// SwiftShader Software Renderer | |
// | |
// Copyright(c) 2005-2013 TransGaming Inc. | |
// | |
// All rights reserved. No part of this software may be copied, distributed, transmitted, | |
// transcribed, stored in a retrieval system, translated into any human or computer | |
// language by any means, or disclosed to third parties without the explicit written | |
// agreement of TransGaming Inc. Without such an agreement, no rights or licenses, express | |
// or implied, including but not limited to any patent rights, are granted to you. | |
// | |
// utilities.cpp: Conversion functions and other utility routines. | |
#include "utilities.h" | |
#include "mathutil.h" | |
#include "Context.h" | |
#include "common/debug.h" | |
#include <limits> | |
#include <stdio.h> | |
namespace gl | |
{ | |
unsigned 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(type); | |
} | |
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(type); | |
} | |
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: | |
case GL_SAMPLER_2D: | |
case GL_SAMPLER_CUBE: | |
return 1; | |
case GL_FLOAT_MAT2: | |
return 2; | |
case GL_FLOAT_MAT3: | |
return 3; | |
case GL_FLOAT_MAT4: | |
return 4; | |
default: | |
UNREACHABLE(type); | |
} | |
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(type); | |
} | |
return 0; | |
} | |
int AllocateFirstFreeBits(unsigned int *bits, unsigned int allocationSize, unsigned int bitsSize) | |
{ | |
ASSERT(allocationSize <= bitsSize); | |
unsigned int mask = std::numeric_limits<unsigned int>::max() >> (std::numeric_limits<unsigned int>::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) | |
{ | |
return ComputeCompressedSize(width, 1, format); | |
} | |
GLsizei ComputeCompressedSize(GLsizei width, GLsizei height, GLenum format) | |
{ | |
switch(format) | |
{ | |
case GL_COMPRESSED_RGB_S3TC_DXT1_EXT: | |
case GL_COMPRESSED_RGBA_S3TC_DXT1_EXT: | |
return 8 * (GLsizei)ceil((float)width / 4.0f) * (GLsizei)ceil((float)height / 4.0f); | |
case GL_COMPRESSED_RGBA_S3TC_DXT3_EXT: | |
case GL_COMPRESSED_RGBA_S3TC_DXT5_EXT: | |
return 16 * (GLsizei)ceil((float)width / 4.0f) * (GLsizei)ceil((float)height / 4.0f); | |
default: | |
return 0; | |
} | |
} | |
bool IsCompressed(GLenum format) | |
{ | |
return format == GL_COMPRESSED_RGB_S3TC_DXT1_EXT || | |
format == GL_COMPRESSED_RGBA_S3TC_DXT1_EXT || | |
format == GL_COMPRESSED_RGBA_S3TC_DXT3_EXT || | |
format == GL_COMPRESSED_RGBA_S3TC_DXT5_EXT; | |
} | |
bool IsDepthTexture(GLenum format) | |
{ | |
return format == GL_DEPTH_COMPONENT || | |
format == GL_DEPTH_STENCIL_EXT; | |
} | |
bool IsStencilTexture(GLenum format) | |
{ | |
return format == GL_STENCIL_INDEX || | |
format == GL_DEPTH_STENCIL_EXT; | |
} | |
// 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(format); | |
} | |
break; | |
case GL_UNSIGNED_SHORT_4_4_4_4: | |
case GL_UNSIGNED_SHORT_5_5_5_1: | |
case GL_UNSIGNED_SHORT_5_6_5: | |
case GL_UNSIGNED_SHORT: | |
return sizeof(unsigned short); | |
case GL_UNSIGNED_INT: | |
case GL_UNSIGNED_INT_24_8_EXT: | |
case GL_UNSIGNED_INT_8_8_8_8_REV: | |
return sizeof(unsigned int); | |
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(format); | |
} | |
break; | |
case GL_HALF_FLOAT: | |
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(format); | |
} | |
break; | |
default: UNREACHABLE(type); | |
} | |
return 0; | |
} | |
bool IsCubemapTextureTarget(GLenum target) | |
{ | |
return (target >= GL_TEXTURE_CUBE_MAP_POSITIVE_X && target <= GL_TEXTURE_CUBE_MAP_NEGATIVE_Z); | |
} | |
int CubeFaceIndex(GLenum cubeFace) | |
{ | |
switch(cubeFace) | |
{ | |
case GL_TEXTURE_CUBE_MAP: | |
case GL_TEXTURE_CUBE_MAP_POSITIVE_X: return 0; | |
case GL_TEXTURE_CUBE_MAP_NEGATIVE_X: return 1; | |
case GL_TEXTURE_CUBE_MAP_POSITIVE_Y: return 2; | |
case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y: return 3; | |
case GL_TEXTURE_CUBE_MAP_POSITIVE_Z: return 4; | |
case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z: return 5; | |
default: UNREACHABLE(cubeFace); return 0; | |
} | |
} | |
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: | |
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); | |
case GL_UNSIGNED_INT: | |
return (format == GL_DEPTH_COMPONENT); | |
case GL_UNSIGNED_INT_24_8_EXT: | |
return (format == GL_DEPTH_STENCIL_EXT); | |
case GL_UNSIGNED_INT_8_8_8_8_REV: | |
return (format == GL_BGRA); | |
default: | |
return false; | |
} | |
} | |
bool IsColorRenderable(GLenum internalformat) | |
{ | |
switch(internalformat) | |
{ | |
case GL_RGBA4: | |
case GL_RGB5_A1: | |
case GL_RGB565: | |
case GL_RGB8_EXT: | |
case GL_RGBA8_EXT: | |
return true; | |
case GL_DEPTH_COMPONENT16: | |
case GL_DEPTH_COMPONENT24: | |
case GL_STENCIL_INDEX8: | |
case GL_DEPTH24_STENCIL8_EXT: | |
return false; | |
default: | |
UNIMPLEMENTED(); | |
} | |
return false; | |
} | |
bool IsDepthRenderable(GLenum internalformat) | |
{ | |
switch(internalformat) | |
{ | |
case GL_DEPTH_COMPONENT16: | |
case GL_DEPTH_COMPONENT24: | |
case GL_DEPTH24_STENCIL8_EXT: | |
return true; | |
case GL_STENCIL_INDEX8: | |
case GL_RGBA4: | |
case GL_RGB5_A1: | |
case GL_RGB565: | |
case GL_RGB8_EXT: | |
case GL_RGBA8_EXT: | |
return false; | |
default: | |
UNIMPLEMENTED(); | |
} | |
return false; | |
} | |
bool IsStencilRenderable(GLenum internalformat) | |
{ | |
switch(internalformat) | |
{ | |
case GL_STENCIL_INDEX8: | |
case GL_DEPTH24_STENCIL8_EXT: | |
return true; | |
case GL_RGBA4: | |
case GL_RGB5_A1: | |
case GL_RGB565: | |
case GL_RGB8_EXT: | |
case GL_RGBA8_EXT: | |
case GL_DEPTH_COMPONENT16: | |
case GL_DEPTH_COMPONENT24: | |
return false; | |
default: | |
UNIMPLEMENTED(); | |
} | |
return false; | |
} | |
} | |
namespace es2sw | |
{ | |
sw::DepthCompareMode ConvertDepthComparison(GLenum comparison) | |
{ | |
switch(comparison) | |
{ | |
case GL_NEVER: return sw::DEPTH_NEVER; | |
case GL_ALWAYS: return sw::DEPTH_ALWAYS; | |
case GL_LESS: return sw::DEPTH_LESS; | |
case GL_LEQUAL: return sw::DEPTH_LESSEQUAL; | |
case GL_EQUAL: return sw::DEPTH_EQUAL; | |
case GL_GREATER: return sw::DEPTH_GREATER; | |
case GL_GEQUAL: return sw::DEPTH_GREATEREQUAL; | |
case GL_NOTEQUAL: return sw::DEPTH_NOTEQUAL; | |
default: UNREACHABLE(comparison); | |
} | |
return sw::DEPTH_ALWAYS; | |
} | |
sw::StencilCompareMode ConvertStencilComparison(GLenum comparison) | |
{ | |
switch(comparison) | |
{ | |
case GL_NEVER: return sw::STENCIL_NEVER; | |
case GL_ALWAYS: return sw::STENCIL_ALWAYS; | |
case GL_LESS: return sw::STENCIL_LESS; | |
case GL_LEQUAL: return sw::STENCIL_LESSEQUAL; | |
case GL_EQUAL: return sw::STENCIL_EQUAL; | |
case GL_GREATER: return sw::STENCIL_GREATER; | |
case GL_GEQUAL: return sw::STENCIL_GREATEREQUAL; | |
case GL_NOTEQUAL: return sw::STENCIL_NOTEQUAL; | |
default: UNREACHABLE(comparison); | |
} | |
return sw::STENCIL_ALWAYS; | |
} | |
sw::Color<float> ConvertColor(gl::Color color) | |
{ | |
return sw::Color<float>(color.red, color.green, color.blue, color.alpha); | |
} | |
sw::BlendFactor ConvertBlendFunc(GLenum blend) | |
{ | |
switch(blend) | |
{ | |
case GL_ZERO: return sw::BLEND_ZERO; | |
case GL_ONE: return sw::BLEND_ONE; | |
case GL_SRC_COLOR: return sw::BLEND_SOURCE; | |
case GL_ONE_MINUS_SRC_COLOR: return sw::BLEND_INVSOURCE; | |
case GL_DST_COLOR: return sw::BLEND_DEST; | |
case GL_ONE_MINUS_DST_COLOR: return sw::BLEND_INVDEST; | |
case GL_SRC_ALPHA: return sw::BLEND_SOURCEALPHA; | |
case GL_ONE_MINUS_SRC_ALPHA: return sw::BLEND_INVSOURCEALPHA; | |
case GL_DST_ALPHA: return sw::BLEND_DESTALPHA; | |
case GL_ONE_MINUS_DST_ALPHA: return sw::BLEND_INVDESTALPHA; | |
case GL_CONSTANT_COLOR: return sw::BLEND_CONSTANT; | |
case GL_ONE_MINUS_CONSTANT_COLOR: return sw::BLEND_INVCONSTANT; | |
case GL_CONSTANT_ALPHA: return sw::BLEND_CONSTANTALPHA; | |
case GL_ONE_MINUS_CONSTANT_ALPHA: return sw::BLEND_INVCONSTANTALPHA; | |
case GL_SRC_ALPHA_SATURATE: return sw::BLEND_SRCALPHASAT; | |
default: UNREACHABLE(blend); | |
} | |
return sw::BLEND_ZERO; | |
} | |
sw::BlendOperation ConvertBlendOp(GLenum blendOp) | |
{ | |
switch(blendOp) | |
{ | |
case GL_FUNC_ADD: return sw::BLENDOP_ADD; | |
case GL_FUNC_SUBTRACT: return sw::BLENDOP_SUB; | |
case GL_FUNC_REVERSE_SUBTRACT: return sw::BLENDOP_INVSUB; | |
case GL_MIN_EXT: return sw::BLENDOP_MIN; | |
case GL_MAX_EXT: return sw::BLENDOP_MAX; | |
default: UNREACHABLE(blendOp); | |
} | |
return sw::BLENDOP_ADD; | |
} | |
sw::LogicalOperation ConvertLogicalOperation(GLenum logicalOperation) | |
{ | |
switch(logicalOperation) | |
{ | |
case GL_CLEAR: return sw::LOGICALOP_CLEAR; | |
case GL_SET: return sw::LOGICALOP_SET; | |
case GL_COPY: return sw::LOGICALOP_COPY; | |
case GL_COPY_INVERTED: return sw::LOGICALOP_COPY_INVERTED; | |
case GL_NOOP: return sw::LOGICALOP_NOOP; | |
case GL_INVERT: return sw::LOGICALOP_INVERT; | |
case GL_AND: return sw::LOGICALOP_AND; | |
case GL_NAND: return sw::LOGICALOP_NAND; | |
case GL_OR: return sw::LOGICALOP_OR; | |
case GL_NOR: return sw::LOGICALOP_NOR; | |
case GL_XOR: return sw::LOGICALOP_XOR; | |
case GL_EQUIV: return sw::LOGICALOP_EQUIV; | |
case GL_AND_REVERSE: return sw::LOGICALOP_AND_REVERSE; | |
case GL_AND_INVERTED: return sw::LOGICALOP_AND_INVERTED; | |
case GL_OR_REVERSE: return sw::LOGICALOP_OR_REVERSE; | |
case GL_OR_INVERTED: return sw::LOGICALOP_OR_INVERTED; | |
default: UNREACHABLE(logicalOperation); | |
} | |
return sw::LOGICALOP_COPY; | |
} | |
sw::StencilOperation ConvertStencilOp(GLenum stencilOp) | |
{ | |
switch(stencilOp) | |
{ | |
case GL_ZERO: return sw::OPERATION_ZERO; | |
case GL_KEEP: return sw::OPERATION_KEEP; | |
case GL_REPLACE: return sw::OPERATION_REPLACE; | |
case GL_INCR: return sw::OPERATION_INCRSAT; | |
case GL_DECR: return sw::OPERATION_DECRSAT; | |
case GL_INVERT: return sw::OPERATION_INVERT; | |
case GL_INCR_WRAP: return sw::OPERATION_INCR; | |
case GL_DECR_WRAP: return sw::OPERATION_DECR; | |
default: UNREACHABLE(stencilOp); | |
} | |
return sw::OPERATION_KEEP; | |
} | |
sw::AddressingMode ConvertTextureWrap(GLenum wrap) | |
{ | |
switch(wrap) | |
{ | |
case GL_CLAMP: return sw::ADDRESSING_CLAMP; | |
case GL_REPEAT: return sw::ADDRESSING_WRAP; | |
case GL_CLAMP_TO_EDGE: return sw::ADDRESSING_CLAMP; | |
case GL_MIRRORED_REPEAT: return sw::ADDRESSING_MIRROR; | |
default: UNREACHABLE(wrap); | |
} | |
return sw::ADDRESSING_WRAP; | |
} | |
sw::CullMode ConvertCullMode(GLenum cullFace, GLenum frontFace) | |
{ | |
switch(cullFace) | |
{ | |
case GL_FRONT: | |
return (frontFace == GL_CCW ? sw::CULL_CLOCKWISE : sw::CULL_COUNTERCLOCKWISE); | |
case GL_BACK: | |
return (frontFace == GL_CCW ? sw::CULL_COUNTERCLOCKWISE : sw::CULL_CLOCKWISE); | |
case GL_FRONT_AND_BACK: | |
return sw::CULL_NONE; // culling will be handled during draw | |
default: UNREACHABLE(cullFace); | |
} | |
return sw::CULL_COUNTERCLOCKWISE; | |
} | |
unsigned int ConvertColorMask(bool red, bool green, bool blue, bool alpha) | |
{ | |
return (red ? 0x00000001 : 0) | | |
(green ? 0x00000002 : 0) | | |
(blue ? 0x00000004 : 0) | | |
(alpha ? 0x00000008 : 0); | |
} | |
sw::MipmapType ConvertMipMapFilter(GLenum minFilter) | |
{ | |
switch(minFilter) | |
{ | |
case GL_NEAREST: | |
case GL_LINEAR: | |
return sw::MIPMAP_NONE; | |
break; | |
case GL_NEAREST_MIPMAP_NEAREST: | |
case GL_LINEAR_MIPMAP_NEAREST: | |
return sw::MIPMAP_POINT; | |
break; | |
case GL_NEAREST_MIPMAP_LINEAR: | |
case GL_LINEAR_MIPMAP_LINEAR: | |
return sw::MIPMAP_LINEAR; | |
break; | |
default: | |
UNREACHABLE(minFilter); | |
return sw::MIPMAP_NONE; | |
} | |
} | |
sw::FilterType ConvertTextureFilter(GLenum minFilter, GLenum magFilter, float maxAnisotropy) | |
{ | |
if(maxAnisotropy > 1.0f) | |
{ | |
return sw::FILTER_ANISOTROPIC; | |
} | |
switch(minFilter) | |
{ | |
case GL_NEAREST: | |
case GL_NEAREST_MIPMAP_NEAREST: | |
case GL_NEAREST_MIPMAP_LINEAR: | |
return (magFilter == GL_NEAREST) ? sw::FILTER_POINT : sw::FILTER_MIN_POINT_MAG_LINEAR; | |
case GL_LINEAR: | |
case GL_LINEAR_MIPMAP_NEAREST: | |
case GL_LINEAR_MIPMAP_LINEAR: | |
return (magFilter == GL_NEAREST) ? sw::FILTER_MIN_LINEAR_MAG_POINT : sw::FILTER_LINEAR; | |
default: | |
UNREACHABLE(minFilter); | |
return sw::FILTER_LINEAR; | |
} | |
} | |
bool ConvertPrimitiveType(GLenum primitiveType, GLsizei elementCount, gl::PrimitiveType &swPrimitiveType, int &primitiveCount) | |
{ | |
switch(primitiveType) | |
{ | |
case GL_POINTS: | |
swPrimitiveType = gl::DRAW_POINTLIST; | |
primitiveCount = elementCount; | |
break; | |
case GL_LINES: | |
swPrimitiveType = gl::DRAW_LINELIST; | |
primitiveCount = elementCount / 2; | |
break; | |
case GL_LINE_LOOP: | |
swPrimitiveType = gl::DRAW_LINELOOP; | |
primitiveCount = elementCount; | |
break; | |
case GL_LINE_STRIP: | |
swPrimitiveType = gl::DRAW_LINESTRIP; | |
primitiveCount = elementCount - 1; | |
break; | |
case GL_TRIANGLES: | |
swPrimitiveType = gl::DRAW_TRIANGLELIST; | |
primitiveCount = elementCount / 3; | |
break; | |
case GL_TRIANGLE_STRIP: | |
swPrimitiveType = gl::DRAW_TRIANGLESTRIP; | |
primitiveCount = elementCount - 2; | |
break; | |
case GL_TRIANGLE_FAN: | |
swPrimitiveType = gl::DRAW_TRIANGLEFAN; | |
primitiveCount = elementCount - 2; | |
break; | |
case GL_QUADS: | |
swPrimitiveType = gl::DRAW_QUADLIST; | |
primitiveCount = (elementCount / 4) * 2; | |
break; | |
default: | |
return false; | |
} | |
return true; | |
} | |
sw::Format ConvertRenderbufferFormat(GLenum format) | |
{ | |
switch(format) | |
{ | |
case GL_RGBA4: | |
case GL_RGB5_A1: | |
case GL_RGBA8_EXT: return sw::FORMAT_A8R8G8B8; | |
case GL_RGB565: return sw::FORMAT_R5G6B5; | |
case GL_RGB8_EXT: return sw::FORMAT_X8R8G8B8; | |
case GL_DEPTH_COMPONENT16: | |
case GL_DEPTH_COMPONENT24: | |
case GL_STENCIL_INDEX8: | |
case GL_DEPTH24_STENCIL8_EXT: return sw::FORMAT_D24S8; | |
default: UNREACHABLE(format); return sw::FORMAT_A8R8G8B8; | |
} | |
} | |
} | |
namespace sw2es | |
{ | |
unsigned int GetStencilSize(sw::Format stencilFormat) | |
{ | |
switch(stencilFormat) | |
{ | |
case sw::FORMAT_D24FS8: | |
case sw::FORMAT_D24S8: | |
case sw::FORMAT_D32FS8_TEXTURE: | |
return 8; | |
// case sw::FORMAT_D24X4S4: | |
// return 4; | |
// case sw::FORMAT_D15S1: | |
// return 1; | |
// case sw::FORMAT_D16_LOCKABLE: | |
case sw::FORMAT_D32: | |
case sw::FORMAT_D24X8: | |
case sw::FORMAT_D32F_LOCKABLE: | |
case sw::FORMAT_D16: | |
return 0; | |
// case sw::FORMAT_D32_LOCKABLE: return 0; | |
// case sw::FORMAT_S8_LOCKABLE: return 8; | |
default: | |
return 0; | |
} | |
} | |
unsigned int GetAlphaSize(sw::Format colorFormat) | |
{ | |
switch(colorFormat) | |
{ | |
case sw::FORMAT_A16B16G16R16F: | |
return 16; | |
case sw::FORMAT_A32B32G32R32F: | |
return 32; | |
case sw::FORMAT_A2R10G10B10: | |
return 2; | |
case sw::FORMAT_A8R8G8B8: | |
return 8; | |
case sw::FORMAT_A1R5G5B5: | |
return 1; | |
case sw::FORMAT_X8R8G8B8: | |
case sw::FORMAT_R5G6B5: | |
return 0; | |
default: | |
return 0; | |
} | |
} | |
unsigned int GetRedSize(sw::Format colorFormat) | |
{ | |
switch(colorFormat) | |
{ | |
case sw::FORMAT_A16B16G16R16F: | |
return 16; | |
case sw::FORMAT_A32B32G32R32F: | |
return 32; | |
case sw::FORMAT_A2R10G10B10: | |
return 10; | |
case sw::FORMAT_A8R8G8B8: | |
case sw::FORMAT_X8R8G8B8: | |
return 8; | |
case sw::FORMAT_A1R5G5B5: | |
case sw::FORMAT_R5G6B5: | |
return 5; | |
default: | |
return 0; | |
} | |
} | |
unsigned int GetGreenSize(sw::Format colorFormat) | |
{ | |
switch(colorFormat) | |
{ | |
case sw::FORMAT_A16B16G16R16F: | |
return 16; | |
case sw::FORMAT_A32B32G32R32F: | |
return 32; | |
case sw::FORMAT_A2R10G10B10: | |
return 10; | |
case sw::FORMAT_A8R8G8B8: | |
case sw::FORMAT_X8R8G8B8: | |
return 8; | |
case sw::FORMAT_A1R5G5B5: | |
return 5; | |
case sw::FORMAT_R5G6B5: | |
return 6; | |
default: | |
return 0; | |
} | |
} | |
unsigned int GetBlueSize(sw::Format colorFormat) | |
{ | |
switch(colorFormat) | |
{ | |
case sw::FORMAT_A16B16G16R16F: | |
return 16; | |
case sw::FORMAT_A32B32G32R32F: | |
return 32; | |
case sw::FORMAT_A2R10G10B10: | |
return 10; | |
case sw::FORMAT_A8R8G8B8: | |
case sw::FORMAT_X8R8G8B8: | |
return 8; | |
case sw::FORMAT_A1R5G5B5: | |
case sw::FORMAT_R5G6B5: | |
return 5; | |
default: | |
return 0; | |
} | |
} | |
unsigned int GetDepthSize(sw::Format depthFormat) | |
{ | |
switch(depthFormat) | |
{ | |
// case sw::FORMAT_D16_LOCKABLE: return 16; | |
case sw::FORMAT_D32: return 32; | |
// case sw::FORMAT_D15S1: return 15; | |
case sw::FORMAT_D24S8: return 24; | |
case sw::FORMAT_D24X8: return 24; | |
// case sw::FORMAT_D24X4S4: return 24; | |
case sw::FORMAT_D16: return 16; | |
case sw::FORMAT_D32F_LOCKABLE: return 32; | |
case sw::FORMAT_D24FS8: return 24; | |
// case sw::FORMAT_D32_LOCKABLE: return 32; | |
// case sw::FORMAT_S8_LOCKABLE: return 0; | |
case sw::FORMAT_D32FS8_TEXTURE: return 32; | |
default: return 0; | |
} | |
} | |
GLenum ConvertBackBufferFormat(sw::Format format) | |
{ | |
switch(format) | |
{ | |
case sw::FORMAT_A4R4G4B4: return GL_RGBA4; | |
case sw::FORMAT_A8R8G8B8: return GL_RGBA8_EXT; | |
case sw::FORMAT_A1R5G5B5: return GL_RGB5_A1; | |
case sw::FORMAT_R5G6B5: return GL_RGB565; | |
case sw::FORMAT_X8R8G8B8: return GL_RGB8_EXT; | |
default: | |
UNREACHABLE(format); | |
} | |
return GL_RGBA4; | |
} | |
GLenum ConvertDepthStencilFormat(sw::Format format) | |
{ | |
switch(format) | |
{ | |
case sw::FORMAT_D16: | |
return GL_DEPTH_COMPONENT16; | |
case sw::FORMAT_D32: | |
return GL_DEPTH_COMPONENT32; | |
case sw::FORMAT_D24X8: | |
return GL_DEPTH_COMPONENT24; | |
case sw::FORMAT_D24S8: | |
return GL_DEPTH24_STENCIL8_EXT; | |
default: | |
UNREACHABLE(format); | |
} | |
return GL_DEPTH24_STENCIL8_EXT; | |
} | |
} |