1 #include "precompiled.h" 2 // 3 // Copyright (c) 2002-2012 The ANGLE Project Authors. All rights reserved. 4 // Use of this source code is governed by a BSD-style license that can be 5 // found in the LICENSE file. 6 // 7 8 // renderer9_utils.cpp: Conversion functions and other utility routines 9 // specific to the D3D9 renderer. 10 11 #include "libGLESv2/renderer/renderer9_utils.h" 12 #include "libGLESv2/mathutil.h" 13 #include "libGLESv2/Context.h" 14 15 #include "common/debug.h" 16 17 namespace gl_d3d9 18 { 19 20 D3DCMPFUNC ConvertComparison(GLenum comparison) 21 { 22 D3DCMPFUNC d3dComp = D3DCMP_ALWAYS; 23 switch (comparison) 24 { 25 case GL_NEVER: d3dComp = D3DCMP_NEVER; break; 26 case GL_ALWAYS: d3dComp = D3DCMP_ALWAYS; break; 27 case GL_LESS: d3dComp = D3DCMP_LESS; break; 28 case GL_LEQUAL: d3dComp = D3DCMP_LESSEQUAL; break; 29 case GL_EQUAL: d3dComp = D3DCMP_EQUAL; break; 30 case GL_GREATER: d3dComp = D3DCMP_GREATER; break; 31 case GL_GEQUAL: d3dComp = D3DCMP_GREATEREQUAL; break; 32 case GL_NOTEQUAL: d3dComp = D3DCMP_NOTEQUAL; break; 33 default: UNREACHABLE(); 34 } 35 36 return d3dComp; 37 } 38 39 D3DCOLOR ConvertColor(gl::Color color) 40 { 41 return D3DCOLOR_RGBA(gl::unorm<8>(color.red), 42 gl::unorm<8>(color.green), 43 gl::unorm<8>(color.blue), 44 gl::unorm<8>(color.alpha)); 45 } 46 47 D3DBLEND ConvertBlendFunc(GLenum blend) 48 { 49 D3DBLEND d3dBlend = D3DBLEND_ZERO; 50 51 switch (blend) 52 { 53 case GL_ZERO: d3dBlend = D3DBLEND_ZERO; break; 54 case GL_ONE: d3dBlend = D3DBLEND_ONE; break; 55 case GL_SRC_COLOR: d3dBlend = D3DBLEND_SRCCOLOR; break; 56 case GL_ONE_MINUS_SRC_COLOR: d3dBlend = D3DBLEND_INVSRCCOLOR; break; 57 case GL_DST_COLOR: d3dBlend = D3DBLEND_DESTCOLOR; break; 58 case GL_ONE_MINUS_DST_COLOR: d3dBlend = D3DBLEND_INVDESTCOLOR; break; 59 case GL_SRC_ALPHA: d3dBlend = D3DBLEND_SRCALPHA; break; 60 case GL_ONE_MINUS_SRC_ALPHA: d3dBlend = D3DBLEND_INVSRCALPHA; break; 61 case GL_DST_ALPHA: d3dBlend = D3DBLEND_DESTALPHA; break; 62 case GL_ONE_MINUS_DST_ALPHA: d3dBlend = D3DBLEND_INVDESTALPHA; break; 63 case GL_CONSTANT_COLOR: d3dBlend = D3DBLEND_BLENDFACTOR; break; 64 case GL_ONE_MINUS_CONSTANT_COLOR: d3dBlend = D3DBLEND_INVBLENDFACTOR; break; 65 case GL_CONSTANT_ALPHA: d3dBlend = D3DBLEND_BLENDFACTOR; break; 66 case GL_ONE_MINUS_CONSTANT_ALPHA: d3dBlend = D3DBLEND_INVBLENDFACTOR; break; 67 case GL_SRC_ALPHA_SATURATE: d3dBlend = D3DBLEND_SRCALPHASAT; break; 68 default: UNREACHABLE(); 69 } 70 71 return d3dBlend; 72 } 73 74 D3DBLENDOP ConvertBlendOp(GLenum blendOp) 75 { 76 D3DBLENDOP d3dBlendOp = D3DBLENDOP_ADD; 77 78 switch (blendOp) 79 { 80 case GL_FUNC_ADD: d3dBlendOp = D3DBLENDOP_ADD; break; 81 case GL_FUNC_SUBTRACT: d3dBlendOp = D3DBLENDOP_SUBTRACT; break; 82 case GL_FUNC_REVERSE_SUBTRACT: d3dBlendOp = D3DBLENDOP_REVSUBTRACT; break; 83 default: UNREACHABLE(); 84 } 85 86 return d3dBlendOp; 87 } 88 89 D3DSTENCILOP ConvertStencilOp(GLenum stencilOp) 90 { 91 D3DSTENCILOP d3dStencilOp = D3DSTENCILOP_KEEP; 92 93 switch (stencilOp) 94 { 95 case GL_ZERO: d3dStencilOp = D3DSTENCILOP_ZERO; break; 96 case GL_KEEP: d3dStencilOp = D3DSTENCILOP_KEEP; break; 97 case GL_REPLACE: d3dStencilOp = D3DSTENCILOP_REPLACE; break; 98 case GL_INCR: d3dStencilOp = D3DSTENCILOP_INCRSAT; break; 99 case GL_DECR: d3dStencilOp = D3DSTENCILOP_DECRSAT; break; 100 case GL_INVERT: d3dStencilOp = D3DSTENCILOP_INVERT; break; 101 case GL_INCR_WRAP: d3dStencilOp = D3DSTENCILOP_INCR; break; 102 case GL_DECR_WRAP: d3dStencilOp = D3DSTENCILOP_DECR; break; 103 default: UNREACHABLE(); 104 } 105 106 return d3dStencilOp; 107 } 108 109 D3DTEXTUREADDRESS ConvertTextureWrap(GLenum wrap) 110 { 111 D3DTEXTUREADDRESS d3dWrap = D3DTADDRESS_WRAP; 112 113 switch (wrap) 114 { 115 case GL_REPEAT: d3dWrap = D3DTADDRESS_WRAP; break; 116 case GL_CLAMP_TO_EDGE: d3dWrap = D3DTADDRESS_CLAMP; break; 117 case GL_MIRRORED_REPEAT: d3dWrap = D3DTADDRESS_MIRROR; break; 118 default: UNREACHABLE(); 119 } 120 121 return d3dWrap; 122 } 123 124 D3DCULL ConvertCullMode(GLenum cullFace, GLenum frontFace) 125 { 126 D3DCULL cull = D3DCULL_CCW; 127 switch (cullFace) 128 { 129 case GL_FRONT: 130 cull = (frontFace == GL_CCW ? D3DCULL_CW : D3DCULL_CCW); 131 break; 132 case GL_BACK: 133 cull = (frontFace == GL_CCW ? D3DCULL_CCW : D3DCULL_CW); 134 break; 135 case GL_FRONT_AND_BACK: 136 cull = D3DCULL_NONE; // culling will be handled during draw 137 break; 138 default: UNREACHABLE(); 139 } 140 141 return cull; 142 } 143 144 D3DCUBEMAP_FACES ConvertCubeFace(GLenum cubeFace) 145 { 146 D3DCUBEMAP_FACES face = D3DCUBEMAP_FACE_POSITIVE_X; 147 148 switch (cubeFace) 149 { 150 case GL_TEXTURE_CUBE_MAP_POSITIVE_X: 151 face = D3DCUBEMAP_FACE_POSITIVE_X; 152 break; 153 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X: 154 face = D3DCUBEMAP_FACE_NEGATIVE_X; 155 break; 156 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y: 157 face = D3DCUBEMAP_FACE_POSITIVE_Y; 158 break; 159 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y: 160 face = D3DCUBEMAP_FACE_NEGATIVE_Y; 161 break; 162 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z: 163 face = D3DCUBEMAP_FACE_POSITIVE_Z; 164 break; 165 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z: 166 face = D3DCUBEMAP_FACE_NEGATIVE_Z; 167 break; 168 default: UNREACHABLE(); 169 } 170 171 return face; 172 } 173 174 DWORD ConvertColorMask(bool red, bool green, bool blue, bool alpha) 175 { 176 return (red ? D3DCOLORWRITEENABLE_RED : 0) | 177 (green ? D3DCOLORWRITEENABLE_GREEN : 0) | 178 (blue ? D3DCOLORWRITEENABLE_BLUE : 0) | 179 (alpha ? D3DCOLORWRITEENABLE_ALPHA : 0); 180 } 181 182 D3DTEXTUREFILTERTYPE ConvertMagFilter(GLenum magFilter, float maxAnisotropy) 183 { 184 if (maxAnisotropy > 1.0f) 185 { 186 return D3DTEXF_ANISOTROPIC; 187 } 188 189 D3DTEXTUREFILTERTYPE d3dMagFilter = D3DTEXF_POINT; 190 switch (magFilter) 191 { 192 case GL_NEAREST: d3dMagFilter = D3DTEXF_POINT; break; 193 case GL_LINEAR: d3dMagFilter = D3DTEXF_LINEAR; break; 194 default: UNREACHABLE(); 195 } 196 197 return d3dMagFilter; 198 } 199 200 void ConvertMinFilter(GLenum minFilter, D3DTEXTUREFILTERTYPE *d3dMinFilter, D3DTEXTUREFILTERTYPE *d3dMipFilter, float maxAnisotropy) 201 { 202 switch (minFilter) 203 { 204 case GL_NEAREST: 205 *d3dMinFilter = D3DTEXF_POINT; 206 *d3dMipFilter = D3DTEXF_NONE; 207 break; 208 case GL_LINEAR: 209 *d3dMinFilter = D3DTEXF_LINEAR; 210 *d3dMipFilter = D3DTEXF_NONE; 211 break; 212 case GL_NEAREST_MIPMAP_NEAREST: 213 *d3dMinFilter = D3DTEXF_POINT; 214 *d3dMipFilter = D3DTEXF_POINT; 215 break; 216 case GL_LINEAR_MIPMAP_NEAREST: 217 *d3dMinFilter = D3DTEXF_LINEAR; 218 *d3dMipFilter = D3DTEXF_POINT; 219 break; 220 case GL_NEAREST_MIPMAP_LINEAR: 221 *d3dMinFilter = D3DTEXF_POINT; 222 *d3dMipFilter = D3DTEXF_LINEAR; 223 break; 224 case GL_LINEAR_MIPMAP_LINEAR: 225 *d3dMinFilter = D3DTEXF_LINEAR; 226 *d3dMipFilter = D3DTEXF_LINEAR; 227 break; 228 default: 229 *d3dMinFilter = D3DTEXF_POINT; 230 *d3dMipFilter = D3DTEXF_NONE; 231 UNREACHABLE(); 232 } 233 234 if (maxAnisotropy > 1.0f) 235 { 236 *d3dMinFilter = D3DTEXF_ANISOTROPIC; 237 } 238 } 239 240 D3DFORMAT ConvertRenderbufferFormat(GLenum format) 241 { 242 switch (format) 243 { 244 case GL_NONE: return D3DFMT_NULL; 245 case GL_RGBA4: 246 case GL_RGB5_A1: 247 case GL_RGBA8_OES: return D3DFMT_A8R8G8B8; 248 case GL_RGB565: return D3DFMT_R5G6B5; 249 case GL_RGB8_OES: return D3DFMT_X8R8G8B8; 250 case GL_DEPTH_COMPONENT16: 251 case GL_STENCIL_INDEX8: 252 case GL_DEPTH24_STENCIL8_OES: return D3DFMT_D24S8; 253 default: UNREACHABLE(); return D3DFMT_A8R8G8B8; 254 } 255 } 256 257 D3DMULTISAMPLE_TYPE GetMultisampleTypeFromSamples(GLsizei samples) 258 { 259 if (samples <= 1) 260 return D3DMULTISAMPLE_NONE; 261 else 262 return (D3DMULTISAMPLE_TYPE)samples; 263 } 264 265 } 266 267 namespace d3d9_gl 268 { 269 270 unsigned int GetStencilSize(D3DFORMAT stencilFormat) 271 { 272 if (stencilFormat == D3DFMT_INTZ) 273 { 274 return 8; 275 } 276 switch(stencilFormat) 277 { 278 case D3DFMT_D24FS8: 279 case D3DFMT_D24S8: 280 return 8; 281 case D3DFMT_D24X4S4: 282 return 4; 283 case D3DFMT_D15S1: 284 return 1; 285 case D3DFMT_D16_LOCKABLE: 286 case D3DFMT_D32: 287 case D3DFMT_D24X8: 288 case D3DFMT_D32F_LOCKABLE: 289 case D3DFMT_D16: 290 return 0; 291 //case D3DFMT_D32_LOCKABLE: return 0; // DirectX 9Ex only 292 //case D3DFMT_S8_LOCKABLE: return 8; // DirectX 9Ex only 293 default: 294 return 0; 295 } 296 } 297 298 unsigned int GetAlphaSize(D3DFORMAT colorFormat) 299 { 300 switch (colorFormat) 301 { 302 case D3DFMT_A16B16G16R16F: 303 return 16; 304 case D3DFMT_A32B32G32R32F: 305 return 32; 306 case D3DFMT_A2R10G10B10: 307 return 2; 308 case D3DFMT_A8R8G8B8: 309 return 8; 310 case D3DFMT_A1R5G5B5: 311 return 1; 312 case D3DFMT_X8R8G8B8: 313 case D3DFMT_R5G6B5: 314 return 0; 315 default: 316 return 0; 317 } 318 } 319 320 GLsizei GetSamplesFromMultisampleType(D3DMULTISAMPLE_TYPE type) 321 { 322 if (type == D3DMULTISAMPLE_NONMASKABLE) 323 return 0; 324 else 325 return type; 326 } 327 328 bool IsFormatChannelEquivalent(D3DFORMAT d3dformat, GLenum format) 329 { 330 switch (d3dformat) 331 { 332 case D3DFMT_L8: 333 return (format == GL_LUMINANCE); 334 case D3DFMT_A8L8: 335 return (format == GL_LUMINANCE_ALPHA); 336 case D3DFMT_DXT1: 337 return (format == GL_COMPRESSED_RGBA_S3TC_DXT1_EXT || format == GL_COMPRESSED_RGB_S3TC_DXT1_EXT); 338 case D3DFMT_DXT3: 339 return (format == GL_COMPRESSED_RGBA_S3TC_DXT3_ANGLE); 340 case D3DFMT_DXT5: 341 return (format == GL_COMPRESSED_RGBA_S3TC_DXT5_ANGLE); 342 case D3DFMT_A8R8G8B8: 343 case D3DFMT_A16B16G16R16F: 344 case D3DFMT_A32B32G32R32F: 345 return (format == GL_RGBA || format == GL_BGRA_EXT); 346 case D3DFMT_X8R8G8B8: 347 return (format == GL_RGB); 348 default: 349 if (d3dformat == D3DFMT_INTZ && gl::IsDepthTexture(format)) 350 return true; 351 return false; 352 } 353 } 354 355 GLenum ConvertBackBufferFormat(D3DFORMAT format) 356 { 357 switch (format) 358 { 359 case D3DFMT_A4R4G4B4: return GL_RGBA4; 360 case D3DFMT_A8R8G8B8: return GL_RGBA8_OES; 361 case D3DFMT_A1R5G5B5: return GL_RGB5_A1; 362 case D3DFMT_R5G6B5: return GL_RGB565; 363 case D3DFMT_X8R8G8B8: return GL_RGB8_OES; 364 default: 365 UNREACHABLE(); 366 } 367 368 return GL_RGBA4; 369 } 370 371 GLenum ConvertDepthStencilFormat(D3DFORMAT format) 372 { 373 if (format == D3DFMT_INTZ) 374 { 375 return GL_DEPTH24_STENCIL8_OES; 376 } 377 switch (format) 378 { 379 case D3DFMT_D16: 380 case D3DFMT_D24X8: 381 return GL_DEPTH_COMPONENT16; 382 case D3DFMT_D24S8: 383 return GL_DEPTH24_STENCIL8_OES; 384 case D3DFMT_UNKNOWN: 385 return GL_NONE; 386 default: 387 UNREACHABLE(); 388 } 389 390 return GL_DEPTH24_STENCIL8_OES; 391 } 392 393 GLenum ConvertRenderTargetFormat(D3DFORMAT format) 394 { 395 if (format == D3DFMT_INTZ) 396 { 397 return GL_DEPTH24_STENCIL8_OES; 398 } 399 400 switch (format) 401 { 402 case D3DFMT_A4R4G4B4: return GL_RGBA4; 403 case D3DFMT_A8R8G8B8: return GL_RGBA8_OES; 404 case D3DFMT_A1R5G5B5: return GL_RGB5_A1; 405 case D3DFMT_R5G6B5: return GL_RGB565; 406 case D3DFMT_X8R8G8B8: return GL_RGB8_OES; 407 case D3DFMT_D16: 408 case D3DFMT_D24X8: 409 return GL_DEPTH_COMPONENT16; 410 case D3DFMT_D24S8: 411 return GL_DEPTH24_STENCIL8_OES; 412 case D3DFMT_UNKNOWN: 413 return GL_NONE; 414 default: 415 UNREACHABLE(); 416 } 417 418 return GL_RGBA4; 419 } 420 421 GLenum GetEquivalentFormat(D3DFORMAT format) 422 { 423 if (format == D3DFMT_INTZ) 424 return GL_DEPTH24_STENCIL8_OES; 425 if (format == D3DFMT_NULL) 426 return GL_NONE; 427 428 switch (format) 429 { 430 case D3DFMT_A4R4G4B4: return GL_RGBA4; 431 case D3DFMT_A8R8G8B8: return GL_RGBA8_OES; 432 case D3DFMT_A1R5G5B5: return GL_RGB5_A1; 433 case D3DFMT_R5G6B5: return GL_RGB565; 434 case D3DFMT_X8R8G8B8: return GL_RGB8_OES; 435 case D3DFMT_D16: return GL_DEPTH_COMPONENT16; 436 case D3DFMT_D24S8: return GL_DEPTH24_STENCIL8_OES; 437 case D3DFMT_UNKNOWN: return GL_NONE; 438 case D3DFMT_DXT1: return GL_COMPRESSED_RGBA_S3TC_DXT1_EXT; 439 case D3DFMT_DXT3: return GL_COMPRESSED_RGBA_S3TC_DXT3_ANGLE; 440 case D3DFMT_DXT5: return GL_COMPRESSED_RGBA_S3TC_DXT5_ANGLE; 441 case D3DFMT_A32B32G32R32F: return GL_RGBA32F_EXT; 442 case D3DFMT_A16B16G16R16F: return GL_RGBA16F_EXT; 443 case D3DFMT_L8: return GL_LUMINANCE8_EXT; 444 case D3DFMT_A8L8: return GL_LUMINANCE8_ALPHA8_EXT; 445 default: UNREACHABLE(); 446 return GL_NONE; 447 } 448 } 449 450 } 451 452 namespace d3d9 453 { 454 455 bool IsCompressedFormat(D3DFORMAT surfaceFormat) 456 { 457 switch(surfaceFormat) 458 { 459 case D3DFMT_DXT1: 460 case D3DFMT_DXT2: 461 case D3DFMT_DXT3: 462 case D3DFMT_DXT4: 463 case D3DFMT_DXT5: 464 return true; 465 default: 466 return false; 467 } 468 } 469 470 size_t ComputeRowSize(D3DFORMAT format, unsigned int width) 471 { 472 if (format == D3DFMT_INTZ) 473 { 474 return 4 * width; 475 } 476 switch (format) 477 { 478 case D3DFMT_L8: 479 return 1 * width; 480 case D3DFMT_A8L8: 481 return 2 * width; 482 case D3DFMT_X8R8G8B8: 483 case D3DFMT_A8R8G8B8: 484 return 4 * width; 485 case D3DFMT_A16B16G16R16F: 486 return 8 * width; 487 case D3DFMT_A32B32G32R32F: 488 return 16 * width; 489 case D3DFMT_DXT1: 490 return 8 * ((width + 3) / 4); 491 case D3DFMT_DXT3: 492 case D3DFMT_DXT5: 493 return 16 * ((width + 3) / 4); 494 default: 495 UNREACHABLE(); 496 return 0; 497 } 498 } 499 500 } 501