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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:
daniel@transgaming.com4bb04be2012-10-17 18:29:55 +0000251 return 8 * ((width + 3) / 4) * ((height + 3) / 4);
gman@chromium.org50c526d2011-08-10 05:19:44 +0000252 case GL_COMPRESSED_RGBA_S3TC_DXT3_ANGLE:
253 case GL_COMPRESSED_RGBA_S3TC_DXT5_ANGLE:
daniel@transgaming.com4bb04be2012-10-17 18:29:55 +0000254 return 16 * ((width + 3) / 4) * ((height + 3) / 4);
daniel@transgaming.com01868132010-08-24 19:21:17 +0000255 default:
256 return 0;
257 }
daniel@transgaming.com01868132010-08-24 19:21:17 +0000258}
259
260bool IsCompressed(GLenum format)
261{
262 if(format == GL_COMPRESSED_RGB_S3TC_DXT1_EXT ||
gman@chromium.org50c526d2011-08-10 05:19:44 +0000263 format == GL_COMPRESSED_RGBA_S3TC_DXT1_EXT ||
264 format == GL_COMPRESSED_RGBA_S3TC_DXT3_ANGLE ||
265 format == GL_COMPRESSED_RGBA_S3TC_DXT5_ANGLE)
daniel@transgaming.com01868132010-08-24 19:21:17 +0000266 {
267 return true;
268 }
269 else
270 {
271 return false;
272 }
273}
274
daniel@transgaming.com835a95a2012-05-31 01:14:07 +0000275bool IsDepthTexture(GLenum format)
276{
277 if (format == GL_DEPTH_COMPONENT ||
daniel@transgaming.com6452adf2012-10-17 18:22:35 +0000278 format == GL_DEPTH_STENCIL_OES ||
279 format == GL_DEPTH_COMPONENT16 ||
280 format == GL_DEPTH_COMPONENT32_OES ||
281 format == GL_DEPTH24_STENCIL8_OES)
daniel@transgaming.com835a95a2012-05-31 01:14:07 +0000282 {
283 return true;
284 }
285
286 return false;
287}
288
daniel@transgaming.com8e91d252012-10-17 18:22:44 +0000289bool IsStencilTexture(GLenum format)
290{
291 if (format == GL_DEPTH_STENCIL_OES ||
292 format == GL_DEPTH24_STENCIL8_OES)
293 {
294 return true;
295 }
296
297 return false;
298}
299
daniel@transgaming.com713914b2010-05-04 03:35:17 +0000300// Returns the size, in bytes, of a single texel in an Image
daniel@transgaming.com6452adf2012-10-17 18:22:35 +0000301int ComputePixelSize(GLint internalformat)
daniel@transgaming.com713914b2010-05-04 03:35:17 +0000302{
daniel@transgaming.com6452adf2012-10-17 18:22:35 +0000303 switch (internalformat)
daniel@transgaming.com713914b2010-05-04 03:35:17 +0000304 {
daniel@transgaming.com6452adf2012-10-17 18:22:35 +0000305 case GL_ALPHA8_EXT: return sizeof(unsigned char);
306 case GL_LUMINANCE8_EXT: return sizeof(unsigned char);
307 case GL_ALPHA32F_EXT: return sizeof(float);
308 case GL_LUMINANCE32F_EXT: return sizeof(float);
309 case GL_ALPHA16F_EXT: return sizeof(unsigned short);
310 case GL_LUMINANCE16F_EXT: return sizeof(unsigned short);
311 case GL_LUMINANCE8_ALPHA8_EXT: return sizeof(unsigned char) * 2;
312 case GL_LUMINANCE_ALPHA32F_EXT: return sizeof(float) * 2;
313 case GL_LUMINANCE_ALPHA16F_EXT: return sizeof(unsigned short) * 2;
314 case GL_RGB8_OES: return sizeof(unsigned char) * 3;
315 case GL_RGB565: return sizeof(unsigned short);
316 case GL_RGB32F_EXT: return sizeof(float) * 3;
317 case GL_RGB16F_EXT: return sizeof(unsigned short) * 3;
318 case GL_RGBA8_OES: return sizeof(unsigned char) * 4;
319 case GL_RGBA4: return sizeof(unsigned short);
320 case GL_RGB5_A1: return sizeof(unsigned short);
321 case GL_RGBA32F_EXT: return sizeof(float) * 4;
322 case GL_RGBA16F_EXT: return sizeof(unsigned short) * 4;
323 case GL_BGRA8_EXT: return sizeof(unsigned char) * 4;
daniel@transgaming.com6b1a0a02012-10-17 18:22:47 +0000324 case GL_BGRA4_ANGLEX: return sizeof(unsigned short);
325 case GL_BGR5_A1_ANGLEX: return sizeof(unsigned short);
daniel@transgaming.com713914b2010-05-04 03:35:17 +0000326 default: UNREACHABLE();
327 }
328
329 return 0;
330}
331
daniel@transgaming.com19ffc242010-05-04 03:35:21 +0000332bool IsCubemapTextureTarget(GLenum target)
333{
334 return (target >= GL_TEXTURE_CUBE_MAP_POSITIVE_X && target <= GL_TEXTURE_CUBE_MAP_NEGATIVE_Z);
335}
336
apatrick@chromium.org551022e2012-01-23 19:56:54 +0000337bool IsInternalTextureTarget(GLenum target)
daniel@transgaming.com19ffc242010-05-04 03:35:21 +0000338{
339 return target == GL_TEXTURE_2D || IsCubemapTextureTarget(target);
340}
341
daniel@transgaming.com6452adf2012-10-17 18:22:35 +0000342GLint ConvertSizedInternalFormat(GLenum format, GLenum type)
343{
344 switch (format)
345 {
346 case GL_ALPHA:
347 switch (type)
348 {
349 case GL_UNSIGNED_BYTE: return GL_ALPHA8_EXT;
350 case GL_FLOAT: return GL_ALPHA32F_EXT;
351 case GL_HALF_FLOAT_OES: return GL_ALPHA16F_EXT;
352 default: UNIMPLEMENTED();
353 }
354 break;
355 case GL_LUMINANCE:
356 switch (type)
357 {
358 case GL_UNSIGNED_BYTE: return GL_LUMINANCE8_EXT;
359 case GL_FLOAT: return GL_LUMINANCE32F_EXT;
360 case GL_HALF_FLOAT_OES: return GL_LUMINANCE16F_EXT;
361 default: UNIMPLEMENTED();
362 }
363 break;
364 case GL_LUMINANCE_ALPHA:
365 switch (type)
366 {
367 case GL_UNSIGNED_BYTE: return GL_LUMINANCE8_ALPHA8_EXT;
368 case GL_FLOAT: return GL_LUMINANCE_ALPHA32F_EXT;
369 case GL_HALF_FLOAT_OES: return GL_LUMINANCE_ALPHA16F_EXT;
370 default: UNIMPLEMENTED();
371 }
372 break;
373 case GL_RGB:
374 switch (type)
375 {
376 case GL_UNSIGNED_BYTE: return GL_RGB8_OES;
377 case GL_UNSIGNED_SHORT_5_6_5: return GL_RGB565;
378 case GL_FLOAT: return GL_RGB32F_EXT;
379 case GL_HALF_FLOAT_OES: return GL_RGB16F_EXT;
380 default: UNIMPLEMENTED();
381 }
382 break;
383 case GL_RGBA:
384 switch (type)
385 {
386 case GL_UNSIGNED_BYTE: return GL_RGBA8_OES;
387 case GL_UNSIGNED_SHORT_4_4_4_4: return GL_RGBA4;
388 case GL_UNSIGNED_SHORT_5_5_5_1: return GL_RGB5_A1;
389 case GL_FLOAT: return GL_RGBA32F_EXT;
390 case GL_HALF_FLOAT_OES: return GL_RGBA16F_EXT;
391 break;
392 default: UNIMPLEMENTED();
393 }
394 break;
395 case GL_BGRA_EXT:
396 switch (type)
397 {
daniel@transgaming.com6452adf2012-10-17 18:22:35 +0000398 case GL_UNSIGNED_BYTE: return GL_BGRA8_EXT;
daniel@transgaming.com6b1a0a02012-10-17 18:22:47 +0000399 case GL_UNSIGNED_SHORT_4_4_4_4_REV_EXT: return GL_BGRA4_ANGLEX;
400 case GL_UNSIGNED_SHORT_1_5_5_5_REV_EXT: return GL_BGR5_A1_ANGLEX;
daniel@transgaming.com6452adf2012-10-17 18:22:35 +0000401 default: UNIMPLEMENTED();
402 }
403 break;
404 case GL_COMPRESSED_RGB_S3TC_DXT1_EXT:
405 case GL_COMPRESSED_RGBA_S3TC_DXT1_EXT:
406 case GL_COMPRESSED_RGBA_S3TC_DXT3_ANGLE:
407 case GL_COMPRESSED_RGBA_S3TC_DXT5_ANGLE:
408 return format;
409 case GL_DEPTH_COMPONENT:
410 switch (type)
411 {
412 case GL_UNSIGNED_SHORT: return GL_DEPTH_COMPONENT16;
413 case GL_UNSIGNED_INT: return GL_DEPTH_COMPONENT32_OES;
414 default: UNIMPLEMENTED();
415 }
416 break;
417 case GL_DEPTH_STENCIL_OES:
418 switch (type)
419 {
420 case GL_UNSIGNED_INT_24_8_OES: return GL_DEPTH24_STENCIL8_OES;
421 default: UNIMPLEMENTED();
422 }
423 break;
424 default:
425 UNIMPLEMENTED();
426 }
427
428 return GL_NONE;
429}
430
daniel@transgaming.com64a0fb22011-11-11 04:10:40 +0000431GLenum ExtractFormat(GLenum internalformat)
432{
433 switch (internalformat)
434 {
daniel@transgaming.come1077362011-11-11 04:16:50 +0000435 case GL_RGB565: return GL_RGB;
436 case GL_RGBA4: return GL_RGBA;
437 case GL_RGB5_A1: return GL_RGBA;
438 case GL_RGB8_OES: return GL_RGB;
439 case GL_RGBA8_OES: return GL_RGBA;
440 case GL_LUMINANCE8_ALPHA8_EXT: return GL_LUMINANCE_ALPHA;
441 case GL_LUMINANCE8_EXT: return GL_LUMINANCE;
442 case GL_ALPHA8_EXT: return GL_ALPHA;
443 case GL_COMPRESSED_RGB_S3TC_DXT1_EXT: return GL_COMPRESSED_RGB_S3TC_DXT1_EXT;
444 case GL_COMPRESSED_RGBA_S3TC_DXT1_EXT: return GL_COMPRESSED_RGBA_S3TC_DXT1_EXT;
445 case GL_COMPRESSED_RGBA_S3TC_DXT3_ANGLE: return GL_COMPRESSED_RGBA_S3TC_DXT3_ANGLE;
446 case GL_COMPRESSED_RGBA_S3TC_DXT5_ANGLE: return GL_COMPRESSED_RGBA_S3TC_DXT5_ANGLE;
daniel@transgaming.comff941aa2011-11-11 04:17:09 +0000447 case GL_RGBA32F_EXT: return GL_RGBA;
448 case GL_RGB32F_EXT: return GL_RGB;
449 case GL_ALPHA32F_EXT: return GL_ALPHA;
450 case GL_LUMINANCE32F_EXT: return GL_LUMINANCE;
451 case GL_LUMINANCE_ALPHA32F_EXT: return GL_LUMINANCE_ALPHA;
452 case GL_RGBA16F_EXT: return GL_RGBA;
453 case GL_RGB16F_EXT: return GL_RGB;
454 case GL_ALPHA16F_EXT: return GL_ALPHA;
455 case GL_LUMINANCE16F_EXT: return GL_LUMINANCE;
456 case GL_LUMINANCE_ALPHA16F_EXT: return GL_LUMINANCE_ALPHA;
457 case GL_BGRA8_EXT: return GL_BGRA_EXT;
daniel@transgaming.com835a95a2012-05-31 01:14:07 +0000458 case GL_DEPTH_COMPONENT16: return GL_DEPTH_COMPONENT;
459 case GL_DEPTH_COMPONENT32_OES: return GL_DEPTH_COMPONENT;
460 case GL_DEPTH24_STENCIL8_OES: return GL_DEPTH_STENCIL_OES;
daniel@transgaming.come1077362011-11-11 04:16:50 +0000461 default: return GL_NONE; // Unsupported
daniel@transgaming.com64a0fb22011-11-11 04:10:40 +0000462 }
463}
464
465GLenum ExtractType(GLenum internalformat)
466{
467 switch (internalformat)
468 {
daniel@transgaming.come1077362011-11-11 04:16:50 +0000469 case GL_RGB565: return GL_UNSIGNED_SHORT_5_6_5;
470 case GL_RGBA4: return GL_UNSIGNED_SHORT_4_4_4_4;
471 case GL_RGB5_A1: return GL_UNSIGNED_SHORT_5_5_5_1;
472 case GL_RGB8_OES: return GL_UNSIGNED_BYTE;
473 case GL_RGBA8_OES: return GL_UNSIGNED_BYTE;
474 case GL_LUMINANCE8_ALPHA8_EXT: return GL_UNSIGNED_BYTE;
475 case GL_LUMINANCE8_EXT: return GL_UNSIGNED_BYTE;
476 case GL_ALPHA8_EXT: return GL_UNSIGNED_BYTE;
477 case GL_COMPRESSED_RGB_S3TC_DXT1_EXT: return GL_UNSIGNED_BYTE;
478 case GL_COMPRESSED_RGBA_S3TC_DXT1_EXT: return GL_UNSIGNED_BYTE;
479 case GL_COMPRESSED_RGBA_S3TC_DXT3_ANGLE: return GL_UNSIGNED_BYTE;
480 case GL_COMPRESSED_RGBA_S3TC_DXT5_ANGLE: return GL_UNSIGNED_BYTE;
daniel@transgaming.comff941aa2011-11-11 04:17:09 +0000481 case GL_RGBA32F_EXT: return GL_FLOAT;
482 case GL_RGB32F_EXT: return GL_FLOAT;
483 case GL_ALPHA32F_EXT: return GL_FLOAT;
484 case GL_LUMINANCE32F_EXT: return GL_FLOAT;
485 case GL_LUMINANCE_ALPHA32F_EXT: return GL_FLOAT;
486 case GL_RGBA16F_EXT: return GL_HALF_FLOAT_OES;
487 case GL_RGB16F_EXT: return GL_HALF_FLOAT_OES;
488 case GL_ALPHA16F_EXT: return GL_HALF_FLOAT_OES;
489 case GL_LUMINANCE16F_EXT: return GL_HALF_FLOAT_OES;
490 case GL_LUMINANCE_ALPHA16F_EXT: return GL_HALF_FLOAT_OES;
491 case GL_BGRA8_EXT: return GL_UNSIGNED_BYTE;
daniel@transgaming.com835a95a2012-05-31 01:14:07 +0000492 case GL_DEPTH_COMPONENT16: return GL_UNSIGNED_SHORT;
493 case GL_DEPTH_COMPONENT32_OES: return GL_UNSIGNED_INT;
494 case GL_DEPTH24_STENCIL8_OES: return GL_UNSIGNED_INT_24_8_OES;
daniel@transgaming.come1077362011-11-11 04:16:50 +0000495 default: return GL_NONE; // Unsupported
daniel@transgaming.com64a0fb22011-11-11 04:10:40 +0000496 }
497}
498
daniel@transgaming.comedc19182010-10-15 17:57:55 +0000499bool IsColorRenderable(GLenum internalformat)
500{
501 switch (internalformat)
502 {
503 case GL_RGBA4:
504 case GL_RGB5_A1:
505 case GL_RGB565:
506 case GL_RGB8_OES:
507 case GL_RGBA8_OES:
508 return true;
509 case GL_DEPTH_COMPONENT16:
510 case GL_STENCIL_INDEX8:
511 case GL_DEPTH24_STENCIL8_OES:
512 return false;
513 default:
514 UNIMPLEMENTED();
515 }
516
517 return false;
518}
519
520bool IsDepthRenderable(GLenum internalformat)
521{
522 switch (internalformat)
523 {
524 case GL_DEPTH_COMPONENT16:
525 case GL_DEPTH24_STENCIL8_OES:
526 return true;
527 case GL_STENCIL_INDEX8:
528 case GL_RGBA4:
529 case GL_RGB5_A1:
530 case GL_RGB565:
531 case GL_RGB8_OES:
532 case GL_RGBA8_OES:
533 return false;
534 default:
535 UNIMPLEMENTED();
536 }
537
538 return false;
539}
540
541bool IsStencilRenderable(GLenum internalformat)
542{
543 switch (internalformat)
544 {
545 case GL_STENCIL_INDEX8:
546 case GL_DEPTH24_STENCIL8_OES:
547 return true;
548 case GL_RGBA4:
549 case GL_RGB5_A1:
550 case GL_RGB565:
551 case GL_RGB8_OES:
552 case GL_RGBA8_OES:
553 case GL_DEPTH_COMPONENT16:
554 return false;
555 default:
556 UNIMPLEMENTED();
557 }
558
559 return false;
560}
561
daniel@transgaming.com8e91d252012-10-17 18:22:44 +0000562bool IsFloat32Format(GLint internalformat)
563{
564 switch (internalformat)
565 {
566 case GL_RGBA32F_EXT:
567 case GL_RGB32F_EXT:
568 case GL_ALPHA32F_EXT:
569 case GL_LUMINANCE32F_EXT:
570 case GL_LUMINANCE_ALPHA32F_EXT:
571 return true;
572 default:
573 return false;
574 }
575}
576
577bool IsFloat16Format(GLint internalformat)
578{
579 switch (internalformat)
580 {
581 case GL_RGBA16F_EXT:
582 case GL_RGB16F_EXT:
583 case GL_ALPHA16F_EXT:
584 case GL_LUMINANCE16F_EXT:
585 case GL_LUMINANCE_ALPHA16F_EXT:
586 return true;
587 default:
588 return false;
589 }
590}
591
daniel@transgaming.com1b3a8152010-04-22 13:35:37 +0000592}
593
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000594namespace es2dx
595{
596
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +0000597D3DCMPFUNC ConvertComparison(GLenum comparison)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000598{
599 D3DCMPFUNC d3dComp = D3DCMP_ALWAYS;
600 switch (comparison)
601 {
602 case GL_NEVER: d3dComp = D3DCMP_NEVER; break;
603 case GL_ALWAYS: d3dComp = D3DCMP_ALWAYS; break;
604 case GL_LESS: d3dComp = D3DCMP_LESS; break;
605 case GL_LEQUAL: d3dComp = D3DCMP_LESSEQUAL; break;
606 case GL_EQUAL: d3dComp = D3DCMP_EQUAL; break;
607 case GL_GREATER: d3dComp = D3DCMP_GREATER; break;
608 case GL_GEQUAL: d3dComp = D3DCMP_GREATEREQUAL; break;
609 case GL_NOTEQUAL: d3dComp = D3DCMP_NOTEQUAL; break;
610 default: UNREACHABLE();
611 }
612
613 return d3dComp;
614}
615
616D3DCOLOR ConvertColor(gl::Color color)
617{
618 return D3DCOLOR_RGBA(gl::unorm<8>(color.red),
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000619 gl::unorm<8>(color.green),
daniel@transgaming.comfe453652010-03-16 06:23:28 +0000620 gl::unorm<8>(color.blue),
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000621 gl::unorm<8>(color.alpha));
622}
623
624D3DBLEND ConvertBlendFunc(GLenum blend)
625{
626 D3DBLEND d3dBlend = D3DBLEND_ZERO;
627
628 switch (blend)
629 {
630 case GL_ZERO: d3dBlend = D3DBLEND_ZERO; break;
631 case GL_ONE: d3dBlend = D3DBLEND_ONE; break;
632 case GL_SRC_COLOR: d3dBlend = D3DBLEND_SRCCOLOR; break;
633 case GL_ONE_MINUS_SRC_COLOR: d3dBlend = D3DBLEND_INVSRCCOLOR; break;
634 case GL_DST_COLOR: d3dBlend = D3DBLEND_DESTCOLOR; break;
635 case GL_ONE_MINUS_DST_COLOR: d3dBlend = D3DBLEND_INVDESTCOLOR; break;
636 case GL_SRC_ALPHA: d3dBlend = D3DBLEND_SRCALPHA; break;
637 case GL_ONE_MINUS_SRC_ALPHA: d3dBlend = D3DBLEND_INVSRCALPHA; break;
638 case GL_DST_ALPHA: d3dBlend = D3DBLEND_DESTALPHA; break;
639 case GL_ONE_MINUS_DST_ALPHA: d3dBlend = D3DBLEND_INVDESTALPHA; break;
640 case GL_CONSTANT_COLOR: d3dBlend = D3DBLEND_BLENDFACTOR; break;
641 case GL_ONE_MINUS_CONSTANT_COLOR: d3dBlend = D3DBLEND_INVBLENDFACTOR; break;
642 case GL_CONSTANT_ALPHA: d3dBlend = D3DBLEND_BLENDFACTOR; break;
643 case GL_ONE_MINUS_CONSTANT_ALPHA: d3dBlend = D3DBLEND_INVBLENDFACTOR; break;
644 case GL_SRC_ALPHA_SATURATE: d3dBlend = D3DBLEND_SRCALPHASAT; break;
645 default: UNREACHABLE();
646 }
647
648 return d3dBlend;
649}
650
651D3DBLENDOP ConvertBlendOp(GLenum blendOp)
652{
653 D3DBLENDOP d3dBlendOp = D3DBLENDOP_ADD;
654
655 switch (blendOp)
656 {
657 case GL_FUNC_ADD: d3dBlendOp = D3DBLENDOP_ADD; break;
658 case GL_FUNC_SUBTRACT: d3dBlendOp = D3DBLENDOP_SUBTRACT; break;
659 case GL_FUNC_REVERSE_SUBTRACT: d3dBlendOp = D3DBLENDOP_REVSUBTRACT; break;
660 default: UNREACHABLE();
661 }
662
663 return d3dBlendOp;
664}
665
666D3DSTENCILOP ConvertStencilOp(GLenum stencilOp)
667{
668 D3DSTENCILOP d3dStencilOp = D3DSTENCILOP_KEEP;
669
670 switch (stencilOp)
671 {
672 case GL_ZERO: d3dStencilOp = D3DSTENCILOP_ZERO; break;
673 case GL_KEEP: d3dStencilOp = D3DSTENCILOP_KEEP; break;
674 case GL_REPLACE: d3dStencilOp = D3DSTENCILOP_REPLACE; break;
675 case GL_INCR: d3dStencilOp = D3DSTENCILOP_INCRSAT; break;
676 case GL_DECR: d3dStencilOp = D3DSTENCILOP_DECRSAT; break;
677 case GL_INVERT: d3dStencilOp = D3DSTENCILOP_INVERT; break;
678 case GL_INCR_WRAP: d3dStencilOp = D3DSTENCILOP_INCR; break;
679 case GL_DECR_WRAP: d3dStencilOp = D3DSTENCILOP_DECR; break;
680 default: UNREACHABLE();
681 }
682
683 return d3dStencilOp;
684}
685
686D3DTEXTUREADDRESS ConvertTextureWrap(GLenum wrap)
687{
688 D3DTEXTUREADDRESS d3dWrap = D3DTADDRESS_WRAP;
689
690 switch (wrap)
691 {
692 case GL_REPEAT: d3dWrap = D3DTADDRESS_WRAP; break;
693 case GL_CLAMP_TO_EDGE: d3dWrap = D3DTADDRESS_CLAMP; break;
694 case GL_MIRRORED_REPEAT: d3dWrap = D3DTADDRESS_MIRROR; break;
695 default: UNREACHABLE();
696 }
697
698 return d3dWrap;
699}
700
701D3DCULL ConvertCullMode(GLenum cullFace, GLenum frontFace)
702{
703 D3DCULL cull = D3DCULL_CCW;
704 switch (cullFace)
705 {
706 case GL_FRONT:
707 cull = (frontFace == GL_CCW ? D3DCULL_CW : D3DCULL_CCW);
708 break;
709 case GL_BACK:
710 cull = (frontFace == GL_CCW ? D3DCULL_CCW : D3DCULL_CW);
711 break;
712 case GL_FRONT_AND_BACK:
daniel@transgaming.comace5e662010-03-21 04:31:20 +0000713 cull = D3DCULL_NONE; // culling will be handled during draw
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000714 break;
715 default: UNREACHABLE();
716 }
717
718 return cull;
719}
720
apatrick@chromium.orgb31f5322011-01-19 19:02:52 +0000721D3DCUBEMAP_FACES ConvertCubeFace(GLenum cubeFace)
722{
723 D3DCUBEMAP_FACES face = D3DCUBEMAP_FACE_POSITIVE_X;
724
apatrick@chromium.orgb31f5322011-01-19 19:02:52 +0000725 switch (cubeFace)
726 {
727 case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
728 face = D3DCUBEMAP_FACE_POSITIVE_X;
729 break;
730 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
731 face = D3DCUBEMAP_FACE_NEGATIVE_X;
732 break;
733 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
apatrick@chromium.org9616e582012-06-22 18:27:01 +0000734 face = D3DCUBEMAP_FACE_POSITIVE_Y;
apatrick@chromium.orgb31f5322011-01-19 19:02:52 +0000735 break;
736 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
apatrick@chromium.org9616e582012-06-22 18:27:01 +0000737 face = D3DCUBEMAP_FACE_NEGATIVE_Y;
apatrick@chromium.orgb31f5322011-01-19 19:02:52 +0000738 break;
739 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
740 face = D3DCUBEMAP_FACE_POSITIVE_Z;
741 break;
742 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
743 face = D3DCUBEMAP_FACE_NEGATIVE_Z;
744 break;
745 default: UNREACHABLE();
746 }
747
748 return face;
749}
750
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000751DWORD ConvertColorMask(bool red, bool green, bool blue, bool alpha)
752{
753 return (red ? D3DCOLORWRITEENABLE_RED : 0) |
754 (green ? D3DCOLORWRITEENABLE_GREEN : 0) |
755 (blue ? D3DCOLORWRITEENABLE_BLUE : 0) |
756 (alpha ? D3DCOLORWRITEENABLE_ALPHA : 0);
757}
758
daniel@transgaming.com07ab8412012-07-12 15:17:09 +0000759D3DTEXTUREFILTERTYPE ConvertMagFilter(GLenum magFilter, float maxAnisotropy)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000760{
daniel@transgaming.com07ab8412012-07-12 15:17:09 +0000761 if (maxAnisotropy > 1.0f)
762 {
763 return D3DTEXF_ANISOTROPIC;
764 }
765
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000766 D3DTEXTUREFILTERTYPE d3dMagFilter = D3DTEXF_POINT;
767 switch (magFilter)
768 {
769 case GL_NEAREST: d3dMagFilter = D3DTEXF_POINT; break;
770 case GL_LINEAR: d3dMagFilter = D3DTEXF_LINEAR; break;
771 default: UNREACHABLE();
772 }
773
774 return d3dMagFilter;
775}
776
daniel@transgaming.com07ab8412012-07-12 15:17:09 +0000777void ConvertMinFilter(GLenum minFilter, D3DTEXTUREFILTERTYPE *d3dMinFilter, D3DTEXTUREFILTERTYPE *d3dMipFilter, float maxAnisotropy)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000778{
779 switch (minFilter)
780 {
781 case GL_NEAREST:
782 *d3dMinFilter = D3DTEXF_POINT;
783 *d3dMipFilter = D3DTEXF_NONE;
784 break;
785 case GL_LINEAR:
786 *d3dMinFilter = D3DTEXF_LINEAR;
787 *d3dMipFilter = D3DTEXF_NONE;
788 break;
789 case GL_NEAREST_MIPMAP_NEAREST:
790 *d3dMinFilter = D3DTEXF_POINT;
791 *d3dMipFilter = D3DTEXF_POINT;
792 break;
793 case GL_LINEAR_MIPMAP_NEAREST:
794 *d3dMinFilter = D3DTEXF_LINEAR;
795 *d3dMipFilter = D3DTEXF_POINT;
796 break;
797 case GL_NEAREST_MIPMAP_LINEAR:
798 *d3dMinFilter = D3DTEXF_POINT;
799 *d3dMipFilter = D3DTEXF_LINEAR;
800 break;
801 case GL_LINEAR_MIPMAP_LINEAR:
802 *d3dMinFilter = D3DTEXF_LINEAR;
803 *d3dMipFilter = D3DTEXF_LINEAR;
804 break;
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +0000805 default:
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000806 *d3dMinFilter = D3DTEXF_POINT;
807 *d3dMipFilter = D3DTEXF_NONE;
808 UNREACHABLE();
809 }
daniel@transgaming.com07ab8412012-07-12 15:17:09 +0000810
811 if (maxAnisotropy > 1.0f)
812 {
813 *d3dMinFilter = D3DTEXF_ANISOTROPIC;
814 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000815}
816
daniel@transgaming.comd2fd4f22011-02-01 18:49:11 +0000817bool ConvertPrimitiveType(GLenum primitiveType, GLsizei elementCount,
818 D3DPRIMITIVETYPE *d3dPrimitiveType, int *d3dPrimitiveCount)
819{
820 switch (primitiveType)
821 {
822 case GL_POINTS:
823 *d3dPrimitiveType = D3DPT_POINTLIST;
824 *d3dPrimitiveCount = elementCount;
825 break;
826 case GL_LINES:
827 *d3dPrimitiveType = D3DPT_LINELIST;
828 *d3dPrimitiveCount = elementCount / 2;
829 break;
830 case GL_LINE_LOOP:
831 *d3dPrimitiveType = D3DPT_LINESTRIP;
832 *d3dPrimitiveCount = elementCount - 1; // D3D doesn't support line loops, so we draw the last line separately
833 break;
834 case GL_LINE_STRIP:
835 *d3dPrimitiveType = D3DPT_LINESTRIP;
836 *d3dPrimitiveCount = elementCount - 1;
837 break;
838 case GL_TRIANGLES:
839 *d3dPrimitiveType = D3DPT_TRIANGLELIST;
840 *d3dPrimitiveCount = elementCount / 3;
841 break;
842 case GL_TRIANGLE_STRIP:
843 *d3dPrimitiveType = D3DPT_TRIANGLESTRIP;
844 *d3dPrimitiveCount = elementCount - 2;
845 break;
846 case GL_TRIANGLE_FAN:
847 *d3dPrimitiveType = D3DPT_TRIANGLEFAN;
848 *d3dPrimitiveCount = elementCount - 2;
849 break;
850 default:
851 return false;
852 }
853
854 return true;
855}
856
857D3DFORMAT ConvertRenderbufferFormat(GLenum format)
858{
859 switch (format)
860 {
daniel@transgaming.com68145c62012-05-31 01:14:46 +0000861 case GL_NONE: return D3DFMT_NULL;
daniel@transgaming.comd2fd4f22011-02-01 18:49:11 +0000862 case GL_RGBA4:
863 case GL_RGB5_A1:
864 case GL_RGBA8_OES: return D3DFMT_A8R8G8B8;
865 case GL_RGB565: return D3DFMT_R5G6B5;
866 case GL_RGB8_OES: return D3DFMT_X8R8G8B8;
867 case GL_DEPTH_COMPONENT16:
868 case GL_STENCIL_INDEX8:
869 case GL_DEPTH24_STENCIL8_OES: return D3DFMT_D24S8;
870 default: UNREACHABLE(); return D3DFMT_A8R8G8B8;
871 }
872}
873
874D3DMULTISAMPLE_TYPE GetMultisampleTypeFromSamples(GLsizei samples)
875{
876 if (samples <= 1)
877 return D3DMULTISAMPLE_NONE;
878 else
879 return (D3DMULTISAMPLE_TYPE)samples;
880}
881
882}
883
884namespace dx2es
885{
886
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000887unsigned int GetStencilSize(D3DFORMAT stencilFormat)
888{
daniel@transgaming.comdbd65652012-06-19 15:29:48 +0000889 if (stencilFormat == D3DFMT_INTZ)
890 {
891 return 8;
892 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000893 switch(stencilFormat)
894 {
895 case D3DFMT_D24FS8:
896 case D3DFMT_D24S8:
897 return 8;
898 case D3DFMT_D24X4S4:
899 return 4;
900 case D3DFMT_D15S1:
901 return 1;
902 case D3DFMT_D16_LOCKABLE:
903 case D3DFMT_D32:
904 case D3DFMT_D24X8:
905 case D3DFMT_D32F_LOCKABLE:
906 case D3DFMT_D16:
907 return 0;
daniel@transgaming.comd2fd4f22011-02-01 18:49:11 +0000908 //case D3DFMT_D32_LOCKABLE: return 0; // DirectX 9Ex only
909 //case D3DFMT_S8_LOCKABLE: return 8; // DirectX 9Ex only
apatrick@chromium.org831fe2a2011-03-17 18:44:29 +0000910 default:
911 return 0;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000912 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000913}
914
915unsigned int GetAlphaSize(D3DFORMAT colorFormat)
916{
917 switch (colorFormat)
918 {
daniel@transgaming.com1297d922010-09-01 15:47:47 +0000919 case D3DFMT_A16B16G16R16F:
920 return 16;
921 case D3DFMT_A32B32G32R32F:
922 return 32;
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +0000923 case D3DFMT_A2R10G10B10:
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000924 return 2;
925 case D3DFMT_A8R8G8B8:
926 return 8;
927 case D3DFMT_A1R5G5B5:
928 return 1;
929 case D3DFMT_X8R8G8B8:
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000930 case D3DFMT_R5G6B5:
931 return 0;
apatrick@chromium.org831fe2a2011-03-17 18:44:29 +0000932 default:
933 return 0;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000934 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000935}
936
937unsigned int GetRedSize(D3DFORMAT colorFormat)
938{
939 switch (colorFormat)
940 {
daniel@transgaming.com1297d922010-09-01 15:47:47 +0000941 case D3DFMT_A16B16G16R16F:
942 return 16;
943 case D3DFMT_A32B32G32R32F:
944 return 32;
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +0000945 case D3DFMT_A2R10G10B10:
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000946 return 10;
947 case D3DFMT_A8R8G8B8:
948 case D3DFMT_X8R8G8B8:
949 return 8;
950 case D3DFMT_A1R5G5B5:
951 case D3DFMT_R5G6B5:
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000952 return 5;
apatrick@chromium.org831fe2a2011-03-17 18:44:29 +0000953 default:
954 return 0;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000955 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000956}
957
958unsigned int GetGreenSize(D3DFORMAT colorFormat)
959{
960 switch (colorFormat)
961 {
daniel@transgaming.com1297d922010-09-01 15:47:47 +0000962 case D3DFMT_A16B16G16R16F:
963 return 16;
964 case D3DFMT_A32B32G32R32F:
965 return 32;
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +0000966 case D3DFMT_A2R10G10B10:
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000967 return 10;
968 case D3DFMT_A8R8G8B8:
969 case D3DFMT_X8R8G8B8:
970 return 8;
971 case D3DFMT_A1R5G5B5:
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000972 return 5;
973 case D3DFMT_R5G6B5:
974 return 6;
apatrick@chromium.org831fe2a2011-03-17 18:44:29 +0000975 default:
976 return 0;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000977 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000978}
979
980unsigned int GetBlueSize(D3DFORMAT colorFormat)
981{
982 switch (colorFormat)
983 {
daniel@transgaming.com1297d922010-09-01 15:47:47 +0000984 case D3DFMT_A16B16G16R16F:
985 return 16;
986 case D3DFMT_A32B32G32R32F:
987 return 32;
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +0000988 case D3DFMT_A2R10G10B10:
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000989 return 10;
990 case D3DFMT_A8R8G8B8:
991 case D3DFMT_X8R8G8B8:
992 return 8;
993 case D3DFMT_A1R5G5B5:
994 case D3DFMT_R5G6B5:
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000995 return 5;
apatrick@chromium.org831fe2a2011-03-17 18:44:29 +0000996 default:
997 return 0;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000998 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000999}
1000
1001unsigned int GetDepthSize(D3DFORMAT depthFormat)
1002{
daniel@transgaming.comdbd65652012-06-19 15:29:48 +00001003 if (depthFormat == D3DFMT_INTZ)
1004 {
1005 return 24;
1006 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001007 switch (depthFormat)
1008 {
1009 case D3DFMT_D16_LOCKABLE: return 16;
1010 case D3DFMT_D32: return 32;
1011 case D3DFMT_D15S1: return 15;
1012 case D3DFMT_D24S8: return 24;
1013 case D3DFMT_D24X8: return 24;
1014 case D3DFMT_D24X4S4: return 24;
1015 case D3DFMT_D16: return 16;
1016 case D3DFMT_D32F_LOCKABLE: return 32;
1017 case D3DFMT_D24FS8: return 24;
daniel@transgaming.com83921382011-01-08 05:46:00 +00001018 //case D3DFMT_D32_LOCKABLE: return 32; // D3D9Ex only
1019 //case D3DFMT_S8_LOCKABLE: return 0; // D3D9Ex only
apatrick@chromium.org831fe2a2011-03-17 18:44:29 +00001020 default: return 0;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001021 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001022}
1023
daniel@transgaming.com1f135d82010-08-24 19:20:36 +00001024GLsizei GetSamplesFromMultisampleType(D3DMULTISAMPLE_TYPE type)
1025{
1026 if (type == D3DMULTISAMPLE_NONMASKABLE)
1027 return 0;
1028 else
1029 return type;
1030}
1031
daniel@transgaming.comad52cb12012-10-17 18:14:45 +00001032bool IsFormatChannelEquivalent(D3DFORMAT d3dformat, GLenum format)
1033{
1034 switch (d3dformat)
1035 {
1036 case D3DFMT_L8:
1037 return (format == GL_LUMINANCE);
1038 case D3DFMT_A8L8:
1039 return (format == GL_LUMINANCE_ALPHA);
1040 case D3DFMT_DXT1:
1041 return (format == GL_COMPRESSED_RGBA_S3TC_DXT1_EXT || format == GL_COMPRESSED_RGB_S3TC_DXT1_EXT);
1042 case D3DFMT_DXT3:
1043 return (format == GL_COMPRESSED_RGBA_S3TC_DXT3_ANGLE);
1044 case D3DFMT_DXT5:
1045 return (format == GL_COMPRESSED_RGBA_S3TC_DXT5_ANGLE);
1046 case D3DFMT_A8R8G8B8:
1047 case D3DFMT_A16B16G16R16F:
1048 case D3DFMT_A32B32G32R32F:
1049 return (format == GL_RGBA || format == GL_BGRA_EXT);
1050 case D3DFMT_X8R8G8B8:
1051 return (format == GL_RGB);
1052 default:
1053 if (d3dformat == D3DFMT_INTZ && gl::IsDepthTexture(format))
1054 return true;
1055 return false;
1056 }
1057}
1058
daniel@transgaming.com42944b02012-09-27 17:45:57 +00001059bool ConvertReadBufferFormat(D3DFORMAT d3dformat, GLenum *format, GLenum *type)
1060{
1061 switch (d3dformat)
1062 {
1063 case D3DFMT_A8R8G8B8:
1064 *type = GL_UNSIGNED_BYTE;
1065 *format = GL_BGRA_EXT;
1066 break;
1067 case D3DFMT_X8R8G8B8:
1068 *type = GL_UNSIGNED_BYTE;
1069 *format = GL_RGB;
1070 break;
1071 case D3DFMT_R5G6B5:
1072 *type = GL_UNSIGNED_SHORT_5_6_5;
1073 *format = GL_RGB;
1074 break;
1075 case D3DFMT_A16B16G16R16F:
1076 *type = GL_HALF_FLOAT_OES;
1077 *format = GL_RGBA;
1078 break;
1079 case D3DFMT_A32B32G32R32F:
1080 *type = GL_FLOAT;
1081 *format = GL_RGBA;
1082 break;
1083 case D3DFMT_A4R4G4B4:
1084 *type = GL_UNSIGNED_SHORT_4_4_4_4_REV_EXT;
1085 *format = GL_BGRA_EXT;
1086 break;
1087 case D3DFMT_A1R5G5B5:
1088 *type = GL_UNSIGNED_SHORT_1_5_5_5_REV_EXT;
1089 *format = GL_BGRA_EXT;
1090 break;
1091 default:
1092 *type = GL_NONE;
1093 *format = GL_NONE;
1094 return false;
1095 }
1096 return true;
1097}
1098
daniel@transgaming.com73a5db62010-10-15 17:58:13 +00001099GLenum ConvertBackBufferFormat(D3DFORMAT format)
1100{
1101 switch (format)
1102 {
1103 case D3DFMT_A4R4G4B4: return GL_RGBA4;
1104 case D3DFMT_A8R8G8B8: return GL_RGBA8_OES;
1105 case D3DFMT_A1R5G5B5: return GL_RGB5_A1;
1106 case D3DFMT_R5G6B5: return GL_RGB565;
1107 case D3DFMT_X8R8G8B8: return GL_RGB8_OES;
1108 default:
1109 UNREACHABLE();
1110 }
1111
1112 return GL_RGBA4;
1113}
1114
1115GLenum ConvertDepthStencilFormat(D3DFORMAT format)
1116{
daniel@transgaming.comdbd65652012-06-19 15:29:48 +00001117 if (format == D3DFMT_INTZ)
1118 {
1119 return GL_DEPTH24_STENCIL8_OES;
1120 }
daniel@transgaming.com73a5db62010-10-15 17:58:13 +00001121 switch (format)
1122 {
1123 case D3DFMT_D16:
1124 case D3DFMT_D24X8:
1125 return GL_DEPTH_COMPONENT16;
1126 case D3DFMT_D24S8:
1127 return GL_DEPTH24_STENCIL8_OES;
1128 default:
1129 UNREACHABLE();
1130 }
1131
1132 return GL_DEPTH24_STENCIL8_OES;
1133}
1134
1135}
apatrick@chromium.org0f4cefe2011-01-26 19:30:57 +00001136
daniel@transgaming.com4bb04be2012-10-17 18:29:55 +00001137namespace dx
1138{
1139
1140bool IsCompressedFormat(D3DFORMAT surfaceFormat)
1141{
1142 switch(surfaceFormat)
1143 {
1144 case D3DFMT_DXT1:
1145 case D3DFMT_DXT2:
1146 case D3DFMT_DXT3:
1147 case D3DFMT_DXT4:
1148 case D3DFMT_DXT5:
1149 return true;
1150 default:
1151 return false;
1152 }
1153}
1154
1155size_t ComputeRowSize(D3DFORMAT format, unsigned int width)
1156{
1157 if (format == D3DFMT_INTZ)
1158 {
1159 return 4 * width;
1160 }
1161 switch (format)
1162 {
1163 case D3DFMT_L8:
1164 return 1 * width;
1165 case D3DFMT_A8L8:
1166 return 2 * width;
1167 case D3DFMT_X8R8G8B8:
1168 case D3DFMT_A8R8G8B8:
1169 return 4 * width;
1170 case D3DFMT_A16B16G16R16F:
1171 return 8 * width;
1172 case D3DFMT_A32B32G32R32F:
1173 return 16 * width;
1174 case D3DFMT_DXT1:
1175 return 8 * ((width + 3) / 4);
1176 case D3DFMT_DXT3:
1177 case D3DFMT_DXT5:
1178 return 16 * ((width + 3) / 4);
1179 default:
1180 UNREACHABLE();
1181 return 0;
1182 }
1183}
1184
1185}
1186
apatrick@chromium.org0f4cefe2011-01-26 19:30:57 +00001187std::string getTempPath()
1188{
daniel@transgaming.comd2fd4f22011-02-01 18:49:11 +00001189 char path[MAX_PATH];
1190 DWORD pathLen = GetTempPathA(sizeof(path) / sizeof(path[0]), path);
1191 if (pathLen == 0)
1192 {
1193 UNREACHABLE();
1194 return std::string();
1195 }
1196
1197 UINT unique = GetTempFileNameA(path, "sh", 0, path);
1198 if (unique == 0)
1199 {
1200 UNREACHABLE();
1201 return std::string();
1202 }
1203
1204 return path;
apatrick@chromium.org0f4cefe2011-01-26 19:30:57 +00001205}
1206
1207void writeFile(const char* path, const void* content, size_t size)
daniel@transgaming.comd2fd4f22011-02-01 18:49:11 +00001208{
1209 FILE* file = fopen(path, "w");
1210 if (!file)
1211 {
1212 UNREACHABLE();
1213 return;
1214 }
1215
1216 fwrite(content, sizeof(char), size, file);
1217 fclose(file);
apatrick@chromium.org0f4cefe2011-01-26 19:30:57 +00001218}