Commit 7ab02faf by Jamie Madill

Add D3D11 vertex format tables to our format utils.

Moving the vertex format information to a globally accessible helper file makes them available for the dynamic shaders logic. Change-Id: I67d6280c0603d9c601ca504751c8905677c2426f Reviewed-on: https://chromium-review.googlesource.com/184399Reviewed-by: 's avatarGeoff Lang <geofflang@chromium.org> Reviewed-by: 's avatarShannon Woods <shannonwoods@chromium.org> Tested-by: 's avatarJamie Madill <jmadill@chromium.org>
parent 3078d0f7
......@@ -129,10 +129,9 @@ inline bool supportsSSE2()
template <typename destType, typename sourceType>
destType bitCast(const sourceType &source)
{
META_ASSERT(sizeof(destType) >= sizeof(sourceType));
size_t copySize = std::min(sizeof(destType), sizeof(sourceType));
destType output;
memcpy(&output, &source, sizeof(sourceType));
memcpy(&output, &source, copySize);
return output;
}
......
......@@ -240,4 +240,17 @@ struct VertexFormat
}
namespace rx
{
enum VertexConversionType
{
VERTEX_CONVERT_NONE = 0,
VERTEX_CONVERT_CPU = 1,
VERTEX_CONVERT_GPU = 2,
VERTEX_CONVERT_BOTH = 3
};
}
#endif // LIBGLESV2_ANGLETYPES_H_
......@@ -31,6 +31,9 @@ typedef void (*ColorReadFunction)(const void *source, void *dest);
typedef void (*ColorWriteFunction)(const void *source, void *dest);
typedef void (*ColorCopyFunction)(const void *source, void *dest);
typedef void (*VertexCopyFunction)(const void *input, size_t stride, size_t count, void *output);
namespace rx
{
......
//
// Copyright (c) 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.
//
// copyvertex.h: Defines vertex buffer copying and conversion functions
#ifndef LIBGLESV2_RENDERER_COPYVERTEX_H_
#define LIBGLESV2_RENDERER_COPYVERTEX_H_
#include "common/mathutil.h"
template <typename T, unsigned int componentCount, bool widen, unsigned int defaultValueBits>
inline void copyVertexData(const void *input, size_t stride, size_t count, void *output)
{
const unsigned int attribSize = sizeof(T) * componentCount;
const T defaultValue = gl::bitCast<T>(defaultValueBits);
if (attribSize == stride && !widen)
{
memcpy(output, input, count * attribSize);
}
else
{
unsigned int outputStride = widen ? 4 : componentCount;
for (unsigned int i = 0; i < count; i++)
{
const T *offsetInput = reinterpret_cast<const T*>(reinterpret_cast<const char*>(input) + i * stride);
T *offsetOutput = reinterpret_cast<T*>(output) + i * outputStride;
for (unsigned int j = 0; j < componentCount; j++)
{
offsetOutput[j] = offsetInput[j];
}
if (widen)
{
offsetOutput[3] = defaultValue;
}
}
}
}
template <unsigned int componentCount>
inline void copyFixedVertexData(const void* input, size_t stride, size_t count, void* output)
{
static const float divisor = 1.0f / (1 << 16);
for (unsigned int i = 0; i < count; i++)
{
const GLfixed* offsetInput = reinterpret_cast<const GLfixed*>(reinterpret_cast<const char*>(input) + stride * i);
float* offsetOutput = reinterpret_cast<float*>(output) + i * componentCount;
for (unsigned int j = 0; j < componentCount; j++)
{
offsetOutput[j] = static_cast<float>(offsetInput[j]) * divisor;
}
}
}
template <typename T, unsigned int componentCount, bool normalized>
inline void copyToFloatVertexData(const void* input, size_t stride, size_t count, void* output)
{
typedef std::numeric_limits<T> NL;
for (unsigned int i = 0; i < count; i++)
{
const T *offsetInput = reinterpret_cast<const T*>(reinterpret_cast<const char*>(input) + stride * i);
float *offsetOutput = reinterpret_cast<float*>(output) + i * componentCount;
for (unsigned int j = 0; j < componentCount; j++)
{
if (normalized)
{
if (NL::is_signed)
{
const float divisor = 1.0f / (2 * static_cast<float>(NL::max()) + 1);
offsetOutput[j] = (2 * static_cast<float>(offsetInput[j]) + 1) * divisor;
}
else
{
offsetOutput[j] = static_cast<float>(offsetInput[j]) / NL::max();
}
}
else
{
offsetOutput[j] = static_cast<float>(offsetInput[j]);
}
}
}
}
inline void copyPackedUnsignedVertexData(const void* input, size_t stride, size_t count, void* output)
{
const unsigned int attribSize = 4;
if (attribSize == stride)
{
memcpy(output, input, count * attribSize);
}
else
{
for (unsigned int i = 0; i < count; i++)
{
const GLuint *offsetInput = reinterpret_cast<const GLuint*>(reinterpret_cast<const char*>(input) + (i * stride));
GLuint *offsetOutput = reinterpret_cast<GLuint*>(output) + (i * attribSize);
offsetOutput[i] = offsetInput[i];
}
}
}
template <bool isSigned, bool normalized, bool toFloat>
static inline void copyPackedRGB(unsigned int data, void *output)
{
const unsigned int rgbSignMask = 0x200; // 1 set at the 9 bit
const unsigned int negativeMask = 0xFFFFFC00; // All bits from 10 to 31 set to 1
if (toFloat)
{
GLfloat *floatOutput = reinterpret_cast<GLfloat*>(output);
if (isSigned)
{
GLfloat finalValue = 0;
if (data & rgbSignMask)
{
int negativeNumber = data | negativeMask;
finalValue = static_cast<GLfloat>(negativeNumber);
}
else
{
finalValue = static_cast<GLfloat>(data);
}
if (normalized)
{
const int maxValue = 0x1FF; // 1 set in bits 0 through 8
const int minValue = 0xFFFFFE01; // Inverse of maxValue
// A 10-bit two's complement number has the possibility of being minValue - 1 but
// OpenGL's normalization rules dictate that it should be clamped to minValue in this
// case.
if (finalValue < minValue)
{
finalValue = minValue;
}
const int halfRange = (maxValue - minValue) >> 1;
*floatOutput = ((finalValue - minValue) / halfRange) - 1.0f;
}
else
{
*floatOutput = finalValue;
}
}
else
{
if (normalized)
{
const unsigned int maxValue = 0x3FF; // 1 set in bits 0 through 9
*floatOutput = static_cast<GLfloat>(data) / static_cast<GLfloat>(maxValue);
}
else
{
*floatOutput = static_cast<GLfloat>(data);
}
}
}
else
{
if (isSigned)
{
GLshort *intOutput = reinterpret_cast<GLshort*>(output);
if (data & rgbSignMask)
{
*intOutput = data | negativeMask;
}
else
{
*intOutput = data;
}
}
else
{
GLushort *uintOutput = reinterpret_cast<GLushort*>(output);
*uintOutput = data;
}
}
}
template <bool isSigned, bool normalized, bool toFloat>
inline void copyPackedAlpha(unsigned int data, void *output)
{
if (toFloat)
{
GLfloat *floatOutput = reinterpret_cast<GLfloat*>(output);
if (isSigned)
{
if (normalized)
{
switch (data)
{
case 0x0: *floatOutput = 0.0f; break;
case 0x1: *floatOutput = 1.0f; break;
case 0x2: *floatOutput = -1.0f; break;
case 0x3: *floatOutput = -1.0f; break;
default: UNREACHABLE();
}
}
else
{
switch (data)
{
case 0x0: *floatOutput = 0.0f; break;
case 0x1: *floatOutput = 1.0f; break;
case 0x2: *floatOutput = -2.0f; break;
case 0x3: *floatOutput = -1.0f; break;
default: UNREACHABLE();
}
}
}
else
{
if (normalized)
{
switch (data)
{
case 0x0: *floatOutput = 0.0f / 3.0f; break;
case 0x1: *floatOutput = 1.0f / 3.0f; break;
case 0x2: *floatOutput = 2.0f / 3.0f; break;
case 0x3: *floatOutput = 3.0f / 3.0f; break;
default: UNREACHABLE();
}
}
else
{
switch (data)
{
case 0x0: *floatOutput = 0.0f; break;
case 0x1: *floatOutput = 1.0f; break;
case 0x2: *floatOutput = 2.0f; break;
case 0x3: *floatOutput = 3.0f; break;
default: UNREACHABLE();
}
}
}
}
else
{
if (isSigned)
{
GLshort *intOutput = reinterpret_cast<GLshort*>(output);
switch (data)
{
case 0x0: *intOutput = 0; break;
case 0x1: *intOutput = 1; break;
case 0x2: *intOutput = -2; break;
case 0x3: *intOutput = -1; break;
default: UNREACHABLE();
}
}
else
{
GLushort *uintOutput = reinterpret_cast<GLushort*>(output);
switch (data)
{
case 0x0: *uintOutput = 0; break;
case 0x1: *uintOutput = 1; break;
case 0x2: *uintOutput = 2; break;
case 0x3: *uintOutput = 3; break;
default: UNREACHABLE();
}
}
}
}
template <bool isSigned, bool normalized, bool toFloat>
inline void copyPackedVertexData(const void* input, size_t stride, size_t count, void* output)
{
const unsigned int outputComponentSize = toFloat ? 4 : 2;
const unsigned int componentCount = 4;
const unsigned int rgbMask = 0x3FF; // 1 set in bits 0 through 9
const unsigned int redShift = 0; // red is bits 0 through 9
const unsigned int greenShift = 10; // green is bits 10 through 19
const unsigned int blueShift = 20; // blue is bits 20 through 29
const unsigned int alphaMask = 0x3; // 1 set in bits 0 and 1
const unsigned int alphaShift = 30; // Alpha is the 30 and 31 bits
for (unsigned int i = 0; i < count; i++)
{
GLuint packedValue = *reinterpret_cast<const GLuint*>(reinterpret_cast<const char*>(input) + (i * stride));
GLbyte *offsetOutput = reinterpret_cast<GLbyte*>(output) + (i * outputComponentSize * componentCount);
copyPackedRGB<isSigned, normalized, toFloat>( (packedValue >> redShift) & rgbMask, offsetOutput + (0 * outputComponentSize));
copyPackedRGB<isSigned, normalized, toFloat>( (packedValue >> greenShift) & rgbMask, offsetOutput + (1 * outputComponentSize));
copyPackedRGB<isSigned, normalized, toFloat>( (packedValue >> blueShift) & rgbMask, offsetOutput + (2 * outputComponentSize));
copyPackedAlpha<isSigned, normalized, toFloat>((packedValue >> alphaShift) & alphaMask, offsetOutput + (3* outputComponentSize));
}
}
#endif // LIBGLESV2_RENDERER_COPYVERTEX_H_
......@@ -15,6 +15,7 @@
#include "libGLESv2/ProgramBinary.h"
#include "libGLESv2/VertexAttribute.h"
#include "libGLESv2/renderer/VertexDataManager.h"
#include "libGLESv2/renderer/d3d11/formatutils11.h"
#include "third_party/murmurhash/MurmurHash3.h"
......@@ -99,9 +100,9 @@ GLenum InputLayoutCache::applyVertexBuffers(TranslatedAttribute attributes[gl::M
BufferStorage11 *bufferStorage = attributes[i].storage ? BufferStorage11::makeBufferStorage11(attributes[i].storage) : NULL;
D3D11_INPUT_CLASSIFICATION inputClass = attributes[i].divisor > 0 ? D3D11_INPUT_PER_INSTANCE_DATA : D3D11_INPUT_PER_VERTEX_DATA;
DXGI_FORMAT dxgiFormat = attributes[i].attribute->mArrayEnabled ?
VertexBuffer11::getAttributeDXGIFormat(*attributes[i].attribute) :
VertexBuffer11::getCurrentValueDXGIFormat(attributes[i].currentValueType);
gl::VertexFormat vertexFormat(*attributes[i].attribute, attributes[i].currentValueType);
DXGI_FORMAT dxgiFormat = gl_d3d11::GetNativeVertexFormat(vertexFormat);
// Record the type of the associated vertex shader vector in our key
// This will prevent mismatched vertex shaders from using the same input layout
......
......@@ -13,46 +13,7 @@
#include "libGLESv2/Buffer.h"
#include "libGLESv2/renderer/d3d11/Renderer11.h"
#include "libGLESv2/VertexAttribute.h"
namespace
{
unsigned int GetIntegerTypeIndex(GLenum type)
{
switch (type)
{
case GL_BYTE: return 0;
case GL_UNSIGNED_BYTE: return 1;
case GL_SHORT: return 2;
case GL_UNSIGNED_SHORT: return 3;
case GL_INT: return 4;
case GL_UNSIGNED_INT: return 5;
case GL_INT_2_10_10_10_REV: return 6;
case GL_UNSIGNED_INT_2_10_10_10_REV: return 7;
default: UNREACHABLE(); return 0;
}
}
unsigned int GetFloatTypeIndex(GLenum type)
{
switch (type)
{
case GL_BYTE: return 0;
case GL_UNSIGNED_BYTE: return 1;
case GL_SHORT: return 2;
case GL_UNSIGNED_SHORT: return 3;
case GL_INT: return 4;
case GL_UNSIGNED_INT: return 5;
case GL_INT_2_10_10_10_REV: return 6;
case GL_UNSIGNED_INT_2_10_10_10_REV: return 7;
case GL_FIXED: return 8;
case GL_HALF_FLOAT: return 9;
case GL_FLOAT: return 10;
default: UNREACHABLE(); return 0;
}
}
}
#include "libGLESv2/renderer/d3d11/formatutils11.h"
namespace rx
{
......@@ -111,12 +72,7 @@ bool VertexBuffer11::storeVertexAttributes(const gl::VertexAttribute &attrib, co
if (mBuffer)
{
gl::Buffer *buffer = attrib.mBoundBuffer.get();
int inputStride = attrib.stride();
const VertexConverter &converter = attrib.mArrayEnabled ?
getVertexConversion(attrib) :
getVertexConversion(currentValue.Type, currentValue.Type != GL_FLOAT, false, 4);
ID3D11DeviceContext *dxContext = mRenderer->getDeviceContext();
D3D11_MAPPED_SUBRESOURCE mappedResource;
......@@ -152,8 +108,10 @@ bool VertexBuffer11::storeVertexAttributes(const gl::VertexAttribute &attrib, co
input += inputStride * start;
}
ASSERT(converter.conversionFunc != NULL);
converter.conversionFunc(input, inputStride, count, output);
gl::VertexFormat vertexFormat(attrib, currentValue.Type);
VertexCopyFunction conversionFunc = gl_d3d11::GetVertexCopyFunction(vertexFormat);
ASSERT(conversionFunc != NULL);
conversionFunc(input, inputStride, count, output);
dxContext->Unmap(mBuffer, 0);
......@@ -172,8 +130,6 @@ bool VertexBuffer11::getSpaceRequired(const gl::VertexAttribute &attrib, GLsizei
unsigned int elementCount = 0;
if (attrib.mArrayEnabled)
{
unsigned int elementSize = getVertexConversion(attrib).outputElementSize;
if (instances == 0 || attrib.mDivisor == 0)
{
elementCount = count;
......@@ -183,7 +139,7 @@ bool VertexBuffer11::getSpaceRequired(const gl::VertexAttribute &attrib, GLsizei
if (static_cast<unsigned int>(instances) < std::numeric_limits<unsigned int>::max() - (attrib.mDivisor - 1))
{
// Round up
elementCount = (static_cast<unsigned int>(instances) + (attrib.mDivisor - 1)) / attrib.mDivisor;
elementCount = rx::roundUp(static_cast<unsigned int>(instances), attrib.mDivisor);
}
else
{
......@@ -191,6 +147,8 @@ bool VertexBuffer11::getSpaceRequired(const gl::VertexAttribute &attrib, GLsizei
}
}
gl::VertexFormat vertexFormat(attrib);
unsigned int elementSize = static_cast<unsigned int>(gl_d3d11::GetVertexElementSize(vertexFormat));
if (elementSize <= std::numeric_limits<unsigned int>::max() / elementCount)
{
if (outSpaceRequired)
......@@ -217,12 +175,14 @@ bool VertexBuffer11::getSpaceRequired(const gl::VertexAttribute &attrib, GLsizei
bool VertexBuffer11::requiresConversion(const gl::VertexAttribute &attrib) const
{
return !getVertexConversion(attrib).identity;
gl::VertexFormat vertexFormat(attrib);
return (gl_d3d11::GetVertexConversionType(vertexFormat) & VERTEX_CONVERT_CPU) != 0;
}
bool VertexBuffer11::requiresConversion(const gl::VertexAttribCurrentValueData &currentValue) const
{
return !getVertexConversion(currentValue.Type, currentValue.Type != GL_FLOAT, false, 4).identity;
gl::VertexFormat vertexFormat(currentValue.Type, GL_FALSE, 4, GL_FALSE);
return (gl_d3d11::GetVertexConversionType(vertexFormat) & VERTEX_CONVERT_CPU) != 0;
}
unsigned int VertexBuffer11::getBufferSize() const
......@@ -267,550 +227,9 @@ bool VertexBuffer11::discard()
}
}
DXGI_FORMAT VertexBuffer11::getAttributeDXGIFormat(const gl::VertexAttribute &attrib)
{
return getVertexConversion(attrib).dxgiFormat;
}
DXGI_FORMAT VertexBuffer11::getCurrentValueDXGIFormat(GLenum currentValueType)
{
if (currentValueType == GL_FLOAT)
{
return mFloatVertexTranslations[GetFloatTypeIndex(GL_FLOAT)][0][3].dxgiFormat;
}
else
{
ASSERT(currentValueType == GL_INT || currentValueType == GL_UNSIGNED_INT);
return mIntegerVertexTranslations[GetIntegerTypeIndex(currentValueType)][3].dxgiFormat;
}
}
ID3D11Buffer *VertexBuffer11::getBuffer() const
{
return mBuffer;
}
template <typename T, unsigned int componentCount, bool widen, unsigned int defaultValueBits>
static void copyVertexData(const void *input, unsigned int stride, unsigned int count, void *output)
{
const unsigned int attribSize = sizeof(T) * componentCount;
const unsigned int defaultBits = defaultValueBits;
const T defaultValue = *reinterpret_cast<const T*>(&defaultBits);
if (attribSize == stride && !widen)
{
memcpy(output, input, count * attribSize);
}
else
{
unsigned int outputStride = widen ? 4 : componentCount;
for (unsigned int i = 0; i < count; i++)
{
const T *offsetInput = reinterpret_cast<const T*>(reinterpret_cast<const char*>(input) + i * stride);
T *offsetOutput = reinterpret_cast<T*>(output) + i * outputStride;
for (unsigned int j = 0; j < componentCount; j++)
{
offsetOutput[j] = offsetInput[j];
}
if (widen)
{
offsetOutput[3] = defaultValue;
}
}
}
}
template <unsigned int componentCount>
static void copyFixedVertexData(const void* input, unsigned int stride, unsigned int count, void* output)
{
static const float divisor = 1.0f / (1 << 16);
for (unsigned int i = 0; i < count; i++)
{
const GLfixed* offsetInput = reinterpret_cast<const GLfixed*>(reinterpret_cast<const char*>(input) + stride * i);
float* offsetOutput = reinterpret_cast<float*>(output) + i * componentCount;
for (unsigned int j = 0; j < componentCount; j++)
{
offsetOutput[j] = static_cast<float>(offsetInput[j]) * divisor;
}
}
}
template <typename T, unsigned int componentCount, bool normalized>
static void copyToFloatVertexData(const void* input, unsigned int stride, unsigned int count, void* output)
{
typedef std::numeric_limits<T> NL;
for (unsigned int i = 0; i < count; i++)
{
const T *offsetInput = reinterpret_cast<const T*>(reinterpret_cast<const char*>(input) + stride * i);
float *offsetOutput = reinterpret_cast<float*>(output) + i * componentCount;
for (unsigned int j = 0; j < componentCount; j++)
{
if (normalized)
{
if (NL::is_signed)
{
const float divisor = 1.0f / (2 * static_cast<float>(NL::max()) + 1);
offsetOutput[j] = (2 * static_cast<float>(offsetInput[j]) + 1) * divisor;
}
else
{
offsetOutput[j] = static_cast<float>(offsetInput[j]) / NL::max();
}
}
else
{
offsetOutput[j] = static_cast<float>(offsetInput[j]);
}
}
}
}
static void copyPackedUnsignedVertexData(const void* input, unsigned int stride, unsigned int count, void* output)
{
const unsigned int attribSize = 4;
if (attribSize == stride)
{
memcpy(output, input, count * attribSize);
}
else
{
for (unsigned int i = 0; i < count; i++)
{
const GLuint *offsetInput = reinterpret_cast<const GLuint*>(reinterpret_cast<const char*>(input) + (i * stride));
GLuint *offsetOutput = reinterpret_cast<GLuint*>(output) + (i * attribSize);
offsetOutput[i] = offsetInput[i];
}
}
}
template <bool isSigned, bool normalized, bool toFloat>
static inline void copyPackedRGB(unsigned int data, void *output)
{
const unsigned int rgbSignMask = 0x200; // 1 set at the 9 bit
const unsigned int negativeMask = 0xFFFFFC00; // All bits from 10 to 31 set to 1
if (toFloat)
{
GLfloat *floatOutput = reinterpret_cast<GLfloat*>(output);
if (isSigned)
{
GLfloat finalValue = 0;
if (data & rgbSignMask)
{
int negativeNumber = data | negativeMask;
finalValue = static_cast<GLfloat>(negativeNumber);
}
else
{
finalValue = static_cast<GLfloat>(data);
}
if (normalized)
{
const int maxValue = 0x1FF; // 1 set in bits 0 through 8
const int minValue = 0xFFFFFE01; // Inverse of maxValue
// A 10-bit two's complement number has the possibility of being minValue - 1 but
// OpenGL's normalization rules dictate that it should be clamped to minValue in this
// case.
if (finalValue < minValue)
{
finalValue = minValue;
}
const int halfRange = (maxValue - minValue) >> 1;
*floatOutput = ((finalValue - minValue) / halfRange) - 1.0f;
}
else
{
*floatOutput = finalValue;
}
}
else
{
if (normalized)
{
const unsigned int maxValue = 0x3FF; // 1 set in bits 0 through 9
*floatOutput = static_cast<GLfloat>(data) / static_cast<GLfloat>(maxValue);
}
else
{
*floatOutput = static_cast<GLfloat>(data);
}
}
}
else
{
if (isSigned)
{
GLshort *intOutput = reinterpret_cast<GLshort*>(output);
if (data & rgbSignMask)
{
*intOutput = data | negativeMask;
}
else
{
*intOutput = data;
}
}
else
{
GLushort *uintOutput = reinterpret_cast<GLushort*>(output);
*uintOutput = data;
}
}
}
template <bool isSigned, bool normalized, bool toFloat>
static inline void copyPackedAlpha(unsigned int data, void *output)
{
if (toFloat)
{
GLfloat *floatOutput = reinterpret_cast<GLfloat*>(output);
if (isSigned)
{
if (normalized)
{
switch (data)
{
case 0x0: *floatOutput = 0.0f; break;
case 0x1: *floatOutput = 1.0f; break;
case 0x2: *floatOutput = -1.0f; break;
case 0x3: *floatOutput = -1.0f; break;
default: UNREACHABLE();
}
}
else
{
switch (data)
{
case 0x0: *floatOutput = 0.0f; break;
case 0x1: *floatOutput = 1.0f; break;
case 0x2: *floatOutput = -2.0f; break;
case 0x3: *floatOutput = -1.0f; break;
default: UNREACHABLE();
}
}
}
else
{
if (normalized)
{
switch (data)
{
case 0x0: *floatOutput = 0.0f / 3.0f; break;
case 0x1: *floatOutput = 1.0f / 3.0f; break;
case 0x2: *floatOutput = 2.0f / 3.0f; break;
case 0x3: *floatOutput = 3.0f / 3.0f; break;
default: UNREACHABLE();
}
}
else
{
switch (data)
{
case 0x0: *floatOutput = 0.0f; break;
case 0x1: *floatOutput = 1.0f; break;
case 0x2: *floatOutput = 2.0f; break;
case 0x3: *floatOutput = 3.0f; break;
default: UNREACHABLE();
}
}
}
}
else
{
if (isSigned)
{
GLshort *intOutput = reinterpret_cast<GLshort*>(output);
switch (data)
{
case 0x0: *intOutput = 0; break;
case 0x1: *intOutput = 1; break;
case 0x2: *intOutput = -2; break;
case 0x3: *intOutput = -1; break;
default: UNREACHABLE();
}
}
else
{
GLushort *uintOutput = reinterpret_cast<GLushort*>(output);
switch (data)
{
case 0x0: *uintOutput = 0; break;
case 0x1: *uintOutput = 1; break;
case 0x2: *uintOutput = 2; break;
case 0x3: *uintOutput = 3; break;
default: UNREACHABLE();
}
}
}
}
template <bool isSigned, bool normalized, bool toFloat>
static void copyPackedVertexData(const void* input, unsigned int stride, unsigned int count, void* output)
{
const unsigned int outputComponentSize = toFloat ? 4 : 2;
const unsigned int componentCount = 4;
const unsigned int rgbMask = 0x3FF; // 1 set in bits 0 through 9
const unsigned int redShift = 0; // red is bits 0 through 9
const unsigned int greenShift = 10; // green is bits 10 through 19
const unsigned int blueShift = 20; // blue is bits 20 through 29
const unsigned int alphaMask = 0x3; // 1 set in bits 0 and 1
const unsigned int alphaShift = 30; // Alpha is the 30 and 31 bits
for (unsigned int i = 0; i < count; i++)
{
GLuint packedValue = *reinterpret_cast<const GLuint*>(reinterpret_cast<const char*>(input) + (i * stride));
GLbyte *offsetOutput = reinterpret_cast<GLbyte*>(output) + (i * outputComponentSize * componentCount);
copyPackedRGB<isSigned, normalized, toFloat>( (packedValue >> redShift) & rgbMask, offsetOutput + (0 * outputComponentSize));
copyPackedRGB<isSigned, normalized, toFloat>( (packedValue >> greenShift) & rgbMask, offsetOutput + (1 * outputComponentSize));
copyPackedRGB<isSigned, normalized, toFloat>( (packedValue >> blueShift) & rgbMask, offsetOutput + (2 * outputComponentSize));
copyPackedAlpha<isSigned, normalized, toFloat>((packedValue >> alphaShift) & alphaMask, offsetOutput + (3* outputComponentSize));
}
}
const VertexBuffer11::VertexConverter VertexBuffer11::mFloatVertexTranslations[NUM_GL_FLOAT_VERTEX_ATTRIB_TYPES][2][4] =
{
{ // GL_BYTE
{ // unnormalized
{ &copyToFloatVertexData<GLbyte, 1, false>, false, DXGI_FORMAT_R32_FLOAT, 4 },
{ &copyToFloatVertexData<GLbyte, 2, false>, false, DXGI_FORMAT_R32G32_FLOAT, 8 },
{ &copyToFloatVertexData<GLbyte, 3, false>, false, DXGI_FORMAT_R32G32B32_FLOAT, 12 },
{ &copyToFloatVertexData<GLbyte, 4, false>, false, DXGI_FORMAT_R32G32B32A32_FLOAT, 16 },
},
{ // normalized
{ &copyVertexData<GLbyte, 1, false, INT8_MAX>, true, DXGI_FORMAT_R8_SNORM, 1 },
{ &copyVertexData<GLbyte, 2, false, INT8_MAX>, true, DXGI_FORMAT_R8G8_SNORM, 2 },
{ &copyVertexData<GLbyte, 3, true, INT8_MAX>, false, DXGI_FORMAT_R8G8B8A8_SNORM, 4 },
{ &copyVertexData<GLbyte, 4, false, INT8_MAX>, true, DXGI_FORMAT_R8G8B8A8_SNORM, 4 },
},
},
{ // GL_UNSIGNED_BYTE
{ // unnormalized
{ &copyToFloatVertexData<GLubyte, 1, false>, false, DXGI_FORMAT_R32_FLOAT, 4 },
{ &copyToFloatVertexData<GLubyte, 2, false>, false, DXGI_FORMAT_R32G32_FLOAT, 8 },
{ &copyToFloatVertexData<GLubyte, 3, false>, false, DXGI_FORMAT_R32G32B32_FLOAT, 12 },
{ &copyToFloatVertexData<GLubyte, 4, false>, false, DXGI_FORMAT_R32G32B32A32_FLOAT, 16 },
},
{ // normalized
{ &copyVertexData<GLubyte, 1, false, UINT8_MAX>, true, DXGI_FORMAT_R8_UNORM, 1 },
{ &copyVertexData<GLubyte, 2, false, UINT8_MAX>, true, DXGI_FORMAT_R8G8_UNORM, 2 },
{ &copyVertexData<GLubyte, 3, true, UINT8_MAX>, false, DXGI_FORMAT_R8G8B8A8_UNORM, 4 },
{ &copyVertexData<GLubyte, 4, false, UINT8_MAX>, true, DXGI_FORMAT_R8G8B8A8_UNORM, 4 },
},
},
{ // GL_SHORT
{ // unnormalized
{ &copyToFloatVertexData<GLshort, 1, false>, false, DXGI_FORMAT_R32_FLOAT, 4 },
{ &copyToFloatVertexData<GLshort, 2, false>, false, DXGI_FORMAT_R32G32_FLOAT, 8 },
{ &copyToFloatVertexData<GLshort, 3, false>, false, DXGI_FORMAT_R32G32B32_FLOAT, 12 },
{ &copyToFloatVertexData<GLshort, 4, false>, false, DXGI_FORMAT_R32G32B32A32_FLOAT, 16 },
},
{ // normalized
{ &copyVertexData<GLshort, 1, false, INT16_MAX>, true, DXGI_FORMAT_R16_SNORM, 2 },
{ &copyVertexData<GLshort, 2, false, INT16_MAX>, true, DXGI_FORMAT_R16G16_SNORM, 4 },
{ &copyVertexData<GLshort, 3, true, INT16_MAX>, false, DXGI_FORMAT_R16G16B16A16_SNORM, 8 },
{ &copyVertexData<GLshort, 4, false, INT16_MAX>, true, DXGI_FORMAT_R16G16B16A16_SNORM, 8 },
},
},
{ // GL_UNSIGNED_SHORT
{ // unnormalized
{ &copyToFloatVertexData<GLushort, 1, false>, false, DXGI_FORMAT_R32_FLOAT, 4 },
{ &copyToFloatVertexData<GLushort, 2, false>, false, DXGI_FORMAT_R32G32_FLOAT, 8 },
{ &copyToFloatVertexData<GLushort, 3, false>, false, DXGI_FORMAT_R32G32B32_FLOAT, 12 },
{ &copyToFloatVertexData<GLushort, 4, false>, false, DXGI_FORMAT_R32G32B32A32_FLOAT, 16 },
},
{ // normalized
{ &copyVertexData<GLushort, 1, false, UINT16_MAX>, true, DXGI_FORMAT_R16_UNORM, 2 },
{ &copyVertexData<GLushort, 2, false, UINT16_MAX>, true, DXGI_FORMAT_R16G16_UNORM, 4 },
{ &copyVertexData<GLushort, 3, true, UINT16_MAX>, false, DXGI_FORMAT_R16G16B16A16_UNORM, 8 },
{ &copyVertexData<GLushort, 4, false, UINT16_MAX>, true, DXGI_FORMAT_R16G16B16A16_UNORM, 8 },
},
},
{ // GL_INT
{ // unnormalized
{ &copyToFloatVertexData<GLint, 1, false>, false, DXGI_FORMAT_R32_FLOAT, 4 },
{ &copyToFloatVertexData<GLint, 2, false>, false, DXGI_FORMAT_R32G32_FLOAT, 8 },
{ &copyToFloatVertexData<GLint, 3, false>, false, DXGI_FORMAT_R32G32B32_FLOAT, 12 },
{ &copyToFloatVertexData<GLint, 4, false>, false, DXGI_FORMAT_R32G32B32A32_FLOAT, 16 },
},
{ // normalized
{ &copyToFloatVertexData<GLint, 1, true>, false, DXGI_FORMAT_R32_FLOAT, 4 },
{ &copyToFloatVertexData<GLint, 2, true>, false, DXGI_FORMAT_R32G32_FLOAT, 8 },
{ &copyToFloatVertexData<GLint, 3, true>, false, DXGI_FORMAT_R32G32B32_FLOAT, 12 },
{ &copyToFloatVertexData<GLint, 4, true>, false, DXGI_FORMAT_R32G32B32A32_FLOAT, 16 },
},
},
{ // GL_UNSIGNED_INT
{ // unnormalized
{ &copyToFloatVertexData<GLuint, 1, false>, false, DXGI_FORMAT_R32_FLOAT, 4 },
{ &copyToFloatVertexData<GLuint, 2, false>, false, DXGI_FORMAT_R32G32_FLOAT, 8 },
{ &copyToFloatVertexData<GLuint, 3, false>, false, DXGI_FORMAT_R32G32B32_FLOAT, 12 },
{ &copyToFloatVertexData<GLuint, 4, false>, false, DXGI_FORMAT_R32G32B32A32_FLOAT, 16 },
},
{ // normalized
{ &copyToFloatVertexData<GLuint, 1, true>, false, DXGI_FORMAT_R32_FLOAT, 4 },
{ &copyToFloatVertexData<GLuint, 2, true>, false, DXGI_FORMAT_R32G32_FLOAT, 8 },
{ &copyToFloatVertexData<GLuint, 3, true>, false, DXGI_FORMAT_R32G32B32_FLOAT, 12 },
{ &copyToFloatVertexData<GLuint, 4, true>, false, DXGI_FORMAT_R32G32B32A32_FLOAT, 16 },
},
},
{ // GL_INT_2_10_10_10_REV
{ // unnormalized
{ NULL, false, DXGI_FORMAT_UNKNOWN, 0 },
{ NULL, false, DXGI_FORMAT_UNKNOWN, 0 },
{ NULL, false, DXGI_FORMAT_UNKNOWN, 0 },
{ &copyPackedVertexData<true, false, true>, false, DXGI_FORMAT_R32G32B32A32_FLOAT, 16 },
},
{ // normalized
{ NULL, false, DXGI_FORMAT_UNKNOWN, 0 },
{ NULL, false, DXGI_FORMAT_UNKNOWN, 0 },
{ NULL, false, DXGI_FORMAT_UNKNOWN, 0 },
{ &copyPackedVertexData<true, true, true>, true, DXGI_FORMAT_R32G32B32A32_FLOAT, 16 },
},
},
{ // GL_UNSIGNED_INT_2_10_10_10_REV
{ // unnormalized
{ NULL, false, DXGI_FORMAT_UNKNOWN, 0 },
{ NULL, false, DXGI_FORMAT_UNKNOWN, 0 },
{ NULL, false, DXGI_FORMAT_UNKNOWN, 0 },
{ &copyPackedVertexData<true, false, true>, false, DXGI_FORMAT_R32G32B32A32_FLOAT, 16 },
},
{ // normalized
{ NULL, false, DXGI_FORMAT_UNKNOWN, 0 },
{ NULL, false, DXGI_FORMAT_UNKNOWN, 0 },
{ NULL, false, DXGI_FORMAT_UNKNOWN, 0 },
{ &copyPackedUnsignedVertexData, true, DXGI_FORMAT_R10G10B10A2_UNORM, 4 },
},
},
{ // GL_FIXED
{ // unnormalized
{ &copyFixedVertexData<1>, false, DXGI_FORMAT_R32_FLOAT, 4 },
{ &copyFixedVertexData<2>, false, DXGI_FORMAT_R32G32_FLOAT, 8 },
{ &copyFixedVertexData<3>, false, DXGI_FORMAT_R32G32B32_FLOAT, 12 },
{ &copyFixedVertexData<4>, false, DXGI_FORMAT_R32G32B32A32_FLOAT, 16 },
},
{ // normalized
{ &copyFixedVertexData<1>, false, DXGI_FORMAT_R32_FLOAT, 4 },
{ &copyFixedVertexData<2>, false, DXGI_FORMAT_R32G32_FLOAT, 8 },
{ &copyFixedVertexData<3>, false, DXGI_FORMAT_R32G32B32_FLOAT, 12 },
{ &copyFixedVertexData<4>, false, DXGI_FORMAT_R32G32B32A32_FLOAT, 16 },
},
},
{ // GL_HALF_FLOAT
{ // unnormalized
{ &copyVertexData<GLhalf, 1, false, gl::Float16One>, true, DXGI_FORMAT_R16_FLOAT, 2 },
{ &copyVertexData<GLhalf, 2, false, gl::Float16One>, true, DXGI_FORMAT_R16G16_FLOAT, 4 },
{ &copyVertexData<GLhalf, 3, true, gl::Float16One>, false, DXGI_FORMAT_R16G16B16A16_FLOAT, 8 },
{ &copyVertexData<GLhalf, 4, false, gl::Float16One>, true, DXGI_FORMAT_R16G16B16A16_FLOAT, 8 },
},
{ // normalized
{ &copyVertexData<GLhalf, 1, false, gl::Float16One>, true, DXGI_FORMAT_R16_FLOAT, 2 },
{ &copyVertexData<GLhalf, 2, false, gl::Float16One>, true, DXGI_FORMAT_R16G16_FLOAT, 4 },
{ &copyVertexData<GLhalf, 3, true, gl::Float16One>, false, DXGI_FORMAT_R16G16B16A16_FLOAT, 8 },
{ &copyVertexData<GLhalf, 4, false, gl::Float16One>, true, DXGI_FORMAT_R16G16B16A16_FLOAT, 8 },
},
},
{ // GL_FLOAT
{ // unnormalized
{ &copyVertexData<GLfloat, 1, false, gl::Float32One>, true, DXGI_FORMAT_R32_FLOAT, 4 },
{ &copyVertexData<GLfloat, 2, false, gl::Float32One>, true, DXGI_FORMAT_R32G32_FLOAT, 8 },
{ &copyVertexData<GLfloat, 3, false, gl::Float32One>, true, DXGI_FORMAT_R32G32B32_FLOAT, 12 },
{ &copyVertexData<GLfloat, 4, false, gl::Float32One>, true, DXGI_FORMAT_R32G32B32A32_FLOAT, 16 },
},
{ // normalized
{ &copyVertexData<GLfloat, 1, false, gl::Float32One>, true, DXGI_FORMAT_R32_FLOAT, 4 },
{ &copyVertexData<GLfloat, 2, false, gl::Float32One>, true, DXGI_FORMAT_R32G32_FLOAT, 8 },
{ &copyVertexData<GLfloat, 3, false, gl::Float32One>, true, DXGI_FORMAT_R32G32B32_FLOAT, 12 },
{ &copyVertexData<GLfloat, 4, false, gl::Float32One>, true, DXGI_FORMAT_R32G32B32A32_FLOAT, 16 },
},
},
};
const VertexBuffer11::VertexConverter VertexBuffer11::mIntegerVertexTranslations[NUM_GL_INTEGER_VERTEX_ATTRIB_TYPES][4] =
{
{ // GL_BYTE
{ &copyVertexData<GLbyte, 1, false, 1>, true, DXGI_FORMAT_R8_SINT, 1 },
{ &copyVertexData<GLbyte, 2, false, 1>, true, DXGI_FORMAT_R8G8_SINT, 2 },
{ &copyVertexData<GLbyte, 3, true, 1>, false, DXGI_FORMAT_R8G8B8A8_SINT, 4 },
{ &copyVertexData<GLbyte, 4, false, 1>, true, DXGI_FORMAT_R8G8B8A8_SINT, 4 },
},
{ // GL_UNSIGNED_BYTE
{ &copyVertexData<GLubyte, 1, false, 1>, true, DXGI_FORMAT_R8_UINT, 1 },
{ &copyVertexData<GLubyte, 2, false, 1>, true, DXGI_FORMAT_R8G8_UINT, 2 },
{ &copyVertexData<GLubyte, 3, true, 1>, false, DXGI_FORMAT_R8G8B8A8_UINT, 4 },
{ &copyVertexData<GLubyte, 4, false, 1>, true, DXGI_FORMAT_R8G8B8A8_UINT, 4 },
},
{ // GL_SHORT
{ &copyVertexData<GLshort, 1, false, 1>, true, DXGI_FORMAT_R16_SINT, 2 },
{ &copyVertexData<GLshort, 2, false, 1>, true, DXGI_FORMAT_R16G16_SINT, 4 },
{ &copyVertexData<GLshort, 3, true, 1>, false, DXGI_FORMAT_R16G16B16A16_SINT, 8 },
{ &copyVertexData<GLshort, 4, false, 1>, true, DXGI_FORMAT_R16G16B16A16_SINT, 8 },
},
{ // GL_UNSIGNED_SHORT
{ &copyVertexData<GLushort, 1, false, 1>, true, DXGI_FORMAT_R16_UINT, 2 },
{ &copyVertexData<GLushort, 2, false, 1>, true, DXGI_FORMAT_R16G16_UINT, 4 },
{ &copyVertexData<GLushort, 3, true, 1>, false, DXGI_FORMAT_R16G16B16A16_UINT, 8 },
{ &copyVertexData<GLushort, 4, false, 1>, true, DXGI_FORMAT_R16G16B16A16_UINT, 8 },
},
{ // GL_INT
{ &copyVertexData<GLint, 1, false, 1>, true, DXGI_FORMAT_R32_SINT, 4 },
{ &copyVertexData<GLint, 2, false, 1>, true, DXGI_FORMAT_R32G32_SINT, 8 },
{ &copyVertexData<GLint, 3, false, 1>, true, DXGI_FORMAT_R32G32B32_SINT, 12 },
{ &copyVertexData<GLint, 4, false, 1>, true, DXGI_FORMAT_R32G32B32A32_SINT, 16 },
},
{ // GL_UNSIGNED_INT
{ &copyVertexData<GLuint, 1, false, 1>, true, DXGI_FORMAT_R32_UINT, 4 },
{ &copyVertexData<GLuint, 2, false, 1>, true, DXGI_FORMAT_R32G32_UINT, 8 },
{ &copyVertexData<GLuint, 3, false, 1>, true, DXGI_FORMAT_R32G32B32_UINT, 12 },
{ &copyVertexData<GLuint, 4, false, 1>, true, DXGI_FORMAT_R32G32B32A32_UINT, 16 },
},
{ // GL_INT_2_10_10_10_REV
{ NULL, false, DXGI_FORMAT_UNKNOWN, 0 },
{ NULL, false, DXGI_FORMAT_UNKNOWN, 0 },
{ NULL, false, DXGI_FORMAT_UNKNOWN, 0 },
{ &copyPackedVertexData<true, true, false>, true, DXGI_FORMAT_R16G16B16A16_SINT, 8 },
},
{ // GL_UNSIGNED_INT_2_10_10_10_REV
{ NULL, false, DXGI_FORMAT_UNKNOWN, 0 },
{ NULL, false, DXGI_FORMAT_UNKNOWN, 0 },
{ NULL, false, DXGI_FORMAT_UNKNOWN, 0 },
{ &copyPackedUnsignedVertexData, true, DXGI_FORMAT_R10G10B10A2_UINT, 4 },
},
};
const VertexBuffer11::VertexConverter &VertexBuffer11::getVertexConversion(const gl::VertexAttribute &attribute)
{
return getVertexConversion(attribute.mType, attribute.mPureInteger, attribute.mNormalized, attribute.mSize);
}
const VertexBuffer11::VertexConverter &VertexBuffer11::getVertexConversion(GLenum type, bool pureInteger, bool normalized, int size)
{
if (pureInteger)
{
const unsigned int typeIndex = GetIntegerTypeIndex(type);
return mIntegerVertexTranslations[typeIndex][size - 1];
}
else
{
const unsigned int typeIndex = GetFloatTypeIndex(type);
return mFloatVertexTranslations[typeIndex][normalized ? 1 : 0][size - 1];
}
}
}
......@@ -38,9 +38,6 @@ class VertexBuffer11 : public VertexBuffer
virtual bool setBufferSize(unsigned int size);
virtual bool discard();
static DXGI_FORMAT getAttributeDXGIFormat(const gl::VertexAttribute &attrib);
static DXGI_FORMAT getCurrentValueDXGIFormat(GLenum currentValueType);
ID3D11Buffer *getBuffer() const;
private:
......@@ -51,24 +48,6 @@ class VertexBuffer11 : public VertexBuffer
ID3D11Buffer *mBuffer;
unsigned int mBufferSize;
bool mDynamicUsage;
typedef void (*VertexConversionFunction)(const void *, unsigned int, unsigned int, void *);
struct VertexConverter
{
VertexConversionFunction conversionFunc;
bool identity;
DXGI_FORMAT dxgiFormat;
unsigned int outputElementSize;
};
static const unsigned int NUM_GL_FLOAT_VERTEX_ATTRIB_TYPES = 11;
static const VertexConverter mFloatVertexTranslations[NUM_GL_FLOAT_VERTEX_ATTRIB_TYPES][2][4]; // [GL types as enumerated by typeIndex()][normalized][size - 1]
static const unsigned int NUM_GL_INTEGER_VERTEX_ATTRIB_TYPES = 8;
static const VertexConverter mIntegerVertexTranslations[NUM_GL_INTEGER_VERTEX_ATTRIB_TYPES][4]; // [GL types as enumerated by typeIndex()][size - 1]
static const VertexConverter &getVertexConversion(const gl::VertexAttribute &attribute);
static const VertexConverter &getVertexConversion(GLenum type, bool pureInteger, bool normalized, int size);
};
}
......
......@@ -13,6 +13,7 @@
#include "libGLESv2/renderer/loadimage.h"
#include "libGLESv2/renderer/copyimage.h"
#include "libGLESv2/renderer/Renderer.h"
#include "libGLESv2/renderer/copyvertex.h"
namespace rx
{
......@@ -1359,6 +1360,276 @@ InitializeTextureDataFunction GetTextureDataInitializationFunction(GLint interna
}
}
struct D3D11VertexFormatInfo
{
rx::VertexConversionType mConversionType;
DXGI_FORMAT mNativeFormat;
VertexCopyFunction mCopyFunction;
D3D11VertexFormatInfo()
: mConversionType(VERTEX_CONVERT_NONE),
mNativeFormat(DXGI_FORMAT_UNKNOWN),
mCopyFunction(NULL)
{}
D3D11VertexFormatInfo(VertexConversionType conversionType, DXGI_FORMAT nativeFormat, VertexCopyFunction copyFunction)
: mConversionType(conversionType),
mNativeFormat(nativeFormat),
mCopyFunction(copyFunction)
{}
};
typedef std::map<gl::VertexFormat, D3D11VertexFormatInfo> D3D11VertexFormatInfoMap;
typedef std::pair<gl::VertexFormat, D3D11VertexFormatInfo> D3D11VertexFormatPair;
static void addVertexFormatInfo(D3D11VertexFormatInfoMap *map, GLenum inputType, GLboolean normalized, GLuint componentCount,
VertexConversionType conversionType, DXGI_FORMAT nativeFormat, VertexCopyFunction copyFunction)
{
gl::VertexFormat inputFormat(inputType, normalized, componentCount, false);
map->insert(D3D11VertexFormatPair(inputFormat, D3D11VertexFormatInfo(conversionType, nativeFormat, copyFunction)));
}
static void addIntegerVertexFormatInfo(D3D11VertexFormatInfoMap *map, GLenum inputType, GLuint componentCount,
VertexConversionType conversionType, DXGI_FORMAT nativeFormat, VertexCopyFunction copyFunction)
{
gl::VertexFormat inputFormat(inputType, GL_FALSE, componentCount, true);
map->insert(D3D11VertexFormatPair(inputFormat, D3D11VertexFormatInfo(conversionType, nativeFormat, copyFunction)));
}
static D3D11VertexFormatInfoMap BuildD3D11VertexFormatInfoMap()
{
D3D11VertexFormatInfoMap map;
// TODO: column legend
//
// Float formats
//
// GL_BYTE -- un-normalized
addVertexFormatInfo(&map, GL_BYTE, GL_FALSE, 1, VERTEX_CONVERT_CPU, DXGI_FORMAT_R32_FLOAT, &copyToFloatVertexData<GLbyte, 1, false>);
addVertexFormatInfo(&map, GL_BYTE, GL_FALSE, 2, VERTEX_CONVERT_CPU, DXGI_FORMAT_R32G32_FLOAT, &copyToFloatVertexData<GLbyte, 2, false>);
addVertexFormatInfo(&map, GL_BYTE, GL_FALSE, 3, VERTEX_CONVERT_CPU, DXGI_FORMAT_R32G32B32_FLOAT, &copyToFloatVertexData<GLbyte, 3, false>);
addVertexFormatInfo(&map, GL_BYTE, GL_FALSE, 4, VERTEX_CONVERT_CPU, DXGI_FORMAT_R32G32B32A32_FLOAT, &copyToFloatVertexData<GLbyte, 4, false>);
// GL_BYTE -- normalized
addVertexFormatInfo(&map, GL_BYTE, GL_TRUE, 1, VERTEX_CONVERT_NONE, DXGI_FORMAT_R8_SNORM, &copyVertexData<GLbyte, 1, false, INT8_MAX>);
addVertexFormatInfo(&map, GL_BYTE, GL_TRUE, 2, VERTEX_CONVERT_NONE, DXGI_FORMAT_R8G8_SNORM, &copyVertexData<GLbyte, 2, false, INT8_MAX>);
addVertexFormatInfo(&map, GL_BYTE, GL_TRUE, 3, VERTEX_CONVERT_CPU, DXGI_FORMAT_R8G8B8A8_SNORM, &copyVertexData<GLbyte, 3, true, INT8_MAX>);
addVertexFormatInfo(&map, GL_BYTE, GL_TRUE, 4, VERTEX_CONVERT_NONE, DXGI_FORMAT_R8G8B8A8_SNORM, &copyVertexData<GLbyte, 4, false, INT8_MAX>);
// GL_UNSIGNED_BYTE -- un-normalized
addVertexFormatInfo(&map, GL_UNSIGNED_BYTE, GL_FALSE, 1, VERTEX_CONVERT_CPU, DXGI_FORMAT_R32_FLOAT, &copyToFloatVertexData<GLubyte, 1, false>);
addVertexFormatInfo(&map, GL_UNSIGNED_BYTE, GL_FALSE, 2, VERTEX_CONVERT_CPU, DXGI_FORMAT_R32G32_FLOAT, &copyToFloatVertexData<GLubyte, 2, false>);
addVertexFormatInfo(&map, GL_UNSIGNED_BYTE, GL_FALSE, 3, VERTEX_CONVERT_CPU, DXGI_FORMAT_R32G32B32_FLOAT, &copyToFloatVertexData<GLubyte, 3, false>);
addVertexFormatInfo(&map, GL_UNSIGNED_BYTE, GL_FALSE, 4, VERTEX_CONVERT_CPU, DXGI_FORMAT_R32G32B32A32_FLOAT, &copyToFloatVertexData<GLubyte, 4, false>);
// GL_UNSIGNED_BYTE -- normalized
addVertexFormatInfo(&map, GL_UNSIGNED_BYTE, GL_TRUE, 1, VERTEX_CONVERT_NONE, DXGI_FORMAT_R8_UNORM, &copyVertexData<GLubyte, 1, false, UINT8_MAX>);
addVertexFormatInfo(&map, GL_UNSIGNED_BYTE, GL_TRUE, 2, VERTEX_CONVERT_NONE, DXGI_FORMAT_R8G8_UNORM, &copyVertexData<GLubyte, 2, false, UINT8_MAX>);
addVertexFormatInfo(&map, GL_UNSIGNED_BYTE, GL_TRUE, 3, VERTEX_CONVERT_CPU, DXGI_FORMAT_R8G8B8A8_UNORM, &copyVertexData<GLubyte, 3, true, UINT8_MAX>);
addVertexFormatInfo(&map, GL_UNSIGNED_BYTE, GL_TRUE, 4, VERTEX_CONVERT_NONE, DXGI_FORMAT_R8G8B8A8_UNORM, &copyVertexData<GLubyte, 4, false, UINT8_MAX>);
// GL_SHORT -- un-normalized
addVertexFormatInfo(&map, GL_SHORT, GL_FALSE, 1, VERTEX_CONVERT_CPU, DXGI_FORMAT_R32_FLOAT, &copyToFloatVertexData<GLshort, 1, false>);
addVertexFormatInfo(&map, GL_SHORT, GL_FALSE, 2, VERTEX_CONVERT_CPU, DXGI_FORMAT_R32G32_FLOAT, &copyToFloatVertexData<GLshort, 2, false>);
addVertexFormatInfo(&map, GL_SHORT, GL_FALSE, 3, VERTEX_CONVERT_CPU, DXGI_FORMAT_R32G32B32_FLOAT, &copyToFloatVertexData<GLshort, 3, false>);
addVertexFormatInfo(&map, GL_SHORT, GL_FALSE, 4, VERTEX_CONVERT_CPU, DXGI_FORMAT_R32G32B32A32_FLOAT, &copyToFloatVertexData<GLshort, 4, false>);
// GL_SHORT -- normalized
addVertexFormatInfo(&map, GL_SHORT, GL_TRUE, 1, VERTEX_CONVERT_NONE, DXGI_FORMAT_R16_SNORM, &copyVertexData<GLshort, 1, false, INT16_MAX>);
addVertexFormatInfo(&map, GL_SHORT, GL_TRUE, 2, VERTEX_CONVERT_NONE, DXGI_FORMAT_R16G16_SNORM, &copyVertexData<GLshort, 2, false, INT16_MAX>);
addVertexFormatInfo(&map, GL_SHORT, GL_TRUE, 3, VERTEX_CONVERT_CPU, DXGI_FORMAT_R16G16B16A16_SNORM, &copyVertexData<GLshort, 3, true, INT16_MAX>);
addVertexFormatInfo(&map, GL_SHORT, GL_TRUE, 4, VERTEX_CONVERT_NONE, DXGI_FORMAT_R16G16B16A16_SNORM, &copyVertexData<GLshort, 4, false, INT16_MAX>);
// GL_UNSIGNED_SHORT -- un-normalized
addVertexFormatInfo(&map, GL_UNSIGNED_SHORT, GL_FALSE, 1, VERTEX_CONVERT_CPU, DXGI_FORMAT_R32_FLOAT, &copyToFloatVertexData<GLushort, 1, false>);
addVertexFormatInfo(&map, GL_UNSIGNED_SHORT, GL_FALSE, 2, VERTEX_CONVERT_CPU, DXGI_FORMAT_R32G32_FLOAT, &copyToFloatVertexData<GLushort, 2, false>);
addVertexFormatInfo(&map, GL_UNSIGNED_SHORT, GL_FALSE, 3, VERTEX_CONVERT_CPU, DXGI_FORMAT_R32G32B32_FLOAT, &copyToFloatVertexData<GLushort, 3, false>);
addVertexFormatInfo(&map, GL_UNSIGNED_SHORT, GL_FALSE, 4, VERTEX_CONVERT_CPU, DXGI_FORMAT_R32G32B32A32_FLOAT, &copyToFloatVertexData<GLushort, 4, false>);
// GL_UNSIGNED_SHORT -- normalized
addVertexFormatInfo(&map, GL_UNSIGNED_SHORT, GL_TRUE, 1, VERTEX_CONVERT_NONE, DXGI_FORMAT_R16_UNORM, &copyVertexData<GLushort, 1, false, UINT16_MAX>);
addVertexFormatInfo(&map, GL_UNSIGNED_SHORT, GL_TRUE, 2, VERTEX_CONVERT_NONE, DXGI_FORMAT_R16G16_UNORM, &copyVertexData<GLushort, 2, false, UINT16_MAX>);
addVertexFormatInfo(&map, GL_UNSIGNED_SHORT, GL_TRUE, 3, VERTEX_CONVERT_CPU, DXGI_FORMAT_R16G16B16A16_UNORM, &copyVertexData<GLushort, 3, true, UINT16_MAX>);
addVertexFormatInfo(&map, GL_UNSIGNED_SHORT, GL_TRUE, 4, VERTEX_CONVERT_NONE, DXGI_FORMAT_R16G16B16A16_UNORM, &copyVertexData<GLushort, 4, false, UINT16_MAX>);
// GL_INT -- un-normalized
addVertexFormatInfo(&map, GL_INT, GL_FALSE, 1, VERTEX_CONVERT_CPU, DXGI_FORMAT_R32_FLOAT, &copyToFloatVertexData<GLint, 1, false>);
addVertexFormatInfo(&map, GL_INT, GL_FALSE, 2, VERTEX_CONVERT_CPU, DXGI_FORMAT_R32G32_FLOAT, &copyToFloatVertexData<GLint, 2, false>);
addVertexFormatInfo(&map, GL_INT, GL_FALSE, 3, VERTEX_CONVERT_CPU, DXGI_FORMAT_R32G32B32_FLOAT, &copyToFloatVertexData<GLint, 3, false>);
addVertexFormatInfo(&map, GL_INT, GL_FALSE, 4, VERTEX_CONVERT_CPU, DXGI_FORMAT_R32G32B32A32_FLOAT, &copyToFloatVertexData<GLint, 4, false>);
// GL_INT -- normalized
addVertexFormatInfo(&map, GL_INT, GL_TRUE, 1, VERTEX_CONVERT_CPU, DXGI_FORMAT_R32_FLOAT, &copyToFloatVertexData<GLint, 1, true>);
addVertexFormatInfo(&map, GL_INT, GL_TRUE, 2, VERTEX_CONVERT_CPU, DXGI_FORMAT_R32G32_FLOAT, &copyToFloatVertexData<GLint, 2, true>);
addVertexFormatInfo(&map, GL_INT, GL_TRUE, 3, VERTEX_CONVERT_CPU, DXGI_FORMAT_R32G32B32_FLOAT, &copyToFloatVertexData<GLint, 3, true>);
addVertexFormatInfo(&map, GL_INT, GL_TRUE, 4, VERTEX_CONVERT_CPU, DXGI_FORMAT_R32G32B32A32_FLOAT, &copyToFloatVertexData<GLint, 4, true>);
// GL_UNSIGNED_INT -- un-normalized
addVertexFormatInfo(&map, GL_UNSIGNED_INT, GL_FALSE, 1, VERTEX_CONVERT_CPU, DXGI_FORMAT_R32_FLOAT, &copyToFloatVertexData<GLuint, 1, false>);
addVertexFormatInfo(&map, GL_UNSIGNED_INT, GL_FALSE, 2, VERTEX_CONVERT_CPU, DXGI_FORMAT_R32G32_FLOAT, &copyToFloatVertexData<GLuint, 2, false>);
addVertexFormatInfo(&map, GL_UNSIGNED_INT, GL_FALSE, 3, VERTEX_CONVERT_CPU, DXGI_FORMAT_R32G32B32_FLOAT, &copyToFloatVertexData<GLuint, 3, false>);
addVertexFormatInfo(&map, GL_UNSIGNED_INT, GL_FALSE, 4, VERTEX_CONVERT_CPU, DXGI_FORMAT_R32G32B32A32_FLOAT, &copyToFloatVertexData<GLuint, 4, false>);
// GL_UNSIGNED_INT -- normalized
addVertexFormatInfo(&map, GL_UNSIGNED_INT, GL_TRUE, 1, VERTEX_CONVERT_NONE, DXGI_FORMAT_R32_FLOAT, &copyToFloatVertexData<GLuint, 1, true>);
addVertexFormatInfo(&map, GL_UNSIGNED_INT, GL_TRUE, 2, VERTEX_CONVERT_NONE, DXGI_FORMAT_R32G32_FLOAT, &copyToFloatVertexData<GLuint, 2, true>);
addVertexFormatInfo(&map, GL_UNSIGNED_INT, GL_TRUE, 3, VERTEX_CONVERT_CPU, DXGI_FORMAT_R32G32B32_FLOAT, &copyToFloatVertexData<GLuint, 3, true>);
addVertexFormatInfo(&map, GL_UNSIGNED_INT, GL_TRUE, 4, VERTEX_CONVERT_NONE, DXGI_FORMAT_R32G32B32A32_FLOAT, &copyToFloatVertexData<GLuint, 4, true>);
// GL_FIXED
addVertexFormatInfo(&map, GL_FIXED, GL_FALSE, 1, VERTEX_CONVERT_CPU, DXGI_FORMAT_R32_FLOAT, &copyFixedVertexData<1>);
addVertexFormatInfo(&map, GL_FIXED, GL_FALSE, 2, VERTEX_CONVERT_CPU, DXGI_FORMAT_R32G32_FLOAT, &copyFixedVertexData<2>);
addVertexFormatInfo(&map, GL_FIXED, GL_FALSE, 3, VERTEX_CONVERT_CPU, DXGI_FORMAT_R32G32B32_FLOAT, &copyFixedVertexData<3>);
addVertexFormatInfo(&map, GL_FIXED, GL_FALSE, 4, VERTEX_CONVERT_CPU, DXGI_FORMAT_R32G32B32A32_FLOAT, &copyFixedVertexData<4>);
// GL_HALF_FLOAT
addVertexFormatInfo(&map, GL_HALF_FLOAT, GL_FALSE, 1, VERTEX_CONVERT_NONE, DXGI_FORMAT_R16_FLOAT, &copyVertexData<GLhalf, 1, false, gl::Float16One>);
addVertexFormatInfo(&map, GL_HALF_FLOAT, GL_FALSE, 2, VERTEX_CONVERT_NONE, DXGI_FORMAT_R16G16_FLOAT, &copyVertexData<GLhalf, 2, false, gl::Float16One>);
addVertexFormatInfo(&map, GL_HALF_FLOAT, GL_FALSE, 3, VERTEX_CONVERT_CPU, DXGI_FORMAT_R16G16B16A16_FLOAT, &copyVertexData<GLhalf, 3, true, gl::Float16One>);
addVertexFormatInfo(&map, GL_HALF_FLOAT, GL_FALSE, 4, VERTEX_CONVERT_NONE, DXGI_FORMAT_R16G16B16A16_FLOAT, &copyVertexData<GLhalf, 4, false, gl::Float16One>);
// GL_FLOAT
addVertexFormatInfo(&map, GL_FLOAT, GL_FALSE, 1, VERTEX_CONVERT_NONE, DXGI_FORMAT_R32_FLOAT, &copyVertexData<GLfloat, 1, false, gl::Float32One>);
addVertexFormatInfo(&map, GL_FLOAT, GL_FALSE, 2, VERTEX_CONVERT_NONE, DXGI_FORMAT_R32G32_FLOAT, &copyVertexData<GLfloat, 2, false, gl::Float32One>);
addVertexFormatInfo(&map, GL_FLOAT, GL_FALSE, 3, VERTEX_CONVERT_NONE, DXGI_FORMAT_R32G32B32_FLOAT, &copyVertexData<GLfloat, 3, false, gl::Float32One>);
addVertexFormatInfo(&map, GL_FLOAT, GL_FALSE, 4, VERTEX_CONVERT_NONE, DXGI_FORMAT_R32G32B32A32_FLOAT, &copyVertexData<GLfloat, 4, false, gl::Float32One>);
// GL_INT_2_10_10_10_REV
addVertexFormatInfo(&map, GL_INT_2_10_10_10_REV, GL_FALSE, 4, VERTEX_CONVERT_CPU, DXGI_FORMAT_R32G32B32A32_FLOAT, &copyPackedVertexData<true, false, true>);
addVertexFormatInfo(&map, GL_INT_2_10_10_10_REV, GL_TRUE, 4, VERTEX_CONVERT_CPU, DXGI_FORMAT_R32G32B32A32_FLOAT, &copyPackedVertexData<true, true, true>);
// GL_UNSIGNED_INT_2_10_10_10_REV
addVertexFormatInfo(&map, GL_UNSIGNED_INT_2_10_10_10_REV, GL_FALSE, 4, VERTEX_CONVERT_CPU, DXGI_FORMAT_R32G32B32A32_FLOAT, &copyPackedVertexData<true, false, true>);
addVertexFormatInfo(&map, GL_UNSIGNED_INT_2_10_10_10_REV, GL_TRUE, 4, VERTEX_CONVERT_NONE, DXGI_FORMAT_R10G10B10A2_UNORM, &copyPackedUnsignedVertexData);
//
// Integer Formats
//
// GL_BYTE
addIntegerVertexFormatInfo(&map, GL_BYTE, 1, VERTEX_CONVERT_NONE, DXGI_FORMAT_R8_SINT, &copyVertexData<GLbyte, 1, false, 1>);
addIntegerVertexFormatInfo(&map, GL_BYTE, 2, VERTEX_CONVERT_NONE, DXGI_FORMAT_R8G8_SINT, &copyVertexData<GLbyte, 2, false, 1>);
addIntegerVertexFormatInfo(&map, GL_BYTE, 3, VERTEX_CONVERT_CPU, DXGI_FORMAT_R8G8B8A8_SINT, &copyVertexData<GLbyte, 3, true, 1>);
addIntegerVertexFormatInfo(&map, GL_BYTE, 4, VERTEX_CONVERT_NONE, DXGI_FORMAT_R8G8B8A8_SINT, &copyVertexData<GLbyte, 4, false, 1>);
// GL_UNSIGNED_BYTE
addIntegerVertexFormatInfo(&map, GL_UNSIGNED_BYTE, 1, VERTEX_CONVERT_NONE, DXGI_FORMAT_R8_UINT, &copyVertexData<GLubyte, 1, false, 1>);
addIntegerVertexFormatInfo(&map, GL_UNSIGNED_BYTE, 2, VERTEX_CONVERT_NONE, DXGI_FORMAT_R8G8_UINT, &copyVertexData<GLubyte, 2, false, 1>);
addIntegerVertexFormatInfo(&map, GL_UNSIGNED_BYTE, 3, VERTEX_CONVERT_CPU, DXGI_FORMAT_R8G8B8A8_UINT, &copyVertexData<GLubyte, 3, true, 1>);
addIntegerVertexFormatInfo(&map, GL_UNSIGNED_BYTE, 4, VERTEX_CONVERT_NONE, DXGI_FORMAT_R8G8B8A8_UINT, &copyVertexData<GLubyte, 4, false, 1>);
// GL_SHORT
addIntegerVertexFormatInfo(&map, GL_SHORT, 1, VERTEX_CONVERT_NONE, DXGI_FORMAT_R16_SINT, &copyVertexData<GLshort, 1, false, 1>);
addIntegerVertexFormatInfo(&map, GL_SHORT, 2, VERTEX_CONVERT_NONE, DXGI_FORMAT_R16G16_SINT, &copyVertexData<GLshort, 2, false, 1>);
addIntegerVertexFormatInfo(&map, GL_SHORT, 3, VERTEX_CONVERT_CPU, DXGI_FORMAT_R16G16B16A16_SINT, &copyVertexData<GLshort, 3, true, 1>);
addIntegerVertexFormatInfo(&map, GL_SHORT, 4, VERTEX_CONVERT_NONE, DXGI_FORMAT_R16G16B16A16_SINT, &copyVertexData<GLshort, 4, false, 1>);
// GL_UNSIGNED_SHORT
addIntegerVertexFormatInfo(&map, GL_UNSIGNED_SHORT, 1, VERTEX_CONVERT_NONE, DXGI_FORMAT_R16_UINT, &copyVertexData<GLushort, 1, false, 1>);
addIntegerVertexFormatInfo(&map, GL_UNSIGNED_SHORT, 2, VERTEX_CONVERT_NONE, DXGI_FORMAT_R16G16_UINT, &copyVertexData<GLushort, 2, false, 1>);
addIntegerVertexFormatInfo(&map, GL_UNSIGNED_SHORT, 3, VERTEX_CONVERT_CPU, DXGI_FORMAT_R16G16B16A16_UINT, &copyVertexData<GLushort, 3, true, 1>);
addIntegerVertexFormatInfo(&map, GL_UNSIGNED_SHORT, 4, VERTEX_CONVERT_NONE, DXGI_FORMAT_R16G16B16A16_UINT, &copyVertexData<GLushort, 4, false, 1>);
// GL_INT
addIntegerVertexFormatInfo(&map, GL_INT, 1, VERTEX_CONVERT_NONE, DXGI_FORMAT_R32_SINT, &copyVertexData<GLint, 1, false, 1>);
addIntegerVertexFormatInfo(&map, GL_INT, 2, VERTEX_CONVERT_NONE, DXGI_FORMAT_R32G32_SINT, &copyVertexData<GLint, 2, false, 1>);
addIntegerVertexFormatInfo(&map, GL_INT, 3, VERTEX_CONVERT_NONE, DXGI_FORMAT_R32G32B32_SINT, &copyVertexData<GLint, 3, false, 1>);
addIntegerVertexFormatInfo(&map, GL_INT, 4, VERTEX_CONVERT_NONE, DXGI_FORMAT_R32G32B32A32_SINT, &copyVertexData<GLint, 4, false, 1>);
// GL_UNSIGNED_INT
addIntegerVertexFormatInfo(&map, GL_UNSIGNED_INT, 1, VERTEX_CONVERT_NONE, DXGI_FORMAT_R32_SINT, &copyVertexData<GLuint, 1, false, 1>);
addIntegerVertexFormatInfo(&map, GL_UNSIGNED_INT, 2, VERTEX_CONVERT_NONE, DXGI_FORMAT_R32G32_SINT, &copyVertexData<GLuint, 2, false, 1>);
addIntegerVertexFormatInfo(&map, GL_UNSIGNED_INT, 3, VERTEX_CONVERT_NONE, DXGI_FORMAT_R32G32B32_SINT, &copyVertexData<GLuint, 3, false, 1>);
addIntegerVertexFormatInfo(&map, GL_UNSIGNED_INT, 4, VERTEX_CONVERT_NONE, DXGI_FORMAT_R32G32B32A32_SINT, &copyVertexData<GLuint, 4, false, 1>);
// GL_INT_2_10_10_10_REV
addIntegerVertexFormatInfo(&map, GL_INT_2_10_10_10_REV, 4, VERTEX_CONVERT_CPU, DXGI_FORMAT_R16G16B16A16_SINT, &copyPackedVertexData<true, true, false>);
// GL_UNSIGNED_INT_2_10_10_10_REV
addIntegerVertexFormatInfo(&map, GL_UNSIGNED_INT_2_10_10_10_REV, 4, VERTEX_CONVERT_NONE, DXGI_FORMAT_R10G10B10A2_UINT, &copyPackedUnsignedVertexData);
return map;
}
static bool GetD3D11VertexFormatInfo(const gl::VertexFormat &vertexFormat, D3D11VertexFormatInfo *outVertexFormatInfo)
{
static const D3D11VertexFormatInfoMap vertexFormatMap = BuildD3D11VertexFormatInfoMap();
D3D11VertexFormatInfoMap::const_iterator iter = vertexFormatMap.find(vertexFormat);
if (iter != vertexFormatMap.end())
{
if (outVertexFormatInfo)
{
*outVertexFormatInfo = iter->second;
}
return true;
}
else
{
return false;
}
}
VertexCopyFunction GetVertexCopyFunction(const gl::VertexFormat &vertexFormat)
{
D3D11VertexFormatInfo vertexFormatInfo;
if (GetD3D11VertexFormatInfo(vertexFormat, &vertexFormatInfo))
{
return vertexFormatInfo.mCopyFunction;
}
else
{
UNREACHABLE();
return NULL;
}
}
size_t GetVertexElementSize(const gl::VertexFormat &vertexFormat)
{
D3D11VertexFormatInfo vertexFormatInfo;
if (GetD3D11VertexFormatInfo(vertexFormat, &vertexFormatInfo))
{
// FIXME: should not need a client version, and is not a pixel!
return d3d11::GetFormatPixelBytes(vertexFormatInfo.mNativeFormat);
}
else
{
UNREACHABLE();
return 0;
}
}
rx::VertexConversionType GetVertexConversionType(const gl::VertexFormat &vertexFormat)
{
D3D11VertexFormatInfo vertexFormatInfo;
if (GetD3D11VertexFormatInfo(vertexFormat, &vertexFormatInfo))
{
return vertexFormatInfo.mConversionType;
}
else
{
UNREACHABLE();
return VERTEX_CONVERT_NONE;
}
}
DXGI_FORMAT GetNativeVertexFormat(const gl::VertexFormat &vertexFormat)
{
D3D11VertexFormatInfo vertexFormatInfo;
if (GetD3D11VertexFormatInfo(vertexFormat, &vertexFormatInfo))
{
return vertexFormatInfo.mNativeFormat;
}
else
{
UNREACHABLE();
return DXGI_FORMAT_UNKNOWN;
}
}
}
namespace d3d11_gl
......
......@@ -60,6 +60,11 @@ DXGI_FORMAT GetSwizzleRTVFormat(GLint internalFormat, const Renderer *renderer);
bool RequiresTextureDataInitialization(GLint internalFormat);
InitializeTextureDataFunction GetTextureDataInitializationFunction(GLint internalFormat);
VertexCopyFunction GetVertexCopyFunction(const gl::VertexFormat &vertexFormat);
size_t GetVertexElementSize(const gl::VertexFormat &vertexFormat);
VertexConversionType GetVertexConversionType(const gl::VertexFormat &vertexFormat);
DXGI_FORMAT GetNativeVertexFormat(const gl::VertexFormat &vertexFormat);
}
namespace d3d11_gl
......
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