 case D3DFMT_X8R8G8B8: return GL_RGB8_OES;
985 default:
986 UNREACHABLE();
987 }
988
989 return GL_RGBA4;
990}
991
992GLenum ConvertDepthStencilFormat(D3DFORMAT format)
993{
994 switch (format)
995 {
996 case D3DFMT_D16:
997 case D3DFMT_D24X8:
998 return GL_DEPTH_COMPONENT16;
999 case D3DFMT_D24S8:
1000 return GL_DEPTH24_STENCIL8_OES;
1001 default:
1002 UNREACHABLE();
1003 }
1004
1005 return GL_DEPTH24_STENCIL8_OES;
1006}
1007
1008}
apatrick@chromium.org0f4cefe2011-01-26 19:30:57 +00001009
1010std::string getTempPath()
1011{
daniel@transgaming.comd2fd4f22011-02-01 18:49:11 +00001012 char path[MAX_PATH];
1013 DWORD pathLen = GetTempPathA(sizeof(path) / sizeof(path[0]), path);
1014 if (pathLen == 0)
1015 {
1016 UNREACHABLE();
1017 return std::string();
1018 }
1019
1020 UINT unique = GetTempFileNameA(path, "sh", 0, path);
1021 if (unique == 0)
1022 {
1023 UNREACHABLE();
1024 return std::string();
1025 }
1026
1027 return path;
apatrick@chromium.org0f4cefe2011-01-26 19:30:57 +00001028}
1029
1030void writeFile(const char* path, const void* content, size_t size)
daniel@transgaming.comd2fd4f22011-02-01 18:49:11 +00001031{
1032 FILE* file = fopen(path, "w");
1033 if (!file)
1034 {
1035 UNREACHABLE();
1036 return;
1037 }
1038
1039 fwrite(content, sizeof(char), size, file);
1040 fclose(file);
apatrick@chromium.org0f4cefe2011-01-26 19:30:57 +00001041}