BsD3D9Mappings.cpp 16 KB

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  1. /*
  2. -----------------------------------------------------------------------------
  3. This source file is part of OGRE
  4. (Object-oriented Graphics Rendering Engine)
  5. For the latest info, see http://www.ogre3d.org/
  6. Copyright (c) 2000-2011 Torus Knot Software Ltd
  7. Permission is hereby granted, free of charge, to any person obtaining a copy
  8. of this software and associated documentation files (the "Software"), to deal
  9. in the Software without restriction, including without limitation the rights
  10. to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
  11. copies of the Software, and to permit persons to whom the Software is
  12. furnished to do so, subject to the following conditions:
  13. The above copyright notice and this permission notice shall be included in
  14. all copies or substantial portions of the Software.
  15. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  16. IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  17. FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  18. AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  19. LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
  20. OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
  21. THE SOFTWARE.
  22. -----------------------------------------------------------------------------
  23. */
  24. #include "BsD3D9Mappings.h"
  25. #include "BsString.h"
  26. #include "BsException.h"
  27. #include "BsDebug.h"
  28. namespace BansheeEngine
  29. {
  30. //---------------------------------------------------------------------
  31. D3DTEXTUREADDRESS D3D9Mappings::get(TextureAddressingMode tam, const D3DCAPS9& devCaps)
  32. {
  33. switch( tam )
  34. {
  35. case TAM_WRAP:
  36. return D3DTADDRESS_WRAP;
  37. case TAM_MIRROR:
  38. return D3DTADDRESS_MIRROR;
  39. case TAM_CLAMP:
  40. return D3DTADDRESS_CLAMP;
  41. case TAM_BORDER:
  42. if (devCaps.TextureAddressCaps & D3DPTADDRESSCAPS_BORDER)
  43. return D3DTADDRESS_BORDER;
  44. else
  45. return D3DTADDRESS_CLAMP;
  46. }
  47. return D3DTADDRESS_FORCE_DWORD;
  48. }
  49. //---------------------------------------------------------------------
  50. D3DBLEND D3D9Mappings::get(BlendFactor sbf)
  51. {
  52. switch( sbf )
  53. {
  54. case BF_ONE:
  55. return D3DBLEND_ONE;
  56. case BF_ZERO:
  57. return D3DBLEND_ZERO;
  58. case BF_DEST_COLOR:
  59. return D3DBLEND_DESTCOLOR;
  60. case BF_SOURCE_COLOR:
  61. return D3DBLEND_SRCCOLOR;
  62. case BF_INV_DEST_COLOR:
  63. return D3DBLEND_INVDESTCOLOR;
  64. case BF_INV_SOURCE_COLOR:
  65. return D3DBLEND_INVSRCCOLOR;
  66. case BF_DEST_ALPHA:
  67. return D3DBLEND_DESTALPHA;
  68. case BF_SOURCE_ALPHA:
  69. return D3DBLEND_SRCALPHA;
  70. case BF_INV_DEST_ALPHA:
  71. return D3DBLEND_INVDESTALPHA;
  72. case BF_INV_SOURCE_ALPHA:
  73. return D3DBLEND_INVSRCALPHA;
  74. }
  75. return D3DBLEND_FORCE_DWORD;
  76. }
  77. //---------------------------------------------------------------------
  78. D3DBLENDOP D3D9Mappings::get(BansheeEngine::BlendOperation sbo)
  79. {
  80. switch(sbo)
  81. {
  82. case BO_ADD:
  83. return D3DBLENDOP_ADD;
  84. case BO_SUBTRACT:
  85. return D3DBLENDOP_SUBTRACT;
  86. case BO_REVERSE_SUBTRACT:
  87. return D3DBLENDOP_REVSUBTRACT;
  88. case BO_MIN:
  89. return D3DBLENDOP_MIN;
  90. case BO_MAX:
  91. return D3DBLENDOP_MAX;
  92. }
  93. return D3DBLENDOP_FORCE_DWORD;
  94. }
  95. //---------------------------------------------------------------------
  96. DWORD D3D9Mappings::get(CompareFunction cf)
  97. {
  98. switch( cf )
  99. {
  100. case CMPF_ALWAYS_FAIL:
  101. return D3DCMP_NEVER;
  102. case CMPF_ALWAYS_PASS:
  103. return D3DCMP_ALWAYS;
  104. case CMPF_LESS:
  105. return D3DCMP_LESS;
  106. case CMPF_LESS_EQUAL:
  107. return D3DCMP_LESSEQUAL;
  108. case CMPF_EQUAL:
  109. return D3DCMP_EQUAL;
  110. case CMPF_NOT_EQUAL:
  111. return D3DCMP_NOTEQUAL;
  112. case CMPF_GREATER_EQUAL:
  113. return D3DCMP_GREATEREQUAL;
  114. case CMPF_GREATER:
  115. return D3DCMP_GREATER;
  116. };
  117. return 0;
  118. }
  119. //---------------------------------------------------------------------
  120. DWORD D3D9Mappings::get(CullingMode cm, bool flip)
  121. {
  122. switch( cm )
  123. {
  124. case CULL_NONE:
  125. return D3DCULL_NONE;
  126. case CULL_CLOCKWISE:
  127. if( flip )
  128. return D3DCULL_CCW;
  129. else
  130. return D3DCULL_CW;
  131. case CULL_COUNTERCLOCKWISE:
  132. if( flip )
  133. return D3DCULL_CW;
  134. else
  135. return D3DCULL_CCW;
  136. }
  137. return 0;
  138. }
  139. //---------------------------------------------------------------------
  140. D3DFILLMODE D3D9Mappings::get(PolygonMode level)
  141. {
  142. switch(level)
  143. {
  144. case PM_WIREFRAME:
  145. return D3DFILL_WIREFRAME;
  146. case PM_SOLID:
  147. return D3DFILL_SOLID;
  148. }
  149. return D3DFILL_FORCE_DWORD;
  150. }
  151. //---------------------------------------------------------------------
  152. DWORD D3D9Mappings::get(StencilOperation op, bool invert)
  153. {
  154. switch(op)
  155. {
  156. case SOP_KEEP:
  157. return D3DSTENCILOP_KEEP;
  158. case SOP_ZERO:
  159. return D3DSTENCILOP_ZERO;
  160. case SOP_REPLACE:
  161. return D3DSTENCILOP_REPLACE;
  162. case SOP_INCREMENT:
  163. return invert? D3DSTENCILOP_DECRSAT : D3DSTENCILOP_INCRSAT;
  164. case SOP_DECREMENT:
  165. return invert? D3DSTENCILOP_INCRSAT : D3DSTENCILOP_DECRSAT;
  166. case SOP_INCREMENT_WRAP:
  167. return invert? D3DSTENCILOP_DECR : D3DSTENCILOP_INCR;
  168. case SOP_DECREMENT_WRAP:
  169. return invert? D3DSTENCILOP_INCR : D3DSTENCILOP_DECR;
  170. case SOP_INVERT:
  171. return D3DSTENCILOP_INVERT;
  172. }
  173. return 0;
  174. }
  175. //---------------------------------------------------------------------
  176. D3DSAMPLERSTATETYPE D3D9Mappings::get(FilterType ft)
  177. {
  178. switch (ft)
  179. {
  180. case FT_MIN:
  181. return D3DSAMP_MINFILTER;
  182. break;
  183. case FT_MAG:
  184. return D3DSAMP_MAGFILTER;
  185. break;
  186. case FT_MIP:
  187. return D3DSAMP_MIPFILTER;
  188. break;
  189. }
  190. // to keep compiler happy
  191. return D3DSAMP_MINFILTER;
  192. }
  193. //---------------------------------------------------------------------
  194. DWORD D3D9Mappings::get(FilterType ft, FilterOptions fo, const D3DCAPS9& devCaps,
  195. eD3DTexType texType)
  196. {
  197. // Assume normal
  198. DWORD capsType = devCaps.TextureFilterCaps;
  199. switch( texType )
  200. {
  201. case D3D_TEX_TYPE_NORMAL:
  202. capsType = devCaps.TextureFilterCaps;
  203. break;
  204. case D3D_TEX_TYPE_CUBE:
  205. capsType = devCaps.CubeTextureFilterCaps;
  206. break;
  207. case D3D_TEX_TYPE_VOLUME:
  208. capsType = devCaps.VolumeTextureFilterCaps;
  209. break;
  210. }
  211. switch (ft)
  212. {
  213. case FT_MIN:
  214. switch( fo )
  215. {
  216. // NOTE: Fall through if device doesn't support requested type
  217. case FO_ANISOTROPIC:
  218. if( capsType & D3DPTFILTERCAPS_MINFANISOTROPIC )
  219. {
  220. return D3DTEXF_ANISOTROPIC;
  221. break;
  222. }
  223. case FO_LINEAR:
  224. if( capsType & D3DPTFILTERCAPS_MINFLINEAR )
  225. {
  226. return D3DTEXF_LINEAR;
  227. break;
  228. }
  229. case FO_POINT:
  230. case FO_NONE:
  231. return D3DTEXF_POINT;
  232. break;
  233. }
  234. break;
  235. case FT_MAG:
  236. switch( fo )
  237. {
  238. // NOTE: Fall through if device doesn't support requested type
  239. case FO_ANISOTROPIC:
  240. if( capsType & D3DPTFILTERCAPS_MAGFANISOTROPIC )
  241. {
  242. return D3DTEXF_ANISOTROPIC;
  243. break;
  244. }
  245. case FO_LINEAR:
  246. if( capsType & D3DPTFILTERCAPS_MAGFLINEAR )
  247. {
  248. return D3DTEXF_LINEAR;
  249. break;
  250. }
  251. case FO_POINT:
  252. case FO_NONE:
  253. return D3DTEXF_POINT;
  254. break;
  255. }
  256. break;
  257. case FT_MIP:
  258. switch( fo )
  259. {
  260. case FO_ANISOTROPIC:
  261. case FO_LINEAR:
  262. if( capsType & D3DPTFILTERCAPS_MIPFLINEAR )
  263. {
  264. return D3DTEXF_LINEAR;
  265. break;
  266. }
  267. case FO_POINT:
  268. if( capsType & D3DPTFILTERCAPS_MIPFPOINT )
  269. {
  270. return D3DTEXF_POINT;
  271. break;
  272. }
  273. case FO_NONE:
  274. return D3DTEXF_NONE;
  275. break;
  276. }
  277. break;
  278. }
  279. // should never get here
  280. return 0;
  281. }
  282. //---------------------------------------------------------------------
  283. D3D9Mappings::eD3DTexType D3D9Mappings::get(TextureType ogreTexType)
  284. {
  285. switch( ogreTexType )
  286. {
  287. case TEX_TYPE_1D :
  288. case TEX_TYPE_2D :
  289. return D3D9Mappings::D3D_TEX_TYPE_NORMAL;
  290. case TEX_TYPE_CUBE_MAP :
  291. return D3D9Mappings::D3D_TEX_TYPE_CUBE;
  292. case TEX_TYPE_3D :
  293. return D3D9Mappings::D3D_TEX_TYPE_VOLUME;
  294. }
  295. return D3D9Mappings::D3D_TEX_TYPE_NONE;
  296. }
  297. //---------------------------------------------------------------------
  298. DWORD D3D9Mappings::get(GpuBufferUsage usage)
  299. {
  300. DWORD ret = 0;
  301. if (usage & GBU_DYNAMIC)
  302. {
  303. ret |= D3DUSAGE_DYNAMIC;
  304. }
  305. return ret;
  306. }
  307. //---------------------------------------------------------------------
  308. DWORD D3D9Mappings::get(GpuLockOptions options, GpuBufferUsage usage)
  309. {
  310. DWORD ret = 0;
  311. if (options == GBL_WRITE_ONLY_DISCARD)
  312. {
  313. // D3D doesn't like discard or no_overwrite on non-dynamic buffers
  314. if (usage & GBU_DYNAMIC)
  315. ret |= D3DLOCK_DISCARD;
  316. }
  317. if (options == GBL_READ_ONLY)
  318. {
  319. ret |= D3DLOCK_READONLY;
  320. }
  321. if (options == GBL_WRITE_ONLY_NO_OVERWRITE)
  322. {
  323. // D3D doesn't like discard or no_overwrite on non-dynamic buffers
  324. if (usage & GBU_DYNAMIC)
  325. ret |= D3DLOCK_NOOVERWRITE;
  326. }
  327. return ret;
  328. }
  329. //---------------------------------------------------------------------
  330. D3DFORMAT D3D9Mappings::get(IndexBuffer::IndexType itype)
  331. {
  332. if (itype == IndexBuffer::IT_32BIT)
  333. {
  334. return D3DFMT_INDEX32;
  335. }
  336. else
  337. {
  338. return D3DFMT_INDEX16;
  339. }
  340. }
  341. //---------------------------------------------------------------------
  342. D3DDECLTYPE D3D9Mappings::get(VertexElementType vType)
  343. {
  344. switch (vType)
  345. {
  346. case VET_COLOR:
  347. case VET_COLOR_ABGR:
  348. case VET_COLOR_ARGB:
  349. return D3DDECLTYPE_D3DCOLOR;
  350. break;
  351. case VET_FLOAT1:
  352. return D3DDECLTYPE_FLOAT1;
  353. break;
  354. case VET_FLOAT2:
  355. return D3DDECLTYPE_FLOAT2;
  356. break;
  357. case VET_FLOAT3:
  358. return D3DDECLTYPE_FLOAT3;
  359. break;
  360. case VET_FLOAT4:
  361. return D3DDECLTYPE_FLOAT4;
  362. break;
  363. case VET_SHORT2:
  364. return D3DDECLTYPE_SHORT2;
  365. break;
  366. case VET_SHORT4:
  367. return D3DDECLTYPE_SHORT4;
  368. break;
  369. case VET_UBYTE4:
  370. return D3DDECLTYPE_UBYTE4;
  371. break;
  372. }
  373. // to keep compiler happy
  374. return D3DDECLTYPE_FLOAT3;
  375. }
  376. //---------------------------------------------------------------------
  377. D3DDECLUSAGE D3D9Mappings::get(VertexElementSemantic sem)
  378. {
  379. switch (sem)
  380. {
  381. case VES_BLEND_INDICES:
  382. return D3DDECLUSAGE_BLENDINDICES;
  383. break;
  384. case VES_BLEND_WEIGHTS:
  385. return D3DDECLUSAGE_BLENDWEIGHT;
  386. break;
  387. case VES_COLOR:
  388. return D3DDECLUSAGE_COLOR;
  389. break;
  390. case VES_NORMAL:
  391. return D3DDECLUSAGE_NORMAL;
  392. break;
  393. case VES_POSITION:
  394. return D3DDECLUSAGE_POSITION;
  395. break;
  396. case VES_TEXCOORD:
  397. return D3DDECLUSAGE_TEXCOORD;
  398. break;
  399. case VES_BITANGENT:
  400. return D3DDECLUSAGE_BINORMAL;
  401. break;
  402. case VES_TANGENT:
  403. return D3DDECLUSAGE_TANGENT;
  404. break;
  405. default:
  406. BS_EXCEPT(RenderingAPIException, "Invalid semantic for D3D9 render system: " + toString(sem));
  407. }
  408. // to keep compiler happy
  409. return D3DDECLUSAGE_POSITION;
  410. }
  411. //---------------------------------------------------------------------
  412. D3DXMATRIX D3D9Mappings::makeD3DXMatrix( const Matrix4& mat )
  413. {
  414. // Transpose matrix
  415. // D3D9 uses row vectors i.e. V*M
  416. // Ogre, OpenGL and everything else uses column vectors i.e. M*V
  417. return D3DXMATRIX(
  418. mat[0][0], mat[1][0], mat[2][0], mat[3][0],
  419. mat[0][1], mat[1][1], mat[2][1], mat[3][1],
  420. mat[0][2], mat[1][2], mat[2][2], mat[3][2],
  421. mat[0][3], mat[1][3], mat[2][3], mat[3][3]);
  422. }
  423. //---------------------------------------------------------------------
  424. Matrix4 D3D9Mappings::convertD3DXMatrix( const D3DXMATRIX& mat )
  425. {
  426. return Matrix4(
  427. mat.m[0][0], mat.m[1][0], mat.m[2][0], mat.m[3][0],
  428. mat.m[0][1], mat.m[1][1], mat.m[2][1], mat.m[3][1],
  429. mat.m[0][2], mat.m[1][2], mat.m[2][2], mat.m[3][2],
  430. mat.m[0][3], mat.m[1][3], mat.m[2][3], mat.m[3][3]);
  431. }
  432. /****************************************************************************************/
  433. PixelFormat D3D9Mappings::_getPF(D3DFORMAT d3dPF)
  434. {
  435. switch(d3dPF)
  436. {
  437. case D3DFMT_R8G8B8:
  438. return PF_B8G8R8;
  439. case D3DFMT_A8R8G8B8:
  440. return PF_B8G8R8A8;
  441. case D3DFMT_A8B8G8R8:
  442. return PF_R8G8B8A8;
  443. case D3DFMT_X8B8G8R8:
  444. return PF_R8G8B8X8;
  445. case D3DFMT_X8R8G8B8:
  446. return PF_B8G8R8X8;
  447. case D3DFMT_R16F:
  448. return PF_FLOAT16_R;
  449. case D3DFMT_A16B16G16R16F:
  450. return PF_FLOAT16_RGBA;
  451. case D3DFMT_R32F:
  452. return PF_FLOAT32_R;
  453. case D3DFMT_G32R32F: // TODO - For some reason G and R are flipped in DX9 which might not be compatible with other render systems directly
  454. return PF_FLOAT32_RG;
  455. case D3DFMT_A32B32G32R32F:
  456. return PF_FLOAT32_RGBA;
  457. case D3DFMT_G16R16F: // TODO - For some reason G and R are flipped in DX9 which might not be compatible with other render systems directly
  458. return PF_FLOAT16_RG;
  459. case D3DFMT_DXT1:
  460. return PF_DXT1;
  461. case D3DFMT_DXT2:
  462. return PF_DXT2;
  463. case D3DFMT_DXT3:
  464. return PF_DXT3;
  465. case D3DFMT_DXT4:
  466. return PF_DXT4;
  467. case D3DFMT_DXT5:
  468. return PF_DXT5;
  469. case D3DFMT_D24S8:
  470. return PF_D24S8;
  471. case D3DFMT_D32F_LOCKABLE:
  472. return PF_D32;
  473. case D3DFMT_D16:
  474. return PF_D16;
  475. default:
  476. return PF_UNKNOWN;
  477. }
  478. }
  479. /****************************************************************************************/
  480. D3DFORMAT D3D9Mappings::_getPF(PixelFormat pf)
  481. {
  482. // DX9 uses different format semantics than most render systems, where most significant bit is signified by the
  483. // first channel letter. For example in RGBA8 format, R is most-significant byte. Which is why most formats map to their
  484. // reverse version in-engine as seen below.
  485. // (This is not the case for floating point formats, EXCEPT for green-red one)
  486. switch(pf)
  487. {
  488. case PF_B8G8R8A8:
  489. return D3DFMT_A8R8G8B8;
  490. case PF_R8G8B8X8:
  491. return D3DFMT_X8B8G8R8;
  492. case PF_B8G8R8X8:
  493. return D3DFMT_X8R8G8B8;
  494. case PF_FLOAT16_R:
  495. return D3DFMT_R16F;
  496. case PF_FLOAT16_RG:
  497. return D3DFMT_G16R16F;
  498. case PF_FLOAT16_RGBA:
  499. return D3DFMT_A16B16G16R16F;
  500. case PF_FLOAT32_R:
  501. return D3DFMT_R32F;
  502. case PF_FLOAT32_RG:
  503. return D3DFMT_G32R32F;
  504. case PF_FLOAT32_RGBA:
  505. return D3DFMT_A32B32G32R32F;
  506. case PF_DXT1:
  507. return D3DFMT_DXT1;
  508. case PF_DXT2:
  509. return D3DFMT_DXT2;
  510. case PF_DXT3:
  511. return D3DFMT_DXT3;
  512. case PF_DXT4:
  513. return D3DFMT_DXT4;
  514. case PF_DXT5:
  515. return D3DFMT_DXT5;
  516. case PF_D24S8:
  517. return D3DFMT_D24S8;
  518. case PF_D32:
  519. return D3DFMT_D32F_LOCKABLE;
  520. case PF_D16:
  521. return D3DFMT_D16;
  522. case PF_UNKNOWN:
  523. default:
  524. return D3DFMT_UNKNOWN;
  525. }
  526. }
  527. /****************************************************************************************/
  528. PixelFormat D3D9Mappings::_getClosestSupportedPF(PixelFormat enginePF)
  529. {
  530. if (_getPF(enginePF) != D3DFMT_UNKNOWN)
  531. {
  532. return enginePF;
  533. }
  534. switch(enginePF)
  535. {
  536. case PF_R8:
  537. return PF_B8G8R8X8;
  538. case PF_R8G8:
  539. return PF_B8G8R8X8;
  540. case PF_B8G8R8:
  541. return PF_B8G8R8X8;
  542. case PF_A8R8G8B8:
  543. return PF_B8G8R8A8;
  544. case PF_A8B8G8R8:
  545. return PF_R8G8B8A8;
  546. case PF_R8G8B8:
  547. return PF_B8G8R8;
  548. case PF_FLOAT16_RGB:
  549. return PF_FLOAT16_RGBA;
  550. case PF_FLOAT32_RGB:
  551. return PF_FLOAT32_RGBA;
  552. case PF_D32_S8X24:
  553. return PF_D24S8;
  554. case PF_UNKNOWN:
  555. default:
  556. return PF_B8G8R8A8;
  557. }
  558. }
  559. PixelFormat D3D9Mappings::_getClosestSupportedRenderTargetPF(PixelFormat enginePF)
  560. {
  561. switch(enginePF)
  562. {
  563. case PF_B8G8R8A8:
  564. return PF_B8G8R8A8;
  565. case PF_B8G8R8X8:
  566. return PF_B8G8R8X8;
  567. default:
  568. return PF_B8G8R8A8;
  569. }
  570. }
  571. PixelFormat D3D9Mappings::_getClosestSupportedDepthStencilPF(PixelFormat enginePF)
  572. {
  573. switch(enginePF)
  574. {
  575. case PF_D24S8:
  576. return PF_D24S8;
  577. case PF_D32:
  578. return PF_D32;
  579. case PF_D16:
  580. return PF_D16;
  581. default:
  582. return PF_D24S8;
  583. }
  584. }
  585. }