#include "precompiled.h" // // Copyright (c) 2002-2012 The ANGLE Project Authors. All rights reserved. // Use of this source code is governed by a BSD-style license that can be // found in the LICENSE file. // // renderer9_utils.cpp: Conversion functions and other utility routines // specific to the D3D9 renderer. #include "libGLESv2/renderer/renderer9_utils.h" #include "libGLESv2/mathutil.h" #include "libGLESv2/Context.h" #include "common/debug.h" namespace gl_d3d9 { D3DCMPFUNC ConvertComparison(GLenum comparison) { D3DCMPFUNC d3dComp = D3DCMP_ALWAYS; switch (comparison) { case GL_NEVER: d3dComp = D3DCMP_NEVER; break; case GL_ALWAYS: d3dComp = D3DCMP_ALWAYS; break; case GL_LESS: d3dComp = D3DCMP_LESS; break; case GL_LEQUAL: d3dComp = D3DCMP_LESSEQUAL; break; case GL_EQUAL: d3dComp = D3DCMP_EQUAL; break; case GL_GREATER: d3dComp = D3DCMP_GREATER; break; case GL_GEQUAL: d3dComp = D3DCMP_GREATEREQUAL; break; case GL_NOTEQUAL: d3dComp = D3DCMP_NOTEQUAL; break; default: UNREACHABLE(); } return d3dComp; } D3DCOLOR ConvertColor(gl::Color color) { return D3DCOLOR_RGBA(gl::unorm<8>(color.red), gl::unorm<8>(color.green), gl::unorm<8>(color.blue), gl::unorm<8>(color.alpha)); } D3DBLEND ConvertBlendFunc(GLenum blend) { D3DBLEND d3dBlend = D3DBLEND_ZERO; switch (blend) { case GL_ZERO: d3dBlend = D3DBLEND_ZERO; break; case GL_ONE: d3dBlend = D3DBLEND_ONE; break; case GL_SRC_COLOR: d3dBlend = D3DBLEND_SRCCOLOR; break; case GL_ONE_MINUS_SRC_COLOR: d3dBlend = D3DBLEND_INVSRCCOLOR; break; case GL_DST_COLOR: d3dBlend = D3DBLEND_DESTCOLOR; break; case GL_ONE_MINUS_DST_COLOR: d3dBlend = D3DBLEND_INVDESTCOLOR; break; case GL_SRC_ALPHA: d3dBlend = D3DBLEND_SRCALPHA; break; case GL_ONE_MINUS_SRC_ALPHA: d3dBlend = D3DBLEND_INVSRCALPHA; break; case GL_DST_ALPHA: d3dBlend = D3DBLEND_DESTALPHA; break; case GL_ONE_MINUS_DST_ALPHA: d3dBlend = D3DBLEND_INVDESTALPHA; break; case GL_CONSTANT_COLOR: d3dBlend = D3DBLEND_BLENDFACTOR; break; case GL_ONE_MINUS_CONSTANT_COLOR: d3dBlend = D3DBLEND_INVBLENDFACTOR; break; case GL_CONSTANT_ALPHA: d3dBlend = D3DBLEND_BLENDFACTOR; break; case GL_ONE_MINUS_CONSTANT_ALPHA: d3dBlend = D3DBLEND_INVBLENDFACTOR; break; case GL_SRC_ALPHA_SATURATE: d3dBlend = D3DBLEND_SRCALPHASAT; break; default: UNREACHABLE(); } return d3dBlend; } D3DBLENDOP ConvertBlendOp(GLenum blendOp) { D3DBLENDOP d3dBlendOp = D3DBLENDOP_ADD; switch (blendOp) { case GL_FUNC_ADD: d3dBlendOp = D3DBLENDOP_ADD; break; case GL_FUNC_SUBTRACT: d3dBlendOp = D3DBLENDOP_SUBTRACT; break; case GL_FUNC_REVERSE_SUBTRACT: d3dBlendOp = D3DBLENDOP_REVSUBTRACT; break; default: UNREACHABLE(); } return d3dBlendOp; } D3DSTENCILOP ConvertStencilOp(GLenum stencilOp) { D3DSTENCILOP d3dStencilOp = D3DSTENCILOP_KEEP; switch (stencilOp) { case GL_ZERO: d3dStencilOp = D3DSTENCILOP_ZERO; break; case GL_KEEP: d3dStencilOp = D3DSTENCILOP_KEEP; break; case GL_REPLACE: d3dStencilOp = D3DSTENCILOP_REPLACE; break; case GL_INCR: d3dStencilOp = D3DSTENCILOP_INCRSAT; break; case GL_DECR: d3dStencilOp = D3DSTENCILOP_DECRSAT; break; case GL_INVERT: d3dStencilOp = D3DSTENCILOP_INVERT; break; case GL_INCR_WRAP: d3dStencilOp = D3DSTENCILOP_INCR; break; case GL_DECR_WRAP: d3dStencilOp = D3DSTENCILOP_DECR; break; default: UNREACHABLE(); } return d3dStencilOp; } D3DTEXTUREADDRESS ConvertTextureWrap(GLenum wrap) { D3DTEXTUREADDRESS d3dWrap = D3DTADDRESS_WRAP; switch (wrap) { case GL_REPEAT: d3dWrap = D3DTADDRESS_WRAP; break; case GL_CLAMP_TO_EDGE: d3dWrap = D3DTADDRESS_CLAMP; break; case GL_MIRRORED_REPEAT: d3dWrap = D3DTADDRESS_MIRROR; break; default: UNREACHABLE(); } return d3dWrap; } D3DCULL ConvertCullMode(GLenum cullFace, GLenum frontFace) { D3DCULL cull = D3DCULL_CCW; switch (cullFace) { case GL_FRONT: cull = (frontFace == GL_CCW ? D3DCULL_CW : D3DCULL_CCW); break; case GL_BACK: cull = (frontFace == GL_CCW ? D3DCULL_CCW : D3DCULL_CW); break; case GL_FRONT_AND_BACK: cull = D3DCULL_NONE; // culling will be handled during draw break; default: UNREACHABLE(); } return cull; } D3DCUBEMAP_FACES ConvertCubeFace(GLenum cubeFace) { D3DCUBEMAP_FACES face = D3DCUBEMAP_FACE_POSITIVE_X; switch (cubeFace) { case GL_TEXTURE_CUBE_MAP_POSITIVE_X: face = D3DCUBEMAP_FACE_POSITIVE_X; break; case GL_TEXTURE_CUBE_MAP_NEGATIVE_X: face = D3DCUBEMAP_FACE_NEGATIVE_X; break; case GL_TEXTURE_CUBE_MAP_POSITIVE_Y: face = D3DCUBEMAP_FACE_POSITIVE_Y; break; case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y: face = D3DCUBEMAP_FACE_NEGATIVE_Y; break; case GL_TEXTURE_CUBE_MAP_POSITIVE_Z: face = D3DCUBEMAP_FACE_POSITIVE_Z; break; case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z: face = D3DCUBEMAP_FACE_NEGATIVE_Z; break; default: UNREACHABLE(); } return face; } DWORD ConvertColorMask(bool red, bool green, bool blue, bool alpha) { return (red ? D3DCOLORWRITEENABLE_RED : 0) | (green ? D3DCOLORWRITEENABLE_GREEN : 0) | (blue ? D3DCOLORWRITEENABLE_BLUE : 0) | (alpha ? D3DCOLORWRITEENABLE_ALPHA : 0); } D3DTEXTUREFILTERTYPE ConvertMagFilter(GLenum magFilter, float maxAnisotropy) { if (maxAnisotropy > 1.0f) { return D3DTEXF_ANISOTROPIC; } D3DTEXTUREFILTERTYPE d3dMagFilter = D3DTEXF_POINT; switch (magFilter) { case GL_NEAREST: d3dMagFilter = D3DTEXF_POINT; break; case GL_LINEAR: d3dMagFilter = D3DTEXF_LINEAR; break; default: UNREACHABLE(); } return d3dMagFilter; } void ConvertMinFilter(GLenum minFilter, D3DTEXTUREFILTERTYPE *d3dMinFilter, D3DTEXTUREFILTERTYPE *d3dMipFilter, float maxAnisotropy) { switch (minFilter) { case GL_NEAREST: *d3dMinFilter = D3DTEXF_POINT; *d3dMipFilter = D3DTEXF_NONE; break; case GL_LINEAR: *d3dMinFilter = D3DTEXF_LINEAR; *d3dMipFilter = D3DTEXF_NONE; break; case GL_NEAREST_MIPMAP_NEAREST: *d3dMinFilter = D3DTEXF_POINT; *d3dMipFilter = D3DTEXF_POINT; break; case GL_LINEAR_MIPMAP_NEAREST: *d3dMinFilter = D3DTEXF_LINEAR; *d3dMipFilter = D3DTEXF_POINT; break; case GL_NEAREST_MIPMAP_LINEAR: *d3dMinFilter = D3DTEXF_POINT; *d3dMipFilter = D3DTEXF_LINEAR; break; case GL_LINEAR_MIPMAP_LINEAR: *d3dMinFilter = D3DTEXF_LINEAR; *d3dMipFilter = D3DTEXF_LINEAR; break; default: *d3dMinFilter = D3DTEXF_POINT; *d3dMipFilter = D3DTEXF_NONE; UNREACHABLE(); } if (maxAnisotropy > 1.0f) { *d3dMinFilter = D3DTEXF_ANISOTROPIC; } } D3DFORMAT ConvertRenderbufferFormat(GLenum format) { switch (format) { case GL_NONE: return D3DFMT_NULL; case GL_RGBA4: case GL_RGB5_A1: case GL_RGBA8_OES: return D3DFMT_A8R8G8B8; case GL_RGB565: return D3DFMT_R5G6B5; case GL_RGB8_OES: return D3DFMT_X8R8G8B8; case GL_DEPTH_COMPONENT16: case GL_STENCIL_INDEX8: case GL_DEPTH24_STENCIL8_OES: return D3DFMT_D24S8; default: UNREACHABLE(); return D3DFMT_A8R8G8B8; } } D3DMULTISAMPLE_TYPE GetMultisampleTypeFromSamples(GLsizei samples) { if (samples <= 1) return D3DMULTISAMPLE_NONE; else return (D3DMULTISAMPLE_TYPE)samples; } } namespace d3d9_gl { unsigned int GetStencilSize(D3DFORMAT stencilFormat) { if (stencilFormat == D3DFMT_INTZ) { return 8; } switch(stencilFormat) { case D3DFMT_D24FS8: case D3DFMT_D24S8: return 8; case D3DFMT_D24X4S4: return 4; case D3DFMT_D15S1: return 1; case D3DFMT_D16_LOCKABLE: case D3DFMT_D32: case D3DFMT_D24X8: case D3DFMT_D32F_LOCKABLE: case D3DFMT_D16: return 0; //case D3DFMT_D32_LOCKABLE: return 0; // DirectX 9Ex only //case D3DFMT_S8_LOCKABLE: return 8; // DirectX 9Ex only default: return 0; } } unsigned int GetAlphaSize(D3DFORMAT colorFormat) { switch (colorFormat) { case D3DFMT_A16B16G16R16F: return 16; case D3DFMT_A32B32G32R32F: return 32; case D3DFMT_A2R10G10B10: return 2; case D3DFMT_A8R8G8B8: return 8; case D3DFMT_A1R5G5B5: return 1; case D3DFMT_X8R8G8B8: case D3DFMT_R5G6B5: return 0; default: return 0; } } GLsizei GetSamplesFromMultisampleType(D3DMULTISAMPLE_TYPE type) { if (type == D3DMULTISAMPLE_NONMASKABLE) return 0; else return type; } bool IsFormatChannelEquivalent(D3DFORMAT d3dformat, GLenum format) { switch (d3dformat) { case D3DFMT_L8: return (format == GL_LUMINANCE); case D3DFMT_A8L8: return (format == GL_LUMINANCE_ALPHA); case D3DFMT_DXT1: return (format == GL_COMPRESSED_RGBA_S3TC_DXT1_EXT || format == GL_COMPRESSED_RGB_S3TC_DXT1_EXT); case D3DFMT_DXT3: return (format == GL_COMPRESSED_RGBA_S3TC_DXT3_ANGLE); case D3DFMT_DXT5: return (format == GL_COMPRESSED_RGBA_S3TC_DXT5_ANGLE); case D3DFMT_A8R8G8B8: case D3DFMT_A16B16G16R16F: case D3DFMT_A32B32G32R32F: return (format == GL_RGBA || format == GL_BGRA_EXT); case D3DFMT_X8R8G8B8: return (format == GL_RGB); default: if (d3dformat == D3DFMT_INTZ && gl::IsDepthTexture(format)) return true; return false; } } GLenum ConvertBackBufferFormat(D3DFORMAT format) { switch (format) { case D3DFMT_A4R4G4B4: return GL_RGBA4; case D3DFMT_A8R8G8B8: return GL_RGBA8_OES; case D3DFMT_A1R5G5B5: return GL_RGB5_A1; case D3DFMT_R5G6B5: return GL_RGB565; case D3DFMT_X8R8G8B8: return GL_RGB8_OES; default: UNREACHABLE(); } return GL_RGBA4; } GLenum ConvertDepthStencilFormat(D3DFORMAT format) { if (format == D3DFMT_INTZ) { return GL_DEPTH24_STENCIL8_OES; } switch (format) { case D3DFMT_D16: case D3DFMT_D24X8: return GL_DEPTH_COMPONENT16; case D3DFMT_D24S8: return GL_DEPTH24_STENCIL8_OES; case D3DFMT_UNKNOWN: return GL_NONE; default: UNREACHABLE(); } return GL_DEPTH24_STENCIL8_OES; } GLenum ConvertRenderTargetFormat(D3DFORMAT format) { if (format == D3DFMT_INTZ) { return GL_DEPTH24_STENCIL8_OES; } switch (format) { case D3DFMT_A4R4G4B4: return GL_RGBA4; case D3DFMT_A8R8G8B8: return GL_RGBA8_OES; case D3DFMT_A1R5G5B5: return GL_RGB5_A1; case D3DFMT_R5G6B5: return GL_RGB565; case D3DFMT_X8R8G8B8: return GL_RGB8_OES; case D3DFMT_D16: case D3DFMT_D24X8: return GL_DEPTH_COMPONENT16; case D3DFMT_D24S8: return GL_DEPTH24_STENCIL8_OES; case D3DFMT_UNKNOWN: return GL_NONE; default: UNREACHABLE(); } return GL_RGBA4; } GLenum GetEquivalentFormat(D3DFORMAT format) { if (format == D3DFMT_INTZ) return GL_DEPTH24_STENCIL8_OES; if (format == D3DFMT_NULL) return GL_NONE; switch (format) { case D3DFMT_A4R4G4B4: return GL_RGBA4; case D3DFMT_A8R8G8B8: return GL_RGBA8_OES; case D3DFMT_A1R5G5B5: return GL_RGB5_A1; case D3DFMT_R5G6B5: return GL_RGB565; case D3DFMT_X8R8G8B8: return GL_RGB8_OES; case D3DFMT_D16: return GL_DEPTH_COMPONENT16; case D3DFMT_D24S8: return GL_DEPTH24_STENCIL8_OES; case D3DFMT_UNKNOWN: return GL_NONE; case D3DFMT_DXT1: return GL_COMPRESSED_RGBA_S3TC_DXT1_EXT; case D3DFMT_DXT3: return GL_COMPRESSED_RGBA_S3TC_DXT3_ANGLE; case D3DFMT_DXT5: return GL_COMPRESSED_RGBA_S3TC_DXT5_ANGLE; case D3DFMT_A32B32G32R32F: return GL_RGBA32F_EXT; case D3DFMT_A16B16G16R16F: return GL_RGBA16F_EXT; case D3DFMT_L8: return GL_LUMINANCE8_EXT; case D3DFMT_A8L8: return GL_LUMINANCE8_ALPHA8_EXT; default: UNREACHABLE(); return GL_NONE; } } } namespace d3d9 { bool IsCompressedFormat(D3DFORMAT surfaceFormat) { switch(surfaceFormat) { case D3DFMT_DXT1: case D3DFMT_DXT2: case D3DFMT_DXT3: case D3DFMT_DXT4: case D3DFMT_DXT5: return true; default: return false; } } size_t ComputeRowSize(D3DFORMAT format, unsigned int width) { if (format == D3DFMT_INTZ) { return 4 * width; } switch (format) { case D3DFMT_L8: return 1 * width; case D3DFMT_A8L8: return 2 * width; case D3DFMT_X8R8G8B8: case D3DFMT_A8R8G8B8: return 4 * width; case D3DFMT_A16B16G16R16F: return 8 * width; case D3DFMT_A32B32G32R32F: return 16 * width; case D3DFMT_DXT1: return 8 * ((width + 3) / 4); case D3DFMT_DXT3: case D3DFMT_DXT5: return 16 * ((width + 3) / 4); default: UNREACHABLE(); return 0; } } }