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daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001//
2// Copyright (c) 2002-2010 The ANGLE Project Authors. All rights reserved.
3// 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
23int UniformComponentCount(GLenum type)
24{
25 switch (type)
26 {
27 case GL_BOOL:
28 case GL_FLOAT:
29 case GL_INT:
daniel@transgaming.coma9cd70a2010-09-15 15:48:57 +000030 case GL_SAMPLER_2D:
31 case GL_SAMPLER_CUBE:
daniel@transgaming.com1b3a8152010-04-22 13:35:37 +000032 return 1;
33 case GL_BOOL_VEC2:
34 case GL_FLOAT_VEC2:
35 case GL_INT_VEC2:
36 return 2;
37 case GL_INT_VEC3:
38 case GL_FLOAT_VEC3:
39 case GL_BOOL_VEC3:
40 return 3;
41 case GL_BOOL_VEC4:
42 case GL_FLOAT_VEC4:
43 case GL_INT_VEC4:
44 case GL_FLOAT_MAT2:
45 return 4;
46 case GL_FLOAT_MAT3:
47 return 9;
48 case GL_FLOAT_MAT4:
49 return 16;
50 default:
51 UNREACHABLE();
52 }
53
54 return 0;
55}
56
jbauman@chromium.org72e8f442011-10-20 00:22:01 +000057// This is how much data we actually store for a uniform
58int UniformInternalComponentCount(GLenum type)
59{
60 switch (type)
61 {
62 case GL_BOOL:
63 case GL_INT:
64 case GL_SAMPLER_2D:
65 case GL_SAMPLER_CUBE:
66 return 1;
67 case GL_BOOL_VEC2:
68 case GL_INT_VEC2:
69 return 2;
70 case GL_INT_VEC3:
71 case GL_BOOL_VEC3:
72 return 3;
73 case GL_FLOAT:
74 case GL_FLOAT_VEC2:
75 case GL_FLOAT_VEC3:
76 case GL_BOOL_VEC4:
77 case GL_FLOAT_VEC4:
78 case GL_INT_VEC4:
79 return 4;
80 case GL_FLOAT_MAT2:
81 return 8;
82 case GL_FLOAT_MAT3:
83 return 12;
84 case GL_FLOAT_MAT4:
85 return 16;
86 default:
87 UNREACHABLE();
88 }
89
90 return 0;
91}
92
daniel@transgaming.com1b3a8152010-04-22 13:35:37 +000093GLenum UniformComponentType(GLenum type)
94{
95 switch(type)
96 {
97 case GL_BOOL:
98 case GL_BOOL_VEC2:
99 case GL_BOOL_VEC3:
100 case GL_BOOL_VEC4:
101 return GL_BOOL;
102 case GL_FLOAT:
103 case GL_FLOAT_VEC2:
104 case GL_FLOAT_VEC3:
105 case GL_FLOAT_VEC4:
106 case GL_FLOAT_MAT2:
107 case GL_FLOAT_MAT3:
108 case GL_FLOAT_MAT4:
109 return GL_FLOAT;
110 case GL_INT:
daniel@transgaming.coma9cd70a2010-09-15 15:48:57 +0000111 case GL_SAMPLER_2D:
112 case GL_SAMPLER_CUBE:
daniel@transgaming.com1b3a8152010-04-22 13:35:37 +0000113 case GL_INT_VEC2:
114 case GL_INT_VEC3:
115 case GL_INT_VEC4:
116 return GL_INT;
117 default:
118 UNREACHABLE();
119 }
120
121 return GL_NONE;
122}
123
jbauman@chromium.org72e8f442011-10-20 00:22:01 +0000124size_t UniformComponentSize(GLenum type)
daniel@transgaming.com1b3a8152010-04-22 13:35:37 +0000125{
126 switch(type)
127 {
128 case GL_BOOL: return sizeof(GLboolean);
129 case GL_FLOAT: return sizeof(GLfloat);
130 case GL_INT: return sizeof(GLint);
jbauman@chromium.org72e8f442011-10-20 00:22:01 +0000131 default: UNREACHABLE();
daniel@transgaming.com1b3a8152010-04-22 13:35:37 +0000132 }
133
jbauman@chromium.org72e8f442011-10-20 00:22:01 +0000134 return 0;
135}
136
137size_t UniformTypeSize(GLenum type)
138{
139 return UniformComponentSize(UniformComponentType(type)) * UniformInternalComponentCount(type);
daniel@transgaming.com1b3a8152010-04-22 13:35:37 +0000140}
141
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +0000142int VariableRowCount(GLenum type)
daniel@transgaming.com0b6b8342010-04-26 15:33:45 +0000143{
144 switch (type)
145 {
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +0000146 case GL_NONE:
147 return 0;
daniel@transgaming.com0b6b8342010-04-26 15:33:45 +0000148 case GL_BOOL:
149 case GL_FLOAT:
150 case GL_INT:
151 case GL_BOOL_VEC2:
152 case GL_FLOAT_VEC2:
153 case GL_INT_VEC2:
154 case GL_INT_VEC3:
155 case GL_FLOAT_VEC3:
156 case GL_BOOL_VEC3:
157 case GL_BOOL_VEC4:
158 case GL_FLOAT_VEC4:
159 case GL_INT_VEC4:
160 return 1;
daniel@transgaming.com0b6b8342010-04-26 15:33:45 +0000161 case GL_FLOAT_MAT2:
162 return 2;
daniel@transgaming.com0b6b8342010-04-26 15:33:45 +0000163 case GL_FLOAT_MAT3:
164 return 3;
daniel@transgaming.com0b6b8342010-04-26 15:33:45 +0000165 case GL_FLOAT_MAT4:
166 return 4;
daniel@transgaming.com0b6b8342010-04-26 15:33:45 +0000167 default:
168 UNREACHABLE();
daniel@transgaming.com0b6b8342010-04-26 15:33:45 +0000169 }
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +0000170
171 return 0;
172}
173
174int VariableColumnCount(GLenum type)
175{
176 switch (type)
177 {
178 case GL_NONE:
179 return 0;
180 case GL_BOOL:
181 case GL_FLOAT:
182 case GL_INT:
183 return 1;
184 case GL_BOOL_VEC2:
185 case GL_FLOAT_VEC2:
186 case GL_INT_VEC2:
187 case GL_FLOAT_MAT2:
188 return 2;
189 case GL_INT_VEC3:
190 case GL_FLOAT_VEC3:
191 case GL_BOOL_VEC3:
192 case GL_FLOAT_MAT3:
193 return 3;
194 case GL_BOOL_VEC4:
195 case GL_FLOAT_VEC4:
196 case GL_INT_VEC4:
197 case GL_FLOAT_MAT4:
198 return 4;
199 default:
200 UNREACHABLE();
201 }
202
203 return 0;
daniel@transgaming.com0b6b8342010-04-26 15:33:45 +0000204}
205
206int AllocateFirstFreeBits(unsigned int *bits, unsigned int allocationSize, unsigned int bitsSize)
207{
208 ASSERT(allocationSize <= bitsSize);
209
210 unsigned int mask = std::numeric_limits<unsigned int>::max() >> (std::numeric_limits<unsigned int>::digits - allocationSize);
211
212 for (unsigned int i = 0; i < bitsSize - allocationSize + 1; i++)
213 {
214 if ((*bits & mask) == 0)
215 {
216 *bits |= mask;
217 return i;
218 }
219
220 mask <<= 1;
221 }
222
223 return -1;
224}
225
daniel@transgaming.com713914b2010-05-04 03:35:17 +0000226GLsizei ComputePitch(GLsizei width, GLenum format, GLenum type, GLint alignment)
227{
228 ASSERT(alignment > 0 && isPow2(alignment));
229
230 GLsizei rawPitch = ComputePixelSize(format, type) * width;
231 return (rawPitch + alignment - 1) & ~(alignment - 1);
232}
233
daniel@transgaming.com01868132010-08-24 19:21:17 +0000234GLsizei ComputeCompressedPitch(GLsizei width, GLenum format)
235{
apatrick@chromium.orgb31f5322011-01-19 19:02:52 +0000236 return ComputeCompressedSize(width, 1, format);
daniel@transgaming.com01868132010-08-24 19:21:17 +0000237}
238
239GLsizei ComputeCompressedSize(GLsizei width, GLsizei height, GLenum format)
240{
241 switch (format)
242 {
243 case GL_COMPRESSED_RGB_S3TC_DXT1_EXT:
244 case GL_COMPRESSED_RGBA_S3TC_DXT1_EXT:
gman@chromium.org50c526d2011-08-10 05:19:44 +0000245 return 8 * (GLsizei)ceil((float)width / 4.0f) * (GLsizei)ceil((float)height / 4.0f);
daniel@transgaming.com01868132010-08-24 19:21:17 +0000246 break;
gman@chromium.org50c526d2011-08-10 05:19:44 +0000247 case GL_COMPRESSED_RGBA_S3TC_DXT3_ANGLE:
248 case GL_COMPRESSED_RGBA_S3TC_DXT5_ANGLE:
249 return 16 * (GLsizei)ceil((float)width / 4.0f) * (GLsizei)ceil((float)height / 4.0f);
daniel@transgaming.com01868132010-08-24 19:21:17 +0000250 default:
251 return 0;
252 }
253
daniel@transgaming.com01868132010-08-24 19:21:17 +0000254}
255
256bool IsCompressed(GLenum format)
257{
258 if(format == GL_COMPRESSED_RGB_S3TC_DXT1_EXT ||
gman@chromium.org50c526d2011-08-10 05:19:44 +0000259 format == GL_COMPRESSED_RGBA_S3TC_DXT1_EXT ||
260 format == GL_COMPRESSED_RGBA_S3TC_DXT3_ANGLE ||
261 format == GL_COMPRESSED_RGBA_S3TC_DXT5_ANGLE)
daniel@transgaming.com01868132010-08-24 19:21:17 +0000262 {
263 return true;
264 }
265 else
266 {
267 return false;
268 }
269}
270
daniel@transgaming.com713914b2010-05-04 03:35:17 +0000271// Returns the size, in bytes, of a single texel in an Image
272int ComputePixelSize(GLenum format, GLenum type)
273{
274 switch (type)
275 {
276 case GL_UNSIGNED_BYTE:
277 switch (format)
278 {
279 case GL_ALPHA: return sizeof(unsigned char);
280 case GL_LUMINANCE: return sizeof(unsigned char);
281 case GL_LUMINANCE_ALPHA: return sizeof(unsigned char) * 2;
282 case GL_RGB: return sizeof(unsigned char) * 3;
283 case GL_RGBA: return sizeof(unsigned char) * 4;
daniel@transgaming.coma9198d92010-08-08 04:49:56 +0000284 case GL_BGRA_EXT: return sizeof(unsigned char) * 4;
daniel@transgaming.com713914b2010-05-04 03:35:17 +0000285 default: UNREACHABLE();
286 }
287 break;
288 case GL_UNSIGNED_SHORT_4_4_4_4:
289 case GL_UNSIGNED_SHORT_5_5_5_1:
290 case GL_UNSIGNED_SHORT_5_6_5:
291 return sizeof(unsigned short);
daniel@transgaming.com0a337e92010-08-28 17:38:27 +0000292 case GL_FLOAT:
293 switch (format)
294 {
295 case GL_ALPHA: return sizeof(float);
296 case GL_LUMINANCE: return sizeof(float);
297 case GL_LUMINANCE_ALPHA: return sizeof(float) * 2;
298 case GL_RGB: return sizeof(float) * 3;
299 case GL_RGBA: return sizeof(float) * 4;
300 default: UNREACHABLE();
301 }
302 break;
303 case GL_HALF_FLOAT_OES:
304 switch (format)
305 {
306 case GL_ALPHA: return sizeof(unsigned short);
307 case GL_LUMINANCE: return sizeof(unsigned short);
308 case GL_LUMINANCE_ALPHA: return sizeof(unsigned short) * 2;
309 case GL_RGB: return sizeof(unsigned short) * 3;
310 case GL_RGBA: return sizeof(unsigned short) * 4;
311 default: UNREACHABLE();
312 }
313 break;
daniel@transgaming.com713914b2010-05-04 03:35:17 +0000314 default: UNREACHABLE();
315 }
316
317 return 0;
318}
319
daniel@transgaming.com19ffc242010-05-04 03:35:21 +0000320bool IsCubemapTextureTarget(GLenum target)
321{
322 return (target >= GL_TEXTURE_CUBE_MAP_POSITIVE_X && target <= GL_TEXTURE_CUBE_MAP_NEGATIVE_Z);
323}
324
325bool IsTextureTarget(GLenum target)
326{
327 return target == GL_TEXTURE_2D || IsCubemapTextureTarget(target);
328}
329
330// Verify that format/type are one of the combinations from table 3.4.
331bool CheckTextureFormatType(GLenum format, GLenum type)
332{
333 switch (type)
334 {
335 case GL_UNSIGNED_BYTE:
336 switch (format)
337 {
338 case GL_RGBA:
daniel@transgaming.coma9198d92010-08-08 04:49:56 +0000339 case GL_BGRA_EXT:
daniel@transgaming.com19ffc242010-05-04 03:35:21 +0000340 case GL_RGB:
341 case GL_ALPHA:
342 case GL_LUMINANCE:
343 case GL_LUMINANCE_ALPHA:
344 return true;
345
346 default:
347 return false;
348 }
349
daniel@transgaming.com0a337e92010-08-28 17:38:27 +0000350 case GL_FLOAT:
351 case GL_HALF_FLOAT_OES:
352 switch (format)
353 {
354 case GL_RGBA:
355 case GL_RGB:
356 case GL_ALPHA:
357 case GL_LUMINANCE:
358 case GL_LUMINANCE_ALPHA:
359 return true;
360
361 default:
362 return false;
363 }
364
daniel@transgaming.com19ffc242010-05-04 03:35:21 +0000365 case GL_UNSIGNED_SHORT_4_4_4_4:
366 case GL_UNSIGNED_SHORT_5_5_5_1:
367 return (format == GL_RGBA);
368
369 case GL_UNSIGNED_SHORT_5_6_5:
370 return (format == GL_RGB);
371
372 default:
373 return false;
374 }
375}
376
daniel@transgaming.comedc19182010-10-15 17:57:55 +0000377bool IsColorRenderable(GLenum internalformat)
378{
379 switch (internalformat)
380 {
381 case GL_RGBA4:
382 case GL_RGB5_A1:
383 case GL_RGB565:
384 case GL_RGB8_OES:
385 case GL_RGBA8_OES:
386 return true;
387 case GL_DEPTH_COMPONENT16:
388 case GL_STENCIL_INDEX8:
389 case GL_DEPTH24_STENCIL8_OES:
390 return false;
391 default:
392 UNIMPLEMENTED();
393 }
394
395 return false;
396}
397
398bool IsDepthRenderable(GLenum internalformat)
399{
400 switch (internalformat)
401 {
402 case GL_DEPTH_COMPONENT16:
403 case GL_DEPTH24_STENCIL8_OES:
404 return true;
405 case GL_STENCIL_INDEX8:
406 case GL_RGBA4:
407 case GL_RGB5_A1:
408 case GL_RGB565:
409 case GL_RGB8_OES:
410 case GL_RGBA8_OES:
411 return false;
412 default:
413 UNIMPLEMENTED();
414 }
415
416 return false;
417}
418
419bool IsStencilRenderable(GLenum internalformat)
420{
421 switch (internalformat)
422 {
423 case GL_STENCIL_INDEX8:
424 case GL_DEPTH24_STENCIL8_OES:
425 return true;
426 case GL_RGBA4:
427 case GL_RGB5_A1:
428 case GL_RGB565:
429 case GL_RGB8_OES:
430 case GL_RGBA8_OES:
431 case GL_DEPTH_COMPONENT16:
432 return false;
433 default:
434 UNIMPLEMENTED();
435 }
436
437 return false;
438}
439
daniel@transgaming.com1b3a8152010-04-22 13:35:37 +0000440}
441
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000442namespace es2dx
443{
444
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +0000445D3DCMPFUNC ConvertComparison(GLenum comparison)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000446{
447 D3DCMPFUNC d3dComp = D3DCMP_ALWAYS;
448 switch (comparison)
449 {
450 case GL_NEVER: d3dComp = D3DCMP_NEVER; break;
451 case GL_ALWAYS: d3dComp = D3DCMP_ALWAYS; break;
452 case GL_LESS: d3dComp = D3DCMP_LESS; break;
453 case GL_LEQUAL: d3dComp = D3DCMP_LESSEQUAL; break;
454 case GL_EQUAL: d3dComp = D3DCMP_EQUAL; break;
455 case GL_GREATER: d3dComp = D3DCMP_GREATER; break;
456 case GL_GEQUAL: d3dComp = D3DCMP_GREATEREQUAL; break;
457 case GL_NOTEQUAL: d3dComp = D3DCMP_NOTEQUAL; break;
458 default: UNREACHABLE();
459 }
460
461 return d3dComp;
462}
463
464D3DCOLOR ConvertColor(gl::Color color)
465{
466 return D3DCOLOR_RGBA(gl::unorm<8>(color.red),
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000467 gl::unorm<8>(color.green),
daniel@transgaming.comfe453652010-03-16 06:23:28 +0000468 gl::unorm<8>(color.blue),
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000469 gl::unorm<8>(color.alpha));
470}
471
472D3DBLEND ConvertBlendFunc(GLenum blend)
473{
474 D3DBLEND d3dBlend = D3DBLEND_ZERO;
475
476 switch (blend)
477 {
478 case GL_ZERO: d3dBlend = D3DBLEND_ZERO; break;
479 case GL_ONE: d3dBlend = D3DBLEND_ONE; break;
480 case GL_SRC_COLOR: d3dBlend = D3DBLEND_SRCCOLOR; break;
481 case GL_ONE_MINUS_SRC_COLOR: d3dBlend = D3DBLEND_INVSRCCOLOR; break;
482 case GL_DST_COLOR: d3dBlend = D3DBLEND_DESTCOLOR; break;
483 case GL_ONE_MINUS_DST_COLOR: d3dBlend = D3DBLEND_INVDESTCOLOR; break;
484 case GL_SRC_ALPHA: d3dBlend = D3DBLEND_SRCALPHA; break;
485 case GL_ONE_MINUS_SRC_ALPHA: d3dBlend = D3DBLEND_INVSRCALPHA; break;
486 case GL_DST_ALPHA: d3dBlend = D3DBLEND_DESTALPHA; break;
487 case GL_ONE_MINUS_DST_ALPHA: d3dBlend = D3DBLEND_INVDESTALPHA; break;
488 case GL_CONSTANT_COLOR: d3dBlend = D3DBLEND_BLENDFACTOR; break;
489 case GL_ONE_MINUS_CONSTANT_COLOR: d3dBlend = D3DBLEND_INVBLENDFACTOR; break;
490 case GL_CONSTANT_ALPHA: d3dBlend = D3DBLEND_BLENDFACTOR; break;
491 case GL_ONE_MINUS_CONSTANT_ALPHA: d3dBlend = D3DBLEND_INVBLENDFACTOR; break;
492 case GL_SRC_ALPHA_SATURATE: d3dBlend = D3DBLEND_SRCALPHASAT; break;
493 default: UNREACHABLE();
494 }
495
496 return d3dBlend;
497}
498
499D3DBLENDOP ConvertBlendOp(GLenum blendOp)
500{
501 D3DBLENDOP d3dBlendOp = D3DBLENDOP_ADD;
502
503 switch (blendOp)
504 {
505 case GL_FUNC_ADD: d3dBlendOp = D3DBLENDOP_ADD; break;
506 case GL_FUNC_SUBTRACT: d3dBlendOp = D3DBLENDOP_SUBTRACT; break;
507 case GL_FUNC_REVERSE_SUBTRACT: d3dBlendOp = D3DBLENDOP_REVSUBTRACT; break;
508 default: UNREACHABLE();
509 }
510
511 return d3dBlendOp;
512}
513
514D3DSTENCILOP ConvertStencilOp(GLenum stencilOp)
515{
516 D3DSTENCILOP d3dStencilOp = D3DSTENCILOP_KEEP;
517
518 switch (stencilOp)
519 {
520 case GL_ZERO: d3dStencilOp = D3DSTENCILOP_ZERO; break;
521 case GL_KEEP: d3dStencilOp = D3DSTENCILOP_KEEP; break;
522 case GL_REPLACE: d3dStencilOp = D3DSTENCILOP_REPLACE; break;
523 case GL_INCR: d3dStencilOp = D3DSTENCILOP_INCRSAT; break;
524 case GL_DECR: d3dStencilOp = D3DSTENCILOP_DECRSAT; break;
525 case GL_INVERT: d3dStencilOp = D3DSTENCILOP_INVERT; break;
526 case GL_INCR_WRAP: d3dStencilOp = D3DSTENCILOP_INCR; break;
527 case GL_DECR_WRAP: d3dStencilOp = D3DSTENCILOP_DECR; break;
528 default: UNREACHABLE();
529 }
530
531 return d3dStencilOp;
532}
533
534D3DTEXTUREADDRESS ConvertTextureWrap(GLenum wrap)
535{
536 D3DTEXTUREADDRESS d3dWrap = D3DTADDRESS_WRAP;
537
538 switch (wrap)
539 {
540 case GL_REPEAT: d3dWrap = D3DTADDRESS_WRAP; break;
541 case GL_CLAMP_TO_EDGE: d3dWrap = D3DTADDRESS_CLAMP; break;
542 case GL_MIRRORED_REPEAT: d3dWrap = D3DTADDRESS_MIRROR; break;
543 default: UNREACHABLE();
544 }
545
546 return d3dWrap;
547}
548
549D3DCULL ConvertCullMode(GLenum cullFace, GLenum frontFace)
550{
551 D3DCULL cull = D3DCULL_CCW;
552 switch (cullFace)
553 {
554 case GL_FRONT:
555 cull = (frontFace == GL_CCW ? D3DCULL_CW : D3DCULL_CCW);
556 break;
557 case GL_BACK:
558 cull = (frontFace == GL_CCW ? D3DCULL_CCW : D3DCULL_CW);
559 break;
560 case GL_FRONT_AND_BACK:
daniel@transgaming.comace5e662010-03-21 04:31:20 +0000561 cull = D3DCULL_NONE; // culling will be handled during draw
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000562 break;
563 default: UNREACHABLE();
564 }
565
566 return cull;
567}
568
apatrick@chromium.orgb31f5322011-01-19 19:02:52 +0000569D3DCUBEMAP_FACES ConvertCubeFace(GLenum cubeFace)
570{
571 D3DCUBEMAP_FACES face = D3DCUBEMAP_FACE_POSITIVE_X;
572
573 // Map a cube map texture target to the corresponding D3D surface index. Note that the
574 // Y faces are swapped because the Y coordinate to the texture lookup intrinsic functions
575 // are negated in the pixel shader.
576 switch (cubeFace)
577 {
578 case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
579 face = D3DCUBEMAP_FACE_POSITIVE_X;
580 break;
581 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
582 face = D3DCUBEMAP_FACE_NEGATIVE_X;
583 break;
584 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
585 face = D3DCUBEMAP_FACE_NEGATIVE_Y;
586 break;
587 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
588 face = D3DCUBEMAP_FACE_POSITIVE_Y;
589 break;
590 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
591 face = D3DCUBEMAP_FACE_POSITIVE_Z;
592 break;
593 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
594 face = D3DCUBEMAP_FACE_NEGATIVE_Z;
595 break;
596 default: UNREACHABLE();
597 }
598
599 return face;
600}
601
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000602DWORD ConvertColorMask(bool red, bool green, bool blue, bool alpha)
603{
604 return (red ? D3DCOLORWRITEENABLE_RED : 0) |
605 (green ? D3DCOLORWRITEENABLE_GREEN : 0) |
606 (blue ? D3DCOLORWRITEENABLE_BLUE : 0) |
607 (alpha ? D3DCOLORWRITEENABLE_ALPHA : 0);
608}
609
610D3DTEXTUREFILTERTYPE ConvertMagFilter(GLenum magFilter)
611{
612 D3DTEXTUREFILTERTYPE d3dMagFilter = D3DTEXF_POINT;
613 switch (magFilter)
614 {
615 case GL_NEAREST: d3dMagFilter = D3DTEXF_POINT; break;
616 case GL_LINEAR: d3dMagFilter = D3DTEXF_LINEAR; break;
617 default: UNREACHABLE();
618 }
619
620 return d3dMagFilter;
621}
622
623void ConvertMinFilter(GLenum minFilter, D3DTEXTUREFILTERTYPE *d3dMinFilter, D3DTEXTUREFILTERTYPE *d3dMipFilter)
624{
625 switch (minFilter)
626 {
627 case GL_NEAREST:
628 *d3dMinFilter = D3DTEXF_POINT;
629 *d3dMipFilter = D3DTEXF_NONE;
630 break;
631 case GL_LINEAR:
632 *d3dMinFilter = D3DTEXF_LINEAR;
633 *d3dMipFilter = D3DTEXF_NONE;
634 break;
635 case GL_NEAREST_MIPMAP_NEAREST:
636 *d3dMinFilter = D3DTEXF_POINT;
637 *d3dMipFilter = D3DTEXF_POINT;
638 break;
639 case GL_LINEAR_MIPMAP_NEAREST:
640 *d3dMinFilter = D3DTEXF_LINEAR;
641 *d3dMipFilter = D3DTEXF_POINT;
642 break;
643 case GL_NEAREST_MIPMAP_LINEAR:
644 *d3dMinFilter = D3DTEXF_POINT;
645 *d3dMipFilter = D3DTEXF_LINEAR;
646 break;
647 case GL_LINEAR_MIPMAP_LINEAR:
648 *d3dMinFilter = D3DTEXF_LINEAR;
649 *d3dMipFilter = D3DTEXF_LINEAR;
650 break;
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +0000651 default:
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000652 *d3dMinFilter = D3DTEXF_POINT;
653 *d3dMipFilter = D3DTEXF_NONE;
654 UNREACHABLE();
655 }
656}
657
daniel@transgaming.comd2fd4f22011-02-01 18:49:11 +0000658bool ConvertPrimitiveType(GLenum primitiveType, GLsizei elementCount,
659 D3DPRIMITIVETYPE *d3dPrimitiveType, int *d3dPrimitiveCount)
660{
661 switch (primitiveType)
662 {
663 case GL_POINTS:
664 *d3dPrimitiveType = D3DPT_POINTLIST;
665 *d3dPrimitiveCount = elementCount;
666 break;
667 case GL_LINES:
668 *d3dPrimitiveType = D3DPT_LINELIST;
669 *d3dPrimitiveCount = elementCount / 2;
670 break;
671 case GL_LINE_LOOP:
672 *d3dPrimitiveType = D3DPT_LINESTRIP;
673 *d3dPrimitiveCount = elementCount - 1; // D3D doesn't support line loops, so we draw the last line separately
674 break;
675 case GL_LINE_STRIP:
676 *d3dPrimitiveType = D3DPT_LINESTRIP;
677 *d3dPrimitiveCount = elementCount - 1;
678 break;
679 case GL_TRIANGLES:
680 *d3dPrimitiveType = D3DPT_TRIANGLELIST;
681 *d3dPrimitiveCount = elementCount / 3;
682 break;
683 case GL_TRIANGLE_STRIP:
684 *d3dPrimitiveType = D3DPT_TRIANGLESTRIP;
685 *d3dPrimitiveCount = elementCount - 2;
686 break;
687 case GL_TRIANGLE_FAN:
688 *d3dPrimitiveType = D3DPT_TRIANGLEFAN;
689 *d3dPrimitiveCount = elementCount - 2;
690 break;
691 default:
692 return false;
693 }
694
695 return true;
696}
697
698D3DFORMAT ConvertRenderbufferFormat(GLenum format)
699{
700 switch (format)
701 {
702 case GL_RGBA4:
703 case GL_RGB5_A1:
704 case GL_RGBA8_OES: return D3DFMT_A8R8G8B8;
705 case GL_RGB565: return D3DFMT_R5G6B5;
706 case GL_RGB8_OES: return D3DFMT_X8R8G8B8;
707 case GL_DEPTH_COMPONENT16:
708 case GL_STENCIL_INDEX8:
709 case GL_DEPTH24_STENCIL8_OES: return D3DFMT_D24S8;
710 default: UNREACHABLE(); return D3DFMT_A8R8G8B8;
711 }
712}
713
714D3DMULTISAMPLE_TYPE GetMultisampleTypeFromSamples(GLsizei samples)
715{
716 if (samples <= 1)
717 return D3DMULTISAMPLE_NONE;
718 else
719 return (D3DMULTISAMPLE_TYPE)samples;
720}
721
722}
723
724namespace dx2es
725{
726
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000727unsigned int GetStencilSize(D3DFORMAT stencilFormat)
728{
729 switch(stencilFormat)
730 {
731 case D3DFMT_D24FS8:
732 case D3DFMT_D24S8:
733 return 8;
734 case D3DFMT_D24X4S4:
735 return 4;
736 case D3DFMT_D15S1:
737 return 1;
738 case D3DFMT_D16_LOCKABLE:
739 case D3DFMT_D32:
740 case D3DFMT_D24X8:
741 case D3DFMT_D32F_LOCKABLE:
742 case D3DFMT_D16:
743 return 0;
daniel@transgaming.comd2fd4f22011-02-01 18:49:11 +0000744 //case D3DFMT_D32_LOCKABLE: return 0; // DirectX 9Ex only
745 //case D3DFMT_S8_LOCKABLE: return 8; // DirectX 9Ex only
apatrick@chromium.org831fe2a2011-03-17 18:44:29 +0000746 default:
747 return 0;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000748 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000749}
750
751unsigned int GetAlphaSize(D3DFORMAT colorFormat)
752{
753 switch (colorFormat)
754 {
daniel@transgaming.com1297d922010-09-01 15:47:47 +0000755 case D3DFMT_A16B16G16R16F:
756 return 16;
757 case D3DFMT_A32B32G32R32F:
758 return 32;
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +0000759 case D3DFMT_A2R10G10B10:
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000760 return 2;
761 case D3DFMT_A8R8G8B8:
762 return 8;
763 case D3DFMT_A1R5G5B5:
764 return 1;
765 case D3DFMT_X8R8G8B8:
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000766 case D3DFMT_R5G6B5:
767 return 0;
apatrick@chromium.org831fe2a2011-03-17 18:44:29 +0000768 default:
769 return 0;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000770 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000771}
772
773unsigned int GetRedSize(D3DFORMAT colorFormat)
774{
775 switch (colorFormat)
776 {
daniel@transgaming.com1297d922010-09-01 15:47:47 +0000777 case D3DFMT_A16B16G16R16F:
778 return 16;
779 case D3DFMT_A32B32G32R32F:
780 return 32;
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +0000781 case D3DFMT_A2R10G10B10:
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000782 return 10;
783 case D3DFMT_A8R8G8B8:
784 case D3DFMT_X8R8G8B8:
785 return 8;
786 case D3DFMT_A1R5G5B5:
787 case D3DFMT_R5G6B5:
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000788 return 5;
apatrick@chromium.org831fe2a2011-03-17 18:44:29 +0000789 default:
790 return 0;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000791 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000792}
793
794unsigned int GetGreenSize(D3DFORMAT colorFormat)
795{
796 switch (colorFormat)
797 {
daniel@transgaming.com1297d922010-09-01 15:47:47 +0000798 case D3DFMT_A16B16G16R16F:
799 return 16;
800 case D3DFMT_A32B32G32R32F:
801 return 32;
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +0000802 case D3DFMT_A2R10G10B10:
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000803 return 10;
804 case D3DFMT_A8R8G8B8:
805 case D3DFMT_X8R8G8B8:
806 return 8;
807 case D3DFMT_A1R5G5B5:
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000808 return 5;
809 case D3DFMT_R5G6B5:
810 return 6;
apatrick@chromium.org831fe2a2011-03-17 18:44:29 +0000811 default:
812 return 0;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000813 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000814}
815
816unsigned int GetBlueSize(D3DFORMAT colorFormat)
817{
818 switch (colorFormat)
819 {
daniel@transgaming.com1297d922010-09-01 15:47:47 +0000820 case D3DFMT_A16B16G16R16F:
821 return 16;
822 case D3DFMT_A32B32G32R32F:
823 return 32;
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +0000824 case D3DFMT_A2R10G10B10:
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000825 return 10;
826 case D3DFMT_A8R8G8B8:
827 case D3DFMT_X8R8G8B8:
828 return 8;
829 case D3DFMT_A1R5G5B5:
830 case D3DFMT_R5G6B5:
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000831 return 5;
apatrick@chromium.org831fe2a2011-03-17 18:44:29 +0000832 default:
833 return 0;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000834 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000835}
836
837unsigned int GetDepthSize(D3DFORMAT depthFormat)
838{
839 switch (depthFormat)
840 {
841 case D3DFMT_D16_LOCKABLE: return 16;
842 case D3DFMT_D32: return 32;
843 case D3DFMT_D15S1: return 15;
844 case D3DFMT_D24S8: return 24;
845 case D3DFMT_D24X8: return 24;
846 case D3DFMT_D24X4S4: return 24;
847 case D3DFMT_D16: return 16;
848 case D3DFMT_D32F_LOCKABLE: return 32;
849 case D3DFMT_D24FS8: return 24;
daniel@transgaming.com83921382011-01-08 05:46:00 +0000850 //case D3DFMT_D32_LOCKABLE: return 32; // D3D9Ex only
851 //case D3DFMT_S8_LOCKABLE: return 0; // D3D9Ex only
apatrick@chromium.org831fe2a2011-03-17 18:44:29 +0000852 default: return 0;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000853 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000854}
855
daniel@transgaming.com1f135d82010-08-24 19:20:36 +0000856GLsizei GetSamplesFromMultisampleType(D3DMULTISAMPLE_TYPE type)
857{
858 if (type == D3DMULTISAMPLE_NONMASKABLE)
859 return 0;
860 else
861 return type;
862}
863
daniel@transgaming.com73a5db62010-10-15 17:58:13 +0000864GLenum ConvertBackBufferFormat(D3DFORMAT format)
865{
866 switch (format)
867 {
868 case D3DFMT_A4R4G4B4: return GL_RGBA4;
869 case D3DFMT_A8R8G8B8: return GL_RGBA8_OES;
870 case D3DFMT_A1R5G5B5: return GL_RGB5_A1;
871 case D3DFMT_R5G6B5: return GL_RGB565;
872 case D3DFMT_X8R8G8B8: return GL_RGB8_OES;
873 default:
874 UNREACHABLE();
875 }
876
877 return GL_RGBA4;
878}
879
880GLenum ConvertDepthStencilFormat(D3DFORMAT format)
881{
882 switch (format)
883 {
884 case D3DFMT_D16:
885 case D3DFMT_D24X8:
886 return GL_DEPTH_COMPONENT16;
887 case D3DFMT_D24S8:
888 return GL_DEPTH24_STENCIL8_OES;
889 default:
890 UNREACHABLE();
891 }
892
893 return GL_DEPTH24_STENCIL8_OES;
894}
895
896}
apatrick@chromium.org0f4cefe2011-01-26 19:30:57 +0000897
898std::string getTempPath()
899{
daniel@transgaming.comd2fd4f22011-02-01 18:49:11 +0000900 char path[MAX_PATH];
901 DWORD pathLen = GetTempPathA(sizeof(path) / sizeof(path[0]), path);
902 if (pathLen == 0)
903 {
904 UNREACHABLE();
905 return std::string();
906 }
907
908 UINT unique = GetTempFileNameA(path, "sh", 0, path);
909 if (unique == 0)
910 {
911 UNREACHABLE();
912 return std::string();
913 }
914
915 return path;
apatrick@chromium.org0f4cefe2011-01-26 19:30:57 +0000916}
917
918void writeFile(const char* path, const void* content, size_t size)
daniel@transgaming.comd2fd4f22011-02-01 18:49:11 +0000919{
920 FILE* file = fopen(path, "w");
921 if (!file)
922 {
923 UNREACHABLE();
924 return;
925 }
926
927 fwrite(content, sizeof(char), size, file);
928 fclose(file);
apatrick@chromium.org0f4cefe2011-01-26 19:30:57 +0000929}