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