1 #include "precompiled.h" 2 // 3 // Copyright (c) 2012-2013 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 // renderer11_utils.cpp: Conversion functions and other utility routines 9 // specific to the D3D11 renderer. 10 11 #include "libGLESv2/renderer/d3d11/renderer11_utils.h" 12 #include "libGLESv2/renderer/d3d11/formatutils11.h" 13 #include "common/debug.h" 14 15 namespace rx 16 { 17 18 namespace gl_d3d11 19 { 20 21 D3D11_BLEND ConvertBlendFunc(GLenum glBlend, bool isAlpha) 22 { 23 D3D11_BLEND d3dBlend = D3D11_BLEND_ZERO; 24 25 switch (glBlend) 26 { 27 case GL_ZERO: d3dBlend = D3D11_BLEND_ZERO; break; 28 case GL_ONE: d3dBlend = D3D11_BLEND_ONE; break; 29 case GL_SRC_COLOR: d3dBlend = (isAlpha ? D3D11_BLEND_SRC_ALPHA : D3D11_BLEND_SRC_COLOR); break; 30 case GL_ONE_MINUS_SRC_COLOR: d3dBlend = (isAlpha ? D3D11_BLEND_INV_SRC_ALPHA : D3D11_BLEND_INV_SRC_COLOR); break; 31 case GL_DST_COLOR: d3dBlend = (isAlpha ? D3D11_BLEND_DEST_ALPHA : D3D11_BLEND_DEST_COLOR); break; 32 case GL_ONE_MINUS_DST_COLOR: d3dBlend = (isAlpha ? D3D11_BLEND_INV_DEST_ALPHA : D3D11_BLEND_INV_DEST_COLOR); break; 33 case GL_SRC_ALPHA: d3dBlend = D3D11_BLEND_SRC_ALPHA; break; 34 case GL_ONE_MINUS_SRC_ALPHA: d3dBlend = D3D11_BLEND_INV_SRC_ALPHA; break; 35 case GL_DST_ALPHA: d3dBlend = D3D11_BLEND_DEST_ALPHA; break; 36 case GL_ONE_MINUS_DST_ALPHA: d3dBlend = D3D11_BLEND_INV_DEST_ALPHA; break; 37 case GL_CONSTANT_COLOR: d3dBlend = D3D11_BLEND_BLEND_FACTOR; break; 38 case GL_ONE_MINUS_CONSTANT_COLOR: d3dBlend = D3D11_BLEND_INV_BLEND_FACTOR; break; 39 case GL_CONSTANT_ALPHA: d3dBlend = D3D11_BLEND_BLEND_FACTOR; break; 40 case GL_ONE_MINUS_CONSTANT_ALPHA: d3dBlend = D3D11_BLEND_INV_BLEND_FACTOR; break; 41 case GL_SRC_ALPHA_SATURATE: d3dBlend = D3D11_BLEND_SRC_ALPHA_SAT; break; 42 default: UNREACHABLE(); 43 } 44 45 return d3dBlend; 46 } 47 48 D3D11_BLEND_OP ConvertBlendOp(GLenum glBlendOp) 49 { 50 D3D11_BLEND_OP d3dBlendOp = D3D11_BLEND_OP_ADD; 51 52 switch (glBlendOp) 53 { 54 case GL_FUNC_ADD: d3dBlendOp = D3D11_BLEND_OP_ADD; break; 55 case GL_FUNC_SUBTRACT: d3dBlendOp = D3D11_BLEND_OP_SUBTRACT; break; 56 case GL_FUNC_REVERSE_SUBTRACT: d3dBlendOp = D3D11_BLEND_OP_REV_SUBTRACT; break; 57 case GL_MIN: d3dBlendOp = D3D11_BLEND_OP_MIN; break; 58 case GL_MAX: d3dBlendOp = D3D11_BLEND_OP_MAX; break; 59 default: UNREACHABLE(); 60 } 61 62 return d3dBlendOp; 63 } 64 65 UINT8 ConvertColorMask(bool red, bool green, bool blue, bool alpha) 66 { 67 UINT8 mask = 0; 68 if (red) 69 { 70 mask |= D3D11_COLOR_WRITE_ENABLE_RED; 71 } 72 if (green) 73 { 74 mask |= D3D11_COLOR_WRITE_ENABLE_GREEN; 75 } 76 if (blue) 77 { 78 mask |= D3D11_COLOR_WRITE_ENABLE_BLUE; 79 } 80 if (alpha) 81 { 82 mask |= D3D11_COLOR_WRITE_ENABLE_ALPHA; 83 } 84 return mask; 85 } 86 87 D3D11_CULL_MODE ConvertCullMode(bool cullEnabled, GLenum cullMode) 88 { 89 D3D11_CULL_MODE cull = D3D11_CULL_NONE; 90 91 if (cullEnabled) 92 { 93 switch (cullMode) 94 { 95 case GL_FRONT: cull = D3D11_CULL_FRONT; break; 96 case GL_BACK: cull = D3D11_CULL_BACK; break; 97 case GL_FRONT_AND_BACK: cull = D3D11_CULL_NONE; break; 98 default: UNREACHABLE(); 99 } 100 } 101 else 102 { 103 cull = D3D11_CULL_NONE; 104 } 105 106 return cull; 107 } 108 109 D3D11_COMPARISON_FUNC ConvertComparison(GLenum comparison) 110 { 111 D3D11_COMPARISON_FUNC d3dComp = D3D11_COMPARISON_NEVER; 112 switch (comparison) 113 { 114 case GL_NEVER: d3dComp = D3D11_COMPARISON_NEVER; break; 115 case GL_ALWAYS: d3dComp = D3D11_COMPARISON_ALWAYS; break; 116 case GL_LESS: d3dComp = D3D11_COMPARISON_LESS; break; 117 case GL_LEQUAL: d3dComp = D3D11_COMPARISON_LESS_EQUAL; break; 118 case GL_EQUAL: d3dComp = D3D11_COMPARISON_EQUAL; break; 119 case GL_GREATER: d3dComp = D3D11_COMPARISON_GREATER; break; 120 case GL_GEQUAL: d3dComp = D3D11_COMPARISON_GREATER_EQUAL; break; 121 case GL_NOTEQUAL: d3dComp = D3D11_COMPARISON_NOT_EQUAL; break; 122 default: UNREACHABLE(); 123 } 124 125 return d3dComp; 126 } 127 128 D3D11_DEPTH_WRITE_MASK ConvertDepthMask(bool depthWriteEnabled) 129 { 130 return depthWriteEnabled ? D3D11_DEPTH_WRITE_MASK_ALL : D3D11_DEPTH_WRITE_MASK_ZERO; 131 } 132 133 UINT8 ConvertStencilMask(GLuint stencilmask) 134 { 135 return static_cast<UINT8>(stencilmask); 136 } 137 138 D3D11_STENCIL_OP ConvertStencilOp(GLenum stencilOp) 139 { 140 D3D11_STENCIL_OP d3dStencilOp = D3D11_STENCIL_OP_KEEP; 141 142 switch (stencilOp) 143 { 144 case GL_ZERO: d3dStencilOp = D3D11_STENCIL_OP_ZERO; break; 145 case GL_KEEP: d3dStencilOp = D3D11_STENCIL_OP_KEEP; break; 146 case GL_REPLACE: d3dStencilOp = D3D11_STENCIL_OP_REPLACE; break; 147 case GL_INCR: d3dStencilOp = D3D11_STENCIL_OP_INCR_SAT; break; 148 case GL_DECR: d3dStencilOp = D3D11_STENCIL_OP_DECR_SAT; break; 149 case GL_INVERT: d3dStencilOp = D3D11_STENCIL_OP_INVERT; break; 150 case GL_INCR_WRAP: d3dStencilOp = D3D11_STENCIL_OP_INCR; break; 151 case GL_DECR_WRAP: d3dStencilOp = D3D11_STENCIL_OP_DECR; break; 152 default: UNREACHABLE(); 153 } 154 155 return d3dStencilOp; 156 } 157 158 D3D11_FILTER ConvertFilter(GLenum minFilter, GLenum magFilter, float maxAnisotropy, GLenum comparisonMode) 159 { 160 bool comparison = comparisonMode != GL_NONE; 161 162 if (maxAnisotropy > 1.0f) 163 { 164 return D3D11_ENCODE_ANISOTROPIC_FILTER(static_cast<D3D11_COMPARISON_FUNC>(comparison)); 165 } 166 else 167 { 168 D3D11_FILTER_TYPE dxMin = D3D11_FILTER_TYPE_POINT; 169 D3D11_FILTER_TYPE dxMip = D3D11_FILTER_TYPE_POINT; 170 switch (minFilter) 171 { 172 case GL_NEAREST: dxMin = D3D11_FILTER_TYPE_POINT; dxMip = D3D11_FILTER_TYPE_POINT; break; 173 case GL_LINEAR: dxMin = D3D11_FILTER_TYPE_LINEAR; dxMip = D3D11_FILTER_TYPE_POINT; break; 174 case GL_NEAREST_MIPMAP_NEAREST: dxMin = D3D11_FILTER_TYPE_POINT; dxMip = D3D11_FILTER_TYPE_POINT; break; 175 case GL_LINEAR_MIPMAP_NEAREST: dxMin = D3D11_FILTER_TYPE_LINEAR; dxMip = D3D11_FILTER_TYPE_POINT; break; 176 case GL_NEAREST_MIPMAP_LINEAR: dxMin = D3D11_FILTER_TYPE_POINT; dxMip = D3D11_FILTER_TYPE_LINEAR; break; 177 case GL_LINEAR_MIPMAP_LINEAR: dxMin = D3D11_FILTER_TYPE_LINEAR; dxMip = D3D11_FILTER_TYPE_LINEAR; break; 178 default: UNREACHABLE(); 179 } 180 181 D3D11_FILTER_TYPE dxMag = D3D11_FILTER_TYPE_POINT; 182 switch (magFilter) 183 { 184 case GL_NEAREST: dxMag = D3D11_FILTER_TYPE_POINT; break; 185 case GL_LINEAR: dxMag = D3D11_FILTER_TYPE_LINEAR; break; 186 default: UNREACHABLE(); 187 } 188 189 return D3D11_ENCODE_BASIC_FILTER(dxMin, dxMag, dxMip, static_cast<D3D11_COMPARISON_FUNC>(comparison)); 190 } 191 } 192 193 D3D11_TEXTURE_ADDRESS_MODE ConvertTextureWrap(GLenum wrap) 194 { 195 switch (wrap) 196 { 197 case GL_REPEAT: return D3D11_TEXTURE_ADDRESS_WRAP; 198 case GL_CLAMP_TO_EDGE: return D3D11_TEXTURE_ADDRESS_CLAMP; 199 case GL_MIRRORED_REPEAT: return D3D11_TEXTURE_ADDRESS_MIRROR; 200 default: UNREACHABLE(); 201 } 202 203 return D3D11_TEXTURE_ADDRESS_WRAP; 204 } 205 206 D3D11_QUERY ConvertQueryType(GLenum queryType) 207 { 208 switch (queryType) 209 { 210 case GL_ANY_SAMPLES_PASSED_EXT: 211 case GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT: return D3D11_QUERY_OCCLUSION; 212 case GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN: return D3D11_QUERY_SO_STATISTICS; 213 default: UNREACHABLE(); return D3D11_QUERY_EVENT; 214 } 215 } 216 217 } 218 219 namespace d3d11 220 { 221 222 void GenerateInitialTextureData(GLint internalFormat, GLuint clientVersion, GLuint width, GLuint height, GLuint depth, 223 GLuint mipLevels, std::vector<D3D11_SUBRESOURCE_DATA> *outSubresourceData, 224 std::vector< std::vector<BYTE> > *outData) 225 { 226 InitializeTextureDataFunction initializeFunc = gl_d3d11::GetTextureDataInitializationFunction(internalFormat); 227 DXGI_FORMAT dxgiFormat = gl_d3d11::GetTexFormat(internalFormat, clientVersion); 228 229 outSubresourceData->resize(mipLevels); 230 outData->resize(mipLevels); 231 232 for (unsigned int i = 0; i < mipLevels; i++) 233 { 234 unsigned int mipWidth = std::max(width >> i, 1U); 235 unsigned int mipHeight = std::max(height >> i, 1U); 236 unsigned int mipDepth = std::max(depth >> i, 1U); 237 238 unsigned int rowWidth = d3d11::GetFormatPixelBytes(dxgiFormat) * mipWidth; 239 unsigned int imageSize = rowWidth * height; 240 241 outData->at(i).resize(rowWidth * mipHeight * mipDepth); 242 initializeFunc(mipWidth, mipHeight, mipDepth, outData->at(i).data(), rowWidth, imageSize); 243 244 outSubresourceData->at(i).pSysMem = outData->at(i).data(); 245 outSubresourceData->at(i).SysMemPitch = rowWidth; 246 outSubresourceData->at(i).SysMemSlicePitch = imageSize; 247 } 248 } 249 250 void SetPositionTexCoordVertex(PositionTexCoordVertex* vertex, float x, float y, float u, float v) 251 { 252 vertex->x = x; 253 vertex->y = y; 254 vertex->u = u; 255 vertex->v = v; 256 } 257 258 void SetPositionLayerTexCoord3DVertex(PositionLayerTexCoord3DVertex* vertex, float x, float y, 259 unsigned int layer, float u, float v, float s) 260 { 261 vertex->x = x; 262 vertex->y = y; 263 vertex->l = layer; 264 vertex->u = u; 265 vertex->v = v; 266 vertex->s = s; 267 } 268 269 HRESULT SetDebugName(ID3D11DeviceChild *resource, const char *name) 270 { 271 #if defined(_DEBUG) 272 return resource->SetPrivateData(WKPDID_D3DDebugObjectName, strlen(name), name); 273 #else 274 return S_OK; 275 #endif 276 } 277 278 } 279 280 } 281