BsD3D9Mappings.cpp 13 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571
  1. #include "BsD3D9Mappings.h"
  2. #include "BsString.h"
  3. #include "BsException.h"
  4. #include "BsDebug.h"
  5. namespace BansheeEngine
  6. {
  7. D3DTEXTUREADDRESS D3D9Mappings::get(TextureAddressingMode tam, const D3DCAPS9& devCaps)
  8. {
  9. switch( tam )
  10. {
  11. case TAM_WRAP:
  12. return D3DTADDRESS_WRAP;
  13. case TAM_MIRROR:
  14. return D3DTADDRESS_MIRROR;
  15. case TAM_CLAMP:
  16. return D3DTADDRESS_CLAMP;
  17. case TAM_BORDER:
  18. if (devCaps.TextureAddressCaps & D3DPTADDRESSCAPS_BORDER)
  19. return D3DTADDRESS_BORDER;
  20. else
  21. return D3DTADDRESS_CLAMP;
  22. }
  23. return D3DTADDRESS_FORCE_DWORD;
  24. }
  25. D3DBLEND D3D9Mappings::get(BlendFactor sbf)
  26. {
  27. switch( sbf )
  28. {
  29. case BF_ONE:
  30. return D3DBLEND_ONE;
  31. case BF_ZERO:
  32. return D3DBLEND_ZERO;
  33. case BF_DEST_COLOR:
  34. return D3DBLEND_DESTCOLOR;
  35. case BF_SOURCE_COLOR:
  36. return D3DBLEND_SRCCOLOR;
  37. case BF_INV_DEST_COLOR:
  38. return D3DBLEND_INVDESTCOLOR;
  39. case BF_INV_SOURCE_COLOR:
  40. return D3DBLEND_INVSRCCOLOR;
  41. case BF_DEST_ALPHA:
  42. return D3DBLEND_DESTALPHA;
  43. case BF_SOURCE_ALPHA:
  44. return D3DBLEND_SRCALPHA;
  45. case BF_INV_DEST_ALPHA:
  46. return D3DBLEND_INVDESTALPHA;
  47. case BF_INV_SOURCE_ALPHA:
  48. return D3DBLEND_INVSRCALPHA;
  49. }
  50. return D3DBLEND_FORCE_DWORD;
  51. }
  52. D3DBLENDOP D3D9Mappings::get(BansheeEngine::BlendOperation sbo)
  53. {
  54. switch(sbo)
  55. {
  56. case BO_ADD:
  57. return D3DBLENDOP_ADD;
  58. case BO_SUBTRACT:
  59. return D3DBLENDOP_SUBTRACT;
  60. case BO_REVERSE_SUBTRACT:
  61. return D3DBLENDOP_REVSUBTRACT;
  62. case BO_MIN:
  63. return D3DBLENDOP_MIN;
  64. case BO_MAX:
  65. return D3DBLENDOP_MAX;
  66. }
  67. return D3DBLENDOP_FORCE_DWORD;
  68. }
  69. DWORD D3D9Mappings::get(CompareFunction cf)
  70. {
  71. switch( cf )
  72. {
  73. case CMPF_ALWAYS_FAIL:
  74. return D3DCMP_NEVER;
  75. case CMPF_ALWAYS_PASS:
  76. return D3DCMP_ALWAYS;
  77. case CMPF_LESS:
  78. return D3DCMP_LESS;
  79. case CMPF_LESS_EQUAL:
  80. return D3DCMP_LESSEQUAL;
  81. case CMPF_EQUAL:
  82. return D3DCMP_EQUAL;
  83. case CMPF_NOT_EQUAL:
  84. return D3DCMP_NOTEQUAL;
  85. case CMPF_GREATER_EQUAL:
  86. return D3DCMP_GREATEREQUAL;
  87. case CMPF_GREATER:
  88. return D3DCMP_GREATER;
  89. };
  90. return 0;
  91. }
  92. DWORD D3D9Mappings::get(CullingMode cm, bool flip)
  93. {
  94. switch( cm )
  95. {
  96. case CULL_NONE:
  97. return D3DCULL_NONE;
  98. case CULL_CLOCKWISE:
  99. if( flip )
  100. return D3DCULL_CCW;
  101. else
  102. return D3DCULL_CW;
  103. case CULL_COUNTERCLOCKWISE:
  104. if( flip )
  105. return D3DCULL_CW;
  106. else
  107. return D3DCULL_CCW;
  108. }
  109. return 0;
  110. }
  111. D3DFILLMODE D3D9Mappings::get(PolygonMode level)
  112. {
  113. switch(level)
  114. {
  115. case PM_WIREFRAME:
  116. return D3DFILL_WIREFRAME;
  117. case PM_SOLID:
  118. return D3DFILL_SOLID;
  119. }
  120. return D3DFILL_FORCE_DWORD;
  121. }
  122. DWORD D3D9Mappings::get(StencilOperation op, bool invert)
  123. {
  124. switch(op)
  125. {
  126. case SOP_KEEP:
  127. return D3DSTENCILOP_KEEP;
  128. case SOP_ZERO:
  129. return D3DSTENCILOP_ZERO;
  130. case SOP_REPLACE:
  131. return D3DSTENCILOP_REPLACE;
  132. case SOP_INCREMENT:
  133. return invert? D3DSTENCILOP_DECRSAT : D3DSTENCILOP_INCRSAT;
  134. case SOP_DECREMENT:
  135. return invert? D3DSTENCILOP_INCRSAT : D3DSTENCILOP_DECRSAT;
  136. case SOP_INCREMENT_WRAP:
  137. return invert? D3DSTENCILOP_DECR : D3DSTENCILOP_INCR;
  138. case SOP_DECREMENT_WRAP:
  139. return invert? D3DSTENCILOP_INCR : D3DSTENCILOP_DECR;
  140. case SOP_INVERT:
  141. return D3DSTENCILOP_INVERT;
  142. }
  143. return 0;
  144. }
  145. D3DSAMPLERSTATETYPE D3D9Mappings::get(FilterType ft)
  146. {
  147. switch (ft)
  148. {
  149. case FT_MIN:
  150. return D3DSAMP_MINFILTER;
  151. break;
  152. case FT_MAG:
  153. return D3DSAMP_MAGFILTER;
  154. break;
  155. case FT_MIP:
  156. return D3DSAMP_MIPFILTER;
  157. break;
  158. }
  159. // to keep compiler happy
  160. return D3DSAMP_MINFILTER;
  161. }
  162. DWORD D3D9Mappings::get(FilterType ft, FilterOptions fo, const D3DCAPS9& devCaps,
  163. eD3DTexType texType)
  164. {
  165. // Assume normal
  166. DWORD capsType = devCaps.TextureFilterCaps;
  167. switch( texType )
  168. {
  169. case D3D_TEX_TYPE_NORMAL:
  170. capsType = devCaps.TextureFilterCaps;
  171. break;
  172. case D3D_TEX_TYPE_CUBE:
  173. capsType = devCaps.CubeTextureFilterCaps;
  174. break;
  175. case D3D_TEX_TYPE_VOLUME:
  176. capsType = devCaps.VolumeTextureFilterCaps;
  177. break;
  178. }
  179. switch (ft)
  180. {
  181. case FT_MIN:
  182. switch( fo )
  183. {
  184. // NOTE: Fall through if device doesn't support requested type
  185. case FO_ANISOTROPIC:
  186. if( capsType & D3DPTFILTERCAPS_MINFANISOTROPIC )
  187. {
  188. return D3DTEXF_ANISOTROPIC;
  189. break;
  190. }
  191. case FO_LINEAR:
  192. if( capsType & D3DPTFILTERCAPS_MINFLINEAR )
  193. {
  194. return D3DTEXF_LINEAR;
  195. break;
  196. }
  197. case FO_POINT:
  198. case FO_NONE:
  199. return D3DTEXF_POINT;
  200. break;
  201. }
  202. break;
  203. case FT_MAG:
  204. switch( fo )
  205. {
  206. // NOTE: Fall through if device doesn't support requested type
  207. case FO_ANISOTROPIC:
  208. if( capsType & D3DPTFILTERCAPS_MAGFANISOTROPIC )
  209. {
  210. return D3DTEXF_ANISOTROPIC;
  211. break;
  212. }
  213. case FO_LINEAR:
  214. if( capsType & D3DPTFILTERCAPS_MAGFLINEAR )
  215. {
  216. return D3DTEXF_LINEAR;
  217. break;
  218. }
  219. case FO_POINT:
  220. case FO_NONE:
  221. return D3DTEXF_POINT;
  222. break;
  223. }
  224. break;
  225. case FT_MIP:
  226. switch( fo )
  227. {
  228. case FO_ANISOTROPIC:
  229. case FO_LINEAR:
  230. if( capsType & D3DPTFILTERCAPS_MIPFLINEAR )
  231. {
  232. return D3DTEXF_LINEAR;
  233. break;
  234. }
  235. case FO_POINT:
  236. if( capsType & D3DPTFILTERCAPS_MIPFPOINT )
  237. {
  238. return D3DTEXF_POINT;
  239. break;
  240. }
  241. case FO_NONE:
  242. return D3DTEXF_NONE;
  243. break;
  244. }
  245. break;
  246. }
  247. // should never get here
  248. return 0;
  249. }
  250. D3D9Mappings::eD3DTexType D3D9Mappings::get(TextureType texType)
  251. {
  252. switch( texType )
  253. {
  254. case TEX_TYPE_1D :
  255. case TEX_TYPE_2D :
  256. return D3D9Mappings::D3D_TEX_TYPE_NORMAL;
  257. case TEX_TYPE_CUBE_MAP :
  258. return D3D9Mappings::D3D_TEX_TYPE_CUBE;
  259. case TEX_TYPE_3D :
  260. return D3D9Mappings::D3D_TEX_TYPE_VOLUME;
  261. }
  262. return D3D9Mappings::D3D_TEX_TYPE_NONE;
  263. }
  264. DWORD D3D9Mappings::get(GpuBufferUsage usage)
  265. {
  266. DWORD ret = 0;
  267. if (usage & GBU_DYNAMIC)
  268. {
  269. ret |= D3DUSAGE_DYNAMIC;
  270. }
  271. return ret;
  272. }
  273. DWORD D3D9Mappings::get(GpuLockOptions options, GpuBufferUsage usage)
  274. {
  275. DWORD ret = 0;
  276. if (options == GBL_WRITE_ONLY_DISCARD)
  277. {
  278. // D3D doesn't like discard or no_overwrite on non-dynamic buffers
  279. if (usage & GBU_DYNAMIC)
  280. ret |= D3DLOCK_DISCARD;
  281. }
  282. if (options == GBL_READ_ONLY)
  283. {
  284. ret |= D3DLOCK_READONLY;
  285. }
  286. if (options == GBL_WRITE_ONLY_NO_OVERWRITE)
  287. {
  288. // D3D doesn't like discard or no_overwrite on non-dynamic buffers
  289. if (usage & GBU_DYNAMIC)
  290. ret |= D3DLOCK_NOOVERWRITE;
  291. }
  292. return ret;
  293. }
  294. D3DFORMAT D3D9Mappings::get(IndexBuffer::IndexType itype)
  295. {
  296. if (itype == IndexBuffer::IT_32BIT)
  297. {
  298. return D3DFMT_INDEX32;
  299. }
  300. else
  301. {
  302. return D3DFMT_INDEX16;
  303. }
  304. }
  305. D3DDECLTYPE D3D9Mappings::get(VertexElementType vType)
  306. {
  307. switch (vType)
  308. {
  309. case VET_COLOR:
  310. case VET_COLOR_ABGR:
  311. case VET_COLOR_ARGB:
  312. return D3DDECLTYPE_D3DCOLOR;
  313. break;
  314. case VET_FLOAT1:
  315. return D3DDECLTYPE_FLOAT1;
  316. break;
  317. case VET_FLOAT2:
  318. return D3DDECLTYPE_FLOAT2;
  319. break;
  320. case VET_FLOAT3:
  321. return D3DDECLTYPE_FLOAT3;
  322. break;
  323. case VET_FLOAT4:
  324. return D3DDECLTYPE_FLOAT4;
  325. break;
  326. case VET_SHORT2:
  327. return D3DDECLTYPE_SHORT2;
  328. break;
  329. case VET_SHORT4:
  330. return D3DDECLTYPE_SHORT4;
  331. break;
  332. case VET_UBYTE4:
  333. return D3DDECLTYPE_UBYTE4;
  334. break;
  335. }
  336. return D3DDECLTYPE_FLOAT3;
  337. }
  338. D3DDECLUSAGE D3D9Mappings::get(VertexElementSemantic sem)
  339. {
  340. switch (sem)
  341. {
  342. case VES_BLEND_INDICES:
  343. return D3DDECLUSAGE_BLENDINDICES;
  344. break;
  345. case VES_BLEND_WEIGHTS:
  346. return D3DDECLUSAGE_BLENDWEIGHT;
  347. break;
  348. case VES_COLOR:
  349. return D3DDECLUSAGE_COLOR;
  350. break;
  351. case VES_NORMAL:
  352. return D3DDECLUSAGE_NORMAL;
  353. break;
  354. case VES_POSITION:
  355. return D3DDECLUSAGE_POSITION;
  356. break;
  357. case VES_TEXCOORD:
  358. return D3DDECLUSAGE_TEXCOORD;
  359. break;
  360. case VES_BITANGENT:
  361. return D3DDECLUSAGE_BINORMAL;
  362. break;
  363. case VES_TANGENT:
  364. return D3DDECLUSAGE_TANGENT;
  365. break;
  366. default:
  367. BS_EXCEPT(RenderingAPIException, "Invalid semantic for D3D9 render system: " + toString(sem));
  368. }
  369. return D3DDECLUSAGE_POSITION;
  370. }
  371. D3DXMATRIX D3D9Mappings::makeD3DXMatrix(const Matrix4& mat)
  372. {
  373. // Transpose matrix
  374. // D3D9 uses row vectors i.e. V*M
  375. // Ogre, OpenGL and everything else uses column vectors i.e. M*V
  376. return D3DXMATRIX(
  377. mat[0][0], mat[1][0], mat[2][0], mat[3][0],
  378. mat[0][1], mat[1][1], mat[2][1], mat[3][1],
  379. mat[0][2], mat[1][2], mat[2][2], mat[3][2],
  380. mat[0][3], mat[1][3], mat[2][3], mat[3][3]);
  381. }
  382. Matrix4 D3D9Mappings::convertD3DXMatrix(const D3DXMATRIX& mat)
  383. {
  384. return Matrix4(
  385. mat.m[0][0], mat.m[1][0], mat.m[2][0], mat.m[3][0],
  386. mat.m[0][1], mat.m[1][1], mat.m[2][1], mat.m[3][1],
  387. mat.m[0][2], mat.m[1][2], mat.m[2][2], mat.m[3][2],
  388. mat.m[0][3], mat.m[1][3], mat.m[2][3], mat.m[3][3]);
  389. }
  390. PixelFormat D3D9Mappings::_getPF(D3DFORMAT d3dPF)
  391. {
  392. switch(d3dPF)
  393. {
  394. case D3DFMT_R8G8B8:
  395. return PF_B8G8R8;
  396. case D3DFMT_A8R8G8B8:
  397. return PF_B8G8R8A8;
  398. case D3DFMT_A8B8G8R8:
  399. return PF_R8G8B8A8;
  400. case D3DFMT_X8B8G8R8:
  401. return PF_R8G8B8X8;
  402. case D3DFMT_X8R8G8B8:
  403. return PF_B8G8R8X8;
  404. case D3DFMT_R16F:
  405. return PF_FLOAT16_R;
  406. case D3DFMT_A16B16G16R16F:
  407. return PF_FLOAT16_RGBA;
  408. case D3DFMT_R32F:
  409. return PF_FLOAT32_R;
  410. case D3DFMT_G32R32F: // TODO - For some reason G and R are flipped in DX9 which might not be compatible with other render systems directly
  411. return PF_FLOAT32_RG;
  412. case D3DFMT_A32B32G32R32F:
  413. return PF_FLOAT32_RGBA;
  414. case D3DFMT_G16R16F: // TODO - For some reason G and R are flipped in DX9 which might not be compatible with other render systems directly
  415. return PF_FLOAT16_RG;
  416. case D3DFMT_DXT1:
  417. return PF_BC1;
  418. case D3DFMT_DXT2:
  419. return PF_BC2;
  420. case D3DFMT_DXT3:
  421. return PF_BC2a;
  422. case D3DFMT_DXT5:
  423. return PF_BC3;
  424. case D3DFMT_D24S8:
  425. return PF_D24S8;
  426. case D3DFMT_D32F_LOCKABLE:
  427. return PF_D32;
  428. case D3DFMT_D16:
  429. return PF_D16;
  430. default:
  431. return PF_UNKNOWN;
  432. }
  433. }
  434. D3DFORMAT D3D9Mappings::_getPF(PixelFormat pf)
  435. {
  436. // DX9 uses different format semantics than most render systems, where most significant bit is signified by the
  437. // first channel letter. For example in RGBA8 format, R is most-significant byte. Which is why most formats map to their
  438. // reverse version in-engine as seen below.
  439. // (This is not the case for floating point formats, EXCEPT for green-red one)
  440. switch(pf)
  441. {
  442. case PF_B8G8R8A8:
  443. return D3DFMT_A8R8G8B8;
  444. case PF_R8G8B8X8:
  445. return D3DFMT_X8B8G8R8;
  446. case PF_B8G8R8X8:
  447. return D3DFMT_X8R8G8B8;
  448. case PF_FLOAT16_R:
  449. return D3DFMT_R16F;
  450. case PF_FLOAT16_RG:
  451. return D3DFMT_G16R16F;
  452. case PF_FLOAT16_RGBA:
  453. return D3DFMT_A16B16G16R16F;
  454. case PF_FLOAT32_R:
  455. return D3DFMT_R32F;
  456. case PF_FLOAT32_RG:
  457. return D3DFMT_G32R32F;
  458. case PF_FLOAT32_RGBA:
  459. return D3DFMT_A32B32G32R32F;
  460. case PF_BC1:
  461. return D3DFMT_DXT1;
  462. case PF_BC2:
  463. return D3DFMT_DXT2;
  464. case PF_BC2a:
  465. return D3DFMT_DXT3;
  466. case PF_BC3:
  467. return D3DFMT_DXT5;
  468. case PF_D24S8:
  469. return D3DFMT_D24S8;
  470. case PF_D32:
  471. return D3DFMT_D32F_LOCKABLE;
  472. case PF_D16:
  473. return D3DFMT_D16;
  474. case PF_UNKNOWN:
  475. default:
  476. return D3DFMT_UNKNOWN;
  477. }
  478. }
  479. PixelFormat D3D9Mappings::_getClosestSupportedPF(PixelFormat enginePF)
  480. {
  481. if (_getPF(enginePF) != D3DFMT_UNKNOWN)
  482. {
  483. return enginePF;
  484. }
  485. switch(enginePF)
  486. {
  487. case PF_R8:
  488. return PF_B8G8R8X8;
  489. case PF_R8G8:
  490. return PF_B8G8R8X8;
  491. case PF_B8G8R8:
  492. return PF_B8G8R8X8;
  493. case PF_A8R8G8B8:
  494. return PF_B8G8R8A8;
  495. case PF_A8B8G8R8:
  496. return PF_R8G8B8A8;
  497. case PF_R8G8B8:
  498. return PF_B8G8R8;
  499. case PF_FLOAT16_RGB:
  500. return PF_FLOAT16_RGBA;
  501. case PF_FLOAT32_RGB:
  502. return PF_FLOAT32_RGBA;
  503. case PF_D32_S8X24:
  504. return PF_D24S8;
  505. case PF_UNKNOWN:
  506. default:
  507. return PF_B8G8R8A8;
  508. }
  509. }
  510. PixelFormat D3D9Mappings::_getClosestSupportedRenderTargetPF(PixelFormat enginePF)
  511. {
  512. switch(enginePF)
  513. {
  514. case PF_B8G8R8A8:
  515. return PF_B8G8R8A8;
  516. case PF_B8G8R8X8:
  517. return PF_B8G8R8X8;
  518. default:
  519. return PF_B8G8R8A8;
  520. }
  521. }
  522. PixelFormat D3D9Mappings::_getClosestSupportedDepthStencilPF(PixelFormat enginePF)
  523. {
  524. switch(enginePF)
  525. {
  526. case PF_D24S8:
  527. return PF_D24S8;
  528. case PF_D32:
  529. return PF_D32;
  530. case PF_D16:
  531. return PF_D16;
  532. default:
  533. return PF_D24S8;
  534. }
  535. }
  536. }