| // Copyright 2016 The SwiftShader Authors. All Rights Reserved. |
| // |
| // Licensed under the Apache License, Version 2.0 (the "License"); |
| // you may not use this file except in compliance with the License. |
| // You may obtain a copy of the License at |
| // |
| // http://www.apache.org/licenses/LICENSE-2.0 |
| // |
| // Unless required by applicable law or agreed to in writing, software |
| // distributed under the License is distributed on an "AS IS" BASIS, |
| // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. |
| // See the License for the specific language governing permissions and |
| // limitations under the License. |
| |
| // 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_DEPTH_COMPONENT: 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; |
| } |
| } |