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daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001//
daniel@transgaming.com4f677302012-06-19 15:29:51 +00002// Copyright (c) 2002-2012 The ANGLE Project Authors. All rights reserved.
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003// 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 {
daniel@transgaming.com4bf6fd02011-11-12 03:18:16 +0000129 case GL_BOOL: return sizeof(GLint);
daniel@transgaming.com1b3a8152010-04-22 13:35:37 +0000130 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.com835a95a2012-05-31 01:14:07 +0000277bool IsDepthTexture(GLenum format)
278{
279 if (format == GL_DEPTH_COMPONENT ||
280 format == GL_DEPTH_STENCIL_OES)
281 {
282 return true;
283 }
284
285 return false;
286}
287
daniel@transgaming.com713914b2010-05-04 03:35:17 +0000288// Returns the size, in bytes, of a single texel in an Image
289int ComputePixelSize(GLenum format, GLenum type)
290{
291 switch (type)
292 {
293 case GL_UNSIGNED_BYTE:
294 switch (format)
295 {
296 case GL_ALPHA: return sizeof(unsigned char);
297 case GL_LUMINANCE: return sizeof(unsigned char);
298 case GL_LUMINANCE_ALPHA: return sizeof(unsigned char) * 2;
299 case GL_RGB: return sizeof(unsigned char) * 3;
300 case GL_RGBA: return sizeof(unsigned char) * 4;
daniel@transgaming.coma9198d92010-08-08 04:49:56 +0000301 case GL_BGRA_EXT: return sizeof(unsigned char) * 4;
daniel@transgaming.com713914b2010-05-04 03:35:17 +0000302 default: UNREACHABLE();
303 }
304 break;
305 case GL_UNSIGNED_SHORT_4_4_4_4:
306 case GL_UNSIGNED_SHORT_5_5_5_1:
307 case GL_UNSIGNED_SHORT_5_6_5:
daniel@transgaming.com835a95a2012-05-31 01:14:07 +0000308 case GL_UNSIGNED_SHORT:
daniel@transgaming.com713914b2010-05-04 03:35:17 +0000309 return sizeof(unsigned short);
daniel@transgaming.com835a95a2012-05-31 01:14:07 +0000310 case GL_UNSIGNED_INT:
311 case GL_UNSIGNED_INT_24_8_OES:
312 return sizeof(unsigned int);
daniel@transgaming.com0a337e92010-08-28 17:38:27 +0000313 case GL_FLOAT:
314 switch (format)
315 {
316 case GL_ALPHA: return sizeof(float);
317 case GL_LUMINANCE: return sizeof(float);
318 case GL_LUMINANCE_ALPHA: return sizeof(float) * 2;
319 case GL_RGB: return sizeof(float) * 3;
320 case GL_RGBA: return sizeof(float) * 4;
321 default: UNREACHABLE();
322 }
323 break;
324 case GL_HALF_FLOAT_OES:
325 switch (format)
326 {
327 case GL_ALPHA: return sizeof(unsigned short);
328 case GL_LUMINANCE: return sizeof(unsigned short);
329 case GL_LUMINANCE_ALPHA: return sizeof(unsigned short) * 2;
330 case GL_RGB: return sizeof(unsigned short) * 3;
331 case GL_RGBA: return sizeof(unsigned short) * 4;
332 default: UNREACHABLE();
333 }
334 break;
daniel@transgaming.com713914b2010-05-04 03:35:17 +0000335 default: UNREACHABLE();
336 }
337
338 return 0;
339}
340
daniel@transgaming.com19ffc242010-05-04 03:35:21 +0000341bool IsCubemapTextureTarget(GLenum target)
342{
343 return (target >= GL_TEXTURE_CUBE_MAP_POSITIVE_X && target <= GL_TEXTURE_CUBE_MAP_NEGATIVE_Z);
344}
345
apatrick@chromium.org551022e2012-01-23 19:56:54 +0000346bool IsInternalTextureTarget(GLenum target)
daniel@transgaming.com19ffc242010-05-04 03:35:21 +0000347{
348 return target == GL_TEXTURE_2D || IsCubemapTextureTarget(target);
349}
350
daniel@transgaming.com64a0fb22011-11-11 04:10:40 +0000351GLenum ExtractFormat(GLenum internalformat)
352{
353 switch (internalformat)
354 {
daniel@transgaming.come1077362011-11-11 04:16:50 +0000355 case GL_RGB565: return GL_RGB;
356 case GL_RGBA4: return GL_RGBA;
357 case GL_RGB5_A1: return GL_RGBA;
358 case GL_RGB8_OES: return GL_RGB;
359 case GL_RGBA8_OES: return GL_RGBA;
360 case GL_LUMINANCE8_ALPHA8_EXT: return GL_LUMINANCE_ALPHA;
361 case GL_LUMINANCE8_EXT: return GL_LUMINANCE;
362 case GL_ALPHA8_EXT: return GL_ALPHA;
363 case GL_COMPRESSED_RGB_S3TC_DXT1_EXT: return GL_COMPRESSED_RGB_S3TC_DXT1_EXT;
364 case GL_COMPRESSED_RGBA_S3TC_DXT1_EXT: return GL_COMPRESSED_RGBA_S3TC_DXT1_EXT;
365 case GL_COMPRESSED_RGBA_S3TC_DXT3_ANGLE: return GL_COMPRESSED_RGBA_S3TC_DXT3_ANGLE;
366 case GL_COMPRESSED_RGBA_S3TC_DXT5_ANGLE: return GL_COMPRESSED_RGBA_S3TC_DXT5_ANGLE;
daniel@transgaming.comff941aa2011-11-11 04:17:09 +0000367 case GL_RGBA32F_EXT: return GL_RGBA;
368 case GL_RGB32F_EXT: return GL_RGB;
369 case GL_ALPHA32F_EXT: return GL_ALPHA;
370 case GL_LUMINANCE32F_EXT: return GL_LUMINANCE;
371 case GL_LUMINANCE_ALPHA32F_EXT: return GL_LUMINANCE_ALPHA;
372 case GL_RGBA16F_EXT: return GL_RGBA;
373 case GL_RGB16F_EXT: return GL_RGB;
374 case GL_ALPHA16F_EXT: return GL_ALPHA;
375 case GL_LUMINANCE16F_EXT: return GL_LUMINANCE;
376 case GL_LUMINANCE_ALPHA16F_EXT: return GL_LUMINANCE_ALPHA;
377 case GL_BGRA8_EXT: return GL_BGRA_EXT;
daniel@transgaming.com835a95a2012-05-31 01:14:07 +0000378 case GL_DEPTH_COMPONENT16: return GL_DEPTH_COMPONENT;
379 case GL_DEPTH_COMPONENT32_OES: return GL_DEPTH_COMPONENT;
380 case GL_DEPTH24_STENCIL8_OES: return GL_DEPTH_STENCIL_OES;
daniel@transgaming.come1077362011-11-11 04:16:50 +0000381 default: return GL_NONE; // Unsupported
daniel@transgaming.com64a0fb22011-11-11 04:10:40 +0000382 }
383}
384
385GLenum ExtractType(GLenum internalformat)
386{
387 switch (internalformat)
388 {
daniel@transgaming.come1077362011-11-11 04:16:50 +0000389 case GL_RGB565: return GL_UNSIGNED_SHORT_5_6_5;
390 case GL_RGBA4: return GL_UNSIGNED_SHORT_4_4_4_4;
391 case GL_RGB5_A1: return GL_UNSIGNED_SHORT_5_5_5_1;
392 case GL_RGB8_OES: return GL_UNSIGNED_BYTE;
393 case GL_RGBA8_OES: return GL_UNSIGNED_BYTE;
394 case GL_LUMINANCE8_ALPHA8_EXT: return GL_UNSIGNED_BYTE;
395 case GL_LUMINANCE8_EXT: return GL_UNSIGNED_BYTE;
396 case GL_ALPHA8_EXT: return GL_UNSIGNED_BYTE;
397 case GL_COMPRESSED_RGB_S3TC_DXT1_EXT: return GL_UNSIGNED_BYTE;
398 case GL_COMPRESSED_RGBA_S3TC_DXT1_EXT: return GL_UNSIGNED_BYTE;
399 case GL_COMPRESSED_RGBA_S3TC_DXT3_ANGLE: return GL_UNSIGNED_BYTE;
400 case GL_COMPRESSED_RGBA_S3TC_DXT5_ANGLE: return GL_UNSIGNED_BYTE;
daniel@transgaming.comff941aa2011-11-11 04:17:09 +0000401 case GL_RGBA32F_EXT: return GL_FLOAT;
402 case GL_RGB32F_EXT: return GL_FLOAT;
403 case GL_ALPHA32F_EXT: return GL_FLOAT;
404 case GL_LUMINANCE32F_EXT: return GL_FLOAT;
405 case GL_LUMINANCE_ALPHA32F_EXT: return GL_FLOAT;
406 case GL_RGBA16F_EXT: return GL_HALF_FLOAT_OES;
407 case GL_RGB16F_EXT: return GL_HALF_FLOAT_OES;
408 case GL_ALPHA16F_EXT: return GL_HALF_FLOAT_OES;
409 case GL_LUMINANCE16F_EXT: return GL_HALF_FLOAT_OES;
410 case GL_LUMINANCE_ALPHA16F_EXT: return GL_HALF_FLOAT_OES;
411 case GL_BGRA8_EXT: return GL_UNSIGNED_BYTE;
daniel@transgaming.com835a95a2012-05-31 01:14:07 +0000412 case GL_DEPTH_COMPONENT16: return GL_UNSIGNED_SHORT;
413 case GL_DEPTH_COMPONENT32_OES: return GL_UNSIGNED_INT;
414 case GL_DEPTH24_STENCIL8_OES: return GL_UNSIGNED_INT_24_8_OES;
daniel@transgaming.come1077362011-11-11 04:16:50 +0000415 default: return GL_NONE; // Unsupported
daniel@transgaming.com64a0fb22011-11-11 04:10:40 +0000416 }
417}
418
daniel@transgaming.comedc19182010-10-15 17:57:55 +0000419bool IsColorRenderable(GLenum internalformat)
420{
421 switch (internalformat)
422 {
423 case GL_RGBA4:
424 case GL_RGB5_A1:
425 case GL_RGB565:
426 case GL_RGB8_OES:
427 case GL_RGBA8_OES:
428 return true;
429 case GL_DEPTH_COMPONENT16:
430 case GL_STENCIL_INDEX8:
431 case GL_DEPTH24_STENCIL8_OES:
432 return false;
433 default:
434 UNIMPLEMENTED();
435 }
436
437 return false;
438}
439
440bool IsDepthRenderable(GLenum internalformat)
441{
442 switch (internalformat)
443 {
444 case GL_DEPTH_COMPONENT16:
445 case GL_DEPTH24_STENCIL8_OES:
446 return true;
447 case GL_STENCIL_INDEX8:
448 case GL_RGBA4:
449 case GL_RGB5_A1:
450 case GL_RGB565:
451 case GL_RGB8_OES:
452 case GL_RGBA8_OES:
453 return false;
454 default:
455 UNIMPLEMENTED();
456 }
457
458 return false;
459}
460
461bool IsStencilRenderable(GLenum internalformat)
462{
463 switch (internalformat)
464 {
465 case GL_STENCIL_INDEX8:
466 case GL_DEPTH24_STENCIL8_OES:
467 return true;
468 case GL_RGBA4:
469 case GL_RGB5_A1:
470 case GL_RGB565:
471 case GL_RGB8_OES:
472 case GL_RGBA8_OES:
473 case GL_DEPTH_COMPONENT16:
474 return false;
475 default:
476 UNIMPLEMENTED();
477 }
478
479 return false;
480}
481
daniel@transgaming.com1b3a8152010-04-22 13:35:37 +0000482}
483
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000484namespace es2dx
485{
486
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +0000487D3DCMPFUNC ConvertComparison(GLenum comparison)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000488{
489 D3DCMPFUNC d3dComp = D3DCMP_ALWAYS;
490 switch (comparison)
491 {
492 case GL_NEVER: d3dComp = D3DCMP_NEVER; break;
493 case GL_ALWAYS: d3dComp = D3DCMP_ALWAYS; break;
494 case GL_LESS: d3dComp = D3DCMP_LESS; break;
495 case GL_LEQUAL: d3dComp = D3DCMP_LESSEQUAL; break;
496 case GL_EQUAL: d3dComp = D3DCMP_EQUAL; break;
497 case GL_GREATER: d3dComp = D3DCMP_GREATER; break;
498 case GL_GEQUAL: d3dComp = D3DCMP_GREATEREQUAL; break;
499 case GL_NOTEQUAL: d3dComp = D3DCMP_NOTEQUAL; break;
500 default: UNREACHABLE();
501 }
502
503 return d3dComp;
504}
505
506D3DCOLOR ConvertColor(gl::Color color)
507{
508 return D3DCOLOR_RGBA(gl::unorm<8>(color.red),
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000509 gl::unorm<8>(color.green),
daniel@transgaming.comfe453652010-03-16 06:23:28 +0000510 gl::unorm<8>(color.blue),
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000511 gl::unorm<8>(color.alpha));
512}
513
514D3DBLEND ConvertBlendFunc(GLenum blend)
515{
516 D3DBLEND d3dBlend = D3DBLEND_ZERO;
517
518 switch (blend)
519 {
520 case GL_ZERO: d3dBlend = D3DBLEND_ZERO; break;
521 case GL_ONE: d3dBlend = D3DBLEND_ONE; break;
522 case GL_SRC_COLOR: d3dBlend = D3DBLEND_SRCCOLOR; break;
523 case GL_ONE_MINUS_SRC_COLOR: d3dBlend = D3DBLEND_INVSRCCOLOR; break;
524 case GL_DST_COLOR: d3dBlend = D3DBLEND_DESTCOLOR; break;
525 case GL_ONE_MINUS_DST_COLOR: d3dBlend = D3DBLEND_INVDESTCOLOR; break;
526 case GL_SRC_ALPHA: d3dBlend = D3DBLEND_SRCALPHA; break;
527 case GL_ONE_MINUS_SRC_ALPHA: d3dBlend = D3DBLEND_INVSRCALPHA; break;
528 case GL_DST_ALPHA: d3dBlend = D3DBLEND_DESTALPHA; break;
529 case GL_ONE_MINUS_DST_ALPHA: d3dBlend = D3DBLEND_INVDESTALPHA; break;
530 case GL_CONSTANT_COLOR: d3dBlend = D3DBLEND_BLENDFACTOR; break;
531 case GL_ONE_MINUS_CONSTANT_COLOR: d3dBlend = D3DBLEND_INVBLENDFACTOR; break;
532 case GL_CONSTANT_ALPHA: d3dBlend = D3DBLEND_BLENDFACTOR; break;
533 case GL_ONE_MINUS_CONSTANT_ALPHA: d3dBlend = D3DBLEND_INVBLENDFACTOR; break;
534 case GL_SRC_ALPHA_SATURATE: d3dBlend = D3DBLEND_SRCALPHASAT; break;
535 default: UNREACHABLE();
536 }
537
538 return d3dBlend;
539}
540
541D3DBLENDOP ConvertBlendOp(GLenum blendOp)
542{
543 D3DBLENDOP d3dBlendOp = D3DBLENDOP_ADD;
544
545 switch (blendOp)
546 {
547 case GL_FUNC_ADD: d3dBlendOp = D3DBLENDOP_ADD; break;
548 case GL_FUNC_SUBTRACT: d3dBlendOp = D3DBLENDOP_SUBTRACT; break;
549 case GL_FUNC_REVERSE_SUBTRACT: d3dBlendOp = D3DBLENDOP_REVSUBTRACT; break;
550 default: UNREACHABLE();
551 }
552
553 return d3dBlendOp;
554}
555
556D3DSTENCILOP ConvertStencilOp(GLenum stencilOp)
557{
558 D3DSTENCILOP d3dStencilOp = D3DSTENCILOP_KEEP;
559
560 switch (stencilOp)
561 {
562 case GL_ZERO: d3dStencilOp = D3DSTENCILOP_ZERO; break;
563 case GL_KEEP: d3dStencilOp = D3DSTENCILOP_KEEP; break;
564 case GL_REPLACE: d3dStencilOp = D3DSTENCILOP_REPLACE; break;
565 case GL_INCR: d3dStencilOp = D3DSTENCILOP_INCRSAT; break;
566 case GL_DECR: d3dStencilOp = D3DSTENCILOP_DECRSAT; break;
567 case GL_INVERT: d3dStencilOp = D3DSTENCILOP_INVERT; break;
568 case GL_INCR_WRAP: d3dStencilOp = D3DSTENCILOP_INCR; break;
569 case GL_DECR_WRAP: d3dStencilOp = D3DSTENCILOP_DECR; break;
570 default: UNREACHABLE();
571 }
572
573 return d3dStencilOp;
574}
575
576D3DTEXTUREADDRESS ConvertTextureWrap(GLenum wrap)
577{
578 D3DTEXTUREADDRESS d3dWrap = D3DTADDRESS_WRAP;
579
580 switch (wrap)
581 {
582 case GL_REPEAT: d3dWrap = D3DTADDRESS_WRAP; break;
583 case GL_CLAMP_TO_EDGE: d3dWrap = D3DTADDRESS_CLAMP; break;
584 case GL_MIRRORED_REPEAT: d3dWrap = D3DTADDRESS_MIRROR; break;
585 default: UNREACHABLE();
586 }
587
588 return d3dWrap;
589}
590
591D3DCULL ConvertCullMode(GLenum cullFace, GLenum frontFace)
592{
593 D3DCULL cull = D3DCULL_CCW;
594 switch (cullFace)
595 {
596 case GL_FRONT:
597 cull = (frontFace == GL_CCW ? D3DCULL_CW : D3DCULL_CCW);
598 break;
599 case GL_BACK:
600 cull = (frontFace == GL_CCW ? D3DCULL_CCW : D3DCULL_CW);
601 break;
602 case GL_FRONT_AND_BACK:
daniel@transgaming.comace5e662010-03-21 04:31:20 +0000603 cull = D3DCULL_NONE; // culling will be handled during draw
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000604 break;
605 default: UNREACHABLE();
606 }
607
608 return cull;
609}
610
apatrick@chromium.orgb31f5322011-01-19 19:02:52 +0000611D3DCUBEMAP_FACES ConvertCubeFace(GLenum cubeFace)
612{
613 D3DCUBEMAP_FACES face = D3DCUBEMAP_FACE_POSITIVE_X;
614
615 // Map a cube map texture target to the corresponding D3D surface index. Note that the
616 // Y faces are swapped because the Y coordinate to the texture lookup intrinsic functions
617 // are negated in the pixel shader.
618 switch (cubeFace)
619 {
620 case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
621 face = D3DCUBEMAP_FACE_POSITIVE_X;
622 break;
623 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
624 face = D3DCUBEMAP_FACE_NEGATIVE_X;
625 break;
626 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
627 face = D3DCUBEMAP_FACE_NEGATIVE_Y;
628 break;
629 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
630 face = D3DCUBEMAP_FACE_POSITIVE_Y;
631 break;
632 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
633 face = D3DCUBEMAP_FACE_POSITIVE_Z;
634 break;
635 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
636 face = D3DCUBEMAP_FACE_NEGATIVE_Z;
637 break;
638 default: UNREACHABLE();
639 }
640
641 return face;
642}
643
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000644DWORD ConvertColorMask(bool red, bool green, bool blue, bool alpha)
645{
646 return (red ? D3DCOLORWRITEENABLE_RED : 0) |
647 (green ? D3DCOLORWRITEENABLE_GREEN : 0) |
648 (blue ? D3DCOLORWRITEENABLE_BLUE : 0) |
649 (alpha ? D3DCOLORWRITEENABLE_ALPHA : 0);
650}
651
652D3DTEXTUREFILTERTYPE ConvertMagFilter(GLenum magFilter)
653{
654 D3DTEXTUREFILTERTYPE d3dMagFilter = D3DTEXF_POINT;
655 switch (magFilter)
656 {
657 case GL_NEAREST: d3dMagFilter = D3DTEXF_POINT; break;
658 case GL_LINEAR: d3dMagFilter = D3DTEXF_LINEAR; break;
659 default: UNREACHABLE();
660 }
661
662 return d3dMagFilter;
663}
664
665void ConvertMinFilter(GLenum minFilter, D3DTEXTUREFILTERTYPE *d3dMinFilter, D3DTEXTUREFILTERTYPE *d3dMipFilter)
666{
667 switch (minFilter)
668 {
669 case GL_NEAREST:
670 *d3dMinFilter = D3DTEXF_POINT;
671 *d3dMipFilter = D3DTEXF_NONE;
672 break;
673 case GL_LINEAR:
674 *d3dMinFilter = D3DTEXF_LINEAR;
675 *d3dMipFilter = D3DTEXF_NONE;
676 break;
677 case GL_NEAREST_MIPMAP_NEAREST:
678 *d3dMinFilter = D3DTEXF_POINT;
679 *d3dMipFilter = D3DTEXF_POINT;
680 break;
681 case GL_LINEAR_MIPMAP_NEAREST:
682 *d3dMinFilter = D3DTEXF_LINEAR;
683 *d3dMipFilter = D3DTEXF_POINT;
684 break;
685 case GL_NEAREST_MIPMAP_LINEAR:
686 *d3dMinFilter = D3DTEXF_POINT;
687 *d3dMipFilter = D3DTEXF_LINEAR;
688 break;
689 case GL_LINEAR_MIPMAP_LINEAR:
690 *d3dMinFilter = D3DTEXF_LINEAR;
691 *d3dMipFilter = D3DTEXF_LINEAR;
692 break;
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +0000693 default:
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000694 *d3dMinFilter = D3DTEXF_POINT;
695 *d3dMipFilter = D3DTEXF_NONE;
696 UNREACHABLE();
697 }
698}
699
daniel@transgaming.comd2fd4f22011-02-01 18:49:11 +0000700bool ConvertPrimitiveType(GLenum primitiveType, GLsizei elementCount,
701 D3DPRIMITIVETYPE *d3dPrimitiveType, int *d3dPrimitiveCount)
702{
703 switch (primitiveType)
704 {
705 case GL_POINTS:
706 *d3dPrimitiveType = D3DPT_POINTLIST;
707 *d3dPrimitiveCount = elementCount;
708 break;
709 case GL_LINES:
710 *d3dPrimitiveType = D3DPT_LINELIST;
711 *d3dPrimitiveCount = elementCount / 2;
712 break;
713 case GL_LINE_LOOP:
714 *d3dPrimitiveType = D3DPT_LINESTRIP;
715 *d3dPrimitiveCount = elementCount - 1; // D3D doesn't support line loops, so we draw the last line separately
716 break;
717 case GL_LINE_STRIP:
718 *d3dPrimitiveType = D3DPT_LINESTRIP;
719 *d3dPrimitiveCount = elementCount - 1;
720 break;
721 case GL_TRIANGLES:
722 *d3dPrimitiveType = D3DPT_TRIANGLELIST;
723 *d3dPrimitiveCount = elementCount / 3;
724 break;
725 case GL_TRIANGLE_STRIP:
726 *d3dPrimitiveType = D3DPT_TRIANGLESTRIP;
727 *d3dPrimitiveCount = elementCount - 2;
728 break;
729 case GL_TRIANGLE_FAN:
730 *d3dPrimitiveType = D3DPT_TRIANGLEFAN;
731 *d3dPrimitiveCount = elementCount - 2;
732 break;
733 default:
734 return false;
735 }
736
737 return true;
738}
739
740D3DFORMAT ConvertRenderbufferFormat(GLenum format)
741{
742 switch (format)
743 {
daniel@transgaming.com68145c62012-05-31 01:14:46 +0000744 case GL_NONE: return D3DFMT_NULL;
daniel@transgaming.comd2fd4f22011-02-01 18:49:11 +0000745 case GL_RGBA4:
746 case GL_RGB5_A1:
747 case GL_RGBA8_OES: return D3DFMT_A8R8G8B8;
748 case GL_RGB565: return D3DFMT_R5G6B5;
749 case GL_RGB8_OES: return D3DFMT_X8R8G8B8;
750 case GL_DEPTH_COMPONENT16:
751 case GL_STENCIL_INDEX8:
752 case GL_DEPTH24_STENCIL8_OES: return D3DFMT_D24S8;
753 default: UNREACHABLE(); return D3DFMT_A8R8G8B8;
754 }
755}
756
757D3DMULTISAMPLE_TYPE GetMultisampleTypeFromSamples(GLsizei samples)
758{
759 if (samples <= 1)
760 return D3DMULTISAMPLE_NONE;
761 else
762 return (D3DMULTISAMPLE_TYPE)samples;
763}
764
765}
766
767namespace dx2es
768{
769
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000770unsigned int GetStencilSize(D3DFORMAT stencilFormat)
771{
daniel@transgaming.comdbd65652012-06-19 15:29:48 +0000772 if (stencilFormat == D3DFMT_INTZ)
773 {
774 return 8;
775 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000776 switch(stencilFormat)
777 {
778 case D3DFMT_D24FS8:
779 case D3DFMT_D24S8:
780 return 8;
781 case D3DFMT_D24X4S4:
782 return 4;
783 case D3DFMT_D15S1:
784 return 1;
785 case D3DFMT_D16_LOCKABLE:
786 case D3DFMT_D32:
787 case D3DFMT_D24X8:
788 case D3DFMT_D32F_LOCKABLE:
789 case D3DFMT_D16:
790 return 0;
daniel@transgaming.comd2fd4f22011-02-01 18:49:11 +0000791 //case D3DFMT_D32_LOCKABLE: return 0; // DirectX 9Ex only
792 //case D3DFMT_S8_LOCKABLE: return 8; // DirectX 9Ex only
apatrick@chromium.org831fe2a2011-03-17 18:44:29 +0000793 default:
794 return 0;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000795 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000796}
797
798unsigned int GetAlphaSize(D3DFORMAT colorFormat)
799{
800 switch (colorFormat)
801 {
daniel@transgaming.com1297d922010-09-01 15:47:47 +0000802 case D3DFMT_A16B16G16R16F:
803 return 16;
804 case D3DFMT_A32B32G32R32F:
805 return 32;
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +0000806 case D3DFMT_A2R10G10B10:
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000807 return 2;
808 case D3DFMT_A8R8G8B8:
809 return 8;
810 case D3DFMT_A1R5G5B5:
811 return 1;
812 case D3DFMT_X8R8G8B8:
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000813 case D3DFMT_R5G6B5:
814 return 0;
apatrick@chromium.org831fe2a2011-03-17 18:44:29 +0000815 default:
816 return 0;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000817 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000818}
819
820unsigned int GetRedSize(D3DFORMAT colorFormat)
821{
822 switch (colorFormat)
823 {
daniel@transgaming.com1297d922010-09-01 15:47:47 +0000824 case D3DFMT_A16B16G16R16F:
825 return 16;
826 case D3DFMT_A32B32G32R32F:
827 return 32;
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +0000828 case D3DFMT_A2R10G10B10:
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000829 return 10;
830 case D3DFMT_A8R8G8B8:
831 case D3DFMT_X8R8G8B8:
832 return 8;
833 case D3DFMT_A1R5G5B5:
834 case D3DFMT_R5G6B5:
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000835 return 5;
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 GetGreenSize(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:
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000855 return 5;
856 case D3DFMT_R5G6B5:
857 return 6;
apatrick@chromium.org831fe2a2011-03-17 18:44:29 +0000858 default:
859 return 0;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000860 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000861}
862
863unsigned int GetBlueSize(D3DFORMAT colorFormat)
864{
865 switch (colorFormat)
866 {
daniel@transgaming.com1297d922010-09-01 15:47:47 +0000867 case D3DFMT_A16B16G16R16F:
868 return 16;
869 case D3DFMT_A32B32G32R32F:
870 return 32;
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +0000871 case D3DFMT_A2R10G10B10:
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000872 return 10;
873 case D3DFMT_A8R8G8B8:
874 case D3DFMT_X8R8G8B8:
875 return 8;
876 case D3DFMT_A1R5G5B5:
877 case D3DFMT_R5G6B5:
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000878 return 5;
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 GetDepthSize(D3DFORMAT depthFormat)
885{
daniel@transgaming.comdbd65652012-06-19 15:29:48 +0000886 if (depthFormat == D3DFMT_INTZ)
887 {
888 return 24;
889 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000890 switch (depthFormat)
891 {
892 case D3DFMT_D16_LOCKABLE: return 16;
893 case D3DFMT_D32: return 32;
894 case D3DFMT_D15S1: return 15;
895 case D3DFMT_D24S8: return 24;
896 case D3DFMT_D24X8: return 24;
897 case D3DFMT_D24X4S4: return 24;
898 case D3DFMT_D16: return 16;
899 case D3DFMT_D32F_LOCKABLE: return 32;
900 case D3DFMT_D24FS8: return 24;
daniel@transgaming.com83921382011-01-08 05:46:00 +0000901 //case D3DFMT_D32_LOCKABLE: return 32; // D3D9Ex only
902 //case D3DFMT_S8_LOCKABLE: return 0; // D3D9Ex only
apatrick@chromium.org831fe2a2011-03-17 18:44:29 +0000903 default: return 0;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000904 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000905}
906
daniel@transgaming.combbeffbb2011-11-09 17:46:11 +0000907bool IsFloat32Format(D3DFORMAT surfaceFormat)
908{
909 switch(surfaceFormat)
910 {
911 case D3DFMT_R16F:
912 case D3DFMT_G16R16F:
913 case D3DFMT_A16B16G16R16F:
914 return false;
915 case D3DFMT_R32F:
916 case D3DFMT_G32R32F:
917 case D3DFMT_A32B32G32R32F:
918 return true;
919 case D3DFMT_A8R8G8B8:
920 case D3DFMT_X8R8G8B8:
921 case D3DFMT_A1R5G5B5:
922 case D3DFMT_R5G6B5:
923 return false;
924 default: UNREACHABLE();
925 }
926 return false;
927}
928
929bool IsFloat16Format(D3DFORMAT surfaceFormat)
930{
931 switch(surfaceFormat)
932 {
933 case D3DFMT_R16F:
934 case D3DFMT_G16R16F:
935 case D3DFMT_A16B16G16R16F:
936 return true;
937 case D3DFMT_R32F:
938 case D3DFMT_G32R32F:
939 case D3DFMT_A32B32G32R32F:
940 return false;
941 case D3DFMT_A8R8G8B8:
942 case D3DFMT_X8R8G8B8:
943 case D3DFMT_A1R5G5B5:
944 case D3DFMT_R5G6B5:
945 return false;
946 default: UNREACHABLE();
947 }
948 return false;
949}
950
daniel@transgaming.com4f677302012-06-19 15:29:51 +0000951bool IsDepthTextureFormat(D3DFORMAT surfaceFormat)
daniel@transgaming.comf20bc212012-05-31 01:14:33 +0000952{
953 return (surfaceFormat == D3DFMT_INTZ);
954}
955
daniel@transgaming.com4f677302012-06-19 15:29:51 +0000956bool IsStencilTextureFormat(D3DFORMAT surfaceFormat)
daniel@transgaming.comf20bc212012-05-31 01:14:33 +0000957{
958 return (surfaceFormat == D3DFMT_INTZ);
959}
960
daniel@transgaming.com1f135d82010-08-24 19:20:36 +0000961GLsizei GetSamplesFromMultisampleType(D3DMULTISAMPLE_TYPE type)
962{
963 if (type == D3DMULTISAMPLE_NONMASKABLE)
964 return 0;
965 else
966 return type;
967}
968
daniel@transgaming.com73a5db62010-10-15 17:58:13 +0000969GLenum ConvertBackBufferFormat(D3DFORMAT format)
970{
971 switch (format)
972 {
973 case D3DFMT_A4R4G4B4: return GL_RGBA4;
974 case D3DFMT_A8R8G8B8: return GL_RGBA8_OES;
975 case D3DFMT_A1R5G5B5: return GL_RGB5_A1;
976 case D3DFMT_R5G6B5: return GL_RGB565;
977 case D3DFMT_X8R8G8B8: return GL_RGB8_OES;
978 default:
979 UNREACHABLE();
980 }
981
982 return GL_RGBA4;
983}
984
985GLenum ConvertDepthStencilFormat(D3DFORMAT format)
986{
daniel@transgaming.comdbd65652012-06-19 15:29:48 +0000987 if (format == D3DFMT_INTZ)
988 {
989 return GL_DEPTH24_STENCIL8_OES;
990 }
daniel@transgaming.com73a5db62010-10-15 17:58:13 +0000991 switch (format)
992 {
993 case D3DFMT_D16:
994 case D3DFMT_D24X8:
995 return GL_DEPTH_COMPONENT16;
996 case D3DFMT_D24S8:
997 return GL_DEPTH24_STENCIL8_OES;
998 default:
999 UNREACHABLE();
1000 }
1001
1002 return GL_DEPTH24_STENCIL8_OES;
1003}
1004
1005}
apatrick@chromium.org0f4cefe2011-01-26 19:30:57 +00001006
1007std::string getTempPath()
1008{
daniel@transgaming.comd2fd4f22011-02-01 18:49:11 +00001009 char path[MAX_PATH];
1010 DWORD pathLen = GetTempPathA(sizeof(path) / sizeof(path[0]), path);
1011 if (pathLen == 0)
1012 {
1013 UNREACHABLE();
1014 return std::string();
1015 }
1016
1017 UINT unique = GetTempFileNameA(path, "sh", 0, path);
1018 if (unique == 0)
1019 {
1020 UNREACHABLE();
1021 return std::string();
1022 }
1023
1024 return path;
apatrick@chromium.org0f4cefe2011-01-26 19:30:57 +00001025}
1026
1027void writeFile(const char* path, const void* content, size_t size)
daniel@transgaming.comd2fd4f22011-02-01 18:49:11 +00001028{
1029 FILE* file = fopen(path, "w");
1030 if (!file)
1031 {
1032 UNREACHABLE();
1033 return;
1034 }
1035
1036 fwrite(content, sizeof(char), size, file);
1037 fclose(file);
apatrick@chromium.org0f4cefe2011-01-26 19:30:57 +00001038}