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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.com64a0fb22011-11-11 04:10:40 +0000377GLenum ExtractFormat(GLenum internalformat)
378{
379 switch (internalformat)
380 {
daniel@transgaming.come1077362011-11-11 04:16:50 +0000381 case GL_RGB565: return GL_RGB;
382 case GL_RGBA4: return GL_RGBA;
383 case GL_RGB5_A1: return GL_RGBA;
384 case GL_RGB8_OES: return GL_RGB;
385 case GL_RGBA8_OES: return GL_RGBA;
386 case GL_LUMINANCE8_ALPHA8_EXT: return GL_LUMINANCE_ALPHA;
387 case GL_LUMINANCE8_EXT: return GL_LUMINANCE;
388 case GL_ALPHA8_EXT: return GL_ALPHA;
389 case GL_COMPRESSED_RGB_S3TC_DXT1_EXT: return GL_COMPRESSED_RGB_S3TC_DXT1_EXT;
390 case GL_COMPRESSED_RGBA_S3TC_DXT1_EXT: return GL_COMPRESSED_RGBA_S3TC_DXT1_EXT;
391 case GL_COMPRESSED_RGBA_S3TC_DXT3_ANGLE: return GL_COMPRESSED_RGBA_S3TC_DXT3_ANGLE;
392 case GL_COMPRESSED_RGBA_S3TC_DXT5_ANGLE: return GL_COMPRESSED_RGBA_S3TC_DXT5_ANGLE;
393 default: return GL_NONE; // Unsupported
daniel@transgaming.com64a0fb22011-11-11 04:10:40 +0000394 }
395}
396
397GLenum ExtractType(GLenum internalformat)
398{
399 switch (internalformat)
400 {
daniel@transgaming.come1077362011-11-11 04:16:50 +0000401 case GL_RGB565: return GL_UNSIGNED_SHORT_5_6_5;
402 case GL_RGBA4: return GL_UNSIGNED_SHORT_4_4_4_4;
403 case GL_RGB5_A1: return GL_UNSIGNED_SHORT_5_5_5_1;
404 case GL_RGB8_OES: return GL_UNSIGNED_BYTE;
405 case GL_RGBA8_OES: return GL_UNSIGNED_BYTE;
406 case GL_LUMINANCE8_ALPHA8_EXT: return GL_UNSIGNED_BYTE;
407 case GL_LUMINANCE8_EXT: return GL_UNSIGNED_BYTE;
408 case GL_ALPHA8_EXT: return GL_UNSIGNED_BYTE;
409 case GL_COMPRESSED_RGB_S3TC_DXT1_EXT: return GL_UNSIGNED_BYTE;
410 case GL_COMPRESSED_RGBA_S3TC_DXT1_EXT: return GL_UNSIGNED_BYTE;
411 case GL_COMPRESSED_RGBA_S3TC_DXT3_ANGLE: return GL_UNSIGNED_BYTE;
412 case GL_COMPRESSED_RGBA_S3TC_DXT5_ANGLE: return GL_UNSIGNED_BYTE;
413 default: return GL_NONE; // Unsupported
daniel@transgaming.com64a0fb22011-11-11 04:10:40 +0000414 }
415}
416
daniel@transgaming.comedc19182010-10-15 17:57:55 +0000417bool IsColorRenderable(GLenum internalformat)
418{
419 switch (internalformat)
420 {
421 case GL_RGBA4:
422 case GL_RGB5_A1:
423 case GL_RGB565:
424 case GL_RGB8_OES:
425 case GL_RGBA8_OES:
426 return true;
427 case GL_DEPTH_COMPONENT16:
428 case GL_STENCIL_INDEX8:
429 case GL_DEPTH24_STENCIL8_OES:
430 return false;
431 default:
432 UNIMPLEMENTED();
433 }
434
435 return false;
436}
437
438bool IsDepthRenderable(GLenum internalformat)
439{
440 switch (internalformat)
441 {
442 case GL_DEPTH_COMPONENT16:
443 case GL_DEPTH24_STENCIL8_OES:
444 return true;
445 case GL_STENCIL_INDEX8:
446 case GL_RGBA4:
447 case GL_RGB5_A1:
448 case GL_RGB565:
449 case GL_RGB8_OES:
450 case GL_RGBA8_OES:
451 return false;
452 default:
453 UNIMPLEMENTED();
454 }
455
456 return false;
457}
458
459bool IsStencilRenderable(GLenum internalformat)
460{
461 switch (internalformat)
462 {
463 case GL_STENCIL_INDEX8:
464 case GL_DEPTH24_STENCIL8_OES:
465 return true;
466 case GL_RGBA4:
467 case GL_RGB5_A1:
468 case GL_RGB565:
469 case GL_RGB8_OES:
470 case GL_RGBA8_OES:
471 case GL_DEPTH_COMPONENT16:
472 return false;
473 default:
474 UNIMPLEMENTED();
475 }
476
477 return false;
478}
479
daniel@transgaming.com1b3a8152010-04-22 13:35:37 +0000480}
481
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000482namespace es2dx
483{
484
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +0000485D3DCMPFUNC ConvertComparison(GLenum comparison)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000486{
487 D3DCMPFUNC d3dComp = D3DCMP_ALWAYS;
488 switch (comparison)
489 {
490 case GL_NEVER: d3dComp = D3DCMP_NEVER; break;
491 case GL_ALWAYS: d3dComp = D3DCMP_ALWAYS; break;
492 case GL_LESS: d3dComp = D3DCMP_LESS; break;
493 case GL_LEQUAL: d3dComp = D3DCMP_LESSEQUAL; break;
494 case GL_EQUAL: d3dComp = D3DCMP_EQUAL; break;
495 case GL_GREATER: d3dComp = D3DCMP_GREATER; break;
496 case GL_GEQUAL: d3dComp = D3DCMP_GREATEREQUAL; break;
497 case GL_NOTEQUAL: d3dComp = D3DCMP_NOTEQUAL; break;
498 default: UNREACHABLE();
499 }
500
501 return d3dComp;
502}
503
504D3DCOLOR ConvertColor(gl::Color color)
505{
506 return D3DCOLOR_RGBA(gl::unorm<8>(color.red),
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000507 gl::unorm<8>(color.green),
daniel@transgaming.comfe453652010-03-16 06:23:28 +0000508 gl::unorm<8>(color.blue),
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000509 gl::unorm<8>(color.alpha));
510}
511
512D3DBLEND ConvertBlendFunc(GLenum blend)
513{
514 D3DBLEND d3dBlend = D3DBLEND_ZERO;
515
516 switch (blend)
517 {
518 case GL_ZERO: d3dBlend = D3DBLEND_ZERO; break;
519 case GL_ONE: d3dBlend = D3DBLEND_ONE; break;
520 case GL_SRC_COLOR: d3dBlend = D3DBLEND_SRCCOLOR; break;
521 case GL_ONE_MINUS_SRC_COLOR: d3dBlend = D3DBLEND_INVSRCCOLOR; break;
522 case GL_DST_COLOR: d3dBlend = D3DBLEND_DESTCOLOR; break;
523 case GL_ONE_MINUS_DST_COLOR: d3dBlend = D3DBLEND_INVDESTCOLOR; break;
524 case GL_SRC_ALPHA: d3dBlend = D3DBLEND_SRCALPHA; break;
525 case GL_ONE_MINUS_SRC_ALPHA: d3dBlend = D3DBLEND_INVSRCALPHA; break;
526 case GL_DST_ALPHA: d3dBlend = D3DBLEND_DESTALPHA; break;
527 case GL_ONE_MINUS_DST_ALPHA: d3dBlend = D3DBLEND_INVDESTALPHA; break;
528 case GL_CONSTANT_COLOR: d3dBlend = D3DBLEND_BLENDFACTOR; break;
529 case GL_ONE_MINUS_CONSTANT_COLOR: d3dBlend = D3DBLEND_INVBLENDFACTOR; break;
530 case GL_CONSTANT_ALPHA: d3dBlend = D3DBLEND_BLENDFACTOR; break;
531 case GL_ONE_MINUS_CONSTANT_ALPHA: d3dBlend = D3DBLEND_INVBLENDFACTOR; break;
532 case GL_SRC_ALPHA_SATURATE: d3dBlend = D3DBLEND_SRCALPHASAT; break;
533 default: UNREACHABLE();
534 }
535
536 return d3dBlend;
537}
538
539D3DBLENDOP ConvertBlendOp(GLenum blendOp)
540{
541 D3DBLENDOP d3dBlendOp = D3DBLENDOP_ADD;
542
543 switch (blendOp)
544 {
545 case GL_FUNC_ADD: d3dBlendOp = D3DBLENDOP_ADD; break;
546 case GL_FUNC_SUBTRACT: d3dBlendOp = D3DBLENDOP_SUBTRACT; break;
547 case GL_FUNC_REVERSE_SUBTRACT: d3dBlendOp = D3DBLENDOP_REVSUBTRACT; break;
548 default: UNREACHABLE();
549 }
550
551 return d3dBlendOp;
552}
553
554D3DSTENCILOP ConvertStencilOp(GLenum stencilOp)
555{
556 D3DSTENCILOP d3dStencilOp = D3DSTENCILOP_KEEP;
557
558 switch (stencilOp)
559 {
560 case GL_ZERO: d3dStencilOp = D3DSTENCILOP_ZERO; break;
561 case GL_KEEP: d3dStencilOp = D3DSTENCILOP_KEEP; break;
562 case GL_REPLACE: d3dStencilOp = D3DSTENCILOP_REPLACE; break;
563 case GL_INCR: d3dStencilOp = D3DSTENCILOP_INCRSAT; break;
564 case GL_DECR: d3dStencilOp = D3DSTENCILOP_DECRSAT; break;
565 case GL_INVERT: d3dStencilOp = D3DSTENCILOP_INVERT; break;
566 case GL_INCR_WRAP: d3dStencilOp = D3DSTENCILOP_INCR; break;
567 case GL_DECR_WRAP: d3dStencilOp = D3DSTENCILOP_DECR; break;
568 default: UNREACHABLE();
569 }
570
571 return d3dStencilOp;
572}
573
574D3DTEXTUREADDRESS ConvertTextureWrap(GLenum wrap)
575{
576 D3DTEXTUREADDRESS d3dWrap = D3DTADDRESS_WRAP;
577
578 switch (wrap)
579 {
580 case GL_REPEAT: d3dWrap = D3DTADDRESS_WRAP; break;
581 case GL_CLAMP_TO_EDGE: d3dWrap = D3DTADDRESS_CLAMP; break;
582 case GL_MIRRORED_REPEAT: d3dWrap = D3DTADDRESS_MIRROR; break;
583 default: UNREACHABLE();
584 }
585
586 return d3dWrap;
587}
588
589D3DCULL ConvertCullMode(GLenum cullFace, GLenum frontFace)
590{
591 D3DCULL cull = D3DCULL_CCW;
592 switch (cullFace)
593 {
594 case GL_FRONT:
595 cull = (frontFace == GL_CCW ? D3DCULL_CW : D3DCULL_CCW);
596 break;
597 case GL_BACK:
598 cull = (frontFace == GL_CCW ? D3DCULL_CCW : D3DCULL_CW);
599 break;
600 case GL_FRONT_AND_BACK:
daniel@transgaming.comace5e662010-03-21 04:31:20 +0000601 cull = D3DCULL_NONE; // culling will be handled during draw
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000602 break;
603 default: UNREACHABLE();
604 }
605
606 return cull;
607}
608
apatrick@chromium.orgb31f5322011-01-19 19:02:52 +0000609D3DCUBEMAP_FACES ConvertCubeFace(GLenum cubeFace)
610{
611 D3DCUBEMAP_FACES face = D3DCUBEMAP_FACE_POSITIVE_X;
612
613 // Map a cube map texture target to the corresponding D3D surface index. Note that the
614 // Y faces are swapped because the Y coordinate to the texture lookup intrinsic functions
615 // are negated in the pixel shader.
616 switch (cubeFace)
617 {
618 case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
619 face = D3DCUBEMAP_FACE_POSITIVE_X;
620 break;
621 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
622 face = D3DCUBEMAP_FACE_NEGATIVE_X;
623 break;
624 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
625 face = D3DCUBEMAP_FACE_NEGATIVE_Y;
626 break;
627 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
628 face = D3DCUBEMAP_FACE_POSITIVE_Y;
629 break;
630 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
631 face = D3DCUBEMAP_FACE_POSITIVE_Z;
632 break;
633 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
634 face = D3DCUBEMAP_FACE_NEGATIVE_Z;
635 break;
636 default: UNREACHABLE();
637 }
638
639 return face;
640}
641
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000642DWORD ConvertColorMask(bool red, bool green, bool blue, bool alpha)
643{
644 return (red ? D3DCOLORWRITEENABLE_RED : 0) |
645 (green ? D3DCOLORWRITEENABLE_GREEN : 0) |
646 (blue ? D3DCOLORWRITEENABLE_BLUE : 0) |
647 (alpha ? D3DCOLORWRITEENABLE_ALPHA : 0);
648}
649
650D3DTEXTUREFILTERTYPE ConvertMagFilter(GLenum magFilter)
651{
652 D3DTEXTUREFILTERTYPE d3dMagFilter = D3DTEXF_POINT;
653 switch (magFilter)
654 {
655 case GL_NEAREST: d3dMagFilter = D3DTEXF_POINT; break;
656 case GL_LINEAR: d3dMagFilter = D3DTEXF_LINEAR; break;
657 default: UNREACHABLE();
658 }
659
660 return d3dMagFilter;
661}
662
663void ConvertMinFilter(GLenum minFilter, D3DTEXTUREFILTERTYPE *d3dMinFilter, D3DTEXTUREFILTERTYPE *d3dMipFilter)
664{
665 switch (minFilter)
666 {
667 case GL_NEAREST:
668 *d3dMinFilter = D3DTEXF_POINT;
669 *d3dMipFilter = D3DTEXF_NONE;
670 break;
671 case GL_LINEAR:
672 *d3dMinFilter = D3DTEXF_LINEAR;
673 *d3dMipFilter = D3DTEXF_NONE;
674 break;
675 case GL_NEAREST_MIPMAP_NEAREST:
676 *d3dMinFilter = D3DTEXF_POINT;
677 *d3dMipFilter = D3DTEXF_POINT;
678 break;
679 case GL_LINEAR_MIPMAP_NEAREST:
680 *d3dMinFilter = D3DTEXF_LINEAR;
681 *d3dMipFilter = D3DTEXF_POINT;
682 break;
683 case GL_NEAREST_MIPMAP_LINEAR:
684 *d3dMinFilter = D3DTEXF_POINT;
685 *d3dMipFilter = D3DTEXF_LINEAR;
686 break;
687 case GL_LINEAR_MIPMAP_LINEAR:
688 *d3dMinFilter = D3DTEXF_LINEAR;
689 *d3dMipFilter = D3DTEXF_LINEAR;
690 break;
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +0000691 default:
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000692 *d3dMinFilter = D3DTEXF_POINT;
693 *d3dMipFilter = D3DTEXF_NONE;
694 UNREACHABLE();
695 }
696}
697
daniel@transgaming.comd2fd4f22011-02-01 18:49:11 +0000698bool ConvertPrimitiveType(GLenum primitiveType, GLsizei elementCount,
699 D3DPRIMITIVETYPE *d3dPrimitiveType, int *d3dPrimitiveCount)
700{
701 switch (primitiveType)
702 {
703 case GL_POINTS:
704 *d3dPrimitiveType = D3DPT_POINTLIST;
705 *d3dPrimitiveCount = elementCount;
706 break;
707 case GL_LINES:
708 *d3dPrimitiveType = D3DPT_LINELIST;
709 *d3dPrimitiveCount = elementCount / 2;
710 break;
711 case GL_LINE_LOOP:
712 *d3dPrimitiveType = D3DPT_LINESTRIP;
713 *d3dPrimitiveCount = elementCount - 1; // D3D doesn't support line loops, so we draw the last line separately
714 break;
715 case GL_LINE_STRIP:
716 *d3dPrimitiveType = D3DPT_LINESTRIP;
717 *d3dPrimitiveCount = elementCount - 1;
718 break;
719 case GL_TRIANGLES:
720 *d3dPrimitiveType = D3DPT_TRIANGLELIST;
721 *d3dPrimitiveCount = elementCount / 3;
722 break;
723 case GL_TRIANGLE_STRIP:
724 *d3dPrimitiveType = D3DPT_TRIANGLESTRIP;
725 *d3dPrimitiveCount = elementCount - 2;
726 break;
727 case GL_TRIANGLE_FAN:
728 *d3dPrimitiveType = D3DPT_TRIANGLEFAN;
729 *d3dPrimitiveCount = elementCount - 2;
730 break;
731 default:
732 return false;
733 }
734
735 return true;
736}
737
738D3DFORMAT ConvertRenderbufferFormat(GLenum format)
739{
740 switch (format)
741 {
742 case GL_RGBA4:
743 case GL_RGB5_A1:
744 case GL_RGBA8_OES: return D3DFMT_A8R8G8B8;
745 case GL_RGB565: return D3DFMT_R5G6B5;
746 case GL_RGB8_OES: return D3DFMT_X8R8G8B8;
747 case GL_DEPTH_COMPONENT16:
748 case GL_STENCIL_INDEX8:
749 case GL_DEPTH24_STENCIL8_OES: return D3DFMT_D24S8;
750 default: UNREACHABLE(); return D3DFMT_A8R8G8B8;
751 }
752}
753
754D3DMULTISAMPLE_TYPE GetMultisampleTypeFromSamples(GLsizei samples)
755{
756 if (samples <= 1)
757 return D3DMULTISAMPLE_NONE;
758 else
759 return (D3DMULTISAMPLE_TYPE)samples;
760}
761
762}
763
764namespace dx2es
765{
766
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000767unsigned int GetStencilSize(D3DFORMAT stencilFormat)
768{
769 switch(stencilFormat)
770 {
771 case D3DFMT_D24FS8:
772 case D3DFMT_D24S8:
773 return 8;
774 case D3DFMT_D24X4S4:
775 return 4;
776 case D3DFMT_D15S1:
777 return 1;
778 case D3DFMT_D16_LOCKABLE:
779 case D3DFMT_D32:
780 case D3DFMT_D24X8:
781 case D3DFMT_D32F_LOCKABLE:
782 case D3DFMT_D16:
783 return 0;
daniel@transgaming.comd2fd4f22011-02-01 18:49:11 +0000784 //case D3DFMT_D32_LOCKABLE: return 0; // DirectX 9Ex only
785 //case D3DFMT_S8_LOCKABLE: return 8; // DirectX 9Ex only
apatrick@chromium.org831fe2a2011-03-17 18:44:29 +0000786 default:
787 return 0;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000788 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000789}
790
791unsigned int GetAlphaSize(D3DFORMAT colorFormat)
792{
793 switch (colorFormat)
794 {
daniel@transgaming.com1297d922010-09-01 15:47:47 +0000795 case D3DFMT_A16B16G16R16F:
796 return 16;
797 case D3DFMT_A32B32G32R32F:
798 return 32;
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +0000799 case D3DFMT_A2R10G10B10:
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000800 return 2;
801 case D3DFMT_A8R8G8B8:
802 return 8;
803 case D3DFMT_A1R5G5B5:
804 return 1;
805 case D3DFMT_X8R8G8B8:
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000806 case D3DFMT_R5G6B5:
807 return 0;
apatrick@chromium.org831fe2a2011-03-17 18:44:29 +0000808 default:
809 return 0;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000810 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000811}
812
813unsigned int GetRedSize(D3DFORMAT colorFormat)
814{
815 switch (colorFormat)
816 {
daniel@transgaming.com1297d922010-09-01 15:47:47 +0000817 case D3DFMT_A16B16G16R16F:
818 return 16;
819 case D3DFMT_A32B32G32R32F:
820 return 32;
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +0000821 case D3DFMT_A2R10G10B10:
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000822 return 10;
823 case D3DFMT_A8R8G8B8:
824 case D3DFMT_X8R8G8B8:
825 return 8;
826 case D3DFMT_A1R5G5B5:
827 case D3DFMT_R5G6B5:
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000828 return 5;
apatrick@chromium.org831fe2a2011-03-17 18:44:29 +0000829 default:
830 return 0;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000831 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000832}
833
834unsigned int GetGreenSize(D3DFORMAT colorFormat)
835{
836 switch (colorFormat)
837 {
daniel@transgaming.com1297d922010-09-01 15:47:47 +0000838 case D3DFMT_A16B16G16R16F:
839 return 16;
840 case D3DFMT_A32B32G32R32F:
841 return 32;
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +0000842 case D3DFMT_A2R10G10B10:
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000843 return 10;
844 case D3DFMT_A8R8G8B8:
845 case D3DFMT_X8R8G8B8:
846 return 8;
847 case D3DFMT_A1R5G5B5:
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000848 return 5;
849 case D3DFMT_R5G6B5:
850 return 6;
apatrick@chromium.org831fe2a2011-03-17 18:44:29 +0000851 default:
852 return 0;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000853 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000854}
855
856unsigned int GetBlueSize(D3DFORMAT colorFormat)
857{
858 switch (colorFormat)
859 {
daniel@transgaming.com1297d922010-09-01 15:47:47 +0000860 case D3DFMT_A16B16G16R16F:
861 return 16;
862 case D3DFMT_A32B32G32R32F:
863 return 32;
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +0000864 case D3DFMT_A2R10G10B10:
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000865 return 10;
866 case D3DFMT_A8R8G8B8:
867 case D3DFMT_X8R8G8B8:
868 return 8;
869 case D3DFMT_A1R5G5B5:
870 case D3DFMT_R5G6B5:
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000871 return 5;
apatrick@chromium.org831fe2a2011-03-17 18:44:29 +0000872 default:
873 return 0;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000874 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000875}
876
877unsigned int GetDepthSize(D3DFORMAT depthFormat)
878{
879 switch (depthFormat)
880 {
881 case D3DFMT_D16_LOCKABLE: return 16;
882 case D3DFMT_D32: return 32;
883 case D3DFMT_D15S1: return 15;
884 case D3DFMT_D24S8: return 24;
885 case D3DFMT_D24X8: return 24;
886 case D3DFMT_D24X4S4: return 24;
887 case D3DFMT_D16: return 16;
888 case D3DFMT_D32F_LOCKABLE: return 32;
889 case D3DFMT_D24FS8: return 24;
daniel@transgaming.com83921382011-01-08 05:46:00 +0000890 //case D3DFMT_D32_LOCKABLE: return 32; // D3D9Ex only
891 //case D3DFMT_S8_LOCKABLE: return 0; // D3D9Ex only
apatrick@chromium.org831fe2a2011-03-17 18:44:29 +0000892 default: return 0;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000893 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000894}
895
daniel@transgaming.combbeffbb2011-11-09 17:46:11 +0000896bool IsFloat32Format(D3DFORMAT surfaceFormat)
897{
898 switch(surfaceFormat)
899 {
900 case D3DFMT_R16F:
901 case D3DFMT_G16R16F:
902 case D3DFMT_A16B16G16R16F:
903 return false;
904 case D3DFMT_R32F:
905 case D3DFMT_G32R32F:
906 case D3DFMT_A32B32G32R32F:
907 return true;
908 case D3DFMT_A8R8G8B8:
909 case D3DFMT_X8R8G8B8:
910 case D3DFMT_A1R5G5B5:
911 case D3DFMT_R5G6B5:
912 return false;
913 default: UNREACHABLE();
914 }
915 return false;
916}
917
918bool IsFloat16Format(D3DFORMAT surfaceFormat)
919{
920 switch(surfaceFormat)
921 {
922 case D3DFMT_R16F:
923 case D3DFMT_G16R16F:
924 case D3DFMT_A16B16G16R16F:
925 return true;
926 case D3DFMT_R32F:
927 case D3DFMT_G32R32F:
928 case D3DFMT_A32B32G32R32F:
929 return false;
930 case D3DFMT_A8R8G8B8:
931 case D3DFMT_X8R8G8B8:
932 case D3DFMT_A1R5G5B5:
933 case D3DFMT_R5G6B5:
934 return false;
935 default: UNREACHABLE();
936 }
937 return false;
938}
939
daniel@transgaming.com1f135d82010-08-24 19:20:36 +0000940GLsizei GetSamplesFromMultisampleType(D3DMULTISAMPLE_TYPE type)
941{
942 if (type == D3DMULTISAMPLE_NONMASKABLE)
943 return 0;
944 else
945 return type;
946}
947
daniel@transgaming.com73a5db62010-10-15 17:58:13 +0000948GLenum ConvertBackBufferFormat(D3DFORMAT format)
949{
950 switch (format)
951 {
952 case D3DFMT_A4R4G4B4: return GL_RGBA4;
953 case D3DFMT_A8R8G8B8: return GL_RGBA8_OES;
954 case D3DFMT_A1R5G5B5: return GL_RGB5_A1;
955 case D3DFMT_R5G6B5: return GL_RGB565;
956 case D3DFMT_X8R8G8B8: return GL_RGB8_OES;
957 default:
958 UNREACHABLE();
959 }
960
961 return GL_RGBA4;
962}
963
964GLenum ConvertDepthStencilFormat(D3DFORMAT format)
965{
966 switch (format)
967 {
968 case D3DFMT_D16:
969 case D3DFMT_D24X8:
970 return GL_DEPTH_COMPONENT16;
971 case D3DFMT_D24S8:
972 return GL_DEPTH24_STENCIL8_OES;
973 default:
974 UNREACHABLE();
975 }
976
977 return GL_DEPTH24_STENCIL8_OES;
978}
979
980}
apatrick@chromium.org0f4cefe2011-01-26 19:30:57 +0000981
982std::string getTempPath()
983{
daniel@transgaming.comd2fd4f22011-02-01 18:49:11 +0000984 char path[MAX_PATH];
985 DWORD pathLen = GetTempPathA(sizeof(path) / sizeof(path[0]), path);
986 if (pathLen == 0)
987 {
988 UNREACHABLE();
989 return std::string();
990 }
991
992 UINT unique = GetTempFileNameA(path, "sh", 0, path);
993 if (unique == 0)
994 {
995 UNREACHABLE();
996 return std::string();
997 }
998
999 return path;
apatrick@chromium.org0f4cefe2011-01-26 19:30:57 +00001000}
1001
1002void writeFile(const char* path, const void* content, size_t size)
daniel@transgaming.comd2fd4f22011-02-01 18:49:11 +00001003{
1004 FILE* file = fopen(path, "w");
1005 if (!file)
1006 {
1007 UNREACHABLE();
1008 return;
1009 }
1010
1011 fwrite(content, sizeof(char), size, file);
1012 fclose(file);
apatrick@chromium.org0f4cefe2011-01-26 19:30:57 +00001013}