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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.com4fbf3392012-09-27 17:46:01 +0000308 case GL_UNSIGNED_SHORT_4_4_4_4_REV_EXT:
309 case GL_UNSIGNED_SHORT_1_5_5_5_REV_EXT:
daniel@transgaming.com835a95a2012-05-31 01:14:07 +0000310 case GL_UNSIGNED_SHORT:
daniel@transgaming.com713914b2010-05-04 03:35:17 +0000311 return sizeof(unsigned short);
daniel@transgaming.com835a95a2012-05-31 01:14:07 +0000312 case GL_UNSIGNED_INT:
313 case GL_UNSIGNED_INT_24_8_OES:
314 return sizeof(unsigned int);
daniel@transgaming.com0a337e92010-08-28 17:38:27 +0000315 case GL_FLOAT:
316 switch (format)
317 {
318 case GL_ALPHA: return sizeof(float);
319 case GL_LUMINANCE: return sizeof(float);
320 case GL_LUMINANCE_ALPHA: return sizeof(float) * 2;
321 case GL_RGB: return sizeof(float) * 3;
322 case GL_RGBA: return sizeof(float) * 4;
323 default: UNREACHABLE();
324 }
325 break;
326 case GL_HALF_FLOAT_OES:
327 switch (format)
328 {
329 case GL_ALPHA: return sizeof(unsigned short);
330 case GL_LUMINANCE: return sizeof(unsigned short);
331 case GL_LUMINANCE_ALPHA: return sizeof(unsigned short) * 2;
332 case GL_RGB: return sizeof(unsigned short) * 3;
333 case GL_RGBA: return sizeof(unsigned short) * 4;
334 default: UNREACHABLE();
335 }
336 break;
daniel@transgaming.com713914b2010-05-04 03:35:17 +0000337 default: UNREACHABLE();
338 }
339
340 return 0;
341}
342
daniel@transgaming.com19ffc242010-05-04 03:35:21 +0000343bool IsCubemapTextureTarget(GLenum target)
344{
345 return (target >= GL_TEXTURE_CUBE_MAP_POSITIVE_X && target <= GL_TEXTURE_CUBE_MAP_NEGATIVE_Z);
346}
347
apatrick@chromium.org551022e2012-01-23 19:56:54 +0000348bool IsInternalTextureTarget(GLenum target)
daniel@transgaming.com19ffc242010-05-04 03:35:21 +0000349{
350 return target == GL_TEXTURE_2D || IsCubemapTextureTarget(target);
351}
352
daniel@transgaming.com64a0fb22011-11-11 04:10:40 +0000353GLenum ExtractFormat(GLenum internalformat)
354{
355 switch (internalformat)
356 {
daniel@transgaming.come1077362011-11-11 04:16:50 +0000357 case GL_RGB565: return GL_RGB;
358 case GL_RGBA4: return GL_RGBA;
359 case GL_RGB5_A1: return GL_RGBA;
360 case GL_RGB8_OES: return GL_RGB;
361 case GL_RGBA8_OES: return GL_RGBA;
362 case GL_LUMINANCE8_ALPHA8_EXT: return GL_LUMINANCE_ALPHA;
363 case GL_LUMINANCE8_EXT: return GL_LUMINANCE;
364 case GL_ALPHA8_EXT: return GL_ALPHA;
365 case GL_COMPRESSED_RGB_S3TC_DXT1_EXT: return GL_COMPRESSED_RGB_S3TC_DXT1_EXT;
366 case GL_COMPRESSED_RGBA_S3TC_DXT1_EXT: return GL_COMPRESSED_RGBA_S3TC_DXT1_EXT;
367 case GL_COMPRESSED_RGBA_S3TC_DXT3_ANGLE: return GL_COMPRESSED_RGBA_S3TC_DXT3_ANGLE;
368 case GL_COMPRESSED_RGBA_S3TC_DXT5_ANGLE: return GL_COMPRESSED_RGBA_S3TC_DXT5_ANGLE;
daniel@transgaming.comff941aa2011-11-11 04:17:09 +0000369 case GL_RGBA32F_EXT: return GL_RGBA;
370 case GL_RGB32F_EXT: return GL_RGB;
371 case GL_ALPHA32F_EXT: return GL_ALPHA;
372 case GL_LUMINANCE32F_EXT: return GL_LUMINANCE;
373 case GL_LUMINANCE_ALPHA32F_EXT: return GL_LUMINANCE_ALPHA;
374 case GL_RGBA16F_EXT: return GL_RGBA;
375 case GL_RGB16F_EXT: return GL_RGB;
376 case GL_ALPHA16F_EXT: return GL_ALPHA;
377 case GL_LUMINANCE16F_EXT: return GL_LUMINANCE;
378 case GL_LUMINANCE_ALPHA16F_EXT: return GL_LUMINANCE_ALPHA;
379 case GL_BGRA8_EXT: return GL_BGRA_EXT;
daniel@transgaming.com835a95a2012-05-31 01:14:07 +0000380 case GL_DEPTH_COMPONENT16: return GL_DEPTH_COMPONENT;
381 case GL_DEPTH_COMPONENT32_OES: return GL_DEPTH_COMPONENT;
382 case GL_DEPTH24_STENCIL8_OES: return GL_DEPTH_STENCIL_OES;
daniel@transgaming.come1077362011-11-11 04:16:50 +0000383 default: return GL_NONE; // Unsupported
daniel@transgaming.com64a0fb22011-11-11 04:10:40 +0000384 }
385}
386
387GLenum ExtractType(GLenum internalformat)
388{
389 switch (internalformat)
390 {
daniel@transgaming.come1077362011-11-11 04:16:50 +0000391 case GL_RGB565: return GL_UNSIGNED_SHORT_5_6_5;
392 case GL_RGBA4: return GL_UNSIGNED_SHORT_4_4_4_4;
393 case GL_RGB5_A1: return GL_UNSIGNED_SHORT_5_5_5_1;
394 case GL_RGB8_OES: return GL_UNSIGNED_BYTE;
395 case GL_RGBA8_OES: return GL_UNSIGNED_BYTE;
396 case GL_LUMINANCE8_ALPHA8_EXT: return GL_UNSIGNED_BYTE;
397 case GL_LUMINANCE8_EXT: return GL_UNSIGNED_BYTE;
398 case GL_ALPHA8_EXT: return GL_UNSIGNED_BYTE;
399 case GL_COMPRESSED_RGB_S3TC_DXT1_EXT: return GL_UNSIGNED_BYTE;
400 case GL_COMPRESSED_RGBA_S3TC_DXT1_EXT: return GL_UNSIGNED_BYTE;
401 case GL_COMPRESSED_RGBA_S3TC_DXT3_ANGLE: return GL_UNSIGNED_BYTE;
402 case GL_COMPRESSED_RGBA_S3TC_DXT5_ANGLE: return GL_UNSIGNED_BYTE;
daniel@transgaming.comff941aa2011-11-11 04:17:09 +0000403 case GL_RGBA32F_EXT: return GL_FLOAT;
404 case GL_RGB32F_EXT: return GL_FLOAT;
405 case GL_ALPHA32F_EXT: return GL_FLOAT;
406 case GL_LUMINANCE32F_EXT: return GL_FLOAT;
407 case GL_LUMINANCE_ALPHA32F_EXT: return GL_FLOAT;
408 case GL_RGBA16F_EXT: return GL_HALF_FLOAT_OES;
409 case GL_RGB16F_EXT: return GL_HALF_FLOAT_OES;
410 case GL_ALPHA16F_EXT: return GL_HALF_FLOAT_OES;
411 case GL_LUMINANCE16F_EXT: return GL_HALF_FLOAT_OES;
412 case GL_LUMINANCE_ALPHA16F_EXT: return GL_HALF_FLOAT_OES;
413 case GL_BGRA8_EXT: return GL_UNSIGNED_BYTE;
daniel@transgaming.com835a95a2012-05-31 01:14:07 +0000414 case GL_DEPTH_COMPONENT16: return GL_UNSIGNED_SHORT;
415 case GL_DEPTH_COMPONENT32_OES: return GL_UNSIGNED_INT;
416 case GL_DEPTH24_STENCIL8_OES: return GL_UNSIGNED_INT_24_8_OES;
daniel@transgaming.come1077362011-11-11 04:16:50 +0000417 default: return GL_NONE; // Unsupported
daniel@transgaming.com64a0fb22011-11-11 04:10:40 +0000418 }
419}
420
daniel@transgaming.comedc19182010-10-15 17:57:55 +0000421bool IsColorRenderable(GLenum internalformat)
422{
423 switch (internalformat)
424 {
425 case GL_RGBA4:
426 case GL_RGB5_A1:
427 case GL_RGB565:
428 case GL_RGB8_OES:
429 case GL_RGBA8_OES:
430 return true;
431 case GL_DEPTH_COMPONENT16:
432 case GL_STENCIL_INDEX8:
433 case GL_DEPTH24_STENCIL8_OES:
434 return false;
435 default:
436 UNIMPLEMENTED();
437 }
438
439 return false;
440}
441
442bool IsDepthRenderable(GLenum internalformat)
443{
444 switch (internalformat)
445 {
446 case GL_DEPTH_COMPONENT16:
447 case GL_DEPTH24_STENCIL8_OES:
448 return true;
449 case GL_STENCIL_INDEX8:
450 case GL_RGBA4:
451 case GL_RGB5_A1:
452 case GL_RGB565:
453 case GL_RGB8_OES:
454 case GL_RGBA8_OES:
455 return false;
456 default:
457 UNIMPLEMENTED();
458 }
459
460 return false;
461}
462
463bool IsStencilRenderable(GLenum internalformat)
464{
465 switch (internalformat)
466 {
467 case GL_STENCIL_INDEX8:
468 case GL_DEPTH24_STENCIL8_OES:
469 return true;
470 case GL_RGBA4:
471 case GL_RGB5_A1:
472 case GL_RGB565:
473 case GL_RGB8_OES:
474 case GL_RGBA8_OES:
475 case GL_DEPTH_COMPONENT16:
476 return false;
477 default:
478 UNIMPLEMENTED();
479 }
480
481 return false;
482}
483
daniel@transgaming.com1b3a8152010-04-22 13:35:37 +0000484}
485
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000486namespace es2dx
487{
488
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +0000489D3DCMPFUNC ConvertComparison(GLenum comparison)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000490{
491 D3DCMPFUNC d3dComp = D3DCMP_ALWAYS;
492 switch (comparison)
493 {
494 case GL_NEVER: d3dComp = D3DCMP_NEVER; break;
495 case GL_ALWAYS: d3dComp = D3DCMP_ALWAYS; break;
496 case GL_LESS: d3dComp = D3DCMP_LESS; break;
497 case GL_LEQUAL: d3dComp = D3DCMP_LESSEQUAL; break;
498 case GL_EQUAL: d3dComp = D3DCMP_EQUAL; break;
499 case GL_GREATER: d3dComp = D3DCMP_GREATER; break;
500 case GL_GEQUAL: d3dComp = D3DCMP_GREATEREQUAL; break;
501 case GL_NOTEQUAL: d3dComp = D3DCMP_NOTEQUAL; break;
502 default: UNREACHABLE();
503 }
504
505 return d3dComp;
506}
507
508D3DCOLOR ConvertColor(gl::Color color)
509{
510 return D3DCOLOR_RGBA(gl::unorm<8>(color.red),
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000511 gl::unorm<8>(color.green),
daniel@transgaming.comfe453652010-03-16 06:23:28 +0000512 gl::unorm<8>(color.blue),
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000513 gl::unorm<8>(color.alpha));
514}
515
516D3DBLEND ConvertBlendFunc(GLenum blend)
517{
518 D3DBLEND d3dBlend = D3DBLEND_ZERO;
519
520 switch (blend)
521 {
522 case GL_ZERO: d3dBlend = D3DBLEND_ZERO; break;
523 case GL_ONE: d3dBlend = D3DBLEND_ONE; break;
524 case GL_SRC_COLOR: d3dBlend = D3DBLEND_SRCCOLOR; break;
525 case GL_ONE_MINUS_SRC_COLOR: d3dBlend = D3DBLEND_INVSRCCOLOR; break;
526 case GL_DST_COLOR: d3dBlend = D3DBLEND_DESTCOLOR; break;
527 case GL_ONE_MINUS_DST_COLOR: d3dBlend = D3DBLEND_INVDESTCOLOR; break;
528 case GL_SRC_ALPHA: d3dBlend = D3DBLEND_SRCALPHA; break;
529 case GL_ONE_MINUS_SRC_ALPHA: d3dBlend = D3DBLEND_INVSRCALPHA; break;
530 case GL_DST_ALPHA: d3dBlend = D3DBLEND_DESTALPHA; break;
531 case GL_ONE_MINUS_DST_ALPHA: d3dBlend = D3DBLEND_INVDESTALPHA; break;
532 case GL_CONSTANT_COLOR: d3dBlend = D3DBLEND_BLENDFACTOR; break;
533 case GL_ONE_MINUS_CONSTANT_COLOR: d3dBlend = D3DBLEND_INVBLENDFACTOR; break;
534 case GL_CONSTANT_ALPHA: d3dBlend = D3DBLEND_BLENDFACTOR; break;
535 case GL_ONE_MINUS_CONSTANT_ALPHA: d3dBlend = D3DBLEND_INVBLENDFACTOR; break;
536 case GL_SRC_ALPHA_SATURATE: d3dBlend = D3DBLEND_SRCALPHASAT; break;
537 default: UNREACHABLE();
538 }
539
540 return d3dBlend;
541}
542
543D3DBLENDOP ConvertBlendOp(GLenum blendOp)
544{
545 D3DBLENDOP d3dBlendOp = D3DBLENDOP_ADD;
546
547 switch (blendOp)
548 {
549 case GL_FUNC_ADD: d3dBlendOp = D3DBLENDOP_ADD; break;
550 case GL_FUNC_SUBTRACT: d3dBlendOp = D3DBLENDOP_SUBTRACT; break;
551 case GL_FUNC_REVERSE_SUBTRACT: d3dBlendOp = D3DBLENDOP_REVSUBTRACT; break;
552 default: UNREACHABLE();
553 }
554
555 return d3dBlendOp;
556}
557
558D3DSTENCILOP ConvertStencilOp(GLenum stencilOp)
559{
560 D3DSTENCILOP d3dStencilOp = D3DSTENCILOP_KEEP;
561
562 switch (stencilOp)
563 {
564 case GL_ZERO: d3dStencilOp = D3DSTENCILOP_ZERO; break;
565 case GL_KEEP: d3dStencilOp = D3DSTENCILOP_KEEP; break;
566 case GL_REPLACE: d3dStencilOp = D3DSTENCILOP_REPLACE; break;
567 case GL_INCR: d3dStencilOp = D3DSTENCILOP_INCRSAT; break;
568 case GL_DECR: d3dStencilOp = D3DSTENCILOP_DECRSAT; break;
569 case GL_INVERT: d3dStencilOp = D3DSTENCILOP_INVERT; break;
570 case GL_INCR_WRAP: d3dStencilOp = D3DSTENCILOP_INCR; break;
571 case GL_DECR_WRAP: d3dStencilOp = D3DSTENCILOP_DECR; break;
572 default: UNREACHABLE();
573 }
574
575 return d3dStencilOp;
576}
577
578D3DTEXTUREADDRESS ConvertTextureWrap(GLenum wrap)
579{
580 D3DTEXTUREADDRESS d3dWrap = D3DTADDRESS_WRAP;
581
582 switch (wrap)
583 {
584 case GL_REPEAT: d3dWrap = D3DTADDRESS_WRAP; break;
585 case GL_CLAMP_TO_EDGE: d3dWrap = D3DTADDRESS_CLAMP; break;
586 case GL_MIRRORED_REPEAT: d3dWrap = D3DTADDRESS_MIRROR; break;
587 default: UNREACHABLE();
588 }
589
590 return d3dWrap;
591}
592
593D3DCULL ConvertCullMode(GLenum cullFace, GLenum frontFace)
594{
595 D3DCULL cull = D3DCULL_CCW;
596 switch (cullFace)
597 {
598 case GL_FRONT:
599 cull = (frontFace == GL_CCW ? D3DCULL_CW : D3DCULL_CCW);
600 break;
601 case GL_BACK:
602 cull = (frontFace == GL_CCW ? D3DCULL_CCW : D3DCULL_CW);
603 break;
604 case GL_FRONT_AND_BACK:
daniel@transgaming.comace5e662010-03-21 04:31:20 +0000605 cull = D3DCULL_NONE; // culling will be handled during draw
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000606 break;
607 default: UNREACHABLE();
608 }
609
610 return cull;
611}
612
apatrick@chromium.orgb31f5322011-01-19 19:02:52 +0000613D3DCUBEMAP_FACES ConvertCubeFace(GLenum cubeFace)
614{
615 D3DCUBEMAP_FACES face = D3DCUBEMAP_FACE_POSITIVE_X;
616
apatrick@chromium.orgb31f5322011-01-19 19:02:52 +0000617 switch (cubeFace)
618 {
619 case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
620 face = D3DCUBEMAP_FACE_POSITIVE_X;
621 break;
622 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
623 face = D3DCUBEMAP_FACE_NEGATIVE_X;
624 break;
625 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
apatrick@chromium.org9616e582012-06-22 18:27:01 +0000626 face = D3DCUBEMAP_FACE_POSITIVE_Y;
apatrick@chromium.orgb31f5322011-01-19 19:02:52 +0000627 break;
628 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
apatrick@chromium.org9616e582012-06-22 18:27:01 +0000629 face = D3DCUBEMAP_FACE_NEGATIVE_Y;
apatrick@chromium.orgb31f5322011-01-19 19:02:52 +0000630 break;
631 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
632 face = D3DCUBEMAP_FACE_POSITIVE_Z;
633 break;
634 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
635 face = D3DCUBEMAP_FACE_NEGATIVE_Z;
636 break;
637 default: UNREACHABLE();
638 }
639
640 return face;
641}
642
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000643DWORD ConvertColorMask(bool red, bool green, bool blue, bool alpha)
644{
645 return (red ? D3DCOLORWRITEENABLE_RED : 0) |
646 (green ? D3DCOLORWRITEENABLE_GREEN : 0) |
647 (blue ? D3DCOLORWRITEENABLE_BLUE : 0) |
648 (alpha ? D3DCOLORWRITEENABLE_ALPHA : 0);
649}
650
daniel@transgaming.com07ab8412012-07-12 15:17:09 +0000651D3DTEXTUREFILTERTYPE ConvertMagFilter(GLenum magFilter, float maxAnisotropy)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000652{
daniel@transgaming.com07ab8412012-07-12 15:17:09 +0000653 if (maxAnisotropy > 1.0f)
654 {
655 return D3DTEXF_ANISOTROPIC;
656 }
657
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000658 D3DTEXTUREFILTERTYPE d3dMagFilter = D3DTEXF_POINT;
659 switch (magFilter)
660 {
661 case GL_NEAREST: d3dMagFilter = D3DTEXF_POINT; break;
662 case GL_LINEAR: d3dMagFilter = D3DTEXF_LINEAR; break;
663 default: UNREACHABLE();
664 }
665
666 return d3dMagFilter;
667}
668
daniel@transgaming.com07ab8412012-07-12 15:17:09 +0000669void ConvertMinFilter(GLenum minFilter, D3DTEXTUREFILTERTYPE *d3dMinFilter, D3DTEXTUREFILTERTYPE *d3dMipFilter, float maxAnisotropy)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000670{
671 switch (minFilter)
672 {
673 case GL_NEAREST:
674 *d3dMinFilter = D3DTEXF_POINT;
675 *d3dMipFilter = D3DTEXF_NONE;
676 break;
677 case GL_LINEAR:
678 *d3dMinFilter = D3DTEXF_LINEAR;
679 *d3dMipFilter = D3DTEXF_NONE;
680 break;
681 case GL_NEAREST_MIPMAP_NEAREST:
682 *d3dMinFilter = D3DTEXF_POINT;
683 *d3dMipFilter = D3DTEXF_POINT;
684 break;
685 case GL_LINEAR_MIPMAP_NEAREST:
686 *d3dMinFilter = D3DTEXF_LINEAR;
687 *d3dMipFilter = D3DTEXF_POINT;
688 break;
689 case GL_NEAREST_MIPMAP_LINEAR:
690 *d3dMinFilter = D3DTEXF_POINT;
691 *d3dMipFilter = D3DTEXF_LINEAR;
692 break;
693 case GL_LINEAR_MIPMAP_LINEAR:
694 *d3dMinFilter = D3DTEXF_LINEAR;
695 *d3dMipFilter = D3DTEXF_LINEAR;
696 break;
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +0000697 default:
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000698 *d3dMinFilter = D3DTEXF_POINT;
699 *d3dMipFilter = D3DTEXF_NONE;
700 UNREACHABLE();
701 }
daniel@transgaming.com07ab8412012-07-12 15:17:09 +0000702
703 if (maxAnisotropy > 1.0f)
704 {
705 *d3dMinFilter = D3DTEXF_ANISOTROPIC;
706 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000707}
708
daniel@transgaming.comd2fd4f22011-02-01 18:49:11 +0000709bool ConvertPrimitiveType(GLenum primitiveType, GLsizei elementCount,
710 D3DPRIMITIVETYPE *d3dPrimitiveType, int *d3dPrimitiveCount)
711{
712 switch (primitiveType)
713 {
714 case GL_POINTS:
715 *d3dPrimitiveType = D3DPT_POINTLIST;
716 *d3dPrimitiveCount = elementCount;
717 break;
718 case GL_LINES:
719 *d3dPrimitiveType = D3DPT_LINELIST;
720 *d3dPrimitiveCount = elementCount / 2;
721 break;
722 case GL_LINE_LOOP:
723 *d3dPrimitiveType = D3DPT_LINESTRIP;
724 *d3dPrimitiveCount = elementCount - 1; // D3D doesn't support line loops, so we draw the last line separately
725 break;
726 case GL_LINE_STRIP:
727 *d3dPrimitiveType = D3DPT_LINESTRIP;
728 *d3dPrimitiveCount = elementCount - 1;
729 break;
730 case GL_TRIANGLES:
731 *d3dPrimitiveType = D3DPT_TRIANGLELIST;
732 *d3dPrimitiveCount = elementCount / 3;
733 break;
734 case GL_TRIANGLE_STRIP:
735 *d3dPrimitiveType = D3DPT_TRIANGLESTRIP;
736 *d3dPrimitiveCount = elementCount - 2;
737 break;
738 case GL_TRIANGLE_FAN:
739 *d3dPrimitiveType = D3DPT_TRIANGLEFAN;
740 *d3dPrimitiveCount = elementCount - 2;
741 break;
742 default:
743 return false;
744 }
745
746 return true;
747}
748
749D3DFORMAT ConvertRenderbufferFormat(GLenum format)
750{
751 switch (format)
752 {
daniel@transgaming.com68145c62012-05-31 01:14:46 +0000753 case GL_NONE: return D3DFMT_NULL;
daniel@transgaming.comd2fd4f22011-02-01 18:49:11 +0000754 case GL_RGBA4:
755 case GL_RGB5_A1:
756 case GL_RGBA8_OES: return D3DFMT_A8R8G8B8;
757 case GL_RGB565: return D3DFMT_R5G6B5;
758 case GL_RGB8_OES: return D3DFMT_X8R8G8B8;
759 case GL_DEPTH_COMPONENT16:
760 case GL_STENCIL_INDEX8:
761 case GL_DEPTH24_STENCIL8_OES: return D3DFMT_D24S8;
762 default: UNREACHABLE(); return D3DFMT_A8R8G8B8;
763 }
764}
765
766D3DMULTISAMPLE_TYPE GetMultisampleTypeFromSamples(GLsizei samples)
767{
768 if (samples <= 1)
769 return D3DMULTISAMPLE_NONE;
770 else
771 return (D3DMULTISAMPLE_TYPE)samples;
772}
773
774}
775
776namespace dx2es
777{
778
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000779unsigned int GetStencilSize(D3DFORMAT stencilFormat)
780{
daniel@transgaming.comdbd65652012-06-19 15:29:48 +0000781 if (stencilFormat == D3DFMT_INTZ)
782 {
783 return 8;
784 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000785 switch(stencilFormat)
786 {
787 case D3DFMT_D24FS8:
788 case D3DFMT_D24S8:
789 return 8;
790 case D3DFMT_D24X4S4:
791 return 4;
792 case D3DFMT_D15S1:
793 return 1;
794 case D3DFMT_D16_LOCKABLE:
795 case D3DFMT_D32:
796 case D3DFMT_D24X8:
797 case D3DFMT_D32F_LOCKABLE:
798 case D3DFMT_D16:
799 return 0;
daniel@transgaming.comd2fd4f22011-02-01 18:49:11 +0000800 //case D3DFMT_D32_LOCKABLE: return 0; // DirectX 9Ex only
801 //case D3DFMT_S8_LOCKABLE: return 8; // DirectX 9Ex only
apatrick@chromium.org831fe2a2011-03-17 18:44:29 +0000802 default:
803 return 0;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000804 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000805}
806
807unsigned int GetAlphaSize(D3DFORMAT colorFormat)
808{
809 switch (colorFormat)
810 {
daniel@transgaming.com1297d922010-09-01 15:47:47 +0000811 case D3DFMT_A16B16G16R16F:
812 return 16;
813 case D3DFMT_A32B32G32R32F:
814 return 32;
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +0000815 case D3DFMT_A2R10G10B10:
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000816 return 2;
817 case D3DFMT_A8R8G8B8:
818 return 8;
819 case D3DFMT_A1R5G5B5:
820 return 1;
821 case D3DFMT_X8R8G8B8:
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000822 case D3DFMT_R5G6B5:
823 return 0;
apatrick@chromium.org831fe2a2011-03-17 18:44:29 +0000824 default:
825 return 0;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000826 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000827}
828
829unsigned int GetRedSize(D3DFORMAT colorFormat)
830{
831 switch (colorFormat)
832 {
daniel@transgaming.com1297d922010-09-01 15:47:47 +0000833 case D3DFMT_A16B16G16R16F:
834 return 16;
835 case D3DFMT_A32B32G32R32F:
836 return 32;
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +0000837 case D3DFMT_A2R10G10B10:
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000838 return 10;
839 case D3DFMT_A8R8G8B8:
840 case D3DFMT_X8R8G8B8:
841 return 8;
842 case D3DFMT_A1R5G5B5:
843 case D3DFMT_R5G6B5:
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000844 return 5;
apatrick@chromium.org831fe2a2011-03-17 18:44:29 +0000845 default:
846 return 0;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000847 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000848}
849
850unsigned int GetGreenSize(D3DFORMAT colorFormat)
851{
852 switch (colorFormat)
853 {
daniel@transgaming.com1297d922010-09-01 15:47:47 +0000854 case D3DFMT_A16B16G16R16F:
855 return 16;
856 case D3DFMT_A32B32G32R32F:
857 return 32;
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +0000858 case D3DFMT_A2R10G10B10:
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000859 return 10;
860 case D3DFMT_A8R8G8B8:
861 case D3DFMT_X8R8G8B8:
862 return 8;
863 case D3DFMT_A1R5G5B5:
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000864 return 5;
865 case D3DFMT_R5G6B5:
866 return 6;
apatrick@chromium.org831fe2a2011-03-17 18:44:29 +0000867 default:
868 return 0;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000869 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000870}
871
872unsigned int GetBlueSize(D3DFORMAT colorFormat)
873{
874 switch (colorFormat)
875 {
daniel@transgaming.com1297d922010-09-01 15:47:47 +0000876 case D3DFMT_A16B16G16R16F:
877 return 16;
878 case D3DFMT_A32B32G32R32F:
879 return 32;
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +0000880 case D3DFMT_A2R10G10B10:
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000881 return 10;
882 case D3DFMT_A8R8G8B8:
883 case D3DFMT_X8R8G8B8:
884 return 8;
885 case D3DFMT_A1R5G5B5:
886 case D3DFMT_R5G6B5:
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000887 return 5;
apatrick@chromium.org831fe2a2011-03-17 18:44:29 +0000888 default:
889 return 0;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000890 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000891}
892
893unsigned int GetDepthSize(D3DFORMAT depthFormat)
894{
daniel@transgaming.comdbd65652012-06-19 15:29:48 +0000895 if (depthFormat == D3DFMT_INTZ)
896 {
897 return 24;
898 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000899 switch (depthFormat)
900 {
901 case D3DFMT_D16_LOCKABLE: return 16;
902 case D3DFMT_D32: return 32;
903 case D3DFMT_D15S1: return 15;
904 case D3DFMT_D24S8: return 24;
905 case D3DFMT_D24X8: return 24;
906 case D3DFMT_D24X4S4: return 24;
907 case D3DFMT_D16: return 16;
908 case D3DFMT_D32F_LOCKABLE: return 32;
909 case D3DFMT_D24FS8: return 24;
daniel@transgaming.com83921382011-01-08 05:46:00 +0000910 //case D3DFMT_D32_LOCKABLE: return 32; // D3D9Ex only
911 //case D3DFMT_S8_LOCKABLE: return 0; // D3D9Ex only
apatrick@chromium.org831fe2a2011-03-17 18:44:29 +0000912 default: return 0;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000913 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000914}
915
daniel@transgaming.combbeffbb2011-11-09 17:46:11 +0000916bool IsFloat32Format(D3DFORMAT surfaceFormat)
917{
918 switch(surfaceFormat)
919 {
920 case D3DFMT_R16F:
921 case D3DFMT_G16R16F:
922 case D3DFMT_A16B16G16R16F:
923 return false;
924 case D3DFMT_R32F:
925 case D3DFMT_G32R32F:
926 case D3DFMT_A32B32G32R32F:
927 return true;
928 case D3DFMT_A8R8G8B8:
929 case D3DFMT_X8R8G8B8:
930 case D3DFMT_A1R5G5B5:
931 case D3DFMT_R5G6B5:
932 return false;
933 default: UNREACHABLE();
934 }
935 return false;
936}
937
938bool IsFloat16Format(D3DFORMAT surfaceFormat)
939{
940 switch(surfaceFormat)
941 {
942 case D3DFMT_R16F:
943 case D3DFMT_G16R16F:
944 case D3DFMT_A16B16G16R16F:
945 return true;
946 case D3DFMT_R32F:
947 case D3DFMT_G32R32F:
948 case D3DFMT_A32B32G32R32F:
949 return false;
950 case D3DFMT_A8R8G8B8:
951 case D3DFMT_X8R8G8B8:
952 case D3DFMT_A1R5G5B5:
953 case D3DFMT_R5G6B5:
954 return false;
955 default: UNREACHABLE();
956 }
957 return false;
958}
959
daniel@transgaming.com4f677302012-06-19 15:29:51 +0000960bool IsDepthTextureFormat(D3DFORMAT surfaceFormat)
daniel@transgaming.comf20bc212012-05-31 01:14:33 +0000961{
962 return (surfaceFormat == D3DFMT_INTZ);
963}
964
daniel@transgaming.com4f677302012-06-19 15:29:51 +0000965bool IsStencilTextureFormat(D3DFORMAT surfaceFormat)
daniel@transgaming.comf20bc212012-05-31 01:14:33 +0000966{
967 return (surfaceFormat == D3DFMT_INTZ);
968}
969
jbauman@chromium.org68715282012-07-12 23:28:41 +0000970bool IsCompressedD3DFormat(D3DFORMAT surfaceFormat)
971{
972 switch(surfaceFormat)
973 {
974 case D3DFMT_DXT1:
975 case D3DFMT_DXT2:
976 case D3DFMT_DXT3:
977 case D3DFMT_DXT4:
978 case D3DFMT_DXT5:
979 return true;
980 default:
981 return false;
982 }
983}
984
daniel@transgaming.com1f135d82010-08-24 19:20:36 +0000985GLsizei GetSamplesFromMultisampleType(D3DMULTISAMPLE_TYPE type)
986{
987 if (type == D3DMULTISAMPLE_NONMASKABLE)
988 return 0;
989 else
990 return type;
991}
992
daniel@transgaming.comad52cb12012-10-17 18:14:45 +0000993bool IsFormatChannelEquivalent(D3DFORMAT d3dformat, GLenum format)
994{
995 switch (d3dformat)
996 {
997 case D3DFMT_L8:
998 return (format == GL_LUMINANCE);
999 case D3DFMT_A8L8:
1000 return (format == GL_LUMINANCE_ALPHA);
1001 case D3DFMT_DXT1:
1002 return (format == GL_COMPRESSED_RGBA_S3TC_DXT1_EXT || format == GL_COMPRESSED_RGB_S3TC_DXT1_EXT);
1003 case D3DFMT_DXT3:
1004 return (format == GL_COMPRESSED_RGBA_S3TC_DXT3_ANGLE);
1005 case D3DFMT_DXT5:
1006 return (format == GL_COMPRESSED_RGBA_S3TC_DXT5_ANGLE);
1007 case D3DFMT_A8R8G8B8:
1008 case D3DFMT_A16B16G16R16F:
1009 case D3DFMT_A32B32G32R32F:
1010 return (format == GL_RGBA || format == GL_BGRA_EXT);
1011 case D3DFMT_X8R8G8B8:
1012 return (format == GL_RGB);
1013 default:
1014 if (d3dformat == D3DFMT_INTZ && gl::IsDepthTexture(format))
1015 return true;
1016 return false;
1017 }
1018}
1019
daniel@transgaming.com42944b02012-09-27 17:45:57 +00001020bool ConvertReadBufferFormat(D3DFORMAT d3dformat, GLenum *format, GLenum *type)
1021{
1022 switch (d3dformat)
1023 {
1024 case D3DFMT_A8R8G8B8:
1025 *type = GL_UNSIGNED_BYTE;
1026 *format = GL_BGRA_EXT;
1027 break;
1028 case D3DFMT_X8R8G8B8:
1029 *type = GL_UNSIGNED_BYTE;
1030 *format = GL_RGB;
1031 break;
1032 case D3DFMT_R5G6B5:
1033 *type = GL_UNSIGNED_SHORT_5_6_5;
1034 *format = GL_RGB;
1035 break;
1036 case D3DFMT_A16B16G16R16F:
1037 *type = GL_HALF_FLOAT_OES;
1038 *format = GL_RGBA;
1039 break;
1040 case D3DFMT_A32B32G32R32F:
1041 *type = GL_FLOAT;
1042 *format = GL_RGBA;
1043 break;
1044 case D3DFMT_A4R4G4B4:
1045 *type = GL_UNSIGNED_SHORT_4_4_4_4_REV_EXT;
1046 *format = GL_BGRA_EXT;
1047 break;
1048 case D3DFMT_A1R5G5B5:
1049 *type = GL_UNSIGNED_SHORT_1_5_5_5_REV_EXT;
1050 *format = GL_BGRA_EXT;
1051 break;
1052 default:
1053 *type = GL_NONE;
1054 *format = GL_NONE;
1055 return false;
1056 }
1057 return true;
1058}
1059
daniel@transgaming.com73a5db62010-10-15 17:58:13 +00001060GLenum ConvertBackBufferFormat(D3DFORMAT format)
1061{
1062 switch (format)
1063 {
1064 case D3DFMT_A4R4G4B4: return GL_RGBA4;
1065 case D3DFMT_A8R8G8B8: return GL_RGBA8_OES;
1066 case D3DFMT_A1R5G5B5: return GL_RGB5_A1;
1067 case D3DFMT_R5G6B5: return GL_RGB565;
1068 case D3DFMT_X8R8G8B8: return GL_RGB8_OES;
1069 default:
1070 UNREACHABLE();
1071 }
1072
1073 return GL_RGBA4;
1074}
1075
1076GLenum ConvertDepthStencilFormat(D3DFORMAT format)
1077{
daniel@transgaming.comdbd65652012-06-19 15:29:48 +00001078 if (format == D3DFMT_INTZ)
1079 {
1080 return GL_DEPTH24_STENCIL8_OES;
1081 }
daniel@transgaming.com73a5db62010-10-15 17:58:13 +00001082 switch (format)
1083 {
1084 case D3DFMT_D16:
1085 case D3DFMT_D24X8:
1086 return GL_DEPTH_COMPONENT16;
1087 case D3DFMT_D24S8:
1088 return GL_DEPTH24_STENCIL8_OES;
1089 default:
1090 UNREACHABLE();
1091 }
1092
1093 return GL_DEPTH24_STENCIL8_OES;
1094}
1095
1096}
apatrick@chromium.org0f4cefe2011-01-26 19:30:57 +00001097
1098std::string getTempPath()
1099{
daniel@transgaming.comd2fd4f22011-02-01 18:49:11 +00001100 char path[MAX_PATH];
1101 DWORD pathLen = GetTempPathA(sizeof(path) / sizeof(path[0]), path);
1102 if (pathLen == 0)
1103 {
1104 UNREACHABLE();
1105 return std::string();
1106 }
1107
1108 UINT unique = GetTempFileNameA(path, "sh", 0, path);
1109 if (unique == 0)
1110 {
1111 UNREACHABLE();
1112 return std::string();
1113 }
1114
1115 return path;
apatrick@chromium.org0f4cefe2011-01-26 19:30:57 +00001116}
1117
1118void writeFile(const char* path, const void* content, size_t size)
daniel@transgaming.comd2fd4f22011-02-01 18:49:11 +00001119{
1120 FILE* file = fopen(path, "w");
1121 if (!file)
1122 {
1123 UNREACHABLE();
1124 return;
1125 }
1126
1127 fwrite(content, sizeof(char), size, file);
1128 fclose(file);
apatrick@chromium.org0f4cefe2011-01-26 19:30:57 +00001129}