gfx/angle/src/libGLESv2/renderer/renderer9_utils.cpp

changeset 0
6474c204b198
     1.1 --- /dev/null	Thu Jan 01 00:00:00 1970 +0000
     1.2 +++ b/gfx/angle/src/libGLESv2/renderer/renderer9_utils.cpp	Wed Dec 31 06:09:35 2014 +0100
     1.3 @@ -0,0 +1,500 @@
     1.4 +#include "precompiled.h"
     1.5 +//
     1.6 +// Copyright (c) 2002-2012 The ANGLE Project Authors. All rights reserved.
     1.7 +// Use of this source code is governed by a BSD-style license that can be
     1.8 +// found in the LICENSE file.
     1.9 +//
    1.10 +
    1.11 +// renderer9_utils.cpp: Conversion functions and other utility routines
    1.12 +// specific to the D3D9 renderer.
    1.13 +
    1.14 +#include "libGLESv2/renderer/renderer9_utils.h"
    1.15 +#include "libGLESv2/mathutil.h"
    1.16 +#include "libGLESv2/Context.h"
    1.17 +
    1.18 +#include "common/debug.h"
    1.19 +
    1.20 +namespace gl_d3d9
    1.21 +{
    1.22 +
    1.23 +D3DCMPFUNC ConvertComparison(GLenum comparison)
    1.24 +{
    1.25 +    D3DCMPFUNC d3dComp = D3DCMP_ALWAYS;
    1.26 +    switch (comparison)
    1.27 +    {
    1.28 +      case GL_NEVER:    d3dComp = D3DCMP_NEVER;        break;
    1.29 +      case GL_ALWAYS:   d3dComp = D3DCMP_ALWAYS;       break;
    1.30 +      case GL_LESS:     d3dComp = D3DCMP_LESS;         break;
    1.31 +      case GL_LEQUAL:   d3dComp = D3DCMP_LESSEQUAL;    break;
    1.32 +      case GL_EQUAL:    d3dComp = D3DCMP_EQUAL;        break;
    1.33 +      case GL_GREATER:  d3dComp = D3DCMP_GREATER;      break;
    1.34 +      case GL_GEQUAL:   d3dComp = D3DCMP_GREATEREQUAL; break;
    1.35 +      case GL_NOTEQUAL: d3dComp = D3DCMP_NOTEQUAL;     break;
    1.36 +      default: UNREACHABLE();
    1.37 +    }
    1.38 +
    1.39 +    return d3dComp;
    1.40 +}
    1.41 +
    1.42 +D3DCOLOR ConvertColor(gl::Color color)
    1.43 +{
    1.44 +    return D3DCOLOR_RGBA(gl::unorm<8>(color.red),
    1.45 +                         gl::unorm<8>(color.green),
    1.46 +                         gl::unorm<8>(color.blue),
    1.47 +                         gl::unorm<8>(color.alpha));
    1.48 +}
    1.49 +
    1.50 +D3DBLEND ConvertBlendFunc(GLenum blend)
    1.51 +{
    1.52 +    D3DBLEND d3dBlend = D3DBLEND_ZERO;
    1.53 +
    1.54 +    switch (blend)
    1.55 +    {
    1.56 +      case GL_ZERO:                     d3dBlend = D3DBLEND_ZERO;           break;
    1.57 +      case GL_ONE:                      d3dBlend = D3DBLEND_ONE;            break;
    1.58 +      case GL_SRC_COLOR:                d3dBlend = D3DBLEND_SRCCOLOR;       break;
    1.59 +      case GL_ONE_MINUS_SRC_COLOR:      d3dBlend = D3DBLEND_INVSRCCOLOR;    break;
    1.60 +      case GL_DST_COLOR:                d3dBlend = D3DBLEND_DESTCOLOR;      break;
    1.61 +      case GL_ONE_MINUS_DST_COLOR:      d3dBlend = D3DBLEND_INVDESTCOLOR;   break;
    1.62 +      case GL_SRC_ALPHA:                d3dBlend = D3DBLEND_SRCALPHA;       break;
    1.63 +      case GL_ONE_MINUS_SRC_ALPHA:      d3dBlend = D3DBLEND_INVSRCALPHA;    break;
    1.64 +      case GL_DST_ALPHA:                d3dBlend = D3DBLEND_DESTALPHA;      break;
    1.65 +      case GL_ONE_MINUS_DST_ALPHA:      d3dBlend = D3DBLEND_INVDESTALPHA;   break;
    1.66 +      case GL_CONSTANT_COLOR:           d3dBlend = D3DBLEND_BLENDFACTOR;    break;
    1.67 +      case GL_ONE_MINUS_CONSTANT_COLOR: d3dBlend = D3DBLEND_INVBLENDFACTOR; break;
    1.68 +      case GL_CONSTANT_ALPHA:           d3dBlend = D3DBLEND_BLENDFACTOR;    break;
    1.69 +      case GL_ONE_MINUS_CONSTANT_ALPHA: d3dBlend = D3DBLEND_INVBLENDFACTOR; break;
    1.70 +      case GL_SRC_ALPHA_SATURATE:       d3dBlend = D3DBLEND_SRCALPHASAT;    break;
    1.71 +      default: UNREACHABLE();
    1.72 +    }
    1.73 +
    1.74 +    return d3dBlend;
    1.75 +}
    1.76 +
    1.77 +D3DBLENDOP ConvertBlendOp(GLenum blendOp)
    1.78 +{
    1.79 +    D3DBLENDOP d3dBlendOp = D3DBLENDOP_ADD;
    1.80 +
    1.81 +    switch (blendOp)
    1.82 +    {
    1.83 +      case GL_FUNC_ADD:              d3dBlendOp = D3DBLENDOP_ADD;         break;
    1.84 +      case GL_FUNC_SUBTRACT:         d3dBlendOp = D3DBLENDOP_SUBTRACT;    break;
    1.85 +      case GL_FUNC_REVERSE_SUBTRACT: d3dBlendOp = D3DBLENDOP_REVSUBTRACT; break;
    1.86 +      default: UNREACHABLE();
    1.87 +    }
    1.88 +
    1.89 +    return d3dBlendOp;
    1.90 +}
    1.91 +
    1.92 +D3DSTENCILOP ConvertStencilOp(GLenum stencilOp)
    1.93 +{
    1.94 +    D3DSTENCILOP d3dStencilOp = D3DSTENCILOP_KEEP;
    1.95 +
    1.96 +    switch (stencilOp)
    1.97 +    {
    1.98 +      case GL_ZERO:      d3dStencilOp = D3DSTENCILOP_ZERO;    break;
    1.99 +      case GL_KEEP:      d3dStencilOp = D3DSTENCILOP_KEEP;    break;
   1.100 +      case GL_REPLACE:   d3dStencilOp = D3DSTENCILOP_REPLACE; break;
   1.101 +      case GL_INCR:      d3dStencilOp = D3DSTENCILOP_INCRSAT; break;
   1.102 +      case GL_DECR:      d3dStencilOp = D3DSTENCILOP_DECRSAT; break;
   1.103 +      case GL_INVERT:    d3dStencilOp = D3DSTENCILOP_INVERT;  break;
   1.104 +      case GL_INCR_WRAP: d3dStencilOp = D3DSTENCILOP_INCR;    break;
   1.105 +      case GL_DECR_WRAP: d3dStencilOp = D3DSTENCILOP_DECR;    break;
   1.106 +      default: UNREACHABLE();
   1.107 +    }
   1.108 +
   1.109 +    return d3dStencilOp;
   1.110 +}
   1.111 +
   1.112 +D3DTEXTUREADDRESS ConvertTextureWrap(GLenum wrap)
   1.113 +{
   1.114 +    D3DTEXTUREADDRESS d3dWrap = D3DTADDRESS_WRAP;
   1.115 +
   1.116 +    switch (wrap)
   1.117 +    {
   1.118 +      case GL_REPEAT:            d3dWrap = D3DTADDRESS_WRAP;   break;
   1.119 +      case GL_CLAMP_TO_EDGE:     d3dWrap = D3DTADDRESS_CLAMP;  break;
   1.120 +      case GL_MIRRORED_REPEAT:   d3dWrap = D3DTADDRESS_MIRROR; break;
   1.121 +      default: UNREACHABLE();
   1.122 +    }
   1.123 +
   1.124 +    return d3dWrap;
   1.125 +}
   1.126 +
   1.127 +D3DCULL ConvertCullMode(GLenum cullFace, GLenum frontFace)
   1.128 +{
   1.129 +    D3DCULL cull = D3DCULL_CCW;
   1.130 +    switch (cullFace)
   1.131 +    {
   1.132 +      case GL_FRONT:
   1.133 +        cull = (frontFace == GL_CCW ? D3DCULL_CW : D3DCULL_CCW);
   1.134 +        break;
   1.135 +      case GL_BACK:
   1.136 +        cull = (frontFace == GL_CCW ? D3DCULL_CCW : D3DCULL_CW);
   1.137 +        break;
   1.138 +      case GL_FRONT_AND_BACK:
   1.139 +        cull = D3DCULL_NONE; // culling will be handled during draw
   1.140 +        break;
   1.141 +      default: UNREACHABLE();
   1.142 +    }
   1.143 +
   1.144 +    return cull;
   1.145 +}
   1.146 +
   1.147 +D3DCUBEMAP_FACES ConvertCubeFace(GLenum cubeFace)
   1.148 +{
   1.149 +    D3DCUBEMAP_FACES face = D3DCUBEMAP_FACE_POSITIVE_X;
   1.150 +
   1.151 +    switch (cubeFace)
   1.152 +    {
   1.153 +      case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
   1.154 +        face = D3DCUBEMAP_FACE_POSITIVE_X;
   1.155 +        break;
   1.156 +      case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
   1.157 +        face = D3DCUBEMAP_FACE_NEGATIVE_X;
   1.158 +        break;
   1.159 +      case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
   1.160 +        face = D3DCUBEMAP_FACE_POSITIVE_Y;
   1.161 +        break;
   1.162 +      case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
   1.163 +        face = D3DCUBEMAP_FACE_NEGATIVE_Y;
   1.164 +        break;
   1.165 +      case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
   1.166 +        face = D3DCUBEMAP_FACE_POSITIVE_Z;
   1.167 +        break;
   1.168 +      case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
   1.169 +        face = D3DCUBEMAP_FACE_NEGATIVE_Z;
   1.170 +        break;
   1.171 +      default: UNREACHABLE();
   1.172 +    }
   1.173 +
   1.174 +    return face;
   1.175 +}
   1.176 +
   1.177 +DWORD ConvertColorMask(bool red, bool green, bool blue, bool alpha)
   1.178 +{
   1.179 +    return (red   ? D3DCOLORWRITEENABLE_RED   : 0) |
   1.180 +           (green ? D3DCOLORWRITEENABLE_GREEN : 0) |
   1.181 +           (blue  ? D3DCOLORWRITEENABLE_BLUE  : 0) |
   1.182 +           (alpha ? D3DCOLORWRITEENABLE_ALPHA : 0);
   1.183 +}
   1.184 +
   1.185 +D3DTEXTUREFILTERTYPE ConvertMagFilter(GLenum magFilter, float maxAnisotropy)
   1.186 +{
   1.187 +    if (maxAnisotropy > 1.0f)
   1.188 +    {
   1.189 +        return D3DTEXF_ANISOTROPIC;
   1.190 +    }
   1.191 +
   1.192 +    D3DTEXTUREFILTERTYPE d3dMagFilter = D3DTEXF_POINT;
   1.193 +    switch (magFilter)
   1.194 +    {
   1.195 +      case GL_NEAREST: d3dMagFilter = D3DTEXF_POINT;  break;
   1.196 +      case GL_LINEAR:  d3dMagFilter = D3DTEXF_LINEAR; break;
   1.197 +      default: UNREACHABLE();
   1.198 +    }
   1.199 +
   1.200 +    return d3dMagFilter;
   1.201 +}
   1.202 +
   1.203 +void ConvertMinFilter(GLenum minFilter, D3DTEXTUREFILTERTYPE *d3dMinFilter, D3DTEXTUREFILTERTYPE *d3dMipFilter, float maxAnisotropy)
   1.204 +{
   1.205 +    switch (minFilter)
   1.206 +    {
   1.207 +      case GL_NEAREST:
   1.208 +        *d3dMinFilter = D3DTEXF_POINT;
   1.209 +        *d3dMipFilter = D3DTEXF_NONE;
   1.210 +        break;
   1.211 +      case GL_LINEAR:
   1.212 +        *d3dMinFilter = D3DTEXF_LINEAR;
   1.213 +        *d3dMipFilter = D3DTEXF_NONE;
   1.214 +        break;
   1.215 +      case GL_NEAREST_MIPMAP_NEAREST:
   1.216 +        *d3dMinFilter = D3DTEXF_POINT;
   1.217 +        *d3dMipFilter = D3DTEXF_POINT;
   1.218 +        break;
   1.219 +      case GL_LINEAR_MIPMAP_NEAREST:
   1.220 +        *d3dMinFilter = D3DTEXF_LINEAR;
   1.221 +        *d3dMipFilter = D3DTEXF_POINT;
   1.222 +        break;
   1.223 +      case GL_NEAREST_MIPMAP_LINEAR:
   1.224 +        *d3dMinFilter = D3DTEXF_POINT;
   1.225 +        *d3dMipFilter = D3DTEXF_LINEAR;
   1.226 +        break;
   1.227 +      case GL_LINEAR_MIPMAP_LINEAR:
   1.228 +        *d3dMinFilter = D3DTEXF_LINEAR;
   1.229 +        *d3dMipFilter = D3DTEXF_LINEAR;
   1.230 +        break;
   1.231 +      default:
   1.232 +        *d3dMinFilter = D3DTEXF_POINT;
   1.233 +        *d3dMipFilter = D3DTEXF_NONE;
   1.234 +        UNREACHABLE();
   1.235 +    }
   1.236 +
   1.237 +    if (maxAnisotropy > 1.0f)
   1.238 +    {
   1.239 +        *d3dMinFilter = D3DTEXF_ANISOTROPIC;
   1.240 +    }
   1.241 +}
   1.242 +
   1.243 +D3DFORMAT ConvertRenderbufferFormat(GLenum format)
   1.244 +{
   1.245 +    switch (format)
   1.246 +    {
   1.247 +      case GL_NONE:                 return D3DFMT_NULL;
   1.248 +      case GL_RGBA4:
   1.249 +      case GL_RGB5_A1:
   1.250 +      case GL_RGBA8_OES:            return D3DFMT_A8R8G8B8;
   1.251 +      case GL_RGB565:               return D3DFMT_R5G6B5;
   1.252 +      case GL_RGB8_OES:             return D3DFMT_X8R8G8B8;
   1.253 +      case GL_DEPTH_COMPONENT16:
   1.254 +      case GL_STENCIL_INDEX8:       
   1.255 +      case GL_DEPTH24_STENCIL8_OES: return D3DFMT_D24S8;
   1.256 +      default: UNREACHABLE();       return D3DFMT_A8R8G8B8;
   1.257 +    }
   1.258 +}
   1.259 +
   1.260 +D3DMULTISAMPLE_TYPE GetMultisampleTypeFromSamples(GLsizei samples)
   1.261 +{
   1.262 +    if (samples <= 1)
   1.263 +        return D3DMULTISAMPLE_NONE;
   1.264 +    else
   1.265 +        return (D3DMULTISAMPLE_TYPE)samples;
   1.266 +}
   1.267 +
   1.268 +}
   1.269 +
   1.270 +namespace d3d9_gl
   1.271 +{
   1.272 +
   1.273 +unsigned int GetStencilSize(D3DFORMAT stencilFormat)
   1.274 +{
   1.275 +    if (stencilFormat == D3DFMT_INTZ)
   1.276 +    {
   1.277 +        return 8;
   1.278 +    }
   1.279 +    switch(stencilFormat)
   1.280 +    {
   1.281 +      case D3DFMT_D24FS8:
   1.282 +      case D3DFMT_D24S8:
   1.283 +        return 8;
   1.284 +      case D3DFMT_D24X4S4:
   1.285 +        return 4;
   1.286 +      case D3DFMT_D15S1:
   1.287 +        return 1;
   1.288 +      case D3DFMT_D16_LOCKABLE:
   1.289 +      case D3DFMT_D32:
   1.290 +      case D3DFMT_D24X8:
   1.291 +      case D3DFMT_D32F_LOCKABLE:
   1.292 +      case D3DFMT_D16:
   1.293 +        return 0;
   1.294 +    //case D3DFMT_D32_LOCKABLE:  return 0;   // DirectX 9Ex only
   1.295 +    //case D3DFMT_S8_LOCKABLE:   return 8;   // DirectX 9Ex only
   1.296 +      default:
   1.297 +        return 0;
   1.298 +    }
   1.299 +}
   1.300 +
   1.301 +unsigned int GetAlphaSize(D3DFORMAT colorFormat)
   1.302 +{
   1.303 +    switch (colorFormat)
   1.304 +    {
   1.305 +      case D3DFMT_A16B16G16R16F:
   1.306 +        return 16;
   1.307 +      case D3DFMT_A32B32G32R32F:
   1.308 +        return 32;
   1.309 +      case D3DFMT_A2R10G10B10:
   1.310 +        return 2;
   1.311 +      case D3DFMT_A8R8G8B8:
   1.312 +        return 8;
   1.313 +      case D3DFMT_A1R5G5B5:
   1.314 +        return 1;
   1.315 +      case D3DFMT_X8R8G8B8:
   1.316 +      case D3DFMT_R5G6B5:
   1.317 +        return 0;
   1.318 +      default:
   1.319 +        return 0;
   1.320 +    }
   1.321 +}
   1.322 +
   1.323 +GLsizei GetSamplesFromMultisampleType(D3DMULTISAMPLE_TYPE type)
   1.324 +{
   1.325 +    if (type == D3DMULTISAMPLE_NONMASKABLE)
   1.326 +        return 0;
   1.327 +    else
   1.328 +        return type;
   1.329 +}
   1.330 +
   1.331 +bool IsFormatChannelEquivalent(D3DFORMAT d3dformat, GLenum format)
   1.332 +{
   1.333 +    switch (d3dformat)
   1.334 +    {
   1.335 +      case D3DFMT_L8:
   1.336 +        return (format == GL_LUMINANCE);
   1.337 +      case D3DFMT_A8L8:
   1.338 +        return (format == GL_LUMINANCE_ALPHA);
   1.339 +      case D3DFMT_DXT1:
   1.340 +        return (format == GL_COMPRESSED_RGBA_S3TC_DXT1_EXT || format == GL_COMPRESSED_RGB_S3TC_DXT1_EXT);
   1.341 +      case D3DFMT_DXT3:
   1.342 +        return (format == GL_COMPRESSED_RGBA_S3TC_DXT3_ANGLE);
   1.343 +      case D3DFMT_DXT5:
   1.344 +        return (format == GL_COMPRESSED_RGBA_S3TC_DXT5_ANGLE);
   1.345 +      case D3DFMT_A8R8G8B8:
   1.346 +      case D3DFMT_A16B16G16R16F:
   1.347 +      case D3DFMT_A32B32G32R32F:
   1.348 +        return (format == GL_RGBA || format == GL_BGRA_EXT);
   1.349 +      case D3DFMT_X8R8G8B8:
   1.350 +        return (format == GL_RGB);
   1.351 +      default:
   1.352 +        if (d3dformat == D3DFMT_INTZ && gl::IsDepthTexture(format))
   1.353 +            return true;
   1.354 +        return false;
   1.355 +    }
   1.356 +}
   1.357 +
   1.358 +GLenum ConvertBackBufferFormat(D3DFORMAT format)
   1.359 +{
   1.360 +    switch (format)
   1.361 +    {
   1.362 +      case D3DFMT_A4R4G4B4: return GL_RGBA4;
   1.363 +      case D3DFMT_A8R8G8B8: return GL_RGBA8_OES;
   1.364 +      case D3DFMT_A1R5G5B5: return GL_RGB5_A1;
   1.365 +      case D3DFMT_R5G6B5:   return GL_RGB565;
   1.366 +      case D3DFMT_X8R8G8B8: return GL_RGB8_OES;
   1.367 +      default:
   1.368 +        UNREACHABLE();
   1.369 +    }
   1.370 +
   1.371 +    return GL_RGBA4;
   1.372 +}
   1.373 +
   1.374 +GLenum ConvertDepthStencilFormat(D3DFORMAT format)
   1.375 +{
   1.376 +    if (format == D3DFMT_INTZ)
   1.377 +    {
   1.378 +        return GL_DEPTH24_STENCIL8_OES;
   1.379 +    }
   1.380 +    switch (format)
   1.381 +    {
   1.382 +      case D3DFMT_D16:
   1.383 +      case D3DFMT_D24X8:
   1.384 +        return GL_DEPTH_COMPONENT16;
   1.385 +      case D3DFMT_D24S8:
   1.386 +        return GL_DEPTH24_STENCIL8_OES;
   1.387 +      case D3DFMT_UNKNOWN:
   1.388 +        return GL_NONE;
   1.389 +      default:
   1.390 +        UNREACHABLE();
   1.391 +    }
   1.392 +
   1.393 +    return GL_DEPTH24_STENCIL8_OES;
   1.394 +}
   1.395 +
   1.396 +GLenum ConvertRenderTargetFormat(D3DFORMAT format)
   1.397 +{
   1.398 +    if (format == D3DFMT_INTZ)
   1.399 +    {
   1.400 +        return GL_DEPTH24_STENCIL8_OES;
   1.401 +    }
   1.402 +    
   1.403 +    switch (format)
   1.404 +    {
   1.405 +      case D3DFMT_A4R4G4B4: return GL_RGBA4;
   1.406 +      case D3DFMT_A8R8G8B8: return GL_RGBA8_OES;
   1.407 +      case D3DFMT_A1R5G5B5: return GL_RGB5_A1;
   1.408 +      case D3DFMT_R5G6B5:   return GL_RGB565;
   1.409 +      case D3DFMT_X8R8G8B8: return GL_RGB8_OES;
   1.410 +      case D3DFMT_D16:
   1.411 +      case D3DFMT_D24X8:
   1.412 +        return GL_DEPTH_COMPONENT16;
   1.413 +      case D3DFMT_D24S8:
   1.414 +        return GL_DEPTH24_STENCIL8_OES;
   1.415 +      case D3DFMT_UNKNOWN:
   1.416 +        return GL_NONE;
   1.417 +      default:
   1.418 +        UNREACHABLE();
   1.419 +    }
   1.420 +
   1.421 +    return GL_RGBA4;
   1.422 +}
   1.423 +
   1.424 +GLenum GetEquivalentFormat(D3DFORMAT format)
   1.425 +{
   1.426 +    if (format == D3DFMT_INTZ)
   1.427 +        return GL_DEPTH24_STENCIL8_OES;
   1.428 +    if (format == D3DFMT_NULL)
   1.429 +        return GL_NONE;
   1.430 +
   1.431 +    switch (format)
   1.432 +    {
   1.433 +      case D3DFMT_A4R4G4B4:             return GL_RGBA4;
   1.434 +      case D3DFMT_A8R8G8B8:             return GL_RGBA8_OES;
   1.435 +      case D3DFMT_A1R5G5B5:             return GL_RGB5_A1;
   1.436 +      case D3DFMT_R5G6B5:               return GL_RGB565;
   1.437 +      case D3DFMT_X8R8G8B8:             return GL_RGB8_OES;
   1.438 +      case D3DFMT_D16:                  return GL_DEPTH_COMPONENT16;
   1.439 +      case D3DFMT_D24S8:                return GL_DEPTH24_STENCIL8_OES;
   1.440 +      case D3DFMT_UNKNOWN:              return GL_NONE;
   1.441 +      case D3DFMT_DXT1:                 return GL_COMPRESSED_RGBA_S3TC_DXT1_EXT;
   1.442 +      case D3DFMT_DXT3:                 return GL_COMPRESSED_RGBA_S3TC_DXT3_ANGLE;
   1.443 +      case D3DFMT_DXT5:                 return GL_COMPRESSED_RGBA_S3TC_DXT5_ANGLE;
   1.444 +      case D3DFMT_A32B32G32R32F:        return GL_RGBA32F_EXT;
   1.445 +      case D3DFMT_A16B16G16R16F:        return GL_RGBA16F_EXT;
   1.446 +      case D3DFMT_L8:                   return GL_LUMINANCE8_EXT;
   1.447 +      case D3DFMT_A8L8:                 return GL_LUMINANCE8_ALPHA8_EXT;
   1.448 +      default:              UNREACHABLE();
   1.449 +        return GL_NONE;
   1.450 +    }
   1.451 +}
   1.452 +
   1.453 +}
   1.454 +
   1.455 +namespace d3d9
   1.456 +{
   1.457 +
   1.458 +bool IsCompressedFormat(D3DFORMAT surfaceFormat)
   1.459 +{
   1.460 +    switch(surfaceFormat)
   1.461 +    {
   1.462 +      case D3DFMT_DXT1:
   1.463 +      case D3DFMT_DXT2:
   1.464 +      case D3DFMT_DXT3:
   1.465 +      case D3DFMT_DXT4:
   1.466 +      case D3DFMT_DXT5:
   1.467 +        return true;
   1.468 +      default:
   1.469 +        return false;
   1.470 +    }
   1.471 +}
   1.472 +
   1.473 +size_t ComputeRowSize(D3DFORMAT format, unsigned int width)
   1.474 +{
   1.475 +    if (format == D3DFMT_INTZ)
   1.476 +    {
   1.477 +        return 4 * width;
   1.478 +    }
   1.479 +    switch (format)
   1.480 +    {
   1.481 +      case D3DFMT_L8:
   1.482 +          return 1 * width;
   1.483 +      case D3DFMT_A8L8:
   1.484 +          return 2 * width;
   1.485 +      case D3DFMT_X8R8G8B8:
   1.486 +      case D3DFMT_A8R8G8B8:
   1.487 +        return 4 * width;
   1.488 +      case D3DFMT_A16B16G16R16F:
   1.489 +        return 8 * width;
   1.490 +      case D3DFMT_A32B32G32R32F:
   1.491 +        return 16 * width;
   1.492 +      case D3DFMT_DXT1:
   1.493 +        return 8 * ((width + 3) / 4);
   1.494 +      case D3DFMT_DXT3:
   1.495 +      case D3DFMT_DXT5:
   1.496 +        return 16 * ((width + 3) / 4);
   1.497 +      default:
   1.498 +        UNREACHABLE();
   1.499 +        return 0;
   1.500 +    }
   1.501 +}
   1.502 +
   1.503 +}

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