BsD3D9Mappings.cpp 13 KB

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