#include "precompiled.h"
//
// Copyright (c) 2012-2013 The ANGLE Project Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
//

// renderer11_utils.cpp: Conversion functions and other utility routines
// specific to the D3D11 renderer.

#include "libGLESv2/renderer/renderer11_utils.h"

#include "common/debug.h"

namespace rx
{

namespace gl_d3d11
{

D3D11_BLEND ConvertBlendFunc(GLenum glBlend, bool isAlpha)
{
    D3D11_BLEND d3dBlend = D3D11_BLEND_ZERO;

    switch (glBlend)
    {
      case GL_ZERO:                     d3dBlend = D3D11_BLEND_ZERO;                break;
      case GL_ONE:                      d3dBlend = D3D11_BLEND_ONE;                 break;
      case GL_SRC_COLOR:                d3dBlend = (isAlpha ? D3D11_BLEND_SRC_ALPHA : D3D11_BLEND_SRC_COLOR);           break;
      case GL_ONE_MINUS_SRC_COLOR:      d3dBlend = (isAlpha ? D3D11_BLEND_INV_SRC_ALPHA : D3D11_BLEND_INV_SRC_COLOR);   break;
      case GL_DST_COLOR:                d3dBlend = (isAlpha ? D3D11_BLEND_DEST_ALPHA : D3D11_BLEND_DEST_COLOR);         break;
      case GL_ONE_MINUS_DST_COLOR:      d3dBlend = (isAlpha ? D3D11_BLEND_INV_DEST_ALPHA : D3D11_BLEND_INV_DEST_COLOR); break;
      case GL_SRC_ALPHA:                d3dBlend = D3D11_BLEND_SRC_ALPHA;           break;
      case GL_ONE_MINUS_SRC_ALPHA:      d3dBlend = D3D11_BLEND_INV_SRC_ALPHA;       break;
      case GL_DST_ALPHA:                d3dBlend = D3D11_BLEND_DEST_ALPHA;          break;
      case GL_ONE_MINUS_DST_ALPHA:      d3dBlend = D3D11_BLEND_INV_DEST_ALPHA;      break;
      case GL_CONSTANT_COLOR:           d3dBlend = D3D11_BLEND_BLEND_FACTOR;        break;
      case GL_ONE_MINUS_CONSTANT_COLOR: d3dBlend = D3D11_BLEND_INV_BLEND_FACTOR;    break;
      case GL_CONSTANT_ALPHA:           d3dBlend = D3D11_BLEND_BLEND_FACTOR;        break;
      case GL_ONE_MINUS_CONSTANT_ALPHA: d3dBlend = D3D11_BLEND_INV_BLEND_FACTOR;    break;
      case GL_SRC_ALPHA_SATURATE:       d3dBlend = D3D11_BLEND_SRC_ALPHA_SAT;       break;
      default: UNREACHABLE();
    }

    return d3dBlend;
}

D3D11_BLEND_OP ConvertBlendOp(GLenum glBlendOp)
{
    D3D11_BLEND_OP d3dBlendOp = D3D11_BLEND_OP_ADD;

    switch (glBlendOp)
    {
      case GL_FUNC_ADD:              d3dBlendOp = D3D11_BLEND_OP_ADD;           break;
      case GL_FUNC_SUBTRACT:         d3dBlendOp = D3D11_BLEND_OP_SUBTRACT;      break;
      case GL_FUNC_REVERSE_SUBTRACT: d3dBlendOp = D3D11_BLEND_OP_REV_SUBTRACT;  break;
      case GL_MIN:                   d3dBlendOp = D3D11_BLEND_OP_MIN;           break;
      case GL_MAX:                   d3dBlendOp = D3D11_BLEND_OP_MAX;           break;
      default: UNREACHABLE();
    }

    return d3dBlendOp;
}

UINT8 ConvertColorMask(bool red, bool green, bool blue, bool alpha)
{
    UINT8 mask = 0;
    if (red)
    {
        mask |= D3D11_COLOR_WRITE_ENABLE_RED;
    }
    if (green)
    {
        mask |= D3D11_COLOR_WRITE_ENABLE_GREEN;
    }
    if (blue)
    {
        mask |= D3D11_COLOR_WRITE_ENABLE_BLUE;
    }
    if (alpha)
    {
        mask |= D3D11_COLOR_WRITE_ENABLE_ALPHA;
    }
    return mask;
}

D3D11_CULL_MODE ConvertCullMode(bool cullEnabled, GLenum cullMode)
{
    D3D11_CULL_MODE cull = D3D11_CULL_NONE;

    if (cullEnabled)
    {
        switch (cullMode)
        {
          case GL_FRONT:            cull = D3D11_CULL_FRONT;    break;
          case GL_BACK:             cull = D3D11_CULL_BACK;     break;
          case GL_FRONT_AND_BACK:   cull = D3D11_CULL_NONE;     break;
          default: UNREACHABLE();
        }
    }
    else
    {
        cull = D3D11_CULL_NONE;
    }

    return cull;
}

D3D11_COMPARISON_FUNC ConvertComparison(GLenum comparison)
{
    D3D11_COMPARISON_FUNC d3dComp = D3D11_COMPARISON_NEVER;
    switch (comparison)
    {
      case GL_NEVER:    d3dComp = D3D11_COMPARISON_NEVER;           break;
      case GL_ALWAYS:   d3dComp = D3D11_COMPARISON_ALWAYS;          break;
      case GL_LESS:     d3dComp = D3D11_COMPARISON_LESS;            break;
      case GL_LEQUAL:   d3dComp = D3D11_COMPARISON_LESS_EQUAL;      break;
      case GL_EQUAL:    d3dComp = D3D11_COMPARISON_EQUAL;           break;
      case GL_GREATER:  d3dComp = D3D11_COMPARISON_GREATER;         break;
      case GL_GEQUAL:   d3dComp = D3D11_COMPARISON_GREATER_EQUAL;   break;
      case GL_NOTEQUAL: d3dComp = D3D11_COMPARISON_NOT_EQUAL;       break;
      default: UNREACHABLE();
    }

    return d3dComp;
}

D3D11_DEPTH_WRITE_MASK ConvertDepthMask(bool depthWriteEnabled)
{
    return depthWriteEnabled ? D3D11_DEPTH_WRITE_MASK_ALL : D3D11_DEPTH_WRITE_MASK_ZERO;
}

UINT8 ConvertStencilMask(GLuint stencilmask)
{
    return static_cast<UINT8>(stencilmask);
}

D3D11_STENCIL_OP ConvertStencilOp(GLenum stencilOp)
{
    D3D11_STENCIL_OP d3dStencilOp = D3D11_STENCIL_OP_KEEP;

    switch (stencilOp)
    {
      case GL_ZERO:      d3dStencilOp = D3D11_STENCIL_OP_ZERO;      break;
      case GL_KEEP:      d3dStencilOp = D3D11_STENCIL_OP_KEEP;      break;
      case GL_REPLACE:   d3dStencilOp = D3D11_STENCIL_OP_REPLACE;   break;
      case GL_INCR:      d3dStencilOp = D3D11_STENCIL_OP_INCR_SAT;  break;
      case GL_DECR:      d3dStencilOp = D3D11_STENCIL_OP_DECR_SAT;  break;
      case GL_INVERT:    d3dStencilOp = D3D11_STENCIL_OP_INVERT;    break;
      case GL_INCR_WRAP: d3dStencilOp = D3D11_STENCIL_OP_INCR;      break;
      case GL_DECR_WRAP: d3dStencilOp = D3D11_STENCIL_OP_DECR;      break;
      default: UNREACHABLE();
    }

    return d3dStencilOp;
}

D3D11_FILTER ConvertFilter(GLenum minFilter, GLenum magFilter, float maxAnisotropy)
{
    if (maxAnisotropy > 1.0f)
    {
        return D3D11_ENCODE_ANISOTROPIC_FILTER(false);
    }
    else
    {
        D3D11_FILTER_TYPE dxMin = D3D11_FILTER_TYPE_POINT;
        D3D11_FILTER_TYPE dxMip = D3D11_FILTER_TYPE_POINT;
        switch (minFilter)
        {
          case GL_NEAREST:                dxMin = D3D11_FILTER_TYPE_POINT;  dxMip = D3D11_FILTER_TYPE_POINT;  break;
          case GL_LINEAR:                 dxMin = D3D11_FILTER_TYPE_LINEAR; dxMip = D3D11_FILTER_TYPE_POINT;  break;
          case GL_NEAREST_MIPMAP_NEAREST: dxMin = D3D11_FILTER_TYPE_POINT;  dxMip = D3D11_FILTER_TYPE_POINT;  break;
          case GL_LINEAR_MIPMAP_NEAREST:  dxMin = D3D11_FILTER_TYPE_LINEAR; dxMip = D3D11_FILTER_TYPE_POINT;  break;
          case GL_NEAREST_MIPMAP_LINEAR:  dxMin = D3D11_FILTER_TYPE_POINT;  dxMip = D3D11_FILTER_TYPE_LINEAR; break;
          case GL_LINEAR_MIPMAP_LINEAR:   dxMin = D3D11_FILTER_TYPE_LINEAR; dxMip = D3D11_FILTER_TYPE_LINEAR; break;
          default:                        UNREACHABLE();
        }

        D3D11_FILTER_TYPE dxMag = D3D11_FILTER_TYPE_POINT;
        switch (magFilter)
        {
          case GL_NEAREST: dxMag = D3D11_FILTER_TYPE_POINT;  break;
          case GL_LINEAR:  dxMag = D3D11_FILTER_TYPE_LINEAR; break;
          default:         UNREACHABLE();
        }

        return D3D11_ENCODE_BASIC_FILTER(dxMin, dxMag, dxMip, false);
    }
}

D3D11_TEXTURE_ADDRESS_MODE ConvertTextureWrap(GLenum wrap)
{
    switch (wrap)
    {
      case GL_REPEAT:          return D3D11_TEXTURE_ADDRESS_WRAP;
      case GL_CLAMP_TO_EDGE:   return D3D11_TEXTURE_ADDRESS_CLAMP;
      case GL_MIRRORED_REPEAT: return D3D11_TEXTURE_ADDRESS_MIRROR;
      default:                 UNREACHABLE();
    }

    return D3D11_TEXTURE_ADDRESS_WRAP;
}

FLOAT ConvertMinLOD(GLenum minFilter, unsigned int lodOffset)
{
    return (minFilter == GL_NEAREST || minFilter == GL_LINEAR) ? static_cast<float>(lodOffset) : -FLT_MAX;
}

FLOAT ConvertMaxLOD(GLenum minFilter, unsigned int lodOffset)
{
    return (minFilter == GL_NEAREST || minFilter == GL_LINEAR) ? static_cast<float>(lodOffset) : FLT_MAX;
}

}

namespace d3d11
{

void SetPositionTexCoordVertex(PositionTexCoordVertex* vertex, float x, float y, float u, float v)
{
    vertex->x = x;
    vertex->y = y;
    vertex->u = u;
    vertex->v = v;
}

void SetPositionLayerTexCoord3DVertex(PositionLayerTexCoord3DVertex* vertex, float x, float y,
                                      unsigned int layer, float u, float v, float s)
{
    vertex->x = x;
    vertex->y = y;
    vertex->l = layer;
    vertex->u = u;
    vertex->v = v;
    vertex->s = s;
}

void SetPositionDepthColorVertex(PositionDepthColorVertex* vertex, float x, float y, float z,
                                 const gl::ColorF &color)
{
    vertex->x = x;
    vertex->y = y;
    vertex->z = z;
    vertex->r = color.red;
    vertex->g = color.green;
    vertex->b = color.blue;
    vertex->a = color.alpha;
}

HRESULT SetDebugName(ID3D11DeviceChild *resource, const char *name)
{
#if defined(_DEBUG)
    return resource->SetPrivateData(WKPDID_D3DDebugObjectName, strlen(name), name);
#else
    return S_OK;
#endif
}

}

}
