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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.com6452adf2012-10-17 18:22:35 +0000232GLsizei ComputePitch(GLsizei width, GLint internalformat, GLint alignment)
daniel@transgaming.com713914b2010-05-04 03:35:17 +0000233{
234 ASSERT(alignment > 0 && isPow2(alignment));
235
daniel@transgaming.com6452adf2012-10-17 18:22:35 +0000236 GLsizei rawPitch = ComputePixelSize(internalformat) * width;
daniel@transgaming.com713914b2010-05-04 03:35:17 +0000237 return (rawPitch + alignment - 1) & ~(alignment - 1);
238}
239
daniel@transgaming.com6452adf2012-10-17 18:22:35 +0000240GLsizei ComputeCompressedPitch(GLsizei width, GLenum internalformat)
daniel@transgaming.com01868132010-08-24 19:21:17 +0000241{
daniel@transgaming.com6452adf2012-10-17 18:22:35 +0000242 return ComputeCompressedSize(width, 1, internalformat);
daniel@transgaming.com01868132010-08-24 19:21:17 +0000243}
244
daniel@transgaming.com6452adf2012-10-17 18:22:35 +0000245GLsizei ComputeCompressedSize(GLsizei width, GLsizei height, GLenum internalformat)
daniel@transgaming.com01868132010-08-24 19:21:17 +0000246{
daniel@transgaming.com6452adf2012-10-17 18:22:35 +0000247 switch (internalformat)
daniel@transgaming.com01868132010-08-24 19:21:17 +0000248 {
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 ||
daniel@transgaming.com6452adf2012-10-17 18:22:35 +0000280 format == GL_DEPTH_STENCIL_OES ||
281 format == GL_DEPTH_COMPONENT16 ||
282 format == GL_DEPTH_COMPONENT32_OES ||
283 format == GL_DEPTH24_STENCIL8_OES)
daniel@transgaming.com835a95a2012-05-31 01:14:07 +0000284 {
285 return true;
286 }
287
288 return false;
289}
290
daniel@transgaming.com713914b2010-05-04 03:35:17 +0000291// Returns the size, in bytes, of a single texel in an Image
daniel@transgaming.com6452adf2012-10-17 18:22:35 +0000292int ComputePixelSize(GLint internalformat)
daniel@transgaming.com713914b2010-05-04 03:35:17 +0000293{
daniel@transgaming.com6452adf2012-10-17 18:22:35 +0000294 switch (internalformat)
daniel@transgaming.com713914b2010-05-04 03:35:17 +0000295 {
daniel@transgaming.com6452adf2012-10-17 18:22:35 +0000296 case GL_ALPHA8_EXT: return sizeof(unsigned char);
297 case GL_LUMINANCE8_EXT: return sizeof(unsigned char);
298 case GL_ALPHA32F_EXT: return sizeof(float);
299 case GL_LUMINANCE32F_EXT: return sizeof(float);
300 case GL_ALPHA16F_EXT: return sizeof(unsigned short);
301 case GL_LUMINANCE16F_EXT: return sizeof(unsigned short);
302 case GL_LUMINANCE8_ALPHA8_EXT: return sizeof(unsigned char) * 2;
303 case GL_LUMINANCE_ALPHA32F_EXT: return sizeof(float) * 2;
304 case GL_LUMINANCE_ALPHA16F_EXT: return sizeof(unsigned short) * 2;
305 case GL_RGB8_OES: return sizeof(unsigned char) * 3;
306 case GL_RGB565: return sizeof(unsigned short);
307 case GL_RGB32F_EXT: return sizeof(float) * 3;
308 case GL_RGB16F_EXT: return sizeof(unsigned short) * 3;
309 case GL_RGBA8_OES: return sizeof(unsigned char) * 4;
310 case GL_RGBA4: return sizeof(unsigned short);
311 case GL_RGB5_A1: return sizeof(unsigned short);
312 case GL_RGBA32F_EXT: return sizeof(float) * 4;
313 case GL_RGBA16F_EXT: return sizeof(unsigned short) * 4;
314 case GL_BGRA8_EXT: return sizeof(unsigned char) * 4;
daniel@transgaming.com713914b2010-05-04 03:35:17 +0000315 default: UNREACHABLE();
316 }
317
318 return 0;
319}
320
daniel@transgaming.com19ffc242010-05-04 03:35:21 +0000321bool IsCubemapTextureTarget(GLenum target)
322{
323 return (target >= GL_TEXTURE_CUBE_MAP_POSITIVE_X && target <= GL_TEXTURE_CUBE_MAP_NEGATIVE_Z);
324}
325
apatrick@chromium.org551022e2012-01-23 19:56:54 +0000326bool IsInternalTextureTarget(GLenum target)
daniel@transgaming.com19ffc242010-05-04 03:35:21 +0000327{
328 return target == GL_TEXTURE_2D || IsCubemapTextureTarget(target);
329}
330
daniel@transgaming.com6452adf2012-10-17 18:22:35 +0000331GLint ConvertSizedInternalFormat(GLenum format, GLenum type)
332{
333 switch (format)
334 {
335 case GL_ALPHA:
336 switch (type)
337 {
338 case GL_UNSIGNED_BYTE: return GL_ALPHA8_EXT;
339 case GL_FLOAT: return GL_ALPHA32F_EXT;
340 case GL_HALF_FLOAT_OES: return GL_ALPHA16F_EXT;
341 default: UNIMPLEMENTED();
342 }
343 break;
344 case GL_LUMINANCE:
345 switch (type)
346 {
347 case GL_UNSIGNED_BYTE: return GL_LUMINANCE8_EXT;
348 case GL_FLOAT: return GL_LUMINANCE32F_EXT;
349 case GL_HALF_FLOAT_OES: return GL_LUMINANCE16F_EXT;
350 default: UNIMPLEMENTED();
351 }
352 break;
353 case GL_LUMINANCE_ALPHA:
354 switch (type)
355 {
356 case GL_UNSIGNED_BYTE: return GL_LUMINANCE8_ALPHA8_EXT;
357 case GL_FLOAT: return GL_LUMINANCE_ALPHA32F_EXT;
358 case GL_HALF_FLOAT_OES: return GL_LUMINANCE_ALPHA16F_EXT;
359 default: UNIMPLEMENTED();
360 }
361 break;
362 case GL_RGB:
363 switch (type)
364 {
365 case GL_UNSIGNED_BYTE: return GL_RGB8_OES;
366 case GL_UNSIGNED_SHORT_5_6_5: return GL_RGB565;
367 case GL_FLOAT: return GL_RGB32F_EXT;
368 case GL_HALF_FLOAT_OES: return GL_RGB16F_EXT;
369 default: UNIMPLEMENTED();
370 }
371 break;
372 case GL_RGBA:
373 switch (type)
374 {
375 case GL_UNSIGNED_BYTE: return GL_RGBA8_OES;
376 case GL_UNSIGNED_SHORT_4_4_4_4: return GL_RGBA4;
377 case GL_UNSIGNED_SHORT_5_5_5_1: return GL_RGB5_A1;
378 case GL_FLOAT: return GL_RGBA32F_EXT;
379 case GL_HALF_FLOAT_OES: return GL_RGBA16F_EXT;
380 break;
381 default: UNIMPLEMENTED();
382 }
383 break;
384 case GL_BGRA_EXT:
385 switch (type)
386 {
387 // Are there sized internal formats for the packed BGRA types?
388 case GL_UNSIGNED_BYTE: return GL_BGRA8_EXT;
389 default: UNIMPLEMENTED();
390 }
391 break;
392 case GL_COMPRESSED_RGB_S3TC_DXT1_EXT:
393 case GL_COMPRESSED_RGBA_S3TC_DXT1_EXT:
394 case GL_COMPRESSED_RGBA_S3TC_DXT3_ANGLE:
395 case GL_COMPRESSED_RGBA_S3TC_DXT5_ANGLE:
396 return format;
397 case GL_DEPTH_COMPONENT:
398 switch (type)
399 {
400 case GL_UNSIGNED_SHORT: return GL_DEPTH_COMPONENT16;
401 case GL_UNSIGNED_INT: return GL_DEPTH_COMPONENT32_OES;
402 default: UNIMPLEMENTED();
403 }
404 break;
405 case GL_DEPTH_STENCIL_OES:
406 switch (type)
407 {
408 case GL_UNSIGNED_INT_24_8_OES: return GL_DEPTH24_STENCIL8_OES;
409 default: UNIMPLEMENTED();
410 }
411 break;
412 default:
413 UNIMPLEMENTED();
414 }
415
416 return GL_NONE;
417}
418
daniel@transgaming.com64a0fb22011-11-11 04:10:40 +0000419GLenum ExtractFormat(GLenum internalformat)
420{
421 switch (internalformat)
422 {
daniel@transgaming.come1077362011-11-11 04:16:50 +0000423 case GL_RGB565: return GL_RGB;
424 case GL_RGBA4: return GL_RGBA;
425 case GL_RGB5_A1: return GL_RGBA;
426 case GL_RGB8_OES: return GL_RGB;
427 case GL_RGBA8_OES: return GL_RGBA;
428 case GL_LUMINANCE8_ALPHA8_EXT: return GL_LUMINANCE_ALPHA;
429 case GL_LUMINANCE8_EXT: return GL_LUMINANCE;
430 case GL_ALPHA8_EXT: return GL_ALPHA;
431 case GL_COMPRESSED_RGB_S3TC_DXT1_EXT: return GL_COMPRESSED_RGB_S3TC_DXT1_EXT;
432 case GL_COMPRESSED_RGBA_S3TC_DXT1_EXT: return GL_COMPRESSED_RGBA_S3TC_DXT1_EXT;
433 case GL_COMPRESSED_RGBA_S3TC_DXT3_ANGLE: return GL_COMPRESSED_RGBA_S3TC_DXT3_ANGLE;
434 case GL_COMPRESSED_RGBA_S3TC_DXT5_ANGLE: return GL_COMPRESSED_RGBA_S3TC_DXT5_ANGLE;
daniel@transgaming.comff941aa2011-11-11 04:17:09 +0000435 case GL_RGBA32F_EXT: return GL_RGBA;
436 case GL_RGB32F_EXT: return GL_RGB;
437 case GL_ALPHA32F_EXT: return GL_ALPHA;
438 case GL_LUMINANCE32F_EXT: return GL_LUMINANCE;
439 case GL_LUMINANCE_ALPHA32F_EXT: return GL_LUMINANCE_ALPHA;
440 case GL_RGBA16F_EXT: return GL_RGBA;
441 case GL_RGB16F_EXT: return GL_RGB;
442 case GL_ALPHA16F_EXT: return GL_ALPHA;
443 case GL_LUMINANCE16F_EXT: return GL_LUMINANCE;
444 case GL_LUMINANCE_ALPHA16F_EXT: return GL_LUMINANCE_ALPHA;
445 case GL_BGRA8_EXT: return GL_BGRA_EXT;
daniel@transgaming.com835a95a2012-05-31 01:14:07 +0000446 case GL_DEPTH_COMPONENT16: return GL_DEPTH_COMPONENT;
447 case GL_DEPTH_COMPONENT32_OES: return GL_DEPTH_COMPONENT;
448 case GL_DEPTH24_STENCIL8_OES: return GL_DEPTH_STENCIL_OES;
daniel@transgaming.come1077362011-11-11 04:16:50 +0000449 default: return GL_NONE; // Unsupported
daniel@transgaming.com64a0fb22011-11-11 04:10:40 +0000450 }
451}
452
453GLenum ExtractType(GLenum internalformat)
454{
455 switch (internalformat)
456 {
daniel@transgaming.come1077362011-11-11 04:16:50 +0000457 case GL_RGB565: return GL_UNSIGNED_SHORT_5_6_5;
458 case GL_RGBA4: return GL_UNSIGNED_SHORT_4_4_4_4;
459 case GL_RGB5_A1: return GL_UNSIGNED_SHORT_5_5_5_1;
460 case GL_RGB8_OES: return GL_UNSIGNED_BYTE;
461 case GL_RGBA8_OES: return GL_UNSIGNED_BYTE;
462 case GL_LUMINANCE8_ALPHA8_EXT: return GL_UNSIGNED_BYTE;
463 case GL_LUMINANCE8_EXT: return GL_UNSIGNED_BYTE;
464 case GL_ALPHA8_EXT: return GL_UNSIGNED_BYTE;
465 case GL_COMPRESSED_RGB_S3TC_DXT1_EXT: return GL_UNSIGNED_BYTE;
466 case GL_COMPRESSED_RGBA_S3TC_DXT1_EXT: return GL_UNSIGNED_BYTE;
467 case GL_COMPRESSED_RGBA_S3TC_DXT3_ANGLE: return GL_UNSIGNED_BYTE;
468 case GL_COMPRESSED_RGBA_S3TC_DXT5_ANGLE: return GL_UNSIGNED_BYTE;
daniel@transgaming.comff941aa2011-11-11 04:17:09 +0000469 case GL_RGBA32F_EXT: return GL_FLOAT;
470 case GL_RGB32F_EXT: return GL_FLOAT;
471 case GL_ALPHA32F_EXT: return GL_FLOAT;
472 case GL_LUMINANCE32F_EXT: return GL_FLOAT;
473 case GL_LUMINANCE_ALPHA32F_EXT: return GL_FLOAT;
474 case GL_RGBA16F_EXT: return GL_HALF_FLOAT_OES;
475 case GL_RGB16F_EXT: return GL_HALF_FLOAT_OES;
476 case GL_ALPHA16F_EXT: return GL_HALF_FLOAT_OES;
477 case GL_LUMINANCE16F_EXT: return GL_HALF_FLOAT_OES;
478 case GL_LUMINANCE_ALPHA16F_EXT: return GL_HALF_FLOAT_OES;
479 case GL_BGRA8_EXT: return GL_UNSIGNED_BYTE;
daniel@transgaming.com835a95a2012-05-31 01:14:07 +0000480 case GL_DEPTH_COMPONENT16: return GL_UNSIGNED_SHORT;
481 case GL_DEPTH_COMPONENT32_OES: return GL_UNSIGNED_INT;
482 case GL_DEPTH24_STENCIL8_OES: return GL_UNSIGNED_INT_24_8_OES;
daniel@transgaming.come1077362011-11-11 04:16:50 +0000483 default: return GL_NONE; // Unsupported
daniel@transgaming.com64a0fb22011-11-11 04:10:40 +0000484 }
485}
486
daniel@transgaming.comedc19182010-10-15 17:57:55 +0000487bool IsColorRenderable(GLenum internalformat)
488{
489 switch (internalformat)
490 {
491 case GL_RGBA4:
492 case GL_RGB5_A1:
493 case GL_RGB565:
494 case GL_RGB8_OES:
495 case GL_RGBA8_OES:
496 return true;
497 case GL_DEPTH_COMPONENT16:
498 case GL_STENCIL_INDEX8:
499 case GL_DEPTH24_STENCIL8_OES:
500 return false;
501 default:
502 UNIMPLEMENTED();
503 }
504
505 return false;
506}
507
508bool IsDepthRenderable(GLenum internalformat)
509{
510 switch (internalformat)
511 {
512 case GL_DEPTH_COMPONENT16:
513 case GL_DEPTH24_STENCIL8_OES:
514 return true;
515 case GL_STENCIL_INDEX8:
516 case GL_RGBA4:
517 case GL_RGB5_A1:
518 case GL_RGB565:
519 case GL_RGB8_OES:
520 case GL_RGBA8_OES:
521 return false;
522 default:
523 UNIMPLEMENTED();
524 }
525
526 return false;
527}
528
529bool IsStencilRenderable(GLenum internalformat)
530{
531 switch (internalformat)
532 {
533 case GL_STENCIL_INDEX8:
534 case GL_DEPTH24_STENCIL8_OES:
535 return true;
536 case GL_RGBA4:
537 case GL_RGB5_A1:
538 case GL_RGB565:
539 case GL_RGB8_OES:
540 case GL_RGBA8_OES:
541 case GL_DEPTH_COMPONENT16:
542 return false;
543 default:
544 UNIMPLEMENTED();
545 }
546
547 return false;
548}
549
daniel@transgaming.com1b3a8152010-04-22 13:35:37 +0000550}
551
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000552namespace es2dx
553{
554
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +0000555D3DCMPFUNC ConvertComparison(GLenum comparison)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000556{
557 D3DCMPFUNC d3dComp = D3DCMP_ALWAYS;
558 switch (comparison)
559 {
560 case GL_NEVER: d3dComp = D3DCMP_NEVER; break;
561 case GL_ALWAYS: d3dComp = D3DCMP_ALWAYS; break;
562 case GL_LESS: d3dComp = D3DCMP_LESS; break;
563 case GL_LEQUAL: d3dComp = D3DCMP_LESSEQUAL; break;
564 case GL_EQUAL: d3dComp = D3DCMP_EQUAL; break;
565 case GL_GREATER: d3dComp = D3DCMP_GREATER; break;
566 case GL_GEQUAL: d3dComp = D3DCMP_GREATEREQUAL; break;
567 case GL_NOTEQUAL: d3dComp = D3DCMP_NOTEQUAL; break;
568 default: UNREACHABLE();
569 }
570
571 return d3dComp;
572}
573
574D3DCOLOR ConvertColor(gl::Color color)
575{
576 return D3DCOLOR_RGBA(gl::unorm<8>(color.red),
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000577 gl::unorm<8>(color.green),
daniel@transgaming.comfe453652010-03-16 06:23:28 +0000578 gl::unorm<8>(color.blue),
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000579 gl::unorm<8>(color.alpha));
580}
581
582D3DBLEND ConvertBlendFunc(GLenum blend)
583{
584 D3DBLEND d3dBlend = D3DBLEND_ZERO;
585
586 switch (blend)
587 {
588 case GL_ZERO: d3dBlend = D3DBLEND_ZERO; break;
589 case GL_ONE: d3dBlend = D3DBLEND_ONE; break;
590 case GL_SRC_COLOR: d3dBlend = D3DBLEND_SRCCOLOR; break;
591 case GL_ONE_MINUS_SRC_COLOR: d3dBlend = D3DBLEND_INVSRCCOLOR; break;
592 case GL_DST_COLOR: d3dBlend = D3DBLEND_DESTCOLOR; break;
593 case GL_ONE_MINUS_DST_COLOR: d3dBlend = D3DBLEND_INVDESTCOLOR; break;
594 case GL_SRC_ALPHA: d3dBlend = D3DBLEND_SRCALPHA; break;
595 case GL_ONE_MINUS_SRC_ALPHA: d3dBlend = D3DBLEND_INVSRCALPHA; break;
596 case GL_DST_ALPHA: d3dBlend = D3DBLEND_DESTALPHA; break;
597 case GL_ONE_MINUS_DST_ALPHA: d3dBlend = D3DBLEND_INVDESTALPHA; break;
598 case GL_CONSTANT_COLOR: d3dBlend = D3DBLEND_BLENDFACTOR; break;
599 case GL_ONE_MINUS_CONSTANT_COLOR: d3dBlend = D3DBLEND_INVBLENDFACTOR; break;
600 case GL_CONSTANT_ALPHA: d3dBlend = D3DBLEND_BLENDFACTOR; break;
601 case GL_ONE_MINUS_CONSTANT_ALPHA: d3dBlend = D3DBLEND_INVBLENDFACTOR; break;
602 case GL_SRC_ALPHA_SATURATE: d3dBlend = D3DBLEND_SRCALPHASAT; break;
603 default: UNREACHABLE();
604 }
605
606 return d3dBlend;
607}
608
609D3DBLENDOP ConvertBlendOp(GLenum blendOp)
610{
611 D3DBLENDOP d3dBlendOp = D3DBLENDOP_ADD;
612
613 switch (blendOp)
614 {
615 case GL_FUNC_ADD: d3dBlendOp = D3DBLENDOP_ADD; break;
616 case GL_FUNC_SUBTRACT: d3dBlendOp = D3DBLENDOP_SUBTRACT; break;
617 case GL_FUNC_REVERSE_SUBTRACT: d3dBlendOp = D3DBLENDOP_REVSUBTRACT; break;
618 default: UNREACHABLE();
619 }
620
621 return d3dBlendOp;
622}
623
624D3DSTENCILOP ConvertStencilOp(GLenum stencilOp)
625{
626 D3DSTENCILOP d3dStencilOp = D3DSTENCILOP_KEEP;
627
628 switch (stencilOp)
629 {
630 case GL_ZERO: d3dStencilOp = D3DSTENCILOP_ZERO; break;
631 case GL_KEEP: d3dStencilOp = D3DSTENCILOP_KEEP; break;
632 case GL_REPLACE: d3dStencilOp = D3DSTENCILOP_REPLACE; break;
633 case GL_INCR: d3dStencilOp = D3DSTENCILOP_INCRSAT; break;
634 case GL_DECR: d3dStencilOp = D3DSTENCILOP_DECRSAT; break;
635 case GL_INVERT: d3dStencilOp = D3DSTENCILOP_INVERT; break;
636 case GL_INCR_WRAP: d3dStencilOp = D3DSTENCILOP_INCR; break;
637 case GL_DECR_WRAP: d3dStencilOp = D3DSTENCILOP_DECR; break;
638 default: UNREACHABLE();
639 }
640
641 return d3dStencilOp;
642}
643
644D3DTEXTUREADDRESS ConvertTextureWrap(GLenum wrap)
645{
646 D3DTEXTUREADDRESS d3dWrap = D3DTADDRESS_WRAP;
647
648 switch (wrap)
649 {
650 case GL_REPEAT: d3dWrap = D3DTADDRESS_WRAP; break;
651 case GL_CLAMP_TO_EDGE: d3dWrap = D3DTADDRESS_CLAMP; break;
652 case GL_MIRRORED_REPEAT: d3dWrap = D3DTADDRESS_MIRROR; break;
653 default: UNREACHABLE();
654 }
655
656 return d3dWrap;
657}
658
659D3DCULL ConvertCullMode(GLenum cullFace, GLenum frontFace)
660{
661 D3DCULL cull = D3DCULL_CCW;
662 switch (cullFace)
663 {
664 case GL_FRONT:
665 cull = (frontFace == GL_CCW ? D3DCULL_CW : D3DCULL_CCW);
666 break;
667 case GL_BACK:
668 cull = (frontFace == GL_CCW ? D3DCULL_CCW : D3DCULL_CW);
669 break;
670 case GL_FRONT_AND_BACK:
daniel@transgaming.comace5e662010-03-21 04:31:20 +0000671 cull = D3DCULL_NONE; // culling will be handled during draw
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000672 break;
673 default: UNREACHABLE();
674 }
675
676 return cull;
677}
678
apatrick@chromium.orgb31f5322011-01-19 19:02:52 +0000679D3DCUBEMAP_FACES ConvertCubeFace(GLenum cubeFace)
680{
681 D3DCUBEMAP_FACES face = D3DCUBEMAP_FACE_POSITIVE_X;
682
apatrick@chromium.orgb31f5322011-01-19 19:02:52 +0000683 switch (cubeFace)
684 {
685 case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
686 face = D3DCUBEMAP_FACE_POSITIVE_X;
687 break;
688 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
689 face = D3DCUBEMAP_FACE_NEGATIVE_X;
690 break;
691 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
apatrick@chromium.org9616e582012-06-22 18:27:01 +0000692 face = D3DCUBEMAP_FACE_POSITIVE_Y;
apatrick@chromium.orgb31f5322011-01-19 19:02:52 +0000693 break;
694 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
apatrick@chromium.org9616e582012-06-22 18:27:01 +0000695 face = D3DCUBEMAP_FACE_NEGATIVE_Y;
apatrick@chromium.orgb31f5322011-01-19 19:02:52 +0000696 break;
697 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
698 face = D3DCUBEMAP_FACE_POSITIVE_Z;
699 break;
700 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
701 face = D3DCUBEMAP_FACE_NEGATIVE_Z;
702 break;
703 default: UNREACHABLE();
704 }
705
706 return face;
707}
708
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000709DWORD ConvertColorMask(bool red, bool green, bool blue, bool alpha)
710{
711 return (red ? D3DCOLORWRITEENABLE_RED : 0) |
712 (green ? D3DCOLORWRITEENABLE_GREEN : 0) |
713 (blue ? D3DCOLORWRITEENABLE_BLUE : 0) |
714 (alpha ? D3DCOLORWRITEENABLE_ALPHA : 0);
715}
716
daniel@transgaming.com07ab8412012-07-12 15:17:09 +0000717D3DTEXTUREFILTERTYPE ConvertMagFilter(GLenum magFilter, float maxAnisotropy)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000718{
daniel@transgaming.com07ab8412012-07-12 15:17:09 +0000719 if (maxAnisotropy > 1.0f)
720 {
721 return D3DTEXF_ANISOTROPIC;
722 }
723
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000724 D3DTEXTUREFILTERTYPE d3dMagFilter = D3DTEXF_POINT;
725 switch (magFilter)
726 {
727 case GL_NEAREST: d3dMagFilter = D3DTEXF_POINT; break;
728 case GL_LINEAR: d3dMagFilter = D3DTEXF_LINEAR; break;
729 default: UNREACHABLE();
730 }
731
732 return d3dMagFilter;
733}
734
daniel@transgaming.com07ab8412012-07-12 15:17:09 +0000735void ConvertMinFilter(GLenum minFilter, D3DTEXTUREFILTERTYPE *d3dMinFilter, D3DTEXTUREFILTERTYPE *d3dMipFilter, float maxAnisotropy)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000736{
737 switch (minFilter)
738 {
739 case GL_NEAREST:
740 *d3dMinFilter = D3DTEXF_POINT;
741 *d3dMipFilter = D3DTEXF_NONE;
742 break;
743 case GL_LINEAR:
744 *d3dMinFilter = D3DTEXF_LINEAR;
745 *d3dMipFilter = D3DTEXF_NONE;
746 break;
747 case GL_NEAREST_MIPMAP_NEAREST:
748 *d3dMinFilter = D3DTEXF_POINT;
749 *d3dMipFilter = D3DTEXF_POINT;
750 break;
751 case GL_LINEAR_MIPMAP_NEAREST:
752 *d3dMinFilter = D3DTEXF_LINEAR;
753 *d3dMipFilter = D3DTEXF_POINT;
754 break;
755 case GL_NEAREST_MIPMAP_LINEAR:
756 *d3dMinFilter = D3DTEXF_POINT;
757 *d3dMipFilter = D3DTEXF_LINEAR;
758 break;
759 case GL_LINEAR_MIPMAP_LINEAR:
760 *d3dMinFilter = D3DTEXF_LINEAR;
761 *d3dMipFilter = D3DTEXF_LINEAR;
762 break;
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +0000763 default:
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000764 *d3dMinFilter = D3DTEXF_POINT;
765 *d3dMipFilter = D3DTEXF_NONE;
766 UNREACHABLE();
767 }
daniel@transgaming.com07ab8412012-07-12 15:17:09 +0000768
769 if (maxAnisotropy > 1.0f)
770 {
771 *d3dMinFilter = D3DTEXF_ANISOTROPIC;
772 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000773}
774
daniel@transgaming.comd2fd4f22011-02-01 18:49:11 +0000775bool ConvertPrimitiveType(GLenum primitiveType, GLsizei elementCount,
776 D3DPRIMITIVETYPE *d3dPrimitiveType, int *d3dPrimitiveCount)
777{
778 switch (primitiveType)
779 {
780 case GL_POINTS:
781 *d3dPrimitiveType = D3DPT_POINTLIST;
782 *d3dPrimitiveCount = elementCount;
783 break;
784 case GL_LINES:
785 *d3dPrimitiveType = D3DPT_LINELIST;
786 *d3dPrimitiveCount = elementCount / 2;
787 break;
788 case GL_LINE_LOOP:
789 *d3dPrimitiveType = D3DPT_LINESTRIP;
790 *d3dPrimitiveCount = elementCount - 1; // D3D doesn't support line loops, so we draw the last line separately
791 break;
792 case GL_LINE_STRIP:
793 *d3dPrimitiveType = D3DPT_LINESTRIP;
794 *d3dPrimitiveCount = elementCount - 1;
795 break;
796 case GL_TRIANGLES:
797 *d3dPrimitiveType = D3DPT_TRIANGLELIST;
798 *d3dPrimitiveCount = elementCount / 3;
799 break;
800 case GL_TRIANGLE_STRIP:
801 *d3dPrimitiveType = D3DPT_TRIANGLESTRIP;
802 *d3dPrimitiveCount = elementCount - 2;
803 break;
804 case GL_TRIANGLE_FAN:
805 *d3dPrimitiveType = D3DPT_TRIANGLEFAN;
806 *d3dPrimitiveCount = elementCount - 2;
807 break;
808 default:
809 return false;
810 }
811
812 return true;
813}
814
815D3DFORMAT ConvertRenderbufferFormat(GLenum format)
816{
817 switch (format)
818 {
daniel@transgaming.com68145c62012-05-31 01:14:46 +0000819 case GL_NONE: return D3DFMT_NULL;
daniel@transgaming.comd2fd4f22011-02-01 18:49:11 +0000820 case GL_RGBA4:
821 case GL_RGB5_A1:
822 case GL_RGBA8_OES: return D3DFMT_A8R8G8B8;
823 case GL_RGB565: return D3DFMT_R5G6B5;
824 case GL_RGB8_OES: return D3DFMT_X8R8G8B8;
825 case GL_DEPTH_COMPONENT16:
826 case GL_STENCIL_INDEX8:
827 case GL_DEPTH24_STENCIL8_OES: return D3DFMT_D24S8;
828 default: UNREACHABLE(); return D3DFMT_A8R8G8B8;
829 }
830}
831
832D3DMULTISAMPLE_TYPE GetMultisampleTypeFromSamples(GLsizei samples)
833{
834 if (samples <= 1)
835 return D3DMULTISAMPLE_NONE;
836 else
837 return (D3DMULTISAMPLE_TYPE)samples;
838}
839
840}
841
842namespace dx2es
843{
844
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000845unsigned int GetStencilSize(D3DFORMAT stencilFormat)
846{
daniel@transgaming.comdbd65652012-06-19 15:29:48 +0000847 if (stencilFormat == D3DFMT_INTZ)
848 {
849 return 8;
850 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000851 switch(stencilFormat)
852 {
853 case D3DFMT_D24FS8:
854 case D3DFMT_D24S8:
855 return 8;
856 case D3DFMT_D24X4S4:
857 return 4;
858 case D3DFMT_D15S1:
859 return 1;
860 case D3DFMT_D16_LOCKABLE:
861 case D3DFMT_D32:
862 case D3DFMT_D24X8:
863 case D3DFMT_D32F_LOCKABLE:
864 case D3DFMT_D16:
865 return 0;
daniel@transgaming.comd2fd4f22011-02-01 18:49:11 +0000866 //case D3DFMT_D32_LOCKABLE: return 0; // DirectX 9Ex only
867 //case D3DFMT_S8_LOCKABLE: return 8; // DirectX 9Ex only
apatrick@chromium.org831fe2a2011-03-17 18:44:29 +0000868 default:
869 return 0;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000870 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000871}
872
873unsigned int GetAlphaSize(D3DFORMAT colorFormat)
874{
875 switch (colorFormat)
876 {
daniel@transgaming.com1297d922010-09-01 15:47:47 +0000877 case D3DFMT_A16B16G16R16F:
878 return 16;
879 case D3DFMT_A32B32G32R32F:
880 return 32;
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +0000881 case D3DFMT_A2R10G10B10:
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000882 return 2;
883 case D3DFMT_A8R8G8B8:
884 return 8;
885 case D3DFMT_A1R5G5B5:
886 return 1;
887 case D3DFMT_X8R8G8B8:
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000888 case D3DFMT_R5G6B5:
889 return 0;
apatrick@chromium.org831fe2a2011-03-17 18:44:29 +0000890 default:
891 return 0;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000892 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000893}
894
895unsigned int GetRedSize(D3DFORMAT colorFormat)
896{
897 switch (colorFormat)
898 {
daniel@transgaming.com1297d922010-09-01 15:47:47 +0000899 case D3DFMT_A16B16G16R16F:
900 return 16;
901 case D3DFMT_A32B32G32R32F:
902 return 32;
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +0000903 case D3DFMT_A2R10G10B10:
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000904 return 10;
905 case D3DFMT_A8R8G8B8:
906 case D3DFMT_X8R8G8B8:
907 return 8;
908 case D3DFMT_A1R5G5B5:
909 case D3DFMT_R5G6B5:
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000910 return 5;
apatrick@chromium.org831fe2a2011-03-17 18:44:29 +0000911 default:
912 return 0;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000913 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000914}
915
916unsigned int GetGreenSize(D3DFORMAT colorFormat)
917{
918 switch (colorFormat)
919 {
daniel@transgaming.com1297d922010-09-01 15:47:47 +0000920 case D3DFMT_A16B16G16R16F:
921 return 16;
922 case D3DFMT_A32B32G32R32F:
923 return 32;
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +0000924 case D3DFMT_A2R10G10B10:
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000925 return 10;
926 case D3DFMT_A8R8G8B8:
927 case D3DFMT_X8R8G8B8:
928 return 8;
929 case D3DFMT_A1R5G5B5:
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000930 return 5;
931 case D3DFMT_R5G6B5:
932 return 6;
apatrick@chromium.org831fe2a2011-03-17 18:44:29 +0000933 default:
934 return 0;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000935 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000936}
937
938unsigned int GetBlueSize(D3DFORMAT colorFormat)
939{
940 switch (colorFormat)
941 {
daniel@transgaming.com1297d922010-09-01 15:47:47 +0000942 case D3DFMT_A16B16G16R16F:
943 return 16;
944 case D3DFMT_A32B32G32R32F:
945 return 32;
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +0000946 case D3DFMT_A2R10G10B10:
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000947 return 10;
948 case D3DFMT_A8R8G8B8:
949 case D3DFMT_X8R8G8B8:
950 return 8;
951 case D3DFMT_A1R5G5B5:
952 case D3DFMT_R5G6B5:
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000953 return 5;
apatrick@chromium.org831fe2a2011-03-17 18:44:29 +0000954 default:
955 return 0;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000956 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000957}
958
959unsigned int GetDepthSize(D3DFORMAT depthFormat)
960{
daniel@transgaming.comdbd65652012-06-19 15:29:48 +0000961 if (depthFormat == D3DFMT_INTZ)
962 {
963 return 24;
964 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000965 switch (depthFormat)
966 {
967 case D3DFMT_D16_LOCKABLE: return 16;
968 case D3DFMT_D32: return 32;
969 case D3DFMT_D15S1: return 15;
970 case D3DFMT_D24S8: return 24;
971 case D3DFMT_D24X8: return 24;
972 case D3DFMT_D24X4S4: return 24;
973 case D3DFMT_D16: return 16;
974 case D3DFMT_D32F_LOCKABLE: return 32;
975 case D3DFMT_D24FS8: return 24;
daniel@transgaming.com83921382011-01-08 05:46:00 +0000976 //case D3DFMT_D32_LOCKABLE: return 32; // D3D9Ex only
977 //case D3DFMT_S8_LOCKABLE: return 0; // D3D9Ex only
apatrick@chromium.org831fe2a2011-03-17 18:44:29 +0000978 default: return 0;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000979 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000980}
981
daniel@transgaming.combbeffbb2011-11-09 17:46:11 +0000982bool IsFloat32Format(D3DFORMAT surfaceFormat)
983{
984 switch(surfaceFormat)
985 {
986 case D3DFMT_R16F:
987 case D3DFMT_G16R16F:
988 case D3DFMT_A16B16G16R16F:
989 return false;
990 case D3DFMT_R32F:
991 case D3DFMT_G32R32F:
992 case D3DFMT_A32B32G32R32F:
993 return true;
994 case D3DFMT_A8R8G8B8:
995 case D3DFMT_X8R8G8B8:
996 case D3DFMT_A1R5G5B5:
997 case D3DFMT_R5G6B5:
998 return false;
999 default: UNREACHABLE();
1000 }
1001 return false;
1002}
1003
1004bool IsFloat16Format(D3DFORMAT surfaceFormat)
1005{
1006 switch(surfaceFormat)
1007 {
1008 case D3DFMT_R16F:
1009 case D3DFMT_G16R16F:
1010 case D3DFMT_A16B16G16R16F:
1011 return true;
1012 case D3DFMT_R32F:
1013 case D3DFMT_G32R32F:
1014 case D3DFMT_A32B32G32R32F:
1015 return false;
1016 case D3DFMT_A8R8G8B8:
1017 case D3DFMT_X8R8G8B8:
1018 case D3DFMT_A1R5G5B5:
1019 case D3DFMT_R5G6B5:
1020 return false;
1021 default: UNREACHABLE();
1022 }
1023 return false;
1024}
1025
daniel@transgaming.com4f677302012-06-19 15:29:51 +00001026bool IsDepthTextureFormat(D3DFORMAT surfaceFormat)
daniel@transgaming.comf20bc212012-05-31 01:14:33 +00001027{
1028 return (surfaceFormat == D3DFMT_INTZ);
1029}
1030
daniel@transgaming.com4f677302012-06-19 15:29:51 +00001031bool IsStencilTextureFormat(D3DFORMAT surfaceFormat)
daniel@transgaming.comf20bc212012-05-31 01:14:33 +00001032{
1033 return (surfaceFormat == D3DFMT_INTZ);
1034}
1035
jbauman@chromium.org68715282012-07-12 23:28:41 +00001036bool IsCompressedD3DFormat(D3DFORMAT surfaceFormat)
1037{
1038 switch(surfaceFormat)
1039 {
1040 case D3DFMT_DXT1:
1041 case D3DFMT_DXT2:
1042 case D3DFMT_DXT3:
1043 case D3DFMT_DXT4:
1044 case D3DFMT_DXT5:
1045 return true;
1046 default:
1047 return false;
1048 }
1049}
1050
daniel@transgaming.com1f135d82010-08-24 19:20:36 +00001051GLsizei GetSamplesFromMultisampleType(D3DMULTISAMPLE_TYPE type)
1052{
1053 if (type == D3DMULTISAMPLE_NONMASKABLE)
1054 return 0;
1055 else
1056 return type;
1057}
1058
daniel@transgaming.comad52cb12012-10-17 18:14:45 +00001059bool IsFormatChannelEquivalent(D3DFORMAT d3dformat, GLenum format)
1060{
1061 switch (d3dformat)
1062 {
1063 case D3DFMT_L8:
1064 return (format == GL_LUMINANCE);
1065 case D3DFMT_A8L8:
1066 return (format == GL_LUMINANCE_ALPHA);
1067 case D3DFMT_DXT1:
1068 return (format == GL_COMPRESSED_RGBA_S3TC_DXT1_EXT || format == GL_COMPRESSED_RGB_S3TC_DXT1_EXT);
1069 case D3DFMT_DXT3:
1070 return (format == GL_COMPRESSED_RGBA_S3TC_DXT3_ANGLE);
1071 case D3DFMT_DXT5:
1072 return (format == GL_COMPRESSED_RGBA_S3TC_DXT5_ANGLE);
1073 case D3DFMT_A8R8G8B8:
1074 case D3DFMT_A16B16G16R16F:
1075 case D3DFMT_A32B32G32R32F:
1076 return (format == GL_RGBA || format == GL_BGRA_EXT);
1077 case D3DFMT_X8R8G8B8:
1078 return (format == GL_RGB);
1079 default:
1080 if (d3dformat == D3DFMT_INTZ && gl::IsDepthTexture(format))
1081 return true;
1082 return false;
1083 }
1084}
1085
daniel@transgaming.com42944b02012-09-27 17:45:57 +00001086bool ConvertReadBufferFormat(D3DFORMAT d3dformat, GLenum *format, GLenum *type)
1087{
1088 switch (d3dformat)
1089 {
1090 case D3DFMT_A8R8G8B8:
1091 *type = GL_UNSIGNED_BYTE;
1092 *format = GL_BGRA_EXT;
1093 break;
1094 case D3DFMT_X8R8G8B8:
1095 *type = GL_UNSIGNED_BYTE;
1096 *format = GL_RGB;
1097 break;
1098 case D3DFMT_R5G6B5:
1099 *type = GL_UNSIGNED_SHORT_5_6_5;
1100 *format = GL_RGB;
1101 break;
1102 case D3DFMT_A16B16G16R16F:
1103 *type = GL_HALF_FLOAT_OES;
1104 *format = GL_RGBA;
1105 break;
1106 case D3DFMT_A32B32G32R32F:
1107 *type = GL_FLOAT;
1108 *format = GL_RGBA;
1109 break;
1110 case D3DFMT_A4R4G4B4:
1111 *type = GL_UNSIGNED_SHORT_4_4_4_4_REV_EXT;
1112 *format = GL_BGRA_EXT;
1113 break;
1114 case D3DFMT_A1R5G5B5:
1115 *type = GL_UNSIGNED_SHORT_1_5_5_5_REV_EXT;
1116 *format = GL_BGRA_EXT;
1117 break;
1118 default:
1119 *type = GL_NONE;
1120 *format = GL_NONE;
1121 return false;
1122 }
1123 return true;
1124}
1125
daniel@transgaming.com73a5db62010-10-15 17:58:13 +00001126GLenum ConvertBackBufferFormat(D3DFORMAT format)
1127{
1128 switch (format)
1129 {
1130 case D3DFMT_A4R4G4B4: return GL_RGBA4;
1131 case D3DFMT_A8R8G8B8: return GL_RGBA8_OES;
1132 case D3DFMT_A1R5G5B5: return GL_RGB5_A1;
1133 case D3DFMT_R5G6B5: return GL_RGB565;
1134 case D3DFMT_X8R8G8B8: return GL_RGB8_OES;
1135 default:
1136 UNREACHABLE();
1137 }
1138
1139 return GL_RGBA4;
1140}
1141
1142GLenum ConvertDepthStencilFormat(D3DFORMAT format)
1143{
daniel@transgaming.comdbd65652012-06-19 15:29:48 +00001144 if (format == D3DFMT_INTZ)
1145 {
1146 return GL_DEPTH24_STENCIL8_OES;
1147 }
daniel@transgaming.com73a5db62010-10-15 17:58:13 +00001148 switch (format)
1149 {
1150 case D3DFMT_D16:
1151 case D3DFMT_D24X8:
1152 return GL_DEPTH_COMPONENT16;
1153 case D3DFMT_D24S8:
1154 return GL_DEPTH24_STENCIL8_OES;
1155 default:
1156 UNREACHABLE();
1157 }
1158
1159 return GL_DEPTH24_STENCIL8_OES;
1160}
1161
1162}
apatrick@chromium.org0f4cefe2011-01-26 19:30:57 +00001163
1164std::string getTempPath()
1165{
daniel@transgaming.comd2fd4f22011-02-01 18:49:11 +00001166 char path[MAX_PATH];
1167 DWORD pathLen = GetTempPathA(sizeof(path) / sizeof(path[0]), path);
1168 if (pathLen == 0)
1169 {
1170 UNREACHABLE();
1171 return std::string();
1172 }
1173
1174 UINT unique = GetTempFileNameA(path, "sh", 0, path);
1175 if (unique == 0)
1176 {
1177 UNREACHABLE();
1178 return std::string();
1179 }
1180
1181 return path;
apatrick@chromium.org0f4cefe2011-01-26 19:30:57 +00001182}
1183
1184void writeFile(const char* path, const void* content, size_t size)
daniel@transgaming.comd2fd4f22011-02-01 18:49:11 +00001185{
1186 FILE* file = fopen(path, "w");
1187 if (!file)
1188 {
1189 UNREACHABLE();
1190 return;
1191 }
1192
1193 fwrite(content, sizeof(char), size, file);
1194 fclose(file);
apatrick@chromium.org0f4cefe2011-01-26 19:30:57 +00001195}