BsD3D9Mappings.cpp 14 KB

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  1. //********************************** Banshee Engine (www.banshee3d.com) **************************************************//
  2. //**************** Copyright (c) 2016 Marko Pintera ([email protected]). All rights reserved. **********************//
  3. #include "BsD3D9Mappings.h"
  4. #include "BsException.h"
  5. #include "BsMatrix4.h"
  6. namespace BansheeEngine
  7. {
  8. D3DTEXTUREADDRESS D3D9Mappings::get(TextureAddressingMode tam, const D3DCAPS9& devCaps)
  9. {
  10. switch(tam)
  11. {
  12. case TAM_WRAP:
  13. return D3DTADDRESS_WRAP;
  14. case TAM_MIRROR:
  15. return D3DTADDRESS_MIRROR;
  16. case TAM_CLAMP:
  17. return D3DTADDRESS_CLAMP;
  18. case TAM_BORDER:
  19. if (devCaps.TextureAddressCaps & D3DPTADDRESSCAPS_BORDER)
  20. return D3DTADDRESS_BORDER;
  21. else
  22. return D3DTADDRESS_CLAMP;
  23. }
  24. return D3DTADDRESS_FORCE_DWORD;
  25. }
  26. D3DBLEND D3D9Mappings::get(BlendFactor sbf)
  27. {
  28. switch(sbf)
  29. {
  30. case BF_ONE:
  31. return D3DBLEND_ONE;
  32. case BF_ZERO:
  33. return D3DBLEND_ZERO;
  34. case BF_DEST_COLOR:
  35. return D3DBLEND_DESTCOLOR;
  36. case BF_SOURCE_COLOR:
  37. return D3DBLEND_SRCCOLOR;
  38. case BF_INV_DEST_COLOR:
  39. return D3DBLEND_INVDESTCOLOR;
  40. case BF_INV_SOURCE_COLOR:
  41. return D3DBLEND_INVSRCCOLOR;
  42. case BF_DEST_ALPHA:
  43. return D3DBLEND_DESTALPHA;
  44. case BF_SOURCE_ALPHA:
  45. return D3DBLEND_SRCALPHA;
  46. case BF_INV_DEST_ALPHA:
  47. return D3DBLEND_INVDESTALPHA;
  48. case BF_INV_SOURCE_ALPHA:
  49. return D3DBLEND_INVSRCALPHA;
  50. }
  51. return D3DBLEND_FORCE_DWORD;
  52. }
  53. D3DBLENDOP D3D9Mappings::get(BlendOperation sbo)
  54. {
  55. switch(sbo)
  56. {
  57. case BO_ADD:
  58. return D3DBLENDOP_ADD;
  59. case BO_SUBTRACT:
  60. return D3DBLENDOP_SUBTRACT;
  61. case BO_REVERSE_SUBTRACT:
  62. return D3DBLENDOP_REVSUBTRACT;
  63. case BO_MIN:
  64. return D3DBLENDOP_MIN;
  65. case BO_MAX:
  66. return D3DBLENDOP_MAX;
  67. }
  68. return D3DBLENDOP_FORCE_DWORD;
  69. }
  70. DWORD D3D9Mappings::get(CompareFunction cf)
  71. {
  72. switch(cf)
  73. {
  74. case CMPF_ALWAYS_FAIL:
  75. return D3DCMP_NEVER;
  76. case CMPF_ALWAYS_PASS:
  77. return D3DCMP_ALWAYS;
  78. case CMPF_LESS:
  79. return D3DCMP_LESS;
  80. case CMPF_LESS_EQUAL:
  81. return D3DCMP_LESSEQUAL;
  82. case CMPF_EQUAL:
  83. return D3DCMP_EQUAL;
  84. case CMPF_NOT_EQUAL:
  85. return D3DCMP_NOTEQUAL;
  86. case CMPF_GREATER_EQUAL:
  87. return D3DCMP_GREATEREQUAL;
  88. case CMPF_GREATER:
  89. return D3DCMP_GREATER;
  90. };
  91. return 0;
  92. }
  93. DWORD D3D9Mappings::get(CullingMode cm, bool flip)
  94. {
  95. switch(cm)
  96. {
  97. case CULL_NONE:
  98. return D3DCULL_NONE;
  99. case CULL_CLOCKWISE:
  100. if(flip)
  101. return D3DCULL_CCW;
  102. else
  103. return D3DCULL_CW;
  104. case CULL_COUNTERCLOCKWISE:
  105. if(flip)
  106. return D3DCULL_CW;
  107. else
  108. return D3DCULL_CCW;
  109. }
  110. return 0;
  111. }
  112. D3DFILLMODE D3D9Mappings::get(PolygonMode level)
  113. {
  114. switch(level)
  115. {
  116. case PM_WIREFRAME:
  117. return D3DFILL_WIREFRAME;
  118. case PM_SOLID:
  119. return D3DFILL_SOLID;
  120. }
  121. return D3DFILL_FORCE_DWORD;
  122. }
  123. DWORD D3D9Mappings::get(StencilOperation op, bool invert)
  124. {
  125. switch(op)
  126. {
  127. case SOP_KEEP:
  128. return D3DSTENCILOP_KEEP;
  129. case SOP_ZERO:
  130. return D3DSTENCILOP_ZERO;
  131. case SOP_REPLACE:
  132. return D3DSTENCILOP_REPLACE;
  133. case SOP_INCREMENT:
  134. return invert ? D3DSTENCILOP_DECRSAT : D3DSTENCILOP_INCRSAT;
  135. case SOP_DECREMENT:
  136. return invert ? D3DSTENCILOP_INCRSAT : D3DSTENCILOP_DECRSAT;
  137. case SOP_INCREMENT_WRAP:
  138. return invert ? D3DSTENCILOP_DECR : D3DSTENCILOP_INCR;
  139. case SOP_DECREMENT_WRAP:
  140. return invert ? D3DSTENCILOP_INCR : D3DSTENCILOP_DECR;
  141. case SOP_INVERT:
  142. return D3DSTENCILOP_INVERT;
  143. }
  144. return 0;
  145. }
  146. D3DSAMPLERSTATETYPE D3D9Mappings::get(FilterType ft)
  147. {
  148. switch (ft)
  149. {
  150. case FT_MIN:
  151. return D3DSAMP_MINFILTER;
  152. break;
  153. case FT_MAG:
  154. return D3DSAMP_MAGFILTER;
  155. break;
  156. case FT_MIP:
  157. return D3DSAMP_MIPFILTER;
  158. break;
  159. }
  160. return D3DSAMP_MINFILTER;
  161. }
  162. DWORD D3D9Mappings::get(FilterType ft, FilterOptions fo, const D3DCAPS9& devCaps, D3DTexType texType)
  163. {
  164. // Assume normal
  165. DWORD capsType = devCaps.TextureFilterCaps;
  166. switch( texType )
  167. {
  168. case D3D_TEX_TYPE_NORMAL:
  169. capsType = devCaps.TextureFilterCaps;
  170. break;
  171. case D3D_TEX_TYPE_CUBE:
  172. capsType = devCaps.CubeTextureFilterCaps;
  173. break;
  174. case D3D_TEX_TYPE_VOLUME:
  175. capsType = devCaps.VolumeTextureFilterCaps;
  176. break;
  177. }
  178. switch (ft)
  179. {
  180. case FT_MIN:
  181. switch(fo)
  182. {
  183. // NOTE: Fall through if device doesn't support requested type
  184. case FO_ANISOTROPIC:
  185. if(capsType & D3DPTFILTERCAPS_MINFANISOTROPIC)
  186. {
  187. return D3DTEXF_ANISOTROPIC;
  188. break;
  189. }
  190. case FO_LINEAR:
  191. if(capsType & D3DPTFILTERCAPS_MINFLINEAR)
  192. {
  193. return D3DTEXF_LINEAR;
  194. break;
  195. }
  196. case FO_POINT:
  197. case FO_NONE:
  198. return D3DTEXF_POINT;
  199. break;
  200. }
  201. break;
  202. case FT_MAG:
  203. switch( fo )
  204. {
  205. // NOTE: Fall through if device doesn't support requested type
  206. case FO_ANISOTROPIC:
  207. if(capsType & D3DPTFILTERCAPS_MAGFANISOTROPIC)
  208. {
  209. return D3DTEXF_ANISOTROPIC;
  210. break;
  211. }
  212. case FO_LINEAR:
  213. if(capsType & D3DPTFILTERCAPS_MAGFLINEAR)
  214. {
  215. return D3DTEXF_LINEAR;
  216. break;
  217. }
  218. case FO_POINT:
  219. case FO_NONE:
  220. return D3DTEXF_POINT;
  221. break;
  222. }
  223. break;
  224. case FT_MIP:
  225. switch( fo )
  226. {
  227. case FO_ANISOTROPIC:
  228. case FO_LINEAR:
  229. if(capsType & D3DPTFILTERCAPS_MIPFLINEAR)
  230. {
  231. return D3DTEXF_LINEAR;
  232. break;
  233. }
  234. case FO_POINT:
  235. if(capsType & D3DPTFILTERCAPS_MIPFPOINT)
  236. {
  237. return D3DTEXF_POINT;
  238. break;
  239. }
  240. case FO_NONE:
  241. return D3DTEXF_NONE;
  242. break;
  243. }
  244. break;
  245. }
  246. return 0;
  247. }
  248. D3D9Mappings::D3DTexType D3D9Mappings::get(TextureType texType)
  249. {
  250. switch( texType )
  251. {
  252. case TEX_TYPE_1D :
  253. case TEX_TYPE_2D :
  254. return D3D9Mappings::D3D_TEX_TYPE_NORMAL;
  255. case TEX_TYPE_CUBE_MAP :
  256. return D3D9Mappings::D3D_TEX_TYPE_CUBE;
  257. case TEX_TYPE_3D :
  258. return D3D9Mappings::D3D_TEX_TYPE_VOLUME;
  259. }
  260. return D3D9Mappings::D3D_TEX_TYPE_NONE;
  261. }
  262. DWORD D3D9Mappings::get(GpuBufferUsage usage)
  263. {
  264. DWORD ret = 0;
  265. if (usage & GBU_DYNAMIC)
  266. {
  267. ret |= D3DUSAGE_DYNAMIC;
  268. }
  269. return ret;
  270. }
  271. DWORD D3D9Mappings::get(GpuLockOptions options, GpuBufferUsage usage)
  272. {
  273. DWORD ret = 0;
  274. if (options == GBL_WRITE_ONLY_DISCARD)
  275. {
  276. // D3D doesn't like discard or no_overwrite on non-dynamic buffers
  277. if (usage & GBU_DYNAMIC)
  278. ret |= D3DLOCK_DISCARD;
  279. }
  280. if (options == GBL_READ_ONLY)
  281. {
  282. ret |= D3DLOCK_READONLY;
  283. }
  284. if (options == GBL_WRITE_ONLY_NO_OVERWRITE)
  285. {
  286. // D3D doesn't like discard or no_overwrite on non-dynamic buffers
  287. if (usage & GBU_DYNAMIC)
  288. ret |= D3DLOCK_NOOVERWRITE;
  289. }
  290. return ret;
  291. }
  292. D3DFORMAT D3D9Mappings::get(IndexType itype)
  293. {
  294. if (itype == IT_32BIT)
  295. {
  296. return D3DFMT_INDEX32;
  297. }
  298. else
  299. {
  300. return D3DFMT_INDEX16;
  301. }
  302. }
  303. D3DDECLTYPE D3D9Mappings::get(VertexElementType vType)
  304. {
  305. switch (vType)
  306. {
  307. case VET_COLOR:
  308. case VET_COLOR_ABGR:
  309. case VET_COLOR_ARGB:
  310. return D3DDECLTYPE_D3DCOLOR;
  311. break;
  312. case VET_FLOAT1:
  313. return D3DDECLTYPE_FLOAT1;
  314. break;
  315. case VET_FLOAT2:
  316. return D3DDECLTYPE_FLOAT2;
  317. break;
  318. case VET_FLOAT3:
  319. return D3DDECLTYPE_FLOAT3;
  320. break;
  321. case VET_FLOAT4:
  322. return D3DDECLTYPE_FLOAT4;
  323. break;
  324. case VET_SHORT2:
  325. return D3DDECLTYPE_SHORT2;
  326. break;
  327. case VET_SHORT4:
  328. return D3DDECLTYPE_SHORT4;
  329. break;
  330. case VET_UBYTE4:
  331. return D3DDECLTYPE_UBYTE4;
  332. break;
  333. }
  334. return D3DDECLTYPE_FLOAT3;
  335. }
  336. D3DDECLUSAGE D3D9Mappings::get(VertexElementSemantic sem)
  337. {
  338. switch (sem)
  339. {
  340. case VES_BLEND_INDICES:
  341. return D3DDECLUSAGE_BLENDINDICES;
  342. case VES_BLEND_WEIGHTS:
  343. return D3DDECLUSAGE_BLENDWEIGHT;
  344. case VES_COLOR:
  345. return D3DDECLUSAGE_COLOR;
  346. case VES_NORMAL:
  347. return D3DDECLUSAGE_NORMAL;
  348. case VES_POSITION:
  349. return D3DDECLUSAGE_POSITION;
  350. case VES_TEXCOORD:
  351. return D3DDECLUSAGE_TEXCOORD;
  352. case VES_BITANGENT:
  353. return D3DDECLUSAGE_BINORMAL;
  354. case VES_TANGENT:
  355. return D3DDECLUSAGE_TANGENT;
  356. default:
  357. BS_EXCEPT(RenderingAPIException, "Invalid semantic for D3D9 render system: " + toString(sem));
  358. }
  359. return D3DDECLUSAGE_POSITION;
  360. }
  361. VertexElementSemantic D3D9Mappings::get(D3DDECLUSAGE sem)
  362. {
  363. switch (sem)
  364. {
  365. case D3DDECLUSAGE_BLENDINDICES:
  366. return VES_BLEND_INDICES;
  367. case D3DDECLUSAGE_BLENDWEIGHT:
  368. return VES_BLEND_WEIGHTS;
  369. case D3DDECLUSAGE_COLOR:
  370. return VES_COLOR;
  371. case D3DDECLUSAGE_NORMAL:
  372. return VES_NORMAL;
  373. case D3DDECLUSAGE_POSITION:
  374. return VES_POSITION;
  375. case D3DDECLUSAGE_TEXCOORD:
  376. return VES_TEXCOORD;
  377. case D3DDECLUSAGE_BINORMAL:
  378. return VES_BITANGENT;
  379. case D3DDECLUSAGE_TANGENT:
  380. return VES_TANGENT;
  381. default:
  382. BS_EXCEPT(RenderingAPIException, "Invalid semantic for D3D9 render system: " + toString(sem));
  383. }
  384. return VES_POSITION;
  385. }
  386. D3DXMATRIX D3D9Mappings::makeD3DXMatrix(const Matrix4& mat)
  387. {
  388. // Transpose matrix
  389. // D3D9 uses row vectors i.e. V*M
  390. return D3DXMATRIX(
  391. mat[0][0], mat[1][0], mat[2][0], mat[3][0],
  392. mat[0][1], mat[1][1], mat[2][1], mat[3][1],
  393. mat[0][2], mat[1][2], mat[2][2], mat[3][2],
  394. mat[0][3], mat[1][3], mat[2][3], mat[3][3]);
  395. }
  396. Matrix4 D3D9Mappings::convertD3DXMatrix(const D3DXMATRIX& mat)
  397. {
  398. return Matrix4(
  399. mat.m[0][0], mat.m[1][0], mat.m[2][0], mat.m[3][0],
  400. mat.m[0][1], mat.m[1][1], mat.m[2][1], mat.m[3][1],
  401. mat.m[0][2], mat.m[1][2], mat.m[2][2], mat.m[3][2],
  402. mat.m[0][3], mat.m[1][3], mat.m[2][3], mat.m[3][3]);
  403. }
  404. PixelFormat D3D9Mappings::_getPF(D3DFORMAT d3dPF)
  405. {
  406. switch(d3dPF)
  407. {
  408. case D3DFMT_R8G8B8:
  409. return PF_B8G8R8;
  410. case D3DFMT_A8R8G8B8:
  411. return PF_B8G8R8A8;
  412. case D3DFMT_A8B8G8R8:
  413. return PF_R8G8B8A8;
  414. case D3DFMT_X8B8G8R8:
  415. return PF_R8G8B8X8;
  416. case D3DFMT_X8R8G8B8:
  417. return PF_B8G8R8X8;
  418. case D3DFMT_R16F:
  419. return PF_FLOAT16_R;
  420. case D3DFMT_A16B16G16R16F:
  421. return PF_FLOAT16_RGBA;
  422. case D3DFMT_R32F:
  423. return PF_FLOAT32_R;
  424. case D3DFMT_G32R32F: // TODO - For some reason G and R are flipped in DX9 which might not be compatible with other render systems directly
  425. return PF_FLOAT32_RG;
  426. case D3DFMT_A32B32G32R32F:
  427. return PF_FLOAT32_RGBA;
  428. case D3DFMT_G16R16F: // TODO - For some reason G and R are flipped in DX9 which might not be compatible with other render systems directly
  429. return PF_FLOAT16_RG;
  430. case D3DFMT_DXT1:
  431. return PF_BC1;
  432. case D3DFMT_DXT3:
  433. return PF_BC2;
  434. case D3DFMT_DXT5:
  435. return PF_BC3;
  436. case D3DFMT_D24S8:
  437. return PF_D24S8;
  438. case D3DFMT_D32F_LOCKABLE:
  439. return PF_D32;
  440. case D3DFMT_D16:
  441. return PF_D16;
  442. case D3DFMT_A2B10G10R10:
  443. return PF_UNORM_R10G10B10A2;
  444. default:
  445. return PF_UNKNOWN;
  446. }
  447. }
  448. D3DFORMAT D3D9Mappings::_getPF(PixelFormat pf)
  449. {
  450. // DX9 uses different format semantics than most render systems, where most significant bit is signified by the
  451. // first channel letter. For example in RGBA8 format, R is most-significant byte. Which is why most formats map to their
  452. // reverse version in-engine as seen below.
  453. // (This is not the case for floating point formats, EXCEPT for green-red one)
  454. switch(pf)
  455. {
  456. case PF_B8G8R8A8:
  457. return D3DFMT_A8R8G8B8;
  458. case PF_R8G8B8X8:
  459. return D3DFMT_X8B8G8R8;
  460. case PF_B8G8R8X8:
  461. return D3DFMT_X8R8G8B8;
  462. case PF_FLOAT16_R:
  463. return D3DFMT_R16F;
  464. case PF_FLOAT16_RG:
  465. return D3DFMT_G16R16F;
  466. case PF_FLOAT16_RGBA:
  467. return D3DFMT_A16B16G16R16F;
  468. case PF_FLOAT32_R:
  469. return D3DFMT_R32F;
  470. case PF_FLOAT32_RG:
  471. return D3DFMT_G32R32F;
  472. case PF_FLOAT32_RGBA:
  473. return D3DFMT_A32B32G32R32F;
  474. case PF_BC1:
  475. case PF_BC1a:
  476. return D3DFMT_DXT1;
  477. case PF_BC2:
  478. return D3DFMT_DXT3;
  479. case PF_BC3:
  480. return D3DFMT_DXT5;
  481. case PF_D24S8:
  482. return D3DFMT_D24S8;
  483. case PF_D32:
  484. return D3DFMT_D32F_LOCKABLE;
  485. case PF_D16:
  486. return D3DFMT_D16;
  487. case PF_UNORM_R10G10B10A2:
  488. return D3DFMT_A2B10G10R10;
  489. case PF_UNKNOWN:
  490. default:
  491. return D3DFMT_UNKNOWN;
  492. }
  493. }
  494. PixelFormat D3D9Mappings::_getClosestSupportedPF(PixelFormat enginePF)
  495. {
  496. if (_getPF(enginePF) != D3DFMT_UNKNOWN)
  497. return enginePF;
  498. switch(enginePF)
  499. {
  500. case PF_R8:
  501. return PF_B8G8R8X8;
  502. case PF_R8G8:
  503. return PF_B8G8R8X8;
  504. case PF_B8G8R8:
  505. return PF_B8G8R8X8;
  506. case PF_A8R8G8B8:
  507. return PF_B8G8R8A8;
  508. case PF_A8B8G8R8:
  509. return PF_R8G8B8A8;
  510. case PF_R8G8B8:
  511. return PF_B8G8R8;
  512. case PF_FLOAT16_RGB:
  513. return PF_FLOAT16_RGBA;
  514. case PF_FLOAT32_RGB:
  515. return PF_FLOAT32_RGBA;
  516. case PF_D32_S8X24:
  517. return PF_D24S8;
  518. case PF_UNKNOWN:
  519. default:
  520. return PF_B8G8R8A8;
  521. }
  522. }
  523. PixelFormat D3D9Mappings::_getClosestSupportedRenderTargetPF(PixelFormat enginePF)
  524. {
  525. switch(enginePF)
  526. {
  527. case PF_B8G8R8A8:
  528. return PF_B8G8R8A8;
  529. case PF_B8G8R8X8:
  530. return PF_B8G8R8X8;
  531. default:
  532. return PF_B8G8R8A8;
  533. }
  534. }
  535. PixelFormat D3D9Mappings::_getClosestSupportedDepthStencilPF(PixelFormat enginePF)
  536. {
  537. switch(enginePF)
  538. {
  539. case PF_D24S8:
  540. return PF_D24S8;
  541. case PF_D32:
  542. return PF_D32;
  543. case PF_D16:
  544. return PF_D16;
  545. default:
  546. return PF_D24S8;
  547. }
  548. }
  549. }