BsD3D9Mappings.cpp 13 KB

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  1. //__________________________ Banshee Project - A modern game development toolkit _________________________________//
  2. //_____________________________________ www.banshee-project.com __________________________________________________//
  3. //________________________ Copyright (c) 2014 Marko Pintera. All rights reserved. ________________________________//
  4. #include "BsD3D9Mappings.h"
  5. #include "BsString.h"
  6. #include "BsException.h"
  7. #include "BsDebug.h"
  8. namespace BansheeEngine
  9. {
  10. D3DTEXTUREADDRESS D3D9Mappings::get(TextureAddressingMode tam, const D3DCAPS9& devCaps)
  11. {
  12. switch(tam)
  13. {
  14. case TAM_WRAP:
  15. return D3DTADDRESS_WRAP;
  16. case TAM_MIRROR:
  17. return D3DTADDRESS_MIRROR;
  18. case TAM_CLAMP:
  19. return D3DTADDRESS_CLAMP;
  20. case TAM_BORDER:
  21. if (devCaps.TextureAddressCaps & D3DPTADDRESSCAPS_BORDER)
  22. return D3DTADDRESS_BORDER;
  23. else
  24. return D3DTADDRESS_CLAMP;
  25. }
  26. return D3DTADDRESS_FORCE_DWORD;
  27. }
  28. D3DBLEND D3D9Mappings::get(BlendFactor sbf)
  29. {
  30. switch(sbf)
  31. {
  32. case BF_ONE:
  33. return D3DBLEND_ONE;
  34. case BF_ZERO:
  35. return D3DBLEND_ZERO;
  36. case BF_DEST_COLOR:
  37. return D3DBLEND_DESTCOLOR;
  38. case BF_SOURCE_COLOR:
  39. return D3DBLEND_SRCCOLOR;
  40. case BF_INV_DEST_COLOR:
  41. return D3DBLEND_INVDESTCOLOR;
  42. case BF_INV_SOURCE_COLOR:
  43. return D3DBLEND_INVSRCCOLOR;
  44. case BF_DEST_ALPHA:
  45. return D3DBLEND_DESTALPHA;
  46. case BF_SOURCE_ALPHA:
  47. return D3DBLEND_SRCALPHA;
  48. case BF_INV_DEST_ALPHA:
  49. return D3DBLEND_INVDESTALPHA;
  50. case BF_INV_SOURCE_ALPHA:
  51. return D3DBLEND_INVSRCALPHA;
  52. }
  53. return D3DBLEND_FORCE_DWORD;
  54. }
  55. D3DBLENDOP D3D9Mappings::get(BlendOperation sbo)
  56. {
  57. switch(sbo)
  58. {
  59. case BO_ADD:
  60. return D3DBLENDOP_ADD;
  61. case BO_SUBTRACT:
  62. return D3DBLENDOP_SUBTRACT;
  63. case BO_REVERSE_SUBTRACT:
  64. return D3DBLENDOP_REVSUBTRACT;
  65. case BO_MIN:
  66. return D3DBLENDOP_MIN;
  67. case BO_MAX:
  68. return D3DBLENDOP_MAX;
  69. }
  70. return D3DBLENDOP_FORCE_DWORD;
  71. }
  72. DWORD D3D9Mappings::get(CompareFunction cf)
  73. {
  74. switch(cf)
  75. {
  76. case CMPF_ALWAYS_FAIL:
  77. return D3DCMP_NEVER;
  78. case CMPF_ALWAYS_PASS:
  79. return D3DCMP_ALWAYS;
  80. case CMPF_LESS:
  81. return D3DCMP_LESS;
  82. case CMPF_LESS_EQUAL:
  83. return D3DCMP_LESSEQUAL;
  84. case CMPF_EQUAL:
  85. return D3DCMP_EQUAL;
  86. case CMPF_NOT_EQUAL:
  87. return D3DCMP_NOTEQUAL;
  88. case CMPF_GREATER_EQUAL:
  89. return D3DCMP_GREATEREQUAL;
  90. case CMPF_GREATER:
  91. return D3DCMP_GREATER;
  92. };
  93. return 0;
  94. }
  95. DWORD D3D9Mappings::get(CullingMode cm, bool flip)
  96. {
  97. switch(cm)
  98. {
  99. case CULL_NONE:
  100. return D3DCULL_NONE;
  101. case CULL_CLOCKWISE:
  102. if(flip)
  103. return D3DCULL_CCW;
  104. else
  105. return D3DCULL_CW;
  106. case CULL_COUNTERCLOCKWISE:
  107. if(flip)
  108. return D3DCULL_CW;
  109. else
  110. return D3DCULL_CCW;
  111. }
  112. return 0;
  113. }
  114. D3DFILLMODE D3D9Mappings::get(PolygonMode level)
  115. {
  116. switch(level)
  117. {
  118. case PM_WIREFRAME:
  119. return D3DFILL_WIREFRAME;
  120. case PM_SOLID:
  121. return D3DFILL_SOLID;
  122. }
  123. return D3DFILL_FORCE_DWORD;
  124. }
  125. DWORD D3D9Mappings::get(StencilOperation op, bool invert)
  126. {
  127. switch(op)
  128. {
  129. case SOP_KEEP:
  130. return D3DSTENCILOP_KEEP;
  131. case SOP_ZERO:
  132. return D3DSTENCILOP_ZERO;
  133. case SOP_REPLACE:
  134. return D3DSTENCILOP_REPLACE;
  135. case SOP_INCREMENT:
  136. return invert ? D3DSTENCILOP_DECRSAT : D3DSTENCILOP_INCRSAT;
  137. case SOP_DECREMENT:
  138. return invert ? D3DSTENCILOP_INCRSAT : D3DSTENCILOP_DECRSAT;
  139. case SOP_INCREMENT_WRAP:
  140. return invert ? D3DSTENCILOP_DECR : D3DSTENCILOP_INCR;
  141. case SOP_DECREMENT_WRAP:
  142. return invert ? D3DSTENCILOP_INCR : D3DSTENCILOP_DECR;
  143. case SOP_INVERT:
  144. return D3DSTENCILOP_INVERT;
  145. }
  146. return 0;
  147. }
  148. D3DSAMPLERSTATETYPE D3D9Mappings::get(FilterType ft)
  149. {
  150. switch (ft)
  151. {
  152. case FT_MIN:
  153. return D3DSAMP_MINFILTER;
  154. break;
  155. case FT_MAG:
  156. return D3DSAMP_MAGFILTER;
  157. break;
  158. case FT_MIP:
  159. return D3DSAMP_MIPFILTER;
  160. break;
  161. }
  162. return D3DSAMP_MINFILTER;
  163. }
  164. DWORD D3D9Mappings::get(FilterType ft, FilterOptions fo, const D3DCAPS9& devCaps, D3DTexType texType)
  165. {
  166. // Assume normal
  167. DWORD capsType = devCaps.TextureFilterCaps;
  168. switch( texType )
  169. {
  170. case D3D_TEX_TYPE_NORMAL:
  171. capsType = devCaps.TextureFilterCaps;
  172. break;
  173. case D3D_TEX_TYPE_CUBE:
  174. capsType = devCaps.CubeTextureFilterCaps;
  175. break;
  176. case D3D_TEX_TYPE_VOLUME:
  177. capsType = devCaps.VolumeTextureFilterCaps;
  178. break;
  179. }
  180. switch (ft)
  181. {
  182. case FT_MIN:
  183. switch(fo)
  184. {
  185. // NOTE: Fall through if device doesn't support requested type
  186. case FO_ANISOTROPIC:
  187. if(capsType & D3DPTFILTERCAPS_MINFANISOTROPIC)
  188. {
  189. return D3DTEXF_ANISOTROPIC;
  190. break;
  191. }
  192. case FO_LINEAR:
  193. if(capsType & D3DPTFILTERCAPS_MINFLINEAR)
  194. {
  195. return D3DTEXF_LINEAR;
  196. break;
  197. }
  198. case FO_POINT:
  199. case FO_NONE:
  200. return D3DTEXF_POINT;
  201. break;
  202. }
  203. break;
  204. case FT_MAG:
  205. switch( fo )
  206. {
  207. // NOTE: Fall through if device doesn't support requested type
  208. case FO_ANISOTROPIC:
  209. if(capsType & D3DPTFILTERCAPS_MAGFANISOTROPIC)
  210. {
  211. return D3DTEXF_ANISOTROPIC;
  212. break;
  213. }
  214. case FO_LINEAR:
  215. if(capsType & D3DPTFILTERCAPS_MAGFLINEAR)
  216. {
  217. return D3DTEXF_LINEAR;
  218. break;
  219. }
  220. case FO_POINT:
  221. case FO_NONE:
  222. return D3DTEXF_POINT;
  223. break;
  224. }
  225. break;
  226. case FT_MIP:
  227. switch( fo )
  228. {
  229. case FO_ANISOTROPIC:
  230. case FO_LINEAR:
  231. if(capsType & D3DPTFILTERCAPS_MIPFLINEAR)
  232. {
  233. return D3DTEXF_LINEAR;
  234. break;
  235. }
  236. case FO_POINT:
  237. if(capsType & D3DPTFILTERCAPS_MIPFPOINT)
  238. {
  239. return D3DTEXF_POINT;
  240. break;
  241. }
  242. case FO_NONE:
  243. return D3DTEXF_NONE;
  244. break;
  245. }
  246. break;
  247. }
  248. return 0;
  249. }
  250. D3D9Mappings::D3DTexType 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. return D3DXMATRIX(
  376. mat[0][0], mat[1][0], mat[2][0], mat[3][0],
  377. mat[0][1], mat[1][1], mat[2][1], mat[3][1],
  378. mat[0][2], mat[1][2], mat[2][2], mat[3][2],
  379. mat[0][3], mat[1][3], mat[2][3], mat[3][3]);
  380. }
  381. Matrix4 D3D9Mappings::convertD3DXMatrix(const D3DXMATRIX& mat)
  382. {
  383. return Matrix4(
  384. mat.m[0][0], mat.m[1][0], mat.m[2][0], mat.m[3][0],
  385. mat.m[0][1], mat.m[1][1], mat.m[2][1], mat.m[3][1],
  386. mat.m[0][2], mat.m[1][2], mat.m[2][2], mat.m[3][2],
  387. mat.m[0][3], mat.m[1][3], mat.m[2][3], mat.m[3][3]);
  388. }
  389. PixelFormat D3D9Mappings::_getPF(D3DFORMAT d3dPF)
  390. {
  391. switch(d3dPF)
  392. {
  393. case D3DFMT_R8G8B8:
  394. return PF_B8G8R8;
  395. case D3DFMT_A8R8G8B8:
  396. return PF_B8G8R8A8;
  397. case D3DFMT_A8B8G8R8:
  398. return PF_R8G8B8A8;
  399. case D3DFMT_X8B8G8R8:
  400. return PF_R8G8B8X8;
  401. case D3DFMT_X8R8G8B8:
  402. return PF_B8G8R8X8;
  403. case D3DFMT_R16F:
  404. return PF_FLOAT16_R;
  405. case D3DFMT_A16B16G16R16F:
  406. return PF_FLOAT16_RGBA;
  407. case D3DFMT_R32F:
  408. return PF_FLOAT32_R;
  409. case D3DFMT_G32R32F: // TODO - For some reason G and R are flipped in DX9 which might not be compatible with other render systems directly
  410. return PF_FLOAT32_RG;
  411. case D3DFMT_A32B32G32R32F:
  412. return PF_FLOAT32_RGBA;
  413. case D3DFMT_G16R16F: // TODO - For some reason G and R are flipped in DX9 which might not be compatible with other render systems directly
  414. return PF_FLOAT16_RG;
  415. case D3DFMT_DXT1:
  416. return PF_BC1;
  417. case D3DFMT_DXT3:
  418. return PF_BC2;
  419. case D3DFMT_DXT5:
  420. return PF_BC3;
  421. case D3DFMT_D24S8:
  422. return PF_D24S8;
  423. case D3DFMT_D32F_LOCKABLE:
  424. return PF_D32;
  425. case D3DFMT_D16:
  426. return PF_D16;
  427. default:
  428. return PF_UNKNOWN;
  429. }
  430. }
  431. D3DFORMAT D3D9Mappings::_getPF(PixelFormat pf)
  432. {
  433. // DX9 uses different format semantics than most render systems, where most significant bit is signified by the
  434. // first channel letter. For example in RGBA8 format, R is most-significant byte. Which is why most formats map to their
  435. // reverse version in-engine as seen below.
  436. // (This is not the case for floating point formats, EXCEPT for green-red one)
  437. switch(pf)
  438. {
  439. case PF_B8G8R8A8:
  440. return D3DFMT_A8R8G8B8;
  441. case PF_R8G8B8X8:
  442. return D3DFMT_X8B8G8R8;
  443. case PF_B8G8R8X8:
  444. return D3DFMT_X8R8G8B8;
  445. case PF_FLOAT16_R:
  446. return D3DFMT_R16F;
  447. case PF_FLOAT16_RG:
  448. return D3DFMT_G16R16F;
  449. case PF_FLOAT16_RGBA:
  450. return D3DFMT_A16B16G16R16F;
  451. case PF_FLOAT32_R:
  452. return D3DFMT_R32F;
  453. case PF_FLOAT32_RG:
  454. return D3DFMT_G32R32F;
  455. case PF_FLOAT32_RGBA:
  456. return D3DFMT_A32B32G32R32F;
  457. case PF_BC1:
  458. case PF_BC1a:
  459. return D3DFMT_DXT1;
  460. case PF_BC2:
  461. return D3DFMT_DXT3;
  462. case PF_BC3:
  463. return D3DFMT_DXT5;
  464. case PF_D24S8:
  465. return D3DFMT_D24S8;
  466. case PF_D32:
  467. return D3DFMT_D32F_LOCKABLE;
  468. case PF_D16:
  469. return D3DFMT_D16;
  470. case PF_UNKNOWN:
  471. default:
  472. return D3DFMT_UNKNOWN;
  473. }
  474. }
  475. PixelFormat D3D9Mappings::_getClosestSupportedPF(PixelFormat enginePF)
  476. {
  477. if (_getPF(enginePF) != D3DFMT_UNKNOWN)
  478. return enginePF;
  479. switch(enginePF)
  480. {
  481. case PF_R8:
  482. return PF_B8G8R8X8;
  483. case PF_R8G8:
  484. return PF_B8G8R8X8;
  485. case PF_B8G8R8:
  486. return PF_B8G8R8X8;
  487. case PF_A8R8G8B8:
  488. return PF_B8G8R8A8;
  489. case PF_A8B8G8R8:
  490. return PF_R8G8B8A8;
  491. case PF_R8G8B8:
  492. return PF_B8G8R8;
  493. case PF_FLOAT16_RGB:
  494. return PF_FLOAT16_RGBA;
  495. case PF_FLOAT32_RGB:
  496. return PF_FLOAT32_RGBA;
  497. case PF_D32_S8X24:
  498. return PF_D24S8;
  499. case PF_UNKNOWN:
  500. default:
  501. return PF_B8G8R8A8;
  502. }
  503. }
  504. PixelFormat D3D9Mappings::_getClosestSupportedRenderTargetPF(PixelFormat enginePF)
  505. {
  506. switch(enginePF)
  507. {
  508. case PF_B8G8R8A8:
  509. return PF_B8G8R8A8;
  510. case PF_B8G8R8X8:
  511. return PF_B8G8R8X8;
  512. default:
  513. return PF_B8G8R8A8;
  514. }
  515. }
  516. PixelFormat D3D9Mappings::_getClosestSupportedDepthStencilPF(PixelFormat enginePF)
  517. {
  518. switch(enginePF)
  519. {
  520. case PF_D24S8:
  521. return PF_D24S8;
  522. case PF_D32:
  523. return PF_D32;
  524. case PF_D16:
  525. return PF_D16;
  526. default:
  527. return PF_D24S8;
  528. }
  529. }
  530. }