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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
57GLenum UniformComponentType(GLenum type)
58{
59 switch(type)
60 {
61 case GL_BOOL:
62 case GL_BOOL_VEC2:
63 case GL_BOOL_VEC3:
64 case GL_BOOL_VEC4:
65 return GL_BOOL;
66 case GL_FLOAT:
67 case GL_FLOAT_VEC2:
68 case GL_FLOAT_VEC3:
69 case GL_FLOAT_VEC4:
70 case GL_FLOAT_MAT2:
71 case GL_FLOAT_MAT3:
72 case GL_FLOAT_MAT4:
73 return GL_FLOAT;
74 case GL_INT:
daniel@transgaming.coma9cd70a2010-09-15 15:48:57 +000075 case GL_SAMPLER_2D:
76 case GL_SAMPLER_CUBE:
daniel@transgaming.com1b3a8152010-04-22 13:35:37 +000077 case GL_INT_VEC2:
78 case GL_INT_VEC3:
79 case GL_INT_VEC4:
80 return GL_INT;
81 default:
82 UNREACHABLE();
83 }
84
85 return GL_NONE;
86}
87
88size_t UniformTypeSize(GLenum type)
89{
90 switch(type)
91 {
92 case GL_BOOL: return sizeof(GLboolean);
93 case GL_FLOAT: return sizeof(GLfloat);
94 case GL_INT: return sizeof(GLint);
95 }
96
97 return UniformTypeSize(UniformComponentType(type)) * UniformComponentCount(type);
98}
99
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +0000100int VariableRowCount(GLenum type)
daniel@transgaming.com0b6b8342010-04-26 15:33:45 +0000101{
102 switch (type)
103 {
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +0000104 case GL_NONE:
105 return 0;
daniel@transgaming.com0b6b8342010-04-26 15:33:45 +0000106 case GL_BOOL:
107 case GL_FLOAT:
108 case GL_INT:
109 case GL_BOOL_VEC2:
110 case GL_FLOAT_VEC2:
111 case GL_INT_VEC2:
112 case GL_INT_VEC3:
113 case GL_FLOAT_VEC3:
114 case GL_BOOL_VEC3:
115 case GL_BOOL_VEC4:
116 case GL_FLOAT_VEC4:
117 case GL_INT_VEC4:
118 return 1;
daniel@transgaming.com0b6b8342010-04-26 15:33:45 +0000119 case GL_FLOAT_MAT2:
120 return 2;
daniel@transgaming.com0b6b8342010-04-26 15:33:45 +0000121 case GL_FLOAT_MAT3:
122 return 3;
daniel@transgaming.com0b6b8342010-04-26 15:33:45 +0000123 case GL_FLOAT_MAT4:
124 return 4;
daniel@transgaming.com0b6b8342010-04-26 15:33:45 +0000125 default:
126 UNREACHABLE();
daniel@transgaming.com0b6b8342010-04-26 15:33:45 +0000127 }
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +0000128
129 return 0;
130}
131
132int VariableColumnCount(GLenum type)
133{
134 switch (type)
135 {
136 case GL_NONE:
137 return 0;
138 case GL_BOOL:
139 case GL_FLOAT:
140 case GL_INT:
141 return 1;
142 case GL_BOOL_VEC2:
143 case GL_FLOAT_VEC2:
144 case GL_INT_VEC2:
145 case GL_FLOAT_MAT2:
146 return 2;
147 case GL_INT_VEC3:
148 case GL_FLOAT_VEC3:
149 case GL_BOOL_VEC3:
150 case GL_FLOAT_MAT3:
151 return 3;
152 case GL_BOOL_VEC4:
153 case GL_FLOAT_VEC4:
154 case GL_INT_VEC4:
155 case GL_FLOAT_MAT4:
156 return 4;
157 default:
158 UNREACHABLE();
159 }
160
161 return 0;
daniel@transgaming.com0b6b8342010-04-26 15:33:45 +0000162}
163
164int AllocateFirstFreeBits(unsigned int *bits, unsigned int allocationSize, unsigned int bitsSize)
165{
166 ASSERT(allocationSize <= bitsSize);
167
168 unsigned int mask = std::numeric_limits<unsigned int>::max() >> (std::numeric_limits<unsigned int>::digits - allocationSize);
169
170 for (unsigned int i = 0; i < bitsSize - allocationSize + 1; i++)
171 {
172 if ((*bits & mask) == 0)
173 {
174 *bits |= mask;
175 return i;
176 }
177
178 mask <<= 1;
179 }
180
181 return -1;
182}
183
daniel@transgaming.com713914b2010-05-04 03:35:17 +0000184GLsizei ComputePitch(GLsizei width, GLenum format, GLenum type, GLint alignment)
185{
186 ASSERT(alignment > 0 && isPow2(alignment));
187
188 GLsizei rawPitch = ComputePixelSize(format, type) * width;
189 return (rawPitch + alignment - 1) & ~(alignment - 1);
190}
191
daniel@transgaming.com01868132010-08-24 19:21:17 +0000192GLsizei ComputeCompressedPitch(GLsizei width, GLenum format)
193{
apatrick@chromium.orgb31f5322011-01-19 19:02:52 +0000194 return ComputeCompressedSize(width, 1, format);
daniel@transgaming.com01868132010-08-24 19:21:17 +0000195}
196
197GLsizei ComputeCompressedSize(GLsizei width, GLsizei height, GLenum format)
198{
199 switch (format)
200 {
201 case GL_COMPRESSED_RGB_S3TC_DXT1_EXT:
202 case GL_COMPRESSED_RGBA_S3TC_DXT1_EXT:
203 break;
204 default:
205 return 0;
206 }
207
208 return 8 * (GLsizei)ceil((float)width / 4.0f) * (GLsizei)ceil((float)height / 4.0f);
209}
210
211bool IsCompressed(GLenum format)
212{
213 if(format == GL_COMPRESSED_RGB_S3TC_DXT1_EXT ||
214 format == GL_COMPRESSED_RGBA_S3TC_DXT1_EXT)
215 {
216 return true;
217 }
218 else
219 {
220 return false;
221 }
222}
223
daniel@transgaming.com713914b2010-05-04 03:35:17 +0000224// Returns the size, in bytes, of a single texel in an Image
225int ComputePixelSize(GLenum format, GLenum type)
226{
227 switch (type)
228 {
229 case GL_UNSIGNED_BYTE:
230 switch (format)
231 {
232 case GL_ALPHA: return sizeof(unsigned char);
233 case GL_LUMINANCE: return sizeof(unsigned char);
234 case GL_LUMINANCE_ALPHA: return sizeof(unsigned char) * 2;
235 case GL_RGB: return sizeof(unsigned char) * 3;
236 case GL_RGBA: return sizeof(unsigned char) * 4;
daniel@transgaming.coma9198d92010-08-08 04:49:56 +0000237 case GL_BGRA_EXT: return sizeof(unsigned char) * 4;
daniel@transgaming.com713914b2010-05-04 03:35:17 +0000238 default: UNREACHABLE();
239 }
240 break;
241 case GL_UNSIGNED_SHORT_4_4_4_4:
242 case GL_UNSIGNED_SHORT_5_5_5_1:
243 case GL_UNSIGNED_SHORT_5_6_5:
244 return sizeof(unsigned short);
daniel@transgaming.com0a337e92010-08-28 17:38:27 +0000245 case GL_FLOAT:
246 switch (format)
247 {
248 case GL_ALPHA: return sizeof(float);
249 case GL_LUMINANCE: return sizeof(float);
250 case GL_LUMINANCE_ALPHA: return sizeof(float) * 2;
251 case GL_RGB: return sizeof(float) * 3;
252 case GL_RGBA: return sizeof(float) * 4;
253 default: UNREACHABLE();
254 }
255 break;
256 case GL_HALF_FLOAT_OES:
257 switch (format)
258 {
259 case GL_ALPHA: return sizeof(unsigned short);
260 case GL_LUMINANCE: return sizeof(unsigned short);
261 case GL_LUMINANCE_ALPHA: return sizeof(unsigned short) * 2;
262 case GL_RGB: return sizeof(unsigned short) * 3;
263 case GL_RGBA: return sizeof(unsigned short) * 4;
264 default: UNREACHABLE();
265 }
266 break;
daniel@transgaming.com713914b2010-05-04 03:35:17 +0000267 default: UNREACHABLE();
268 }
269
270 return 0;
271}
272
daniel@transgaming.com19ffc242010-05-04 03:35:21 +0000273bool IsCubemapTextureTarget(GLenum target)
274{
275 return (target >= GL_TEXTURE_CUBE_MAP_POSITIVE_X && target <= GL_TEXTURE_CUBE_MAP_NEGATIVE_Z);
276}
277
278bool IsTextureTarget(GLenum target)
279{
280 return target == GL_TEXTURE_2D || IsCubemapTextureTarget(target);
281}
282
283// Verify that format/type are one of the combinations from table 3.4.
284bool CheckTextureFormatType(GLenum format, GLenum type)
285{
286 switch (type)
287 {
288 case GL_UNSIGNED_BYTE:
289 switch (format)
290 {
291 case GL_RGBA:
daniel@transgaming.coma9198d92010-08-08 04:49:56 +0000292 case GL_BGRA_EXT:
daniel@transgaming.com19ffc242010-05-04 03:35:21 +0000293 case GL_RGB:
294 case GL_ALPHA:
295 case GL_LUMINANCE:
296 case GL_LUMINANCE_ALPHA:
297 return true;
298
299 default:
300 return false;
301 }
302
daniel@transgaming.com0a337e92010-08-28 17:38:27 +0000303 case GL_FLOAT:
304 case GL_HALF_FLOAT_OES:
305 switch (format)
306 {
307 case GL_RGBA:
308 case GL_RGB:
309 case GL_ALPHA:
310 case GL_LUMINANCE:
311 case GL_LUMINANCE_ALPHA:
312 return true;
313
314 default:
315 return false;
316 }
317
daniel@transgaming.com19ffc242010-05-04 03:35:21 +0000318 case GL_UNSIGNED_SHORT_4_4_4_4:
319 case GL_UNSIGNED_SHORT_5_5_5_1:
320 return (format == GL_RGBA);
321
322 case GL_UNSIGNED_SHORT_5_6_5:
323 return (format == GL_RGB);
324
325 default:
326 return false;
327 }
328}
329
daniel@transgaming.comedc19182010-10-15 17:57:55 +0000330bool IsColorRenderable(GLenum internalformat)
331{
332 switch (internalformat)
333 {
334 case GL_RGBA4:
335 case GL_RGB5_A1:
336 case GL_RGB565:
337 case GL_RGB8_OES:
338 case GL_RGBA8_OES:
339 return true;
340 case GL_DEPTH_COMPONENT16:
341 case GL_STENCIL_INDEX8:
342 case GL_DEPTH24_STENCIL8_OES:
343 return false;
344 default:
345 UNIMPLEMENTED();
346 }
347
348 return false;
349}
350
351bool IsDepthRenderable(GLenum internalformat)
352{
353 switch (internalformat)
354 {
355 case GL_DEPTH_COMPONENT16:
356 case GL_DEPTH24_STENCIL8_OES:
357 return true;
358 case GL_STENCIL_INDEX8:
359 case GL_RGBA4:
360 case GL_RGB5_A1:
361 case GL_RGB565:
362 case GL_RGB8_OES:
363 case GL_RGBA8_OES:
364 return false;
365 default:
366 UNIMPLEMENTED();
367 }
368
369 return false;
370}
371
372bool IsStencilRenderable(GLenum internalformat)
373{
374 switch (internalformat)
375 {
376 case GL_STENCIL_INDEX8:
377 case GL_DEPTH24_STENCIL8_OES:
378 return true;
379 case GL_RGBA4:
380 case GL_RGB5_A1:
381 case GL_RGB565:
382 case GL_RGB8_OES:
383 case GL_RGBA8_OES:
384 case GL_DEPTH_COMPONENT16:
385 return false;
386 default:
387 UNIMPLEMENTED();
388 }
389
390 return false;
391}
392
daniel@transgaming.com1b3a8152010-04-22 13:35:37 +0000393}
394
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000395namespace es2dx
396{
397
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +0000398D3DCMPFUNC ConvertComparison(GLenum comparison)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000399{
400 D3DCMPFUNC d3dComp = D3DCMP_ALWAYS;
401 switch (comparison)
402 {
403 case GL_NEVER: d3dComp = D3DCMP_NEVER; break;
404 case GL_ALWAYS: d3dComp = D3DCMP_ALWAYS; break;
405 case GL_LESS: d3dComp = D3DCMP_LESS; break;
406 case GL_LEQUAL: d3dComp = D3DCMP_LESSEQUAL; break;
407 case GL_EQUAL: d3dComp = D3DCMP_EQUAL; break;
408 case GL_GREATER: d3dComp = D3DCMP_GREATER; break;
409 case GL_GEQUAL: d3dComp = D3DCMP_GREATEREQUAL; break;
410 case GL_NOTEQUAL: d3dComp = D3DCMP_NOTEQUAL; break;
411 default: UNREACHABLE();
412 }
413
414 return d3dComp;
415}
416
417D3DCOLOR ConvertColor(gl::Color color)
418{
419 return D3DCOLOR_RGBA(gl::unorm<8>(color.red),
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000420 gl::unorm<8>(color.green),
daniel@transgaming.comfe453652010-03-16 06:23:28 +0000421 gl::unorm<8>(color.blue),
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000422 gl::unorm<8>(color.alpha));
423}
424
425D3DBLEND ConvertBlendFunc(GLenum blend)
426{
427 D3DBLEND d3dBlend = D3DBLEND_ZERO;
428
429 switch (blend)
430 {
431 case GL_ZERO: d3dBlend = D3DBLEND_ZERO; break;
432 case GL_ONE: d3dBlend = D3DBLEND_ONE; break;
433 case GL_SRC_COLOR: d3dBlend = D3DBLEND_SRCCOLOR; break;
434 case GL_ONE_MINUS_SRC_COLOR: d3dBlend = D3DBLEND_INVSRCCOLOR; break;
435 case GL_DST_COLOR: d3dBlend = D3DBLEND_DESTCOLOR; break;
436 case GL_ONE_MINUS_DST_COLOR: d3dBlend = D3DBLEND_INVDESTCOLOR; break;
437 case GL_SRC_ALPHA: d3dBlend = D3DBLEND_SRCALPHA; break;
438 case GL_ONE_MINUS_SRC_ALPHA: d3dBlend = D3DBLEND_INVSRCALPHA; break;
439 case GL_DST_ALPHA: d3dBlend = D3DBLEND_DESTALPHA; break;
440 case GL_ONE_MINUS_DST_ALPHA: d3dBlend = D3DBLEND_INVDESTALPHA; break;
441 case GL_CONSTANT_COLOR: d3dBlend = D3DBLEND_BLENDFACTOR; break;
442 case GL_ONE_MINUS_CONSTANT_COLOR: d3dBlend = D3DBLEND_INVBLENDFACTOR; break;
443 case GL_CONSTANT_ALPHA: d3dBlend = D3DBLEND_BLENDFACTOR; break;
444 case GL_ONE_MINUS_CONSTANT_ALPHA: d3dBlend = D3DBLEND_INVBLENDFACTOR; break;
445 case GL_SRC_ALPHA_SATURATE: d3dBlend = D3DBLEND_SRCALPHASAT; break;
446 default: UNREACHABLE();
447 }
448
449 return d3dBlend;
450}
451
452D3DBLENDOP ConvertBlendOp(GLenum blendOp)
453{
454 D3DBLENDOP d3dBlendOp = D3DBLENDOP_ADD;
455
456 switch (blendOp)
457 {
458 case GL_FUNC_ADD: d3dBlendOp = D3DBLENDOP_ADD; break;
459 case GL_FUNC_SUBTRACT: d3dBlendOp = D3DBLENDOP_SUBTRACT; break;
460 case GL_FUNC_REVERSE_SUBTRACT: d3dBlendOp = D3DBLENDOP_REVSUBTRACT; break;
461 default: UNREACHABLE();
462 }
463
464 return d3dBlendOp;
465}
466
467D3DSTENCILOP ConvertStencilOp(GLenum stencilOp)
468{
469 D3DSTENCILOP d3dStencilOp = D3DSTENCILOP_KEEP;
470
471 switch (stencilOp)
472 {
473 case GL_ZERO: d3dStencilOp = D3DSTENCILOP_ZERO; break;
474 case GL_KEEP: d3dStencilOp = D3DSTENCILOP_KEEP; break;
475 case GL_REPLACE: d3dStencilOp = D3DSTENCILOP_REPLACE; break;
476 case GL_INCR: d3dStencilOp = D3DSTENCILOP_INCRSAT; break;
477 case GL_DECR: d3dStencilOp = D3DSTENCILOP_DECRSAT; break;
478 case GL_INVERT: d3dStencilOp = D3DSTENCILOP_INVERT; break;
479 case GL_INCR_WRAP: d3dStencilOp = D3DSTENCILOP_INCR; break;
480 case GL_DECR_WRAP: d3dStencilOp = D3DSTENCILOP_DECR; break;
481 default: UNREACHABLE();
482 }
483
484 return d3dStencilOp;
485}
486
487D3DTEXTUREADDRESS ConvertTextureWrap(GLenum wrap)
488{
489 D3DTEXTUREADDRESS d3dWrap = D3DTADDRESS_WRAP;
490
491 switch (wrap)
492 {
493 case GL_REPEAT: d3dWrap = D3DTADDRESS_WRAP; break;
494 case GL_CLAMP_TO_EDGE: d3dWrap = D3DTADDRESS_CLAMP; break;
495 case GL_MIRRORED_REPEAT: d3dWrap = D3DTADDRESS_MIRROR; break;
496 default: UNREACHABLE();
497 }
498
499 return d3dWrap;
500}
501
502D3DCULL ConvertCullMode(GLenum cullFace, GLenum frontFace)
503{
504 D3DCULL cull = D3DCULL_CCW;
505 switch (cullFace)
506 {
507 case GL_FRONT:
508 cull = (frontFace == GL_CCW ? D3DCULL_CW : D3DCULL_CCW);
509 break;
510 case GL_BACK:
511 cull = (frontFace == GL_CCW ? D3DCULL_CCW : D3DCULL_CW);
512 break;
513 case GL_FRONT_AND_BACK:
daniel@transgaming.comace5e662010-03-21 04:31:20 +0000514 cull = D3DCULL_NONE; // culling will be handled during draw
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000515 break;
516 default: UNREACHABLE();
517 }
518
519 return cull;
520}
521
apatrick@chromium.orgb31f5322011-01-19 19:02:52 +0000522D3DCUBEMAP_FACES ConvertCubeFace(GLenum cubeFace)
523{
524 D3DCUBEMAP_FACES face = D3DCUBEMAP_FACE_POSITIVE_X;
525
526 // Map a cube map texture target to the corresponding D3D surface index. Note that the
527 // Y faces are swapped because the Y coordinate to the texture lookup intrinsic functions
528 // are negated in the pixel shader.
529 switch (cubeFace)
530 {
531 case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
532 face = D3DCUBEMAP_FACE_POSITIVE_X;
533 break;
534 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
535 face = D3DCUBEMAP_FACE_NEGATIVE_X;
536 break;
537 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
538 face = D3DCUBEMAP_FACE_NEGATIVE_Y;
539 break;
540 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
541 face = D3DCUBEMAP_FACE_POSITIVE_Y;
542 break;
543 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
544 face = D3DCUBEMAP_FACE_POSITIVE_Z;
545 break;
546 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
547 face = D3DCUBEMAP_FACE_NEGATIVE_Z;
548 break;
549 default: UNREACHABLE();
550 }
551
552 return face;
553}
554
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000555DWORD ConvertColorMask(bool red, bool green, bool blue, bool alpha)
556{
557 return (red ? D3DCOLORWRITEENABLE_RED : 0) |
558 (green ? D3DCOLORWRITEENABLE_GREEN : 0) |
559 (blue ? D3DCOLORWRITEENABLE_BLUE : 0) |
560 (alpha ? D3DCOLORWRITEENABLE_ALPHA : 0);
561}
562
563D3DTEXTUREFILTERTYPE ConvertMagFilter(GLenum magFilter)
564{
565 D3DTEXTUREFILTERTYPE d3dMagFilter = D3DTEXF_POINT;
566 switch (magFilter)
567 {
568 case GL_NEAREST: d3dMagFilter = D3DTEXF_POINT; break;
569 case GL_LINEAR: d3dMagFilter = D3DTEXF_LINEAR; break;
570 default: UNREACHABLE();
571 }
572
573 return d3dMagFilter;
574}
575
576void ConvertMinFilter(GLenum minFilter, D3DTEXTUREFILTERTYPE *d3dMinFilter, D3DTEXTUREFILTERTYPE *d3dMipFilter)
577{
578 switch (minFilter)
579 {
580 case GL_NEAREST:
581 *d3dMinFilter = D3DTEXF_POINT;
582 *d3dMipFilter = D3DTEXF_NONE;
583 break;
584 case GL_LINEAR:
585 *d3dMinFilter = D3DTEXF_LINEAR;
586 *d3dMipFilter = D3DTEXF_NONE;
587 break;
588 case GL_NEAREST_MIPMAP_NEAREST:
589 *d3dMinFilter = D3DTEXF_POINT;
590 *d3dMipFilter = D3DTEXF_POINT;
591 break;
592 case GL_LINEAR_MIPMAP_NEAREST:
593 *d3dMinFilter = D3DTEXF_LINEAR;
594 *d3dMipFilter = D3DTEXF_POINT;
595 break;
596 case GL_NEAREST_MIPMAP_LINEAR:
597 *d3dMinFilter = D3DTEXF_POINT;
598 *d3dMipFilter = D3DTEXF_LINEAR;
599 break;
600 case GL_LINEAR_MIPMAP_LINEAR:
601 *d3dMinFilter = D3DTEXF_LINEAR;
602 *d3dMipFilter = D3DTEXF_LINEAR;
603 break;
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +0000604 default:
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000605 *d3dMinFilter = D3DTEXF_POINT;
606 *d3dMipFilter = D3DTEXF_NONE;
607 UNREACHABLE();
608 }
609}
610
daniel@transgaming.comd2fd4f22011-02-01 18:49:11 +0000611bool ConvertPrimitiveType(GLenum primitiveType, GLsizei elementCount,
612 D3DPRIMITIVETYPE *d3dPrimitiveType, int *d3dPrimitiveCount)
613{
614 switch (primitiveType)
615 {
616 case GL_POINTS:
617 *d3dPrimitiveType = D3DPT_POINTLIST;
618 *d3dPrimitiveCount = elementCount;
619 break;
620 case GL_LINES:
621 *d3dPrimitiveType = D3DPT_LINELIST;
622 *d3dPrimitiveCount = elementCount / 2;
623 break;
624 case GL_LINE_LOOP:
625 *d3dPrimitiveType = D3DPT_LINESTRIP;
626 *d3dPrimitiveCount = elementCount - 1; // D3D doesn't support line loops, so we draw the last line separately
627 break;
628 case GL_LINE_STRIP:
629 *d3dPrimitiveType = D3DPT_LINESTRIP;
630 *d3dPrimitiveCount = elementCount - 1;
631 break;
632 case GL_TRIANGLES:
633 *d3dPrimitiveType = D3DPT_TRIANGLELIST;
634 *d3dPrimitiveCount = elementCount / 3;
635 break;
636 case GL_TRIANGLE_STRIP:
637 *d3dPrimitiveType = D3DPT_TRIANGLESTRIP;
638 *d3dPrimitiveCount = elementCount - 2;
639 break;
640 case GL_TRIANGLE_FAN:
641 *d3dPrimitiveType = D3DPT_TRIANGLEFAN;
642 *d3dPrimitiveCount = elementCount - 2;
643 break;
644 default:
645 return false;
646 }
647
648 return true;
649}
650
651D3DFORMAT ConvertRenderbufferFormat(GLenum format)
652{
653 switch (format)
654 {
655 case GL_RGBA4:
656 case GL_RGB5_A1:
657 case GL_RGBA8_OES: return D3DFMT_A8R8G8B8;
658 case GL_RGB565: return D3DFMT_R5G6B5;
659 case GL_RGB8_OES: return D3DFMT_X8R8G8B8;
660 case GL_DEPTH_COMPONENT16:
661 case GL_STENCIL_INDEX8:
662 case GL_DEPTH24_STENCIL8_OES: return D3DFMT_D24S8;
663 default: UNREACHABLE(); return D3DFMT_A8R8G8B8;
664 }
665}
666
667D3DMULTISAMPLE_TYPE GetMultisampleTypeFromSamples(GLsizei samples)
668{
669 if (samples <= 1)
670 return D3DMULTISAMPLE_NONE;
671 else
672 return (D3DMULTISAMPLE_TYPE)samples;
673}
674
675}
676
677namespace dx2es
678{
679
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000680unsigned int GetStencilSize(D3DFORMAT stencilFormat)
681{
682 switch(stencilFormat)
683 {
684 case D3DFMT_D24FS8:
685 case D3DFMT_D24S8:
686 return 8;
687 case D3DFMT_D24X4S4:
688 return 4;
689 case D3DFMT_D15S1:
690 return 1;
691 case D3DFMT_D16_LOCKABLE:
692 case D3DFMT_D32:
693 case D3DFMT_D24X8:
694 case D3DFMT_D32F_LOCKABLE:
695 case D3DFMT_D16:
696 return 0;
daniel@transgaming.comd2fd4f22011-02-01 18:49:11 +0000697 //case D3DFMT_D32_LOCKABLE: return 0; // DirectX 9Ex only
698 //case D3DFMT_S8_LOCKABLE: return 8; // DirectX 9Ex only
apatrick@chromium.org831fe2a2011-03-17 18:44:29 +0000699 default:
700 return 0;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000701 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000702}
703
704unsigned int GetAlphaSize(D3DFORMAT colorFormat)
705{
706 switch (colorFormat)
707 {
daniel@transgaming.com1297d922010-09-01 15:47:47 +0000708 case D3DFMT_A16B16G16R16F:
709 return 16;
710 case D3DFMT_A32B32G32R32F:
711 return 32;
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +0000712 case D3DFMT_A2R10G10B10:
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000713 return 2;
714 case D3DFMT_A8R8G8B8:
715 return 8;
716 case D3DFMT_A1R5G5B5:
717 return 1;
718 case D3DFMT_X8R8G8B8:
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000719 case D3DFMT_R5G6B5:
720 return 0;
apatrick@chromium.org831fe2a2011-03-17 18:44:29 +0000721 default:
722 return 0;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000723 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000724}
725
726unsigned int GetRedSize(D3DFORMAT colorFormat)
727{
728 switch (colorFormat)
729 {
daniel@transgaming.com1297d922010-09-01 15:47:47 +0000730 case D3DFMT_A16B16G16R16F:
731 return 16;
732 case D3DFMT_A32B32G32R32F:
733 return 32;
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +0000734 case D3DFMT_A2R10G10B10:
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000735 return 10;
736 case D3DFMT_A8R8G8B8:
737 case D3DFMT_X8R8G8B8:
738 return 8;
739 case D3DFMT_A1R5G5B5:
740 case D3DFMT_R5G6B5:
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000741 return 5;
apatrick@chromium.org831fe2a2011-03-17 18:44:29 +0000742 default:
743 return 0;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000744 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000745}
746
747unsigned int GetGreenSize(D3DFORMAT colorFormat)
748{
749 switch (colorFormat)
750 {
daniel@transgaming.com1297d922010-09-01 15:47:47 +0000751 case D3DFMT_A16B16G16R16F:
752 return 16;
753 case D3DFMT_A32B32G32R32F:
754 return 32;
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +0000755 case D3DFMT_A2R10G10B10:
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000756 return 10;
757 case D3DFMT_A8R8G8B8:
758 case D3DFMT_X8R8G8B8:
759 return 8;
760 case D3DFMT_A1R5G5B5:
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000761 return 5;
762 case D3DFMT_R5G6B5:
763 return 6;
apatrick@chromium.org831fe2a2011-03-17 18:44:29 +0000764 default:
765 return 0;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000766 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000767}
768
769unsigned int GetBlueSize(D3DFORMAT colorFormat)
770{
771 switch (colorFormat)
772 {
daniel@transgaming.com1297d922010-09-01 15:47:47 +0000773 case D3DFMT_A16B16G16R16F:
774 return 16;
775 case D3DFMT_A32B32G32R32F:
776 return 32;
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +0000777 case D3DFMT_A2R10G10B10:
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000778 return 10;
779 case D3DFMT_A8R8G8B8:
780 case D3DFMT_X8R8G8B8:
781 return 8;
782 case D3DFMT_A1R5G5B5:
783 case D3DFMT_R5G6B5:
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000784 return 5;
apatrick@chromium.org831fe2a2011-03-17 18:44:29 +0000785 default:
786 return 0;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000787 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000788}
789
790unsigned int GetDepthSize(D3DFORMAT depthFormat)
791{
792 switch (depthFormat)
793 {
794 case D3DFMT_D16_LOCKABLE: return 16;
795 case D3DFMT_D32: return 32;
796 case D3DFMT_D15S1: return 15;
797 case D3DFMT_D24S8: return 24;
798 case D3DFMT_D24X8: return 24;
799 case D3DFMT_D24X4S4: return 24;
800 case D3DFMT_D16: return 16;
801 case D3DFMT_D32F_LOCKABLE: return 32;
802 case D3DFMT_D24FS8: return 24;
daniel@transgaming.com83921382011-01-08 05:46:00 +0000803 //case D3DFMT_D32_LOCKABLE: return 32; // D3D9Ex only
804 //case D3DFMT_S8_LOCKABLE: return 0; // D3D9Ex only
apatrick@chromium.org831fe2a2011-03-17 18:44:29 +0000805 default: return 0;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000806 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000807}
808
daniel@transgaming.com1f135d82010-08-24 19:20:36 +0000809GLsizei GetSamplesFromMultisampleType(D3DMULTISAMPLE_TYPE type)
810{
811 if (type == D3DMULTISAMPLE_NONMASKABLE)
812 return 0;
813 else
814 return type;
815}
816
daniel@transgaming.com73a5db62010-10-15 17:58:13 +0000817GLenum ConvertBackBufferFormat(D3DFORMAT format)
818{
819 switch (format)
820 {
821 case D3DFMT_A4R4G4B4: return GL_RGBA4;
822 case D3DFMT_A8R8G8B8: return GL_RGBA8_OES;
823 case D3DFMT_A1R5G5B5: return GL_RGB5_A1;
824 case D3DFMT_R5G6B5: return GL_RGB565;
825 case D3DFMT_X8R8G8B8: return GL_RGB8_OES;
826 default:
827 UNREACHABLE();
828 }
829
830 return GL_RGBA4;
831}
832
833GLenum ConvertDepthStencilFormat(D3DFORMAT format)
834{
835 switch (format)
836 {
837 case D3DFMT_D16:
838 case D3DFMT_D24X8:
839 return GL_DEPTH_COMPONENT16;
840 case D3DFMT_D24S8:
841 return GL_DEPTH24_STENCIL8_OES;
842 default:
843 UNREACHABLE();
844 }
845
846 return GL_DEPTH24_STENCIL8_OES;
847}
848
849}
apatrick@chromium.org0f4cefe2011-01-26 19:30:57 +0000850
851std::string getTempPath()
852{
daniel@transgaming.comd2fd4f22011-02-01 18:49:11 +0000853 char path[MAX_PATH];
854 DWORD pathLen = GetTempPathA(sizeof(path) / sizeof(path[0]), path);
855 if (pathLen == 0)
856 {
857 UNREACHABLE();
858 return std::string();
859 }
860
861 UINT unique = GetTempFileNameA(path, "sh", 0, path);
862 if (unique == 0)
863 {
864 UNREACHABLE();
865 return std::string();
866 }
867
868 return path;
apatrick@chromium.org0f4cefe2011-01-26 19:30:57 +0000869}
870
871void writeFile(const char* path, const void* content, size_t size)
daniel@transgaming.comd2fd4f22011-02-01 18:49:11 +0000872{
873 FILE* file = fopen(path, "w");
874 if (!file)
875 {
876 UNREACHABLE();
877 return;
878 }
879
880 fwrite(content, sizeof(char), size, file);
881 fclose(file);
apatrick@chromium.org0f4cefe2011-01-26 19:30:57 +0000882}