// // Copyright (c) 2002-2010 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. // // utilities.cpp: Conversion functions and other utility routines. #include "libGLESv2/utilities.h" #include #include "common/debug.h" #include "libGLESv2/mathutil.h" #include "libGLESv2/Context.h" namespace gl { int UniformComponentCount(GLenum type) { switch (type) { case GL_BOOL: case GL_FLOAT: case GL_INT: case GL_SAMPLER_2D: case GL_SAMPLER_CUBE: return 1; case GL_BOOL_VEC2: case GL_FLOAT_VEC2: case GL_INT_VEC2: return 2; case GL_INT_VEC3: case GL_FLOAT_VEC3: case GL_BOOL_VEC3: return 3; case GL_BOOL_VEC4: case GL_FLOAT_VEC4: case GL_INT_VEC4: case GL_FLOAT_MAT2: return 4; case GL_FLOAT_MAT3: return 9; case GL_FLOAT_MAT4: return 16; default: UNREACHABLE(); } return 0; } GLenum UniformComponentType(GLenum type) { switch(type) { case GL_BOOL: case GL_BOOL_VEC2: case GL_BOOL_VEC3: case GL_BOOL_VEC4: return GL_BOOL; case GL_FLOAT: case GL_FLOAT_VEC2: case GL_FLOAT_VEC3: case GL_FLOAT_VEC4: case GL_FLOAT_MAT2: case GL_FLOAT_MAT3: case GL_FLOAT_MAT4: return GL_FLOAT; case GL_INT: case GL_SAMPLER_2D: case GL_SAMPLER_CUBE: case GL_INT_VEC2: case GL_INT_VEC3: case GL_INT_VEC4: return GL_INT; default: UNREACHABLE(); } return GL_NONE; } size_t UniformTypeSize(GLenum type) { switch(type) { case GL_BOOL: return sizeof(GLboolean); case GL_FLOAT: return sizeof(GLfloat); case GL_INT: return sizeof(GLint); } return UniformTypeSize(UniformComponentType(type)) * UniformComponentCount(type); } int VariableRowCount(GLenum type) { switch (type) { case GL_NONE: return 0; case GL_BOOL: case GL_FLOAT: case GL_INT: case GL_BOOL_VEC2: case GL_FLOAT_VEC2: case GL_INT_VEC2: case GL_INT_VEC3: case GL_FLOAT_VEC3: case GL_BOOL_VEC3: case GL_BOOL_VEC4: case GL_FLOAT_VEC4: case GL_INT_VEC4: return 1; case GL_FLOAT_MAT2: return 2; case GL_FLOAT_MAT3: return 3; case GL_FLOAT_MAT4: return 4; default: UNREACHABLE(); } return 0; } int VariableColumnCount(GLenum type) { switch (type) { case GL_NONE: return 0; case GL_BOOL: case GL_FLOAT: case GL_INT: return 1; case GL_BOOL_VEC2: case GL_FLOAT_VEC2: case GL_INT_VEC2: case GL_FLOAT_MAT2: return 2; case GL_INT_VEC3: case GL_FLOAT_VEC3: case GL_BOOL_VEC3: case GL_FLOAT_MAT3: return 3; case GL_BOOL_VEC4: case GL_FLOAT_VEC4: case GL_INT_VEC4: case GL_FLOAT_MAT4: return 4; default: UNREACHABLE(); } return 0; } int AllocateFirstFreeBits(unsigned int *bits, unsigned int allocationSize, unsigned int bitsSize) { ASSERT(allocationSize <= bitsSize); unsigned int mask = std::numeric_limits::max() >> (std::numeric_limits::digits - allocationSize); for (unsigned int i = 0; i < bitsSize - allocationSize + 1; i++) { if ((*bits & mask) == 0) { *bits |= mask; return i; } mask <<= 1; } return -1; } GLsizei ComputePitch(GLsizei width, GLenum format, GLenum type, GLint alignment) { ASSERT(alignment > 0 && isPow2(alignment)); GLsizei rawPitch = ComputePixelSize(format, type) * width; return (rawPitch + alignment - 1) & ~(alignment - 1); } GLsizei ComputeCompressedPitch(GLsizei width, GLenum format) { switch (format) { case GL_COMPRESSED_RGB_S3TC_DXT1_EXT: case GL_COMPRESSED_RGBA_S3TC_DXT1_EXT: break; default: return 0; } ASSERT(width % 4 == 0); return 8 * width / 4; } GLsizei ComputeCompressedSize(GLsizei width, GLsizei height, GLenum format) { switch (format) { case GL_COMPRESSED_RGB_S3TC_DXT1_EXT: case GL_COMPRESSED_RGBA_S3TC_DXT1_EXT: break; default: return 0; } return 8 * (GLsizei)ceil((float)width / 4.0f) * (GLsizei)ceil((float)height / 4.0f); } bool IsCompressed(GLenum format) { if(format == GL_COMPRESSED_RGB_S3TC_DXT1_EXT || format == GL_COMPRESSED_RGBA_S3TC_DXT1_EXT) { return true; } else { return false; } } // Returns the size, in bytes, of a single texel in an Image int ComputePixelSize(GLenum format, GLenum type) { switch (type) { case GL_UNSIGNED_BYTE: switch (format) { case GL_ALPHA: return sizeof(unsigned char); case GL_LUMINANCE: return sizeof(unsigned char); case GL_LUMINANCE_ALPHA: return sizeof(unsigned char) * 2; case GL_RGB: return sizeof(unsigned char) * 3; case GL_RGBA: return sizeof(unsigned char) * 4; case GL_BGRA_EXT: return sizeof(unsigned char) * 4; default: UNREACHABLE(); } break; case GL_UNSIGNED_SHORT_4_4_4_4: case GL_UNSIGNED_SHORT_5_5_5_1: case GL_UNSIGNED_SHORT_5_6_5: return sizeof(unsigned short); case GL_FLOAT: switch (format) { case GL_ALPHA: return sizeof(float); case GL_LUMINANCE: return sizeof(float); case GL_LUMINANCE_ALPHA: return sizeof(float) * 2; case GL_RGB: return sizeof(float) * 3; case GL_RGBA: return sizeof(float) * 4; default: UNREACHABLE(); } break; case GL_HALF_FLOAT_OES: switch (format) { case GL_ALPHA: return sizeof(unsigned short); case GL_LUMINANCE: return sizeof(unsigned short); case GL_LUMINANCE_ALPHA: return sizeof(unsigned short) * 2; case GL_RGB: return sizeof(unsigned short) * 3; case GL_RGBA: return sizeof(unsigned short) * 4; default: UNREACHABLE(); } break; default: UNREACHABLE(); } return 0; } bool IsCubemapTextureTarget(GLenum target) { return (target >= GL_TEXTURE_CUBE_MAP_POSITIVE_X && target <= GL_TEXTURE_CUBE_MAP_NEGATIVE_Z); } bool IsTextureTarget(GLenum target) { return target == GL_TEXTURE_2D || IsCubemapTextureTarget(target); } // Verify that format/type are one of the combinations from table 3.4. bool CheckTextureFormatType(GLenum format, GLenum type) { switch (type) { case GL_UNSIGNED_BYTE: switch (format) { case GL_RGBA: case GL_BGRA_EXT: case GL_RGB: case GL_ALPHA: case GL_LUMINANCE: case GL_LUMINANCE_ALPHA: return true; default: return false; } case GL_FLOAT: case GL_HALF_FLOAT_OES: switch (format) { case GL_RGBA: case GL_RGB: case GL_ALPHA: case GL_LUMINANCE: case GL_LUMINANCE_ALPHA: return true; default: return false; } case GL_UNSIGNED_SHORT_4_4_4_4: case GL_UNSIGNED_SHORT_5_5_5_1: return (format == GL_RGBA); case GL_UNSIGNED_SHORT_5_6_5: return (format == GL_RGB); default: return false; } } bool IsColorRenderable(GLenum internalformat) { switch (internalformat) { case GL_RGBA4: case GL_RGB5_A1: case GL_RGB565: case GL_RGB8_OES: case GL_RGBA8_OES: return true; case GL_DEPTH_COMPONENT16: case GL_STENCIL_INDEX8: case GL_DEPTH24_STENCIL8_OES: return false; default: UNIMPLEMENTED(); } return false; } bool IsDepthRenderable(GLenum internalformat) { switch (internalformat) { case GL_DEPTH_COMPONENT16: case GL_DEPTH24_STENCIL8_OES: return true; case GL_STENCIL_INDEX8: case GL_RGBA4: case GL_RGB5_A1: case GL_RGB565: case GL_RGB8_OES: case GL_RGBA8_OES: return false; default: UNIMPLEMENTED(); } return false; } bool IsStencilRenderable(GLenum internalformat) { switch (internalformat) { case GL_STENCIL_INDEX8: case GL_DEPTH24_STENCIL8_OES: return true; case GL_RGBA4: case GL_RGB5_A1: case GL_RGB565: case GL_RGB8_OES: case GL_RGBA8_OES: case GL_DEPTH_COMPONENT16: return false; default: UNIMPLEMENTED(); } return false; } } namespace es2dx { 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; } 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) { 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) { 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(); } } unsigned int GetStencilSize(D3DFORMAT stencilFormat) { 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: UNREACHABLE(); } 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: UNREACHABLE(); } return 0; } unsigned int GetRedSize(D3DFORMAT colorFormat) { switch (colorFormat) { case D3DFMT_A16B16G16R16F: return 16; case D3DFMT_A32B32G32R32F: return 32; case D3DFMT_A2R10G10B10: return 10; case D3DFMT_A8R8G8B8: case D3DFMT_X8R8G8B8: return 8; case D3DFMT_A1R5G5B5: case D3DFMT_R5G6B5: return 5; default: UNREACHABLE(); } return 0; } unsigned int GetGreenSize(D3DFORMAT colorFormat) { switch (colorFormat) { case D3DFMT_A16B16G16R16F: return 16; case D3DFMT_A32B32G32R32F: return 32; case D3DFMT_A2R10G10B10: return 10; case D3DFMT_A8R8G8B8: case D3DFMT_X8R8G8B8: return 8; case D3DFMT_A1R5G5B5: return 5; case D3DFMT_R5G6B5: return 6; default: UNREACHABLE(); } return 0; } unsigned int GetBlueSize(D3DFORMAT colorFormat) { switch (colorFormat) { case D3DFMT_A16B16G16R16F: return 16; case D3DFMT_A32B32G32R32F: return 32; case D3DFMT_A2R10G10B10: return 10; case D3DFMT_A8R8G8B8: case D3DFMT_X8R8G8B8: return 8; case D3DFMT_A1R5G5B5: case D3DFMT_R5G6B5: return 5; default: UNREACHABLE(); } return 0; } unsigned int GetDepthSize(D3DFORMAT depthFormat) { switch (depthFormat) { case D3DFMT_D16_LOCKABLE: return 16; case D3DFMT_D32: return 32; case D3DFMT_D15S1: return 15; case D3DFMT_D24S8: return 24; case D3DFMT_D24X8: return 24; case D3DFMT_D24X4S4: return 24; case D3DFMT_D16: return 16; case D3DFMT_D32F_LOCKABLE: return 32; case D3DFMT_D24FS8: return 24; //case D3DFMT_D32_LOCKABLE: return 32; // D3D9Ex only //case D3DFMT_S8_LOCKABLE: return 0; // D3D9Ex only default: UNREACHABLE(); } return 0; } bool ConvertPrimitiveType(GLenum primitiveType, GLsizei elementCount, D3DPRIMITIVETYPE *d3dPrimitiveType, int *d3dPrimitiveCount) { switch (primitiveType) { case GL_POINTS: *d3dPrimitiveType = D3DPT_POINTLIST; *d3dPrimitiveCount = elementCount; break; case GL_LINES: *d3dPrimitiveType = D3DPT_LINELIST; *d3dPrimitiveCount = elementCount / 2; break; case GL_LINE_LOOP: *d3dPrimitiveType = D3DPT_LINESTRIP; *d3dPrimitiveCount = elementCount - 1; // D3D doesn't support line loops, so we draw the last line separately break; case GL_LINE_STRIP: *d3dPrimitiveType = D3DPT_LINESTRIP; *d3dPrimitiveCount = elementCount - 1; break; case GL_TRIANGLES: *d3dPrimitiveType = D3DPT_TRIANGLELIST; *d3dPrimitiveCount = elementCount / 3; break; case GL_TRIANGLE_STRIP: *d3dPrimitiveType = D3DPT_TRIANGLESTRIP; *d3dPrimitiveCount = elementCount - 2; break; case GL_TRIANGLE_FAN: *d3dPrimitiveType = D3DPT_TRIANGLEFAN; *d3dPrimitiveCount = elementCount - 2; break; default: return false; } return true; } D3DFORMAT ConvertRenderbufferFormat(GLenum format) { switch (format) { 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; } } GLsizei GetSamplesFromMultisampleType(D3DMULTISAMPLE_TYPE type) { if (type == D3DMULTISAMPLE_NONMASKABLE) return 0; else return type; } D3DMULTISAMPLE_TYPE GetMultisampleTypeFromSamples(GLsizei samples) { if (samples <= 1) return D3DMULTISAMPLE_NONE; else return (D3DMULTISAMPLE_TYPE)samples; } } namespace dx2es { 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) { switch (format) { case D3DFMT_D16: case D3DFMT_D24X8: return GL_DEPTH_COMPONENT16; case D3DFMT_D24S8: return GL_DEPTH24_STENCIL8_OES; default: UNREACHABLE(); } return GL_DEPTH24_STENCIL8_OES; } }