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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
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 {
129 case GL_BOOL: return sizeof(GLboolean);
130 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
138size_t UniformTypeSize(GLenum type)
139{
140 return UniformComponentSize(UniformComponentType(type)) * UniformInternalComponentCount(type);
daniel@transgaming.com1b3a8152010-04-22 13:35:37 +0000141}
142
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +0000143int VariableRowCount(GLenum type)
daniel@transgaming.com0b6b8342010-04-26 15:33:45 +0000144{
145 switch (type)
146 {
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +0000147 case GL_NONE:
148 return 0;
daniel@transgaming.com0b6b8342010-04-26 15:33:45 +0000149 case GL_BOOL:
150 case GL_FLOAT:
151 case GL_INT:
152 case GL_BOOL_VEC2:
153 case GL_FLOAT_VEC2:
154 case GL_INT_VEC2:
155 case GL_INT_VEC3:
156 case GL_FLOAT_VEC3:
157 case GL_BOOL_VEC3:
158 case GL_BOOL_VEC4:
159 case GL_FLOAT_VEC4:
160 case GL_INT_VEC4:
161 return 1;
daniel@transgaming.com0b6b8342010-04-26 15:33:45 +0000162 case GL_FLOAT_MAT2:
163 return 2;
daniel@transgaming.com0b6b8342010-04-26 15:33:45 +0000164 case GL_FLOAT_MAT3:
165 return 3;
daniel@transgaming.com0b6b8342010-04-26 15:33:45 +0000166 case GL_FLOAT_MAT4:
167 return 4;
daniel@transgaming.com0b6b8342010-04-26 15:33:45 +0000168 default:
169 UNREACHABLE();
daniel@transgaming.com0b6b8342010-04-26 15:33:45 +0000170 }
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +0000171
172 return 0;
173}
174
175int VariableColumnCount(GLenum type)
176{
177 switch (type)
178 {
179 case GL_NONE:
180 return 0;
181 case GL_BOOL:
182 case GL_FLOAT:
183 case GL_INT:
184 return 1;
185 case GL_BOOL_VEC2:
186 case GL_FLOAT_VEC2:
187 case GL_INT_VEC2:
188 case GL_FLOAT_MAT2:
189 return 2;
190 case GL_INT_VEC3:
191 case GL_FLOAT_VEC3:
192 case GL_BOOL_VEC3:
193 case GL_FLOAT_MAT3:
194 return 3;
195 case GL_BOOL_VEC4:
196 case GL_FLOAT_VEC4:
197 case GL_INT_VEC4:
198 case GL_FLOAT_MAT4:
199 return 4;
200 default:
201 UNREACHABLE();
202 }
203
204 return 0;
daniel@transgaming.com0b6b8342010-04-26 15:33:45 +0000205}
206
207int AllocateFirstFreeBits(unsigned int *bits, unsigned int allocationSize, unsigned int bitsSize)
208{
209 ASSERT(allocationSize <= bitsSize);
210
211 unsigned int mask = std::numeric_limits<unsigned int>::max() >> (std::numeric_limits<unsigned int>::digits - allocationSize);
212
213 for (unsigned int i = 0; i < bitsSize - allocationSize + 1; i++)
214 {
215 if ((*bits & mask) == 0)
216 {
217 *bits |= mask;
218 return i;
219 }
220
221 mask <<= 1;
222 }
223
224 return -1;
225}
226
daniel@transgaming.com713914b2010-05-04 03:35:17 +0000227GLsizei ComputePitch(GLsizei width, GLenum format, GLenum type, GLint alignment)
228{
229 ASSERT(alignment > 0 && isPow2(alignment));
230
231 GLsizei rawPitch = ComputePixelSize(format, type) * width;
232 return (rawPitch + alignment - 1) & ~(alignment - 1);
233}
234
daniel@transgaming.com01868132010-08-24 19:21:17 +0000235GLsizei ComputeCompressedPitch(GLsizei width, GLenum format)
236{
apatrick@chromium.orgb31f5322011-01-19 19:02:52 +0000237 return ComputeCompressedSize(width, 1, format);
daniel@transgaming.com01868132010-08-24 19:21:17 +0000238}
239
240GLsizei ComputeCompressedSize(GLsizei width, GLsizei height, GLenum format)
241{
242 switch (format)
243 {
244 case GL_COMPRESSED_RGB_S3TC_DXT1_EXT:
245 case GL_COMPRESSED_RGBA_S3TC_DXT1_EXT:
gman@chromium.org50c526d2011-08-10 05:19:44 +0000246 return 8 * (GLsizei)ceil((float)width / 4.0f) * (GLsizei)ceil((float)height / 4.0f);
daniel@transgaming.com01868132010-08-24 19:21:17 +0000247 break;
gman@chromium.org50c526d2011-08-10 05:19:44 +0000248 case GL_COMPRESSED_RGBA_S3TC_DXT3_ANGLE:
249 case GL_COMPRESSED_RGBA_S3TC_DXT5_ANGLE:
250 return 16 * (GLsizei)ceil((float)width / 4.0f) * (GLsizei)ceil((float)height / 4.0f);
daniel@transgaming.com01868132010-08-24 19:21:17 +0000251 default:
252 return 0;
253 }
254
daniel@transgaming.com01868132010-08-24 19:21:17 +0000255}
256
257bool IsCompressed(GLenum format)
258{
259 if(format == GL_COMPRESSED_RGB_S3TC_DXT1_EXT ||
gman@chromium.org50c526d2011-08-10 05:19:44 +0000260 format == GL_COMPRESSED_RGBA_S3TC_DXT1_EXT ||
261 format == GL_COMPRESSED_RGBA_S3TC_DXT3_ANGLE ||
262 format == GL_COMPRESSED_RGBA_S3TC_DXT5_ANGLE)
daniel@transgaming.com01868132010-08-24 19:21:17 +0000263 {
264 return true;
265 }
266 else
267 {
268 return false;
269 }
270}
271
daniel@transgaming.com713914b2010-05-04 03:35:17 +0000272// Returns the size, in bytes, of a single texel in an Image
273int ComputePixelSize(GLenum format, GLenum type)
274{
275 switch (type)
276 {
277 case GL_UNSIGNED_BYTE:
278 switch (format)
279 {
280 case GL_ALPHA: return sizeof(unsigned char);
281 case GL_LUMINANCE: return sizeof(unsigned char);
282 case GL_LUMINANCE_ALPHA: return sizeof(unsigned char) * 2;
283 case GL_RGB: return sizeof(unsigned char) * 3;
284 case GL_RGBA: return sizeof(unsigned char) * 4;
daniel@transgaming.coma9198d92010-08-08 04:49:56 +0000285 case GL_BGRA_EXT: return sizeof(unsigned char) * 4;
daniel@transgaming.com713914b2010-05-04 03:35:17 +0000286 default: UNREACHABLE();
287 }
288 break;
289 case GL_UNSIGNED_SHORT_4_4_4_4:
290 case GL_UNSIGNED_SHORT_5_5_5_1:
291 case GL_UNSIGNED_SHORT_5_6_5:
292 return sizeof(unsigned short);
daniel@transgaming.com0a337e92010-08-28 17:38:27 +0000293 case GL_FLOAT:
294 switch (format)
295 {
296 case GL_ALPHA: return sizeof(float);
297 case GL_LUMINANCE: return sizeof(float);
298 case GL_LUMINANCE_ALPHA: return sizeof(float) * 2;
299 case GL_RGB: return sizeof(float) * 3;
300 case GL_RGBA: return sizeof(float) * 4;
301 default: UNREACHABLE();
302 }
303 break;
304 case GL_HALF_FLOAT_OES:
305 switch (format)
306 {
307 case GL_ALPHA: return sizeof(unsigned short);
308 case GL_LUMINANCE: return sizeof(unsigned short);
309 case GL_LUMINANCE_ALPHA: return sizeof(unsigned short) * 2;
310 case GL_RGB: return sizeof(unsigned short) * 3;
311 case GL_RGBA: return sizeof(unsigned short) * 4;
312 default: UNREACHABLE();
313 }
314 break;
daniel@transgaming.com713914b2010-05-04 03:35:17 +0000315 default: UNREACHABLE();
316 }
317
318 return 0;
319}
320
daniel@transgaming.com19ffc242010-05-04 03:35:21 +0000321bool IsCubemapTextureTarget(GLenum target)
322{
323 return (target >= GL_TEXTURE_CUBE_MAP_POSITIVE_X && target <= GL_TEXTURE_CUBE_MAP_NEGATIVE_Z);
324}
325
326bool IsTextureTarget(GLenum target)
327{
328 return target == GL_TEXTURE_2D || IsCubemapTextureTarget(target);
329}
330
331// Verify that format/type are one of the combinations from table 3.4.
332bool CheckTextureFormatType(GLenum format, GLenum type)
333{
334 switch (type)
335 {
336 case GL_UNSIGNED_BYTE:
337 switch (format)
338 {
339 case GL_RGBA:
daniel@transgaming.coma9198d92010-08-08 04:49:56 +0000340 case GL_BGRA_EXT:
daniel@transgaming.com19ffc242010-05-04 03:35:21 +0000341 case GL_RGB:
342 case GL_ALPHA:
343 case GL_LUMINANCE:
344 case GL_LUMINANCE_ALPHA:
345 return true;
346
347 default:
348 return false;
349 }
350
daniel@transgaming.com0a337e92010-08-28 17:38:27 +0000351 case GL_FLOAT:
352 case GL_HALF_FLOAT_OES:
353 switch (format)
354 {
355 case GL_RGBA:
356 case GL_RGB:
357 case GL_ALPHA:
358 case GL_LUMINANCE:
359 case GL_LUMINANCE_ALPHA:
360 return true;
361
362 default:
363 return false;
364 }
365
daniel@transgaming.com19ffc242010-05-04 03:35:21 +0000366 case GL_UNSIGNED_SHORT_4_4_4_4:
367 case GL_UNSIGNED_SHORT_5_5_5_1:
368 return (format == GL_RGBA);
369
370 case GL_UNSIGNED_SHORT_5_6_5:
371 return (format == GL_RGB);
372
373 default:
374 return false;
375 }
376}
377
daniel@transgaming.com64a0fb22011-11-11 04:10:40 +0000378GLenum ExtractFormat(GLenum internalformat)
379{
380 switch (internalformat)
381 {
daniel@transgaming.come1077362011-11-11 04:16:50 +0000382 case GL_RGB565: return GL_RGB;
383 case GL_RGBA4: return GL_RGBA;
384 case GL_RGB5_A1: return GL_RGBA;
385 case GL_RGB8_OES: return GL_RGB;
386 case GL_RGBA8_OES: return GL_RGBA;
387 case GL_LUMINANCE8_ALPHA8_EXT: return GL_LUMINANCE_ALPHA;
388 case GL_LUMINANCE8_EXT: return GL_LUMINANCE;
389 case GL_ALPHA8_EXT: return GL_ALPHA;
390 case GL_COMPRESSED_RGB_S3TC_DXT1_EXT: return GL_COMPRESSED_RGB_S3TC_DXT1_EXT;
391 case GL_COMPRESSED_RGBA_S3TC_DXT1_EXT: return GL_COMPRESSED_RGBA_S3TC_DXT1_EXT;
392 case GL_COMPRESSED_RGBA_S3TC_DXT3_ANGLE: return GL_COMPRESSED_RGBA_S3TC_DXT3_ANGLE;
393 case GL_COMPRESSED_RGBA_S3TC_DXT5_ANGLE: return GL_COMPRESSED_RGBA_S3TC_DXT5_ANGLE;
daniel@transgaming.comff941aa2011-11-11 04:17:09 +0000394 case GL_RGBA32F_EXT: return GL_RGBA;
395 case GL_RGB32F_EXT: return GL_RGB;
396 case GL_ALPHA32F_EXT: return GL_ALPHA;
397 case GL_LUMINANCE32F_EXT: return GL_LUMINANCE;
398 case GL_LUMINANCE_ALPHA32F_EXT: return GL_LUMINANCE_ALPHA;
399 case GL_RGBA16F_EXT: return GL_RGBA;
400 case GL_RGB16F_EXT: return GL_RGB;
401 case GL_ALPHA16F_EXT: return GL_ALPHA;
402 case GL_LUMINANCE16F_EXT: return GL_LUMINANCE;
403 case GL_LUMINANCE_ALPHA16F_EXT: return GL_LUMINANCE_ALPHA;
404 case GL_BGRA8_EXT: return GL_BGRA_EXT;
daniel@transgaming.come1077362011-11-11 04:16:50 +0000405 default: return GL_NONE; // Unsupported
daniel@transgaming.com64a0fb22011-11-11 04:10:40 +0000406 }
407}
408
409GLenum ExtractType(GLenum internalformat)
410{
411 switch (internalformat)
412 {
daniel@transgaming.come1077362011-11-11 04:16:50 +0000413 case GL_RGB565: return GL_UNSIGNED_SHORT_5_6_5;
414 case GL_RGBA4: return GL_UNSIGNED_SHORT_4_4_4_4;
415 case GL_RGB5_A1: return GL_UNSIGNED_SHORT_5_5_5_1;
416 case GL_RGB8_OES: return GL_UNSIGNED_BYTE;
417 case GL_RGBA8_OES: return GL_UNSIGNED_BYTE;
418 case GL_LUMINANCE8_ALPHA8_EXT: return GL_UNSIGNED_BYTE;
419 case GL_LUMINANCE8_EXT: return GL_UNSIGNED_BYTE;
420 case GL_ALPHA8_EXT: return GL_UNSIGNED_BYTE;
421 case GL_COMPRESSED_RGB_S3TC_DXT1_EXT: return GL_UNSIGNED_BYTE;
422 case GL_COMPRESSED_RGBA_S3TC_DXT1_EXT: return GL_UNSIGNED_BYTE;
423 case GL_COMPRESSED_RGBA_S3TC_DXT3_ANGLE: return GL_UNSIGNED_BYTE;
424 case GL_COMPRESSED_RGBA_S3TC_DXT5_ANGLE: return GL_UNSIGNED_BYTE;
daniel@transgaming.comff941aa2011-11-11 04:17:09 +0000425 case GL_RGBA32F_EXT: return GL_FLOAT;
426 case GL_RGB32F_EXT: return GL_FLOAT;
427 case GL_ALPHA32F_EXT: return GL_FLOAT;
428 case GL_LUMINANCE32F_EXT: return GL_FLOAT;
429 case GL_LUMINANCE_ALPHA32F_EXT: return GL_FLOAT;
430 case GL_RGBA16F_EXT: return GL_HALF_FLOAT_OES;
431 case GL_RGB16F_EXT: return GL_HALF_FLOAT_OES;
432 case GL_ALPHA16F_EXT: return GL_HALF_FLOAT_OES;
433 case GL_LUMINANCE16F_EXT: return GL_HALF_FLOAT_OES;
434 case GL_LUMINANCE_ALPHA16F_EXT: return GL_HALF_FLOAT_OES;
435 case GL_BGRA8_EXT: return GL_UNSIGNED_BYTE;
daniel@transgaming.come1077362011-11-11 04:16:50 +0000436 default: return GL_NONE; // Unsupported
daniel@transgaming.com64a0fb22011-11-11 04:10:40 +0000437 }
438}
439
daniel@transgaming.comedc19182010-10-15 17:57:55 +0000440bool IsColorRenderable(GLenum internalformat)
441{
442 switch (internalformat)
443 {
444 case GL_RGBA4:
445 case GL_RGB5_A1:
446 case GL_RGB565:
447 case GL_RGB8_OES:
448 case GL_RGBA8_OES:
449 return true;
450 case GL_DEPTH_COMPONENT16:
451 case GL_STENCIL_INDEX8:
452 case GL_DEPTH24_STENCIL8_OES:
453 return false;
454 default:
455 UNIMPLEMENTED();
456 }
457
458 return false;
459}
460
461bool IsDepthRenderable(GLenum internalformat)
462{
463 switch (internalformat)
464 {
465 case GL_DEPTH_COMPONENT16:
466 case GL_DEPTH24_STENCIL8_OES:
467 return true;
468 case GL_STENCIL_INDEX8:
469 case GL_RGBA4:
470 case GL_RGB5_A1:
471 case GL_RGB565:
472 case GL_RGB8_OES:
473 case GL_RGBA8_OES:
474 return false;
475 default:
476 UNIMPLEMENTED();
477 }
478
479 return false;
480}
481
482bool IsStencilRenderable(GLenum internalformat)
483{
484 switch (internalformat)
485 {
486 case GL_STENCIL_INDEX8:
487 case GL_DEPTH24_STENCIL8_OES:
488 return true;
489 case GL_RGBA4:
490 case GL_RGB5_A1:
491 case GL_RGB565:
492 case GL_RGB8_OES:
493 case GL_RGBA8_OES:
494 case GL_DEPTH_COMPONENT16:
495 return false;
496 default:
497 UNIMPLEMENTED();
498 }
499
500 return false;
501}
502
daniel@transgaming.com1b3a8152010-04-22 13:35:37 +0000503}
504
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000505namespace es2dx
506{
507
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +0000508D3DCMPFUNC ConvertComparison(GLenum comparison)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000509{
510 D3DCMPFUNC d3dComp = D3DCMP_ALWAYS;
511 switch (comparison)
512 {
513 case GL_NEVER: d3dComp = D3DCMP_NEVER; break;
514 case GL_ALWAYS: d3dComp = D3DCMP_ALWAYS; break;
515 case GL_LESS: d3dComp = D3DCMP_LESS; break;
516 case GL_LEQUAL: d3dComp = D3DCMP_LESSEQUAL; break;
517 case GL_EQUAL: d3dComp = D3DCMP_EQUAL; break;
518 case GL_GREATER: d3dComp = D3DCMP_GREATER; break;
519 case GL_GEQUAL: d3dComp = D3DCMP_GREATEREQUAL; break;
520 case GL_NOTEQUAL: d3dComp = D3DCMP_NOTEQUAL; break;
521 default: UNREACHABLE();
522 }
523
524 return d3dComp;
525}
526
527D3DCOLOR ConvertColor(gl::Color color)
528{
529 return D3DCOLOR_RGBA(gl::unorm<8>(color.red),
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000530 gl::unorm<8>(color.green),
daniel@transgaming.comfe453652010-03-16 06:23:28 +0000531 gl::unorm<8>(color.blue),
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000532 gl::unorm<8>(color.alpha));
533}
534
535D3DBLEND ConvertBlendFunc(GLenum blend)
536{
537 D3DBLEND d3dBlend = D3DBLEND_ZERO;
538
539 switch (blend)
540 {
541 case GL_ZERO: d3dBlend = D3DBLEND_ZERO; break;
542 case GL_ONE: d3dBlend = D3DBLEND_ONE; break;
543 case GL_SRC_COLOR: d3dBlend = D3DBLEND_SRCCOLOR; break;
544 case GL_ONE_MINUS_SRC_COLOR: d3dBlend = D3DBLEND_INVSRCCOLOR; break;
545 case GL_DST_COLOR: d3dBlend = D3DBLEND_DESTCOLOR; break;
546 case GL_ONE_MINUS_DST_COLOR: d3dBlend = D3DBLEND_INVDESTCOLOR; break;
547 case GL_SRC_ALPHA: d3dBlend = D3DBLEND_SRCALPHA; break;
548 case GL_ONE_MINUS_SRC_ALPHA: d3dBlend = D3DBLEND_INVSRCALPHA; break;
549 case GL_DST_ALPHA: d3dBlend = D3DBLEND_DESTALPHA; break;
550 case GL_ONE_MINUS_DST_ALPHA: d3dBlend = D3DBLEND_INVDESTALPHA; break;
551 case GL_CONSTANT_COLOR: d3dBlend = D3DBLEND_BLENDFACTOR; break;
552 case GL_ONE_MINUS_CONSTANT_COLOR: d3dBlend = D3DBLEND_INVBLENDFACTOR; break;
553 case GL_CONSTANT_ALPHA: d3dBlend = D3DBLEND_BLENDFACTOR; break;
554 case GL_ONE_MINUS_CONSTANT_ALPHA: d3dBlend = D3DBLEND_INVBLENDFACTOR; break;
555 case GL_SRC_ALPHA_SATURATE: d3dBlend = D3DBLEND_SRCALPHASAT; break;
556 default: UNREACHABLE();
557 }
558
559 return d3dBlend;
560}
561
562D3DBLENDOP ConvertBlendOp(GLenum blendOp)
563{
564 D3DBLENDOP d3dBlendOp = D3DBLENDOP_ADD;
565
566 switch (blendOp)
567 {
568 case GL_FUNC_ADD: d3dBlendOp = D3DBLENDOP_ADD; break;
569 case GL_FUNC_SUBTRACT: d3dBlendOp = D3DBLENDOP_SUBTRACT; break;
570 case GL_FUNC_REVERSE_SUBTRACT: d3dBlendOp = D3DBLENDOP_REVSUBTRACT; break;
571 default: UNREACHABLE();
572 }
573
574 return d3dBlendOp;
575}
576
577D3DSTENCILOP ConvertStencilOp(GLenum stencilOp)
578{
579 D3DSTENCILOP d3dStencilOp = D3DSTENCILOP_KEEP;
580
581 switch (stencilOp)
582 {
583 case GL_ZERO: d3dStencilOp = D3DSTENCILOP_ZERO; break;
584 case GL_KEEP: d3dStencilOp = D3DSTENCILOP_KEEP; break;
585 case GL_REPLACE: d3dStencilOp = D3DSTENCILOP_REPLACE; break;
586 case GL_INCR: d3dStencilOp = D3DSTENCILOP_INCRSAT; break;
587 case GL_DECR: d3dStencilOp = D3DSTENCILOP_DECRSAT; break;
588 case GL_INVERT: d3dStencilOp = D3DSTENCILOP_INVERT; break;
589 case GL_INCR_WRAP: d3dStencilOp = D3DSTENCILOP_INCR; break;
590 case GL_DECR_WRAP: d3dStencilOp = D3DSTENCILOP_DECR; break;
591 default: UNREACHABLE();
592 }
593
594 return d3dStencilOp;
595}
596
597D3DTEXTUREADDRESS ConvertTextureWrap(GLenum wrap)
598{
599 D3DTEXTUREADDRESS d3dWrap = D3DTADDRESS_WRAP;
600
601 switch (wrap)
602 {
603 case GL_REPEAT: d3dWrap = D3DTADDRESS_WRAP; break;
604 case GL_CLAMP_TO_EDGE: d3dWrap = D3DTADDRESS_CLAMP; break;
605 case GL_MIRRORED_REPEAT: d3dWrap = D3DTADDRESS_MIRROR; break;
606 default: UNREACHABLE();
607 }
608
609 return d3dWrap;
610}
611
612D3DCULL ConvertCullMode(GLenum cullFace, GLenum frontFace)
613{
614 D3DCULL cull = D3DCULL_CCW;
615 switch (cullFace)
616 {
617 case GL_FRONT:
618 cull = (frontFace == GL_CCW ? D3DCULL_CW : D3DCULL_CCW);
619 break;
620 case GL_BACK:
621 cull = (frontFace == GL_CCW ? D3DCULL_CCW : D3DCULL_CW);
622 break;
623 case GL_FRONT_AND_BACK:
daniel@transgaming.comace5e662010-03-21 04:31:20 +0000624 cull = D3DCULL_NONE; // culling will be handled during draw
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000625 break;
626 default: UNREACHABLE();
627 }
628
629 return cull;
630}
631
apatrick@chromium.orgb31f5322011-01-19 19:02:52 +0000632D3DCUBEMAP_FACES ConvertCubeFace(GLenum cubeFace)
633{
634 D3DCUBEMAP_FACES face = D3DCUBEMAP_FACE_POSITIVE_X;
635
636 // Map a cube map texture target to the corresponding D3D surface index. Note that the
637 // Y faces are swapped because the Y coordinate to the texture lookup intrinsic functions
638 // are negated in the pixel shader.
639 switch (cubeFace)
640 {
641 case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
642 face = D3DCUBEMAP_FACE_POSITIVE_X;
643 break;
644 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
645 face = D3DCUBEMAP_FACE_NEGATIVE_X;
646 break;
647 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
648 face = D3DCUBEMAP_FACE_NEGATIVE_Y;
649 break;
650 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
651 face = D3DCUBEMAP_FACE_POSITIVE_Y;
652 break;
653 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
654 face = D3DCUBEMAP_FACE_POSITIVE_Z;
655 break;
656 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
657 face = D3DCUBEMAP_FACE_NEGATIVE_Z;
658 break;
659 default: UNREACHABLE();
660 }
661
662 return face;
663}
664
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000665DWORD ConvertColorMask(bool red, bool green, bool blue, bool alpha)
666{
667 return (red ? D3DCOLORWRITEENABLE_RED : 0) |
668 (green ? D3DCOLORWRITEENABLE_GREEN : 0) |
669 (blue ? D3DCOLORWRITEENABLE_BLUE : 0) |
670 (alpha ? D3DCOLORWRITEENABLE_ALPHA : 0);
671}
672
673D3DTEXTUREFILTERTYPE ConvertMagFilter(GLenum magFilter)
674{
675 D3DTEXTUREFILTERTYPE d3dMagFilter = D3DTEXF_POINT;
676 switch (magFilter)
677 {
678 case GL_NEAREST: d3dMagFilter = D3DTEXF_POINT; break;
679 case GL_LINEAR: d3dMagFilter = D3DTEXF_LINEAR; break;
680 default: UNREACHABLE();
681 }
682
683 return d3dMagFilter;
684}
685
686void ConvertMinFilter(GLenum minFilter, D3DTEXTUREFILTERTYPE *d3dMinFilter, D3DTEXTUREFILTERTYPE *d3dMipFilter)
687{
688 switch (minFilter)
689 {
690 case GL_NEAREST:
691 *d3dMinFilter = D3DTEXF_POINT;
692 *d3dMipFilter = D3DTEXF_NONE;
693 break;
694 case GL_LINEAR:
695 *d3dMinFilter = D3DTEXF_LINEAR;
696 *d3dMipFilter = D3DTEXF_NONE;
697 break;
698 case GL_NEAREST_MIPMAP_NEAREST:
699 *d3dMinFilter = D3DTEXF_POINT;
700 *d3dMipFilter = D3DTEXF_POINT;
701 break;
702 case GL_LINEAR_MIPMAP_NEAREST:
703 *d3dMinFilter = D3DTEXF_LINEAR;
704 *d3dMipFilter = D3DTEXF_POINT;
705 break;
706 case GL_NEAREST_MIPMAP_LINEAR:
707 *d3dMinFilter = D3DTEXF_POINT;
708 *d3dMipFilter = D3DTEXF_LINEAR;
709 break;
710 case GL_LINEAR_MIPMAP_LINEAR:
711 *d3dMinFilter = D3DTEXF_LINEAR;
712 *d3dMipFilter = D3DTEXF_LINEAR;
713 break;
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +0000714 default:
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000715 *d3dMinFilter = D3DTEXF_POINT;
716 *d3dMipFilter = D3DTEXF_NONE;
717 UNREACHABLE();
718 }
719}
720
daniel@transgaming.comd2fd4f22011-02-01 18:49:11 +0000721bool ConvertPrimitiveType(GLenum primitiveType, GLsizei elementCount,
722 D3DPRIMITIVETYPE *d3dPrimitiveType, int *d3dPrimitiveCount)
723{
724 switch (primitiveType)
725 {
726 case GL_POINTS:
727 *d3dPrimitiveType = D3DPT_POINTLIST;
728 *d3dPrimitiveCount = elementCount;
729 break;
730 case GL_LINES:
731 *d3dPrimitiveType = D3DPT_LINELIST;
732 *d3dPrimitiveCount = elementCount / 2;
733 break;
734 case GL_LINE_LOOP:
735 *d3dPrimitiveType = D3DPT_LINESTRIP;
736 *d3dPrimitiveCount = elementCount - 1; // D3D doesn't support line loops, so we draw the last line separately
737 break;
738 case GL_LINE_STRIP:
739 *d3dPrimitiveType = D3DPT_LINESTRIP;
740 *d3dPrimitiveCount = elementCount - 1;
741 break;
742 case GL_TRIANGLES:
743 *d3dPrimitiveType = D3DPT_TRIANGLELIST;
744 *d3dPrimitiveCount = elementCount / 3;
745 break;
746 case GL_TRIANGLE_STRIP:
747 *d3dPrimitiveType = D3DPT_TRIANGLESTRIP;
748 *d3dPrimitiveCount = elementCount - 2;
749 break;
750 case GL_TRIANGLE_FAN:
751 *d3dPrimitiveType = D3DPT_TRIANGLEFAN;
752 *d3dPrimitiveCount = elementCount - 2;
753 break;
754 default:
755 return false;
756 }
757
758 return true;
759}
760
761D3DFORMAT ConvertRenderbufferFormat(GLenum format)
762{
763 switch (format)
764 {
765 case GL_RGBA4:
766 case GL_RGB5_A1:
767 case GL_RGBA8_OES: return D3DFMT_A8R8G8B8;
768 case GL_RGB565: return D3DFMT_R5G6B5;
769 case GL_RGB8_OES: return D3DFMT_X8R8G8B8;
770 case GL_DEPTH_COMPONENT16:
771 case GL_STENCIL_INDEX8:
772 case GL_DEPTH24_STENCIL8_OES: return D3DFMT_D24S8;
773 default: UNREACHABLE(); return D3DFMT_A8R8G8B8;
774 }
775}
776
777D3DMULTISAMPLE_TYPE GetMultisampleTypeFromSamples(GLsizei samples)
778{
779 if (samples <= 1)
780 return D3DMULTISAMPLE_NONE;
781 else
782 return (D3DMULTISAMPLE_TYPE)samples;
783}
784
785}
786
787namespace dx2es
788{
789
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000790unsigned int GetStencilSize(D3DFORMAT stencilFormat)
791{
792 switch(stencilFormat)
793 {
794 case D3DFMT_D24FS8:
795 case D3DFMT_D24S8:
796 return 8;
797 case D3DFMT_D24X4S4:
798 return 4;
799 case D3DFMT_D15S1:
800 return 1;
801 case D3DFMT_D16_LOCKABLE:
802 case D3DFMT_D32:
803 case D3DFMT_D24X8:
804 case D3DFMT_D32F_LOCKABLE:
805 case D3DFMT_D16:
806 return 0;
daniel@transgaming.comd2fd4f22011-02-01 18:49:11 +0000807 //case D3DFMT_D32_LOCKABLE: return 0; // DirectX 9Ex only
808 //case D3DFMT_S8_LOCKABLE: return 8; // DirectX 9Ex only
apatrick@chromium.org831fe2a2011-03-17 18:44:29 +0000809 default:
810 return 0;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000811 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000812}
813
814unsigned int GetAlphaSize(D3DFORMAT colorFormat)
815{
816 switch (colorFormat)
817 {
daniel@transgaming.com1297d922010-09-01 15:47:47 +0000818 case D3DFMT_A16B16G16R16F:
819 return 16;
820 case D3DFMT_A32B32G32R32F:
821 return 32;
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +0000822 case D3DFMT_A2R10G10B10:
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000823 return 2;
824 case D3DFMT_A8R8G8B8:
825 return 8;
826 case D3DFMT_A1R5G5B5:
827 return 1;
828 case D3DFMT_X8R8G8B8:
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000829 case D3DFMT_R5G6B5:
830 return 0;
apatrick@chromium.org831fe2a2011-03-17 18:44:29 +0000831 default:
832 return 0;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000833 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000834}
835
836unsigned int GetRedSize(D3DFORMAT colorFormat)
837{
838 switch (colorFormat)
839 {
daniel@transgaming.com1297d922010-09-01 15:47:47 +0000840 case D3DFMT_A16B16G16R16F:
841 return 16;
842 case D3DFMT_A32B32G32R32F:
843 return 32;
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +0000844 case D3DFMT_A2R10G10B10:
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000845 return 10;
846 case D3DFMT_A8R8G8B8:
847 case D3DFMT_X8R8G8B8:
848 return 8;
849 case D3DFMT_A1R5G5B5:
850 case D3DFMT_R5G6B5:
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000851 return 5;
apatrick@chromium.org831fe2a2011-03-17 18:44:29 +0000852 default:
853 return 0;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000854 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000855}
856
857unsigned int GetGreenSize(D3DFORMAT colorFormat)
858{
859 switch (colorFormat)
860 {
daniel@transgaming.com1297d922010-09-01 15:47:47 +0000861 case D3DFMT_A16B16G16R16F:
862 return 16;
863 case D3DFMT_A32B32G32R32F:
864 return 32;
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +0000865 case D3DFMT_A2R10G10B10:
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000866 return 10;
867 case D3DFMT_A8R8G8B8:
868 case D3DFMT_X8R8G8B8:
869 return 8;
870 case D3DFMT_A1R5G5B5:
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000871 return 5;
872 case D3DFMT_R5G6B5:
873 return 6;
apatrick@chromium.org831fe2a2011-03-17 18:44:29 +0000874 default:
875 return 0;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000876 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000877}
878
879unsigned int GetBlueSize(D3DFORMAT colorFormat)
880{
881 switch (colorFormat)
882 {
daniel@transgaming.com1297d922010-09-01 15:47:47 +0000883 case D3DFMT_A16B16G16R16F:
884 return 16;
885 case D3DFMT_A32B32G32R32F:
886 return 32;
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +0000887 case D3DFMT_A2R10G10B10:
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000888 return 10;
889 case D3DFMT_A8R8G8B8:
890 case D3DFMT_X8R8G8B8:
891 return 8;
892 case D3DFMT_A1R5G5B5:
893 case D3DFMT_R5G6B5:
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000894 return 5;
apatrick@chromium.org831fe2a2011-03-17 18:44:29 +0000895 default:
896 return 0;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000897 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000898}
899
900unsigned int GetDepthSize(D3DFORMAT depthFormat)
901{
902 switch (depthFormat)
903 {
904 case D3DFMT_D16_LOCKABLE: return 16;
905 case D3DFMT_D32: return 32;
906 case D3DFMT_D15S1: return 15;
907 case D3DFMT_D24S8: return 24;
908 case D3DFMT_D24X8: return 24;
909 case D3DFMT_D24X4S4: return 24;
910 case D3DFMT_D16: return 16;
911 case D3DFMT_D32F_LOCKABLE: return 32;
912 case D3DFMT_D24FS8: return 24;
daniel@transgaming.com83921382011-01-08 05:46:00 +0000913 //case D3DFMT_D32_LOCKABLE: return 32; // D3D9Ex only
914 //case D3DFMT_S8_LOCKABLE: return 0; // D3D9Ex only
apatrick@chromium.org831fe2a2011-03-17 18:44:29 +0000915 default: return 0;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000916 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000917}
918
daniel@transgaming.combbeffbb2011-11-09 17:46:11 +0000919bool IsFloat32Format(D3DFORMAT surfaceFormat)
920{
921 switch(surfaceFormat)
922 {
923 case D3DFMT_R16F:
924 case D3DFMT_G16R16F:
925 case D3DFMT_A16B16G16R16F:
926 return false;
927 case D3DFMT_R32F:
928 case D3DFMT_G32R32F:
929 case D3DFMT_A32B32G32R32F:
930 return true;
931 case D3DFMT_A8R8G8B8:
932 case D3DFMT_X8R8G8B8:
933 case D3DFMT_A1R5G5B5:
934 case D3DFMT_R5G6B5:
935 return false;
936 default: UNREACHABLE();
937 }
938 return false;
939}
940
941bool IsFloat16Format(D3DFORMAT surfaceFormat)
942{
943 switch(surfaceFormat)
944 {
945 case D3DFMT_R16F:
946 case D3DFMT_G16R16F:
947 case D3DFMT_A16B16G16R16F:
948 return true;
949 case D3DFMT_R32F:
950 case D3DFMT_G32R32F:
951 case D3DFMT_A32B32G32R32F:
952 return false;
953 case D3DFMT_A8R8G8B8:
954 case D3DFMT_X8R8G8B8:
955 case D3DFMT_A1R5G5B5:
956 case D3DFMT_R5G6B5:
957 return false;
958 default: UNREACHABLE();
959 }
960 return false;
961}
962
daniel@transgaming.com1f135d82010-08-24 19:20:36 +0000963GLsizei GetSamplesFromMultisampleType(D3DMULTISAMPLE_TYPE type)
964{
965 if (type == D3DMULTISAMPLE_NONMASKABLE)
966 return 0;
967 else
968 return type;
969}
970
daniel@transgaming.com73a5db62010-10-15 17:58:13 +0000971GLenum ConvertBackBufferFormat(D3DFORMAT format)
972{
973 switch (format)
974 {
975 case D3DFMT_A4R4G4B4: return GL_RGBA4;
976 case D3DFMT_A8R8G8B8: return GL_RGBA8_OES;
977 case D3DFMT_A1R5G5B5: return GL_RGB5_A1;
978 case D3DFMT_R5G6B5: return GL_RGB565;
979 case D3DFMT_X8R8G8B8: return GL_RGB8_OES;
980 default:
981 UNREACHABLE();
982 }
983
984 return GL_RGBA4;
985}
986
987GLenum ConvertDepthStencilFormat(D3DFORMAT format)
988{
989 switch (format)
990 {
991 case D3DFMT_D16:
992 case D3DFMT_D24X8:
993 return GL_DEPTH_COMPONENT16;
994 case D3DFMT_D24S8:
995 return GL_DEPTH24_STENCIL8_OES;
996 default:
997 UNREACHABLE();
998 }
999
1000 return GL_DEPTH24_STENCIL8_OES;
1001}
1002
1003}
apatrick@chromium.org0f4cefe2011-01-26 19:30:57 +00001004
1005std::string getTempPath()
1006{
daniel@transgaming.comd2fd4f22011-02-01 18:49:11 +00001007 char path[MAX_PATH];
1008 DWORD pathLen = GetTempPathA(sizeof(path) / sizeof(path[0]), path);
1009 if (pathLen == 0)
1010 {
1011 UNREACHABLE();
1012 return std::string();
1013 }
1014
1015 UINT unique = GetTempFileNameA(path, "sh", 0, path);
1016 if (unique == 0)
1017 {
1018 UNREACHABLE();
1019 return std::string();
1020 }
1021
1022 return path;
apatrick@chromium.org0f4cefe2011-01-26 19:30:57 +00001023}
1024
1025void writeFile(const char* path, const void* content, size_t size)
daniel@transgaming.comd2fd4f22011-02-01 18:49:11 +00001026{
1027 FILE* file = fopen(path, "w");
1028 if (!file)
1029 {
1030 UNREACHABLE();
1031 return;
1032 }
1033
1034 fwrite(content, sizeof(char), size, file);
1035 fclose(file);
apatrick@chromium.org0f4cefe2011-01-26 19:30:57 +00001036}