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      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