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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.com8e91d252012-10-17 18:22:44 +0000291bool IsStencilTexture(GLenum format)
292{
293 if (format == GL_DEPTH_STENCIL_OES ||
294 format == GL_DEPTH24_STENCIL8_OES)
295 {
296 return true;
297 }
298
299 return false;
300}
301
daniel@transgaming.com713914b2010-05-04 03:35:17 +0000302// Returns the size, in bytes, of a single texel in an Image
daniel@transgaming.com6452adf2012-10-17 18:22:35 +0000303int ComputePixelSize(GLint internalformat)
daniel@transgaming.com713914b2010-05-04 03:35:17 +0000304{
daniel@transgaming.com6452adf2012-10-17 18:22:35 +0000305 switch (internalformat)
daniel@transgaming.com713914b2010-05-04 03:35:17 +0000306 {
daniel@transgaming.com6452adf2012-10-17 18:22:35 +0000307 case GL_ALPHA8_EXT: return sizeof(unsigned char);
308 case GL_LUMINANCE8_EXT: return sizeof(unsigned char);
309 case GL_ALPHA32F_EXT: return sizeof(float);
310 case GL_LUMINANCE32F_EXT: return sizeof(float);
311 case GL_ALPHA16F_EXT: return sizeof(unsigned short);
312 case GL_LUMINANCE16F_EXT: return sizeof(unsigned short);
313 case GL_LUMINANCE8_ALPHA8_EXT: return sizeof(unsigned char) * 2;
314 case GL_LUMINANCE_ALPHA32F_EXT: return sizeof(float) * 2;
315 case GL_LUMINANCE_ALPHA16F_EXT: return sizeof(unsigned short) * 2;
316 case GL_RGB8_OES: return sizeof(unsigned char) * 3;
317 case GL_RGB565: return sizeof(unsigned short);
318 case GL_RGB32F_EXT: return sizeof(float) * 3;
319 case GL_RGB16F_EXT: return sizeof(unsigned short) * 3;
320 case GL_RGBA8_OES: return sizeof(unsigned char) * 4;
321 case GL_RGBA4: return sizeof(unsigned short);
322 case GL_RGB5_A1: return sizeof(unsigned short);
323 case GL_RGBA32F_EXT: return sizeof(float) * 4;
324 case GL_RGBA16F_EXT: return sizeof(unsigned short) * 4;
325 case GL_BGRA8_EXT: return sizeof(unsigned char) * 4;
daniel@transgaming.com6b1a0a02012-10-17 18:22:47 +0000326 case GL_BGRA4_ANGLEX: return sizeof(unsigned short);
327 case GL_BGR5_A1_ANGLEX: return sizeof(unsigned short);
daniel@transgaming.com713914b2010-05-04 03:35:17 +0000328 default: UNREACHABLE();
329 }
330
331 return 0;
332}
333
daniel@transgaming.com19ffc242010-05-04 03:35:21 +0000334bool IsCubemapTextureTarget(GLenum target)
335{
336 return (target >= GL_TEXTURE_CUBE_MAP_POSITIVE_X && target <= GL_TEXTURE_CUBE_MAP_NEGATIVE_Z);
337}
338
apatrick@chromium.org551022e2012-01-23 19:56:54 +0000339bool IsInternalTextureTarget(GLenum target)
daniel@transgaming.com19ffc242010-05-04 03:35:21 +0000340{
341 return target == GL_TEXTURE_2D || IsCubemapTextureTarget(target);
342}
343
daniel@transgaming.com6452adf2012-10-17 18:22:35 +0000344GLint ConvertSizedInternalFormat(GLenum format, GLenum type)
345{
346 switch (format)
347 {
348 case GL_ALPHA:
349 switch (type)
350 {
351 case GL_UNSIGNED_BYTE: return GL_ALPHA8_EXT;
352 case GL_FLOAT: return GL_ALPHA32F_EXT;
353 case GL_HALF_FLOAT_OES: return GL_ALPHA16F_EXT;
354 default: UNIMPLEMENTED();
355 }
356 break;
357 case GL_LUMINANCE:
358 switch (type)
359 {
360 case GL_UNSIGNED_BYTE: return GL_LUMINANCE8_EXT;
361 case GL_FLOAT: return GL_LUMINANCE32F_EXT;
362 case GL_HALF_FLOAT_OES: return GL_LUMINANCE16F_EXT;
363 default: UNIMPLEMENTED();
364 }
365 break;
366 case GL_LUMINANCE_ALPHA:
367 switch (type)
368 {
369 case GL_UNSIGNED_BYTE: return GL_LUMINANCE8_ALPHA8_EXT;
370 case GL_FLOAT: return GL_LUMINANCE_ALPHA32F_EXT;
371 case GL_HALF_FLOAT_OES: return GL_LUMINANCE_ALPHA16F_EXT;
372 default: UNIMPLEMENTED();
373 }
374 break;
375 case GL_RGB:
376 switch (type)
377 {
378 case GL_UNSIGNED_BYTE: return GL_RGB8_OES;
379 case GL_UNSIGNED_SHORT_5_6_5: return GL_RGB565;
380 case GL_FLOAT: return GL_RGB32F_EXT;
381 case GL_HALF_FLOAT_OES: return GL_RGB16F_EXT;
382 default: UNIMPLEMENTED();
383 }
384 break;
385 case GL_RGBA:
386 switch (type)
387 {
388 case GL_UNSIGNED_BYTE: return GL_RGBA8_OES;
389 case GL_UNSIGNED_SHORT_4_4_4_4: return GL_RGBA4;
390 case GL_UNSIGNED_SHORT_5_5_5_1: return GL_RGB5_A1;
391 case GL_FLOAT: return GL_RGBA32F_EXT;
392 case GL_HALF_FLOAT_OES: return GL_RGBA16F_EXT;
393 break;
394 default: UNIMPLEMENTED();
395 }
396 break;
397 case GL_BGRA_EXT:
398 switch (type)
399 {
daniel@transgaming.com6452adf2012-10-17 18:22:35 +0000400 case GL_UNSIGNED_BYTE: return GL_BGRA8_EXT;
daniel@transgaming.com6b1a0a02012-10-17 18:22:47 +0000401 case GL_UNSIGNED_SHORT_4_4_4_4_REV_EXT: return GL_BGRA4_ANGLEX;
402 case GL_UNSIGNED_SHORT_1_5_5_5_REV_EXT: return GL_BGR5_A1_ANGLEX;
daniel@transgaming.com6452adf2012-10-17 18:22:35 +0000403 default: UNIMPLEMENTED();
404 }
405 break;
406 case GL_COMPRESSED_RGB_S3TC_DXT1_EXT:
407 case GL_COMPRESSED_RGBA_S3TC_DXT1_EXT:
408 case GL_COMPRESSED_RGBA_S3TC_DXT3_ANGLE:
409 case GL_COMPRESSED_RGBA_S3TC_DXT5_ANGLE:
410 return format;
411 case GL_DEPTH_COMPONENT:
412 switch (type)
413 {
414 case GL_UNSIGNED_SHORT: return GL_DEPTH_COMPONENT16;
415 case GL_UNSIGNED_INT: return GL_DEPTH_COMPONENT32_OES;
416 default: UNIMPLEMENTED();
417 }
418 break;
419 case GL_DEPTH_STENCIL_OES:
420 switch (type)
421 {
422 case GL_UNSIGNED_INT_24_8_OES: return GL_DEPTH24_STENCIL8_OES;
423 default: UNIMPLEMENTED();
424 }
425 break;
426 default:
427 UNIMPLEMENTED();
428 }
429
430 return GL_NONE;
431}
432
daniel@transgaming.com64a0fb22011-11-11 04:10:40 +0000433GLenum ExtractFormat(GLenum internalformat)
434{
435 switch (internalformat)
436 {
daniel@transgaming.come1077362011-11-11 04:16:50 +0000437 case GL_RGB565: return GL_RGB;
438 case GL_RGBA4: return GL_RGBA;
439 case GL_RGB5_A1: return GL_RGBA;
440 case GL_RGB8_OES: return GL_RGB;
441 case GL_RGBA8_OES: return GL_RGBA;
442 case GL_LUMINANCE8_ALPHA8_EXT: return GL_LUMINANCE_ALPHA;
443 case GL_LUMINANCE8_EXT: return GL_LUMINANCE;
444 case GL_ALPHA8_EXT: return GL_ALPHA;
445 case GL_COMPRESSED_RGB_S3TC_DXT1_EXT: return GL_COMPRESSED_RGB_S3TC_DXT1_EXT;
446 case GL_COMPRESSED_RGBA_S3TC_DXT1_EXT: return GL_COMPRESSED_RGBA_S3TC_DXT1_EXT;
447 case GL_COMPRESSED_RGBA_S3TC_DXT3_ANGLE: return GL_COMPRESSED_RGBA_S3TC_DXT3_ANGLE;
448 case GL_COMPRESSED_RGBA_S3TC_DXT5_ANGLE: return GL_COMPRESSED_RGBA_S3TC_DXT5_ANGLE;
daniel@transgaming.comff941aa2011-11-11 04:17:09 +0000449 case GL_RGBA32F_EXT: return GL_RGBA;
450 case GL_RGB32F_EXT: return GL_RGB;
451 case GL_ALPHA32F_EXT: return GL_ALPHA;
452 case GL_LUMINANCE32F_EXT: return GL_LUMINANCE;
453 case GL_LUMINANCE_ALPHA32F_EXT: return GL_LUMINANCE_ALPHA;
454 case GL_RGBA16F_EXT: return GL_RGBA;
455 case GL_RGB16F_EXT: return GL_RGB;
456 case GL_ALPHA16F_EXT: return GL_ALPHA;
457 case GL_LUMINANCE16F_EXT: return GL_LUMINANCE;
458 case GL_LUMINANCE_ALPHA16F_EXT: return GL_LUMINANCE_ALPHA;
459 case GL_BGRA8_EXT: return GL_BGRA_EXT;
daniel@transgaming.com835a95a2012-05-31 01:14:07 +0000460 case GL_DEPTH_COMPONENT16: return GL_DEPTH_COMPONENT;
461 case GL_DEPTH_COMPONENT32_OES: return GL_DEPTH_COMPONENT;
462 case GL_DEPTH24_STENCIL8_OES: return GL_DEPTH_STENCIL_OES;
daniel@transgaming.come1077362011-11-11 04:16:50 +0000463 default: return GL_NONE; // Unsupported
daniel@transgaming.com64a0fb22011-11-11 04:10:40 +0000464 }
465}
466
467GLenum ExtractType(GLenum internalformat)
468{
469 switch (internalformat)
470 {
daniel@transgaming.come1077362011-11-11 04:16:50 +0000471 case GL_RGB565: return GL_UNSIGNED_SHORT_5_6_5;
472 case GL_RGBA4: return GL_UNSIGNED_SHORT_4_4_4_4;
473 case GL_RGB5_A1: return GL_UNSIGNED_SHORT_5_5_5_1;
474 case GL_RGB8_OES: return GL_UNSIGNED_BYTE;
475 case GL_RGBA8_OES: return GL_UNSIGNED_BYTE;
476 case GL_LUMINANCE8_ALPHA8_EXT: return GL_UNSIGNED_BYTE;
477 case GL_LUMINANCE8_EXT: return GL_UNSIGNED_BYTE;
478 case GL_ALPHA8_EXT: return GL_UNSIGNED_BYTE;
479 case GL_COMPRESSED_RGB_S3TC_DXT1_EXT: return GL_UNSIGNED_BYTE;
480 case GL_COMPRESSED_RGBA_S3TC_DXT1_EXT: return GL_UNSIGNED_BYTE;
481 case GL_COMPRESSED_RGBA_S3TC_DXT3_ANGLE: return GL_UNSIGNED_BYTE;
482 case GL_COMPRESSED_RGBA_S3TC_DXT5_ANGLE: return GL_UNSIGNED_BYTE;
daniel@transgaming.comff941aa2011-11-11 04:17:09 +0000483 case GL_RGBA32F_EXT: return GL_FLOAT;
484 case GL_RGB32F_EXT: return GL_FLOAT;
485 case GL_ALPHA32F_EXT: return GL_FLOAT;
486 case GL_LUMINANCE32F_EXT: return GL_FLOAT;
487 case GL_LUMINANCE_ALPHA32F_EXT: return GL_FLOAT;
488 case GL_RGBA16F_EXT: return GL_HALF_FLOAT_OES;
489 case GL_RGB16F_EXT: return GL_HALF_FLOAT_OES;
490 case GL_ALPHA16F_EXT: return GL_HALF_FLOAT_OES;
491 case GL_LUMINANCE16F_EXT: return GL_HALF_FLOAT_OES;
492 case GL_LUMINANCE_ALPHA16F_EXT: return GL_HALF_FLOAT_OES;
493 case GL_BGRA8_EXT: return GL_UNSIGNED_BYTE;
daniel@transgaming.com835a95a2012-05-31 01:14:07 +0000494 case GL_DEPTH_COMPONENT16: return GL_UNSIGNED_SHORT;
495 case GL_DEPTH_COMPONENT32_OES: return GL_UNSIGNED_INT;
496 case GL_DEPTH24_STENCIL8_OES: return GL_UNSIGNED_INT_24_8_OES;
daniel@transgaming.come1077362011-11-11 04:16:50 +0000497 default: return GL_NONE; // Unsupported
daniel@transgaming.com64a0fb22011-11-11 04:10:40 +0000498 }
499}
500
daniel@transgaming.comedc19182010-10-15 17:57:55 +0000501bool IsColorRenderable(GLenum internalformat)
502{
503 switch (internalformat)
504 {
505 case GL_RGBA4:
506 case GL_RGB5_A1:
507 case GL_RGB565:
508 case GL_RGB8_OES:
509 case GL_RGBA8_OES:
510 return true;
511 case GL_DEPTH_COMPONENT16:
512 case GL_STENCIL_INDEX8:
513 case GL_DEPTH24_STENCIL8_OES:
514 return false;
515 default:
516 UNIMPLEMENTED();
517 }
518
519 return false;
520}
521
522bool IsDepthRenderable(GLenum internalformat)
523{
524 switch (internalformat)
525 {
526 case GL_DEPTH_COMPONENT16:
527 case GL_DEPTH24_STENCIL8_OES:
528 return true;
529 case GL_STENCIL_INDEX8:
530 case GL_RGBA4:
531 case GL_RGB5_A1:
532 case GL_RGB565:
533 case GL_RGB8_OES:
534 case GL_RGBA8_OES:
535 return false;
536 default:
537 UNIMPLEMENTED();
538 }
539
540 return false;
541}
542
543bool IsStencilRenderable(GLenum internalformat)
544{
545 switch (internalformat)
546 {
547 case GL_STENCIL_INDEX8:
548 case GL_DEPTH24_STENCIL8_OES:
549 return true;
550 case GL_RGBA4:
551 case GL_RGB5_A1:
552 case GL_RGB565:
553 case GL_RGB8_OES:
554 case GL_RGBA8_OES:
555 case GL_DEPTH_COMPONENT16:
556 return false;
557 default:
558 UNIMPLEMENTED();
559 }
560
561 return false;
562}
563
daniel@transgaming.com8e91d252012-10-17 18:22:44 +0000564bool IsFloat32Format(GLint internalformat)
565{
566 switch (internalformat)
567 {
568 case GL_RGBA32F_EXT:
569 case GL_RGB32F_EXT:
570 case GL_ALPHA32F_EXT:
571 case GL_LUMINANCE32F_EXT:
572 case GL_LUMINANCE_ALPHA32F_EXT:
573 return true;
574 default:
575 return false;
576 }
577}
578
579bool IsFloat16Format(GLint internalformat)
580{
581 switch (internalformat)
582 {
583 case GL_RGBA16F_EXT:
584 case GL_RGB16F_EXT:
585 case GL_ALPHA16F_EXT:
586 case GL_LUMINANCE16F_EXT:
587 case GL_LUMINANCE_ALPHA16F_EXT:
588 return true;
589 default:
590 return false;
591 }
592}
593
daniel@transgaming.com1b3a8152010-04-22 13:35:37 +0000594}
595
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000596namespace es2dx
597{
598
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +0000599D3DCMPFUNC ConvertComparison(GLenum comparison)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000600{
601 D3DCMPFUNC d3dComp = D3DCMP_ALWAYS;
602 switch (comparison)
603 {
604 case GL_NEVER: d3dComp = D3DCMP_NEVER; break;
605 case GL_ALWAYS: d3dComp = D3DCMP_ALWAYS; break;
606 case GL_LESS: d3dComp = D3DCMP_LESS; break;
607 case GL_LEQUAL: d3dComp = D3DCMP_LESSEQUAL; break;
608 case GL_EQUAL: d3dComp = D3DCMP_EQUAL; break;
609 case GL_GREATER: d3dComp = D3DCMP_GREATER; break;
610 case GL_GEQUAL: d3dComp = D3DCMP_GREATEREQUAL; break;
611 case GL_NOTEQUAL: d3dComp = D3DCMP_NOTEQUAL; break;
612 default: UNREACHABLE();
613 }
614
615 return d3dComp;
616}
617
618D3DCOLOR ConvertColor(gl::Color color)
619{
620 return D3DCOLOR_RGBA(gl::unorm<8>(color.red),
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000621 gl::unorm<8>(color.green),
daniel@transgaming.comfe453652010-03-16 06:23:28 +0000622 gl::unorm<8>(color.blue),
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000623 gl::unorm<8>(color.alpha));
624}
625
626D3DBLEND ConvertBlendFunc(GLenum blend)
627{
628 D3DBLEND d3dBlend = D3DBLEND_ZERO;
629
630 switch (blend)
631 {
632 case GL_ZERO: d3dBlend = D3DBLEND_ZERO; break;
633 case GL_ONE: d3dBlend = D3DBLEND_ONE; break;
634 case GL_SRC_COLOR: d3dBlend = D3DBLEND_SRCCOLOR; break;
635 case GL_ONE_MINUS_SRC_COLOR: d3dBlend = D3DBLEND_INVSRCCOLOR; break;
636 case GL_DST_COLOR: d3dBlend = D3DBLEND_DESTCOLOR; break;
637 case GL_ONE_MINUS_DST_COLOR: d3dBlend = D3DBLEND_INVDESTCOLOR; break;
638 case GL_SRC_ALPHA: d3dBlend = D3DBLEND_SRCALPHA; break;
639 case GL_ONE_MINUS_SRC_ALPHA: d3dBlend = D3DBLEND_INVSRCALPHA; break;
640 case GL_DST_ALPHA: d3dBlend = D3DBLEND_DESTALPHA; break;
641 case GL_ONE_MINUS_DST_ALPHA: d3dBlend = D3DBLEND_INVDESTALPHA; break;
642 case GL_CONSTANT_COLOR: d3dBlend = D3DBLEND_BLENDFACTOR; break;
643 case GL_ONE_MINUS_CONSTANT_COLOR: d3dBlend = D3DBLEND_INVBLENDFACTOR; break;
644 case GL_CONSTANT_ALPHA: d3dBlend = D3DBLEND_BLENDFACTOR; break;
645 case GL_ONE_MINUS_CONSTANT_ALPHA: d3dBlend = D3DBLEND_INVBLENDFACTOR; break;
646 case GL_SRC_ALPHA_SATURATE: d3dBlend = D3DBLEND_SRCALPHASAT; break;
647 default: UNREACHABLE();
648 }
649
650 return d3dBlend;
651}
652
653D3DBLENDOP ConvertBlendOp(GLenum blendOp)
654{
655 D3DBLENDOP d3dBlendOp = D3DBLENDOP_ADD;
656
657 switch (blendOp)
658 {
659 case GL_FUNC_ADD: d3dBlendOp = D3DBLENDOP_ADD; break;
660 case GL_FUNC_SUBTRACT: d3dBlendOp = D3DBLENDOP_SUBTRACT; break;
661 case GL_FUNC_REVERSE_SUBTRACT: d3dBlendOp = D3DBLENDOP_REVSUBTRACT; break;
662 default: UNREACHABLE();
663 }
664
665 return d3dBlendOp;
666}
667
668D3DSTENCILOP ConvertStencilOp(GLenum stencilOp)
669{
670 D3DSTENCILOP d3dStencilOp = D3DSTENCILOP_KEEP;
671
672 switch (stencilOp)
673 {
674 case GL_ZERO: d3dStencilOp = D3DSTENCILOP_ZERO; break;
675 case GL_KEEP: d3dStencilOp = D3DSTENCILOP_KEEP; break;
676 case GL_REPLACE: d3dStencilOp = D3DSTENCILOP_REPLACE; break;
677 case GL_INCR: d3dStencilOp = D3DSTENCILOP_INCRSAT; break;
678 case GL_DECR: d3dStencilOp = D3DSTENCILOP_DECRSAT; break;
679 case GL_INVERT: d3dStencilOp = D3DSTENCILOP_INVERT; break;
680 case GL_INCR_WRAP: d3dStencilOp = D3DSTENCILOP_INCR; break;
681 case GL_DECR_WRAP: d3dStencilOp = D3DSTENCILOP_DECR; break;
682 default: UNREACHABLE();
683 }
684
685 return d3dStencilOp;
686}
687
688D3DTEXTUREADDRESS ConvertTextureWrap(GLenum wrap)
689{
690 D3DTEXTUREADDRESS d3dWrap = D3DTADDRESS_WRAP;
691
692 switch (wrap)
693 {
694 case GL_REPEAT: d3dWrap = D3DTADDRESS_WRAP; break;
695 case GL_CLAMP_TO_EDGE: d3dWrap = D3DTADDRESS_CLAMP; break;
696 case GL_MIRRORED_REPEAT: d3dWrap = D3DTADDRESS_MIRROR; break;
697 default: UNREACHABLE();
698 }
699
700 return d3dWrap;
701}
702
703D3DCULL ConvertCullMode(GLenum cullFace, GLenum frontFace)
704{
705 D3DCULL cull = D3DCULL_CCW;
706 switch (cullFace)
707 {
708 case GL_FRONT:
709 cull = (frontFace == GL_CCW ? D3DCULL_CW : D3DCULL_CCW);
710 break;
711 case GL_BACK:
712 cull = (frontFace == GL_CCW ? D3DCULL_CCW : D3DCULL_CW);
713 break;
714 case GL_FRONT_AND_BACK:
daniel@transgaming.comace5e662010-03-21 04:31:20 +0000715 cull = D3DCULL_NONE; // culling will be handled during draw
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000716 break;
717 default: UNREACHABLE();
718 }
719
720 return cull;
721}
722
apatrick@chromium.orgb31f5322011-01-19 19:02:52 +0000723D3DCUBEMAP_FACES ConvertCubeFace(GLenum cubeFace)
724{
725 D3DCUBEMAP_FACES face = D3DCUBEMAP_FACE_POSITIVE_X;
726
apatrick@chromium.orgb31f5322011-01-19 19:02:52 +0000727 switch (cubeFace)
728 {
729 case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
730 face = D3DCUBEMAP_FACE_POSITIVE_X;
731 break;
732 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
733 face = D3DCUBEMAP_FACE_NEGATIVE_X;
734 break;
735 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
apatrick@chromium.org9616e582012-06-22 18:27:01 +0000736 face = D3DCUBEMAP_FACE_POSITIVE_Y;
apatrick@chromium.orgb31f5322011-01-19 19:02:52 +0000737 break;
738 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
apatrick@chromium.org9616e582012-06-22 18:27:01 +0000739 face = D3DCUBEMAP_FACE_NEGATIVE_Y;
apatrick@chromium.orgb31f5322011-01-19 19:02:52 +0000740 break;
741 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
742 face = D3DCUBEMAP_FACE_POSITIVE_Z;
743 break;
744 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
745 face = D3DCUBEMAP_FACE_NEGATIVE_Z;
746 break;
747 default: UNREACHABLE();
748 }
749
750 return face;
751}
752
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000753DWORD ConvertColorMask(bool red, bool green, bool blue, bool alpha)
754{
755 return (red ? D3DCOLORWRITEENABLE_RED : 0) |
756 (green ? D3DCOLORWRITEENABLE_GREEN : 0) |
757 (blue ? D3DCOLORWRITEENABLE_BLUE : 0) |
758 (alpha ? D3DCOLORWRITEENABLE_ALPHA : 0);
759}
760
daniel@transgaming.com07ab8412012-07-12 15:17:09 +0000761D3DTEXTUREFILTERTYPE ConvertMagFilter(GLenum magFilter, float maxAnisotropy)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000762{
daniel@transgaming.com07ab8412012-07-12 15:17:09 +0000763 if (maxAnisotropy > 1.0f)
764 {
765 return D3DTEXF_ANISOTROPIC;
766 }
767
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000768 D3DTEXTUREFILTERTYPE d3dMagFilter = D3DTEXF_POINT;
769 switch (magFilter)
770 {
771 case GL_NEAREST: d3dMagFilter = D3DTEXF_POINT; break;
772 case GL_LINEAR: d3dMagFilter = D3DTEXF_LINEAR; break;
773 default: UNREACHABLE();
774 }
775
776 return d3dMagFilter;
777}
778
daniel@transgaming.com07ab8412012-07-12 15:17:09 +0000779void ConvertMinFilter(GLenum minFilter, D3DTEXTUREFILTERTYPE *d3dMinFilter, D3DTEXTUREFILTERTYPE *d3dMipFilter, float maxAnisotropy)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000780{
781 switch (minFilter)
782 {
783 case GL_NEAREST:
784 *d3dMinFilter = D3DTEXF_POINT;
785 *d3dMipFilter = D3DTEXF_NONE;
786 break;
787 case GL_LINEAR:
788 *d3dMinFilter = D3DTEXF_LINEAR;
789 *d3dMipFilter = D3DTEXF_NONE;
790 break;
791 case GL_NEAREST_MIPMAP_NEAREST:
792 *d3dMinFilter = D3DTEXF_POINT;
793 *d3dMipFilter = D3DTEXF_POINT;
794 break;
795 case GL_LINEAR_MIPMAP_NEAREST:
796 *d3dMinFilter = D3DTEXF_LINEAR;
797 *d3dMipFilter = D3DTEXF_POINT;
798 break;
799 case GL_NEAREST_MIPMAP_LINEAR:
800 *d3dMinFilter = D3DTEXF_POINT;
801 *d3dMipFilter = D3DTEXF_LINEAR;
802 break;
803 case GL_LINEAR_MIPMAP_LINEAR:
804 *d3dMinFilter = D3DTEXF_LINEAR;
805 *d3dMipFilter = D3DTEXF_LINEAR;
806 break;
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +0000807 default:
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000808 *d3dMinFilter = D3DTEXF_POINT;
809 *d3dMipFilter = D3DTEXF_NONE;
810 UNREACHABLE();
811 }
daniel@transgaming.com07ab8412012-07-12 15:17:09 +0000812
813 if (maxAnisotropy > 1.0f)
814 {
815 *d3dMinFilter = D3DTEXF_ANISOTROPIC;
816 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000817}
818
daniel@transgaming.comd2fd4f22011-02-01 18:49:11 +0000819bool ConvertPrimitiveType(GLenum primitiveType, GLsizei elementCount,
820 D3DPRIMITIVETYPE *d3dPrimitiveType, int *d3dPrimitiveCount)
821{
822 switch (primitiveType)
823 {
824 case GL_POINTS:
825 *d3dPrimitiveType = D3DPT_POINTLIST;
826 *d3dPrimitiveCount = elementCount;
827 break;
828 case GL_LINES:
829 *d3dPrimitiveType = D3DPT_LINELIST;
830 *d3dPrimitiveCount = elementCount / 2;
831 break;
832 case GL_LINE_LOOP:
833 *d3dPrimitiveType = D3DPT_LINESTRIP;
834 *d3dPrimitiveCount = elementCount - 1; // D3D doesn't support line loops, so we draw the last line separately
835 break;
836 case GL_LINE_STRIP:
837 *d3dPrimitiveType = D3DPT_LINESTRIP;
838 *d3dPrimitiveCount = elementCount - 1;
839 break;
840 case GL_TRIANGLES:
841 *d3dPrimitiveType = D3DPT_TRIANGLELIST;
842 *d3dPrimitiveCount = elementCount / 3;
843 break;
844 case GL_TRIANGLE_STRIP:
845 *d3dPrimitiveType = D3DPT_TRIANGLESTRIP;
846 *d3dPrimitiveCount = elementCount - 2;
847 break;
848 case GL_TRIANGLE_FAN:
849 *d3dPrimitiveType = D3DPT_TRIANGLEFAN;
850 *d3dPrimitiveCount = elementCount - 2;
851 break;
852 default:
853 return false;
854 }
855
856 return true;
857}
858
859D3DFORMAT ConvertRenderbufferFormat(GLenum format)
860{
861 switch (format)
862 {
daniel@transgaming.com68145c62012-05-31 01:14:46 +0000863 case GL_NONE: return D3DFMT_NULL;
daniel@transgaming.comd2fd4f22011-02-01 18:49:11 +0000864 case GL_RGBA4:
865 case GL_RGB5_A1:
866 case GL_RGBA8_OES: return D3DFMT_A8R8G8B8;
867 case GL_RGB565: return D3DFMT_R5G6B5;
868 case GL_RGB8_OES: return D3DFMT_X8R8G8B8;
869 case GL_DEPTH_COMPONENT16:
870 case GL_STENCIL_INDEX8:
871 case GL_DEPTH24_STENCIL8_OES: return D3DFMT_D24S8;
872 default: UNREACHABLE(); return D3DFMT_A8R8G8B8;
873 }
874}
875
876D3DMULTISAMPLE_TYPE GetMultisampleTypeFromSamples(GLsizei samples)
877{
878 if (samples <= 1)
879 return D3DMULTISAMPLE_NONE;
880 else
881 return (D3DMULTISAMPLE_TYPE)samples;
882}
883
884}
885
886namespace dx2es
887{
888
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000889unsigned int GetStencilSize(D3DFORMAT stencilFormat)
890{
daniel@transgaming.comdbd65652012-06-19 15:29:48 +0000891 if (stencilFormat == D3DFMT_INTZ)
892 {
893 return 8;
894 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000895 switch(stencilFormat)
896 {
897 case D3DFMT_D24FS8:
898 case D3DFMT_D24S8:
899 return 8;
900 case D3DFMT_D24X4S4:
901 return 4;
902 case D3DFMT_D15S1:
903 return 1;
904 case D3DFMT_D16_LOCKABLE:
905 case D3DFMT_D32:
906 case D3DFMT_D24X8:
907 case D3DFMT_D32F_LOCKABLE:
908 case D3DFMT_D16:
909 return 0;
daniel@transgaming.comd2fd4f22011-02-01 18:49:11 +0000910 //case D3DFMT_D32_LOCKABLE: return 0; // DirectX 9Ex only
911 //case D3DFMT_S8_LOCKABLE: return 8; // DirectX 9Ex only
apatrick@chromium.org831fe2a2011-03-17 18:44:29 +0000912 default:
913 return 0;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000914 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000915}
916
917unsigned int GetAlphaSize(D3DFORMAT colorFormat)
918{
919 switch (colorFormat)
920 {
daniel@transgaming.com1297d922010-09-01 15:47:47 +0000921 case D3DFMT_A16B16G16R16F:
922 return 16;
923 case D3DFMT_A32B32G32R32F:
924 return 32;
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +0000925 case D3DFMT_A2R10G10B10:
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000926 return 2;
927 case D3DFMT_A8R8G8B8:
928 return 8;
929 case D3DFMT_A1R5G5B5:
930 return 1;
931 case D3DFMT_X8R8G8B8:
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000932 case D3DFMT_R5G6B5:
933 return 0;
apatrick@chromium.org831fe2a2011-03-17 18:44:29 +0000934 default:
935 return 0;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000936 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000937}
938
939unsigned int GetRedSize(D3DFORMAT colorFormat)
940{
941 switch (colorFormat)
942 {
daniel@transgaming.com1297d922010-09-01 15:47:47 +0000943 case D3DFMT_A16B16G16R16F:
944 return 16;
945 case D3DFMT_A32B32G32R32F:
946 return 32;
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +0000947 case D3DFMT_A2R10G10B10:
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000948 return 10;
949 case D3DFMT_A8R8G8B8:
950 case D3DFMT_X8R8G8B8:
951 return 8;
952 case D3DFMT_A1R5G5B5:
953 case D3DFMT_R5G6B5:
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000954 return 5;
apatrick@chromium.org831fe2a2011-03-17 18:44:29 +0000955 default:
956 return 0;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000957 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000958}
959
960unsigned int GetGreenSize(D3DFORMAT colorFormat)
961{
962 switch (colorFormat)
963 {
daniel@transgaming.com1297d922010-09-01 15:47:47 +0000964 case D3DFMT_A16B16G16R16F:
965 return 16;
966 case D3DFMT_A32B32G32R32F:
967 return 32;
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +0000968 case D3DFMT_A2R10G10B10:
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000969 return 10;
970 case D3DFMT_A8R8G8B8:
971 case D3DFMT_X8R8G8B8:
972 return 8;
973 case D3DFMT_A1R5G5B5:
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000974 return 5;
975 case D3DFMT_R5G6B5:
976 return 6;
apatrick@chromium.org831fe2a2011-03-17 18:44:29 +0000977 default:
978 return 0;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000979 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000980}
981
982unsigned int GetBlueSize(D3DFORMAT colorFormat)
983{
984 switch (colorFormat)
985 {
daniel@transgaming.com1297d922010-09-01 15:47:47 +0000986 case D3DFMT_A16B16G16R16F:
987 return 16;
988 case D3DFMT_A32B32G32R32F:
989 return 32;
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +0000990 case D3DFMT_A2R10G10B10:
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000991 return 10;
992 case D3DFMT_A8R8G8B8:
993 case D3DFMT_X8R8G8B8:
994 return 8;
995 case D3DFMT_A1R5G5B5:
996 case D3DFMT_R5G6B5:
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000997 return 5;
apatrick@chromium.org831fe2a2011-03-17 18:44:29 +0000998 default:
999 return 0;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001000 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001001}
1002
1003unsigned int GetDepthSize(D3DFORMAT depthFormat)
1004{
daniel@transgaming.comdbd65652012-06-19 15:29:48 +00001005 if (depthFormat == D3DFMT_INTZ)
1006 {
1007 return 24;
1008 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001009 switch (depthFormat)
1010 {
1011 case D3DFMT_D16_LOCKABLE: return 16;
1012 case D3DFMT_D32: return 32;
1013 case D3DFMT_D15S1: return 15;
1014 case D3DFMT_D24S8: return 24;
1015 case D3DFMT_D24X8: return 24;
1016 case D3DFMT_D24X4S4: return 24;
1017 case D3DFMT_D16: return 16;
1018 case D3DFMT_D32F_LOCKABLE: return 32;
1019 case D3DFMT_D24FS8: return 24;
daniel@transgaming.com83921382011-01-08 05:46:00 +00001020 //case D3DFMT_D32_LOCKABLE: return 32; // D3D9Ex only
1021 //case D3DFMT_S8_LOCKABLE: return 0; // D3D9Ex only
apatrick@chromium.org831fe2a2011-03-17 18:44:29 +00001022 default: return 0;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001023 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001024}
1025
jbauman@chromium.org68715282012-07-12 23:28:41 +00001026bool IsCompressedD3DFormat(D3DFORMAT surfaceFormat)
1027{
1028 switch(surfaceFormat)
1029 {
1030 case D3DFMT_DXT1:
1031 case D3DFMT_DXT2:
1032 case D3DFMT_DXT3:
1033 case D3DFMT_DXT4:
1034 case D3DFMT_DXT5:
1035 return true;
1036 default:
1037 return false;
1038 }
1039}
1040
daniel@transgaming.com1f135d82010-08-24 19:20:36 +00001041GLsizei GetSamplesFromMultisampleType(D3DMULTISAMPLE_TYPE type)
1042{
1043 if (type == D3DMULTISAMPLE_NONMASKABLE)
1044 return 0;
1045 else
1046 return type;
1047}
1048
daniel@transgaming.comad52cb12012-10-17 18:14:45 +00001049bool IsFormatChannelEquivalent(D3DFORMAT d3dformat, GLenum format)
1050{
1051 switch (d3dformat)
1052 {
1053 case D3DFMT_L8:
1054 return (format == GL_LUMINANCE);
1055 case D3DFMT_A8L8:
1056 return (format == GL_LUMINANCE_ALPHA);
1057 case D3DFMT_DXT1:
1058 return (format == GL_COMPRESSED_RGBA_S3TC_DXT1_EXT || format == GL_COMPRESSED_RGB_S3TC_DXT1_EXT);
1059 case D3DFMT_DXT3:
1060 return (format == GL_COMPRESSED_RGBA_S3TC_DXT3_ANGLE);
1061 case D3DFMT_DXT5:
1062 return (format == GL_COMPRESSED_RGBA_S3TC_DXT5_ANGLE);
1063 case D3DFMT_A8R8G8B8:
1064 case D3DFMT_A16B16G16R16F:
1065 case D3DFMT_A32B32G32R32F:
1066 return (format == GL_RGBA || format == GL_BGRA_EXT);
1067 case D3DFMT_X8R8G8B8:
1068 return (format == GL_RGB);
1069 default:
1070 if (d3dformat == D3DFMT_INTZ && gl::IsDepthTexture(format))
1071 return true;
1072 return false;
1073 }
1074}
1075
daniel@transgaming.com42944b02012-09-27 17:45:57 +00001076bool ConvertReadBufferFormat(D3DFORMAT d3dformat, GLenum *format, GLenum *type)
1077{
1078 switch (d3dformat)
1079 {
1080 case D3DFMT_A8R8G8B8:
1081 *type = GL_UNSIGNED_BYTE;
1082 *format = GL_BGRA_EXT;
1083 break;
1084 case D3DFMT_X8R8G8B8:
1085 *type = GL_UNSIGNED_BYTE;
1086 *format = GL_RGB;
1087 break;
1088 case D3DFMT_R5G6B5:
1089 *type = GL_UNSIGNED_SHORT_5_6_5;
1090 *format = GL_RGB;
1091 break;
1092 case D3DFMT_A16B16G16R16F:
1093 *type = GL_HALF_FLOAT_OES;
1094 *format = GL_RGBA;
1095 break;
1096 case D3DFMT_A32B32G32R32F:
1097 *type = GL_FLOAT;
1098 *format = GL_RGBA;
1099 break;
1100 case D3DFMT_A4R4G4B4:
1101 *type = GL_UNSIGNED_SHORT_4_4_4_4_REV_EXT;
1102 *format = GL_BGRA_EXT;
1103 break;
1104 case D3DFMT_A1R5G5B5:
1105 *type = GL_UNSIGNED_SHORT_1_5_5_5_REV_EXT;
1106 *format = GL_BGRA_EXT;
1107 break;
1108 default:
1109 *type = GL_NONE;
1110 *format = GL_NONE;
1111 return false;
1112 }
1113 return true;
1114}
1115
daniel@transgaming.com73a5db62010-10-15 17:58:13 +00001116GLenum ConvertBackBufferFormat(D3DFORMAT format)
1117{
1118 switch (format)
1119 {
1120 case D3DFMT_A4R4G4B4: return GL_RGBA4;
1121 case D3DFMT_A8R8G8B8: return GL_RGBA8_OES;
1122 case D3DFMT_A1R5G5B5: return GL_RGB5_A1;
1123 case D3DFMT_R5G6B5: return GL_RGB565;
1124 case D3DFMT_X8R8G8B8: return GL_RGB8_OES;
1125 default:
1126 UNREACHABLE();
1127 }
1128
1129 return GL_RGBA4;
1130}
1131
1132GLenum ConvertDepthStencilFormat(D3DFORMAT format)
1133{
daniel@transgaming.comdbd65652012-06-19 15:29:48 +00001134 if (format == D3DFMT_INTZ)
1135 {
1136 return GL_DEPTH24_STENCIL8_OES;
1137 }
daniel@transgaming.com73a5db62010-10-15 17:58:13 +00001138 switch (format)
1139 {
1140 case D3DFMT_D16:
1141 case D3DFMT_D24X8:
1142 return GL_DEPTH_COMPONENT16;
1143 case D3DFMT_D24S8:
1144 return GL_DEPTH24_STENCIL8_OES;
1145 default:
1146 UNREACHABLE();
1147 }
1148
1149 return GL_DEPTH24_STENCIL8_OES;
1150}
1151
1152}
apatrick@chromium.org0f4cefe2011-01-26 19:30:57 +00001153
1154std::string getTempPath()
1155{
daniel@transgaming.comd2fd4f22011-02-01 18:49:11 +00001156 char path[MAX_PATH];
1157 DWORD pathLen = GetTempPathA(sizeof(path) / sizeof(path[0]), path);
1158 if (pathLen == 0)
1159 {
1160 UNREACHABLE();
1161 return std::string();
1162 }
1163
1164 UINT unique = GetTempFileNameA(path, "sh", 0, path);
1165 if (unique == 0)
1166 {
1167 UNREACHABLE();
1168 return std::string();
1169 }
1170
1171 return path;
apatrick@chromium.org0f4cefe2011-01-26 19:30:57 +00001172}
1173
1174void writeFile(const char* path, const void* content, size_t size)
daniel@transgaming.comd2fd4f22011-02-01 18:49:11 +00001175{
1176 FILE* file = fopen(path, "w");
1177 if (!file)
1178 {
1179 UNREACHABLE();
1180 return;
1181 }
1182
1183 fwrite(content, sizeof(char), size, file);
1184 fclose(file);
apatrick@chromium.org0f4cefe2011-01-26 19:30:57 +00001185}