BsD3D9Mappings.cpp 13 KB

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  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(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. return D3DSAMP_MINFILTER;
  160. }
  161. DWORD D3D9Mappings::get(FilterType ft, FilterOptions fo, const D3DCAPS9& devCaps, D3DTexType texType)
  162. {
  163. // Assume normal
  164. DWORD capsType = devCaps.TextureFilterCaps;
  165. switch( texType )
  166. {
  167. case D3D_TEX_TYPE_NORMAL:
  168. capsType = devCaps.TextureFilterCaps;
  169. break;
  170. case D3D_TEX_TYPE_CUBE:
  171. capsType = devCaps.CubeTextureFilterCaps;
  172. break;
  173. case D3D_TEX_TYPE_VOLUME:
  174. capsType = devCaps.VolumeTextureFilterCaps;
  175. break;
  176. }
  177. switch (ft)
  178. {
  179. case FT_MIN:
  180. switch(fo)
  181. {
  182. // NOTE: Fall through if device doesn't support requested type
  183. case FO_ANISOTROPIC:
  184. if(capsType & D3DPTFILTERCAPS_MINFANISOTROPIC)
  185. {
  186. return D3DTEXF_ANISOTROPIC;
  187. break;
  188. }
  189. case FO_LINEAR:
  190. if(capsType & D3DPTFILTERCAPS_MINFLINEAR)
  191. {
  192. return D3DTEXF_LINEAR;
  193. break;
  194. }
  195. case FO_POINT:
  196. case FO_NONE:
  197. return D3DTEXF_POINT;
  198. break;
  199. }
  200. break;
  201. case FT_MAG:
  202. switch( fo )
  203. {
  204. // NOTE: Fall through if device doesn't support requested type
  205. case FO_ANISOTROPIC:
  206. if(capsType & D3DPTFILTERCAPS_MAGFANISOTROPIC)
  207. {
  208. return D3DTEXF_ANISOTROPIC;
  209. break;
  210. }
  211. case FO_LINEAR:
  212. if(capsType & D3DPTFILTERCAPS_MAGFLINEAR)
  213. {
  214. return D3DTEXF_LINEAR;
  215. break;
  216. }
  217. case FO_POINT:
  218. case FO_NONE:
  219. return D3DTEXF_POINT;
  220. break;
  221. }
  222. break;
  223. case FT_MIP:
  224. switch( fo )
  225. {
  226. case FO_ANISOTROPIC:
  227. case FO_LINEAR:
  228. if(capsType & D3DPTFILTERCAPS_MIPFLINEAR)
  229. {
  230. return D3DTEXF_LINEAR;
  231. break;
  232. }
  233. case FO_POINT:
  234. if(capsType & D3DPTFILTERCAPS_MIPFPOINT)
  235. {
  236. return D3DTEXF_POINT;
  237. break;
  238. }
  239. case FO_NONE:
  240. return D3DTEXF_NONE;
  241. break;
  242. }
  243. break;
  244. }
  245. return 0;
  246. }
  247. D3D9Mappings::D3DTexType D3D9Mappings::get(TextureType texType)
  248. {
  249. switch( texType )
  250. {
  251. case TEX_TYPE_1D :
  252. case TEX_TYPE_2D :
  253. return D3D9Mappings::D3D_TEX_TYPE_NORMAL;
  254. case TEX_TYPE_CUBE_MAP :
  255. return D3D9Mappings::D3D_TEX_TYPE_CUBE;
  256. case TEX_TYPE_3D :
  257. return D3D9Mappings::D3D_TEX_TYPE_VOLUME;
  258. }
  259. return D3D9Mappings::D3D_TEX_TYPE_NONE;
  260. }
  261. DWORD D3D9Mappings::get(GpuBufferUsage usage)
  262. {
  263. DWORD ret = 0;
  264. if (usage & GBU_DYNAMIC)
  265. {
  266. ret |= D3DUSAGE_DYNAMIC;
  267. }
  268. return ret;
  269. }
  270. DWORD D3D9Mappings::get(GpuLockOptions options, GpuBufferUsage usage)
  271. {
  272. DWORD ret = 0;
  273. if (options == GBL_WRITE_ONLY_DISCARD)
  274. {
  275. // D3D doesn't like discard or no_overwrite on non-dynamic buffers
  276. if (usage & GBU_DYNAMIC)
  277. ret |= D3DLOCK_DISCARD;
  278. }
  279. if (options == GBL_READ_ONLY)
  280. {
  281. ret |= D3DLOCK_READONLY;
  282. }
  283. if (options == GBL_WRITE_ONLY_NO_OVERWRITE)
  284. {
  285. // D3D doesn't like discard or no_overwrite on non-dynamic buffers
  286. if (usage & GBU_DYNAMIC)
  287. ret |= D3DLOCK_NOOVERWRITE;
  288. }
  289. return ret;
  290. }
  291. D3DFORMAT D3D9Mappings::get(IndexBuffer::IndexType itype)
  292. {
  293. if (itype == IndexBuffer::IT_32BIT)
  294. {
  295. return D3DFMT_INDEX32;
  296. }
  297. else
  298. {
  299. return D3DFMT_INDEX16;
  300. }
  301. }
  302. D3DDECLTYPE D3D9Mappings::get(VertexElementType vType)
  303. {
  304. switch (vType)
  305. {
  306. case VET_COLOR:
  307. case VET_COLOR_ABGR:
  308. case VET_COLOR_ARGB:
  309. return D3DDECLTYPE_D3DCOLOR;
  310. break;
  311. case VET_FLOAT1:
  312. return D3DDECLTYPE_FLOAT1;
  313. break;
  314. case VET_FLOAT2:
  315. return D3DDECLTYPE_FLOAT2;
  316. break;
  317. case VET_FLOAT3:
  318. return D3DDECLTYPE_FLOAT3;
  319. break;
  320. case VET_FLOAT4:
  321. return D3DDECLTYPE_FLOAT4;
  322. break;
  323. case VET_SHORT2:
  324. return D3DDECLTYPE_SHORT2;
  325. break;
  326. case VET_SHORT4:
  327. return D3DDECLTYPE_SHORT4;
  328. break;
  329. case VET_UBYTE4:
  330. return D3DDECLTYPE_UBYTE4;
  331. break;
  332. }
  333. return D3DDECLTYPE_FLOAT3;
  334. }
  335. D3DDECLUSAGE D3D9Mappings::get(VertexElementSemantic sem)
  336. {
  337. switch (sem)
  338. {
  339. case VES_BLEND_INDICES:
  340. return D3DDECLUSAGE_BLENDINDICES;
  341. break;
  342. case VES_BLEND_WEIGHTS:
  343. return D3DDECLUSAGE_BLENDWEIGHT;
  344. break;
  345. case VES_COLOR:
  346. return D3DDECLUSAGE_COLOR;
  347. break;
  348. case VES_NORMAL:
  349. return D3DDECLUSAGE_NORMAL;
  350. break;
  351. case VES_POSITION:
  352. return D3DDECLUSAGE_POSITION;
  353. break;
  354. case VES_TEXCOORD:
  355. return D3DDECLUSAGE_TEXCOORD;
  356. break;
  357. case VES_BITANGENT:
  358. return D3DDECLUSAGE_BINORMAL;
  359. break;
  360. case VES_TANGENT:
  361. return D3DDECLUSAGE_TANGENT;
  362. break;
  363. default:
  364. BS_EXCEPT(RenderingAPIException, "Invalid semantic for D3D9 render system: " + toString(sem));
  365. }
  366. return D3DDECLUSAGE_POSITION;
  367. }
  368. D3DXMATRIX D3D9Mappings::makeD3DXMatrix(const Matrix4& mat)
  369. {
  370. // Transpose matrix
  371. // D3D9 uses row vectors i.e. V*M
  372. return D3DXMATRIX(
  373. mat[0][0], mat[1][0], mat[2][0], mat[3][0],
  374. mat[0][1], mat[1][1], mat[2][1], mat[3][1],
  375. mat[0][2], mat[1][2], mat[2][2], mat[3][2],
  376. mat[0][3], mat[1][3], mat[2][3], mat[3][3]);
  377. }
  378. Matrix4 D3D9Mappings::convertD3DXMatrix(const D3DXMATRIX& mat)
  379. {
  380. return Matrix4(
  381. mat.m[0][0], mat.m[1][0], mat.m[2][0], mat.m[3][0],
  382. mat.m[0][1], mat.m[1][1], mat.m[2][1], mat.m[3][1],
  383. mat.m[0][2], mat.m[1][2], mat.m[2][2], mat.m[3][2],
  384. mat.m[0][3], mat.m[1][3], mat.m[2][3], mat.m[3][3]);
  385. }
  386. PixelFormat D3D9Mappings::_getPF(D3DFORMAT d3dPF)
  387. {
  388. switch(d3dPF)
  389. {
  390. case D3DFMT_R8G8B8:
  391. return PF_B8G8R8;
  392. case D3DFMT_A8R8G8B8:
  393. return PF_B8G8R8A8;
  394. case D3DFMT_A8B8G8R8:
  395. return PF_R8G8B8A8;
  396. case D3DFMT_X8B8G8R8:
  397. return PF_R8G8B8X8;
  398. case D3DFMT_X8R8G8B8:
  399. return PF_B8G8R8X8;
  400. case D3DFMT_R16F:
  401. return PF_FLOAT16_R;
  402. case D3DFMT_A16B16G16R16F:
  403. return PF_FLOAT16_RGBA;
  404. case D3DFMT_R32F:
  405. return PF_FLOAT32_R;
  406. case D3DFMT_G32R32F: // TODO - For some reason G and R are flipped in DX9 which might not be compatible with other render systems directly
  407. return PF_FLOAT32_RG;
  408. case D3DFMT_A32B32G32R32F:
  409. return PF_FLOAT32_RGBA;
  410. case D3DFMT_G16R16F: // TODO - For some reason G and R are flipped in DX9 which might not be compatible with other render systems directly
  411. return PF_FLOAT16_RG;
  412. case D3DFMT_DXT1:
  413. return PF_BC1;
  414. case D3DFMT_DXT3:
  415. return PF_BC2;
  416. case D3DFMT_DXT5:
  417. return PF_BC3;
  418. case D3DFMT_D24S8:
  419. return PF_D24S8;
  420. case D3DFMT_D32F_LOCKABLE:
  421. return PF_D32;
  422. case D3DFMT_D16:
  423. return PF_D16;
  424. default:
  425. return PF_UNKNOWN;
  426. }
  427. }
  428. D3DFORMAT D3D9Mappings::_getPF(PixelFormat pf)
  429. {
  430. // DX9 uses different format semantics than most render systems, where most significant bit is signified by the
  431. // first channel letter. For example in RGBA8 format, R is most-significant byte. Which is why most formats map to their
  432. // reverse version in-engine as seen below.
  433. // (This is not the case for floating point formats, EXCEPT for green-red one)
  434. switch(pf)
  435. {
  436. case PF_B8G8R8A8:
  437. return D3DFMT_A8R8G8B8;
  438. case PF_R8G8B8X8:
  439. return D3DFMT_X8B8G8R8;
  440. case PF_B8G8R8X8:
  441. return D3DFMT_X8R8G8B8;
  442. case PF_FLOAT16_R:
  443. return D3DFMT_R16F;
  444. case PF_FLOAT16_RG:
  445. return D3DFMT_G16R16F;
  446. case PF_FLOAT16_RGBA:
  447. return D3DFMT_A16B16G16R16F;
  448. case PF_FLOAT32_R:
  449. return D3DFMT_R32F;
  450. case PF_FLOAT32_RG:
  451. return D3DFMT_G32R32F;
  452. case PF_FLOAT32_RGBA:
  453. return D3DFMT_A32B32G32R32F;
  454. case PF_BC1:
  455. case PF_BC1a:
  456. return D3DFMT_DXT1;
  457. case PF_BC2:
  458. return D3DFMT_DXT3;
  459. case PF_BC3:
  460. return D3DFMT_DXT5;
  461. case PF_D24S8:
  462. return D3DFMT_D24S8;
  463. case PF_D32:
  464. return D3DFMT_D32F_LOCKABLE;
  465. case PF_D16:
  466. return D3DFMT_D16;
  467. case PF_UNKNOWN:
  468. default:
  469. return D3DFMT_UNKNOWN;
  470. }
  471. }
  472. PixelFormat D3D9Mappings::_getClosestSupportedPF(PixelFormat enginePF)
  473. {
  474. if (_getPF(enginePF) != D3DFMT_UNKNOWN)
  475. return enginePF;
  476. switch(enginePF)
  477. {
  478. case PF_R8:
  479. return PF_B8G8R8X8;
  480. case PF_R8G8:
  481. return PF_B8G8R8X8;
  482. case PF_B8G8R8:
  483. return PF_B8G8R8X8;
  484. case PF_A8R8G8B8:
  485. return PF_B8G8R8A8;
  486. case PF_A8B8G8R8:
  487. return PF_R8G8B8A8;
  488. case PF_R8G8B8:
  489. return PF_B8G8R8;
  490. case PF_FLOAT16_RGB:
  491. return PF_FLOAT16_RGBA;
  492. case PF_FLOAT32_RGB:
  493. return PF_FLOAT32_RGBA;
  494. case PF_D32_S8X24:
  495. return PF_D24S8;
  496. case PF_UNKNOWN:
  497. default:
  498. return PF_B8G8R8A8;
  499. }
  500. }
  501. PixelFormat D3D9Mappings::_getClosestSupportedRenderTargetPF(PixelFormat enginePF)
  502. {
  503. switch(enginePF)
  504. {
  505. case PF_B8G8R8A8:
  506. return PF_B8G8R8A8;
  507. case PF_B8G8R8X8:
  508. return PF_B8G8R8X8;
  509. default:
  510. return PF_B8G8R8A8;
  511. }
  512. }
  513. PixelFormat D3D9Mappings::_getClosestSupportedDepthStencilPF(PixelFormat enginePF)
  514. {
  515. switch(enginePF)
  516. {
  517. case PF_D24S8:
  518. return PF_D24S8;
  519. case PF_D32:
  520. return PF_D32;
  521. case PF_D16:
  522. return PF_D16;
  523. default:
  524. return PF_D24S8;
  525. }
  526. }
  527. }