Adds conversion functions for DXGI-to-GL texture and renderbuffer formats.

TRAC #22065 Signed-off-by: Daniel Koch git-svn-id: https://angleproject.googlecode.com/svn/branches/dx11proto@1416 736b8ea6-26fd-11df-bfd4-992fa37f6226
parent 682a37c5
//
// Copyright (c) 2012 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 d3d11_gl
{
GLenum ConvertBackBufferFormat(DXGI_FORMAT format)
{
switch (format)
{
case DXGI_FORMAT_R8G8B8A8_UNORM: return GL_RGBA8_OES;
default:
UNREACHABLE();
}
return GL_RGBA8_OES;
}
GLenum ConvertDepthStencilFormat(DXGI_FORMAT format)
{
switch (format)
{
case DXGI_FORMAT_D24_UNORM_S8_UINT: return GL_DEPTH24_STENCIL8_OES;
default:
UNREACHABLE();
}
return GL_DEPTH24_STENCIL8_OES;
}
}
//
// Copyright (c) 2012 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 d3d11_gl
{
GLenum ConvertBackBufferFormat(DXGI_FORMAT format)
{
switch (format)
{
case DXGI_FORMAT_R8G8B8A8_UNORM: return GL_RGBA8_OES;
default:
UNREACHABLE();
}
return GL_RGBA8_OES;
}
GLenum ConvertDepthStencilFormat(DXGI_FORMAT format)
{
switch (format)
{
case DXGI_FORMAT_D24_UNORM_S8_UINT: return GL_DEPTH24_STENCIL8_OES;
default:
UNREACHABLE();
}
return GL_DEPTH24_STENCIL8_OES;
}
GLenum ConvertRenderbufferFormat(DXGI_FORMAT format)
{
switch (format)
{
case DXGI_FORMAT_R8G8B8A8_UNORM:
return GL_RGBA8_OES;
case DXGI_FORMAT_D24_UNORM_S8_UINT:
return GL_DEPTH24_STENCIL8_OES;
default:
UNREACHABLE();
}
return GL_RGBA8_OES;
}
GLenum ConvertTextureInternalFormat(DXGI_FORMAT format)
{
switch (format)
{
case DXGI_FORMAT_R8G8B8A8_UNORM:
return GL_RGBA8_OES;
case DXGI_FORMAT_A8_UNORM:
return GL_ALPHA8_EXT;
case DXGI_FORMAT_BC1_UNORM:
return GL_COMPRESSED_RGBA_S3TC_DXT1_EXT;
case DXGI_FORMAT_BC2_UNORM:
return GL_COMPRESSED_RGBA_S3TC_DXT3_ANGLE;
case DXGI_FORMAT_BC3_UNORM:
return GL_COMPRESSED_RGBA_S3TC_DXT5_ANGLE;
case DXGI_FORMAT_R32G32B32A32_FLOAT:
return GL_RGBA32F_EXT;
case DXGI_FORMAT_R32G32B32_FLOAT:
return GL_RGB32F_EXT;
case DXGI_FORMAT_R16G16B16A16_FLOAT:
return GL_RGBA16F_EXT;
case DXGI_FORMAT_B8G8R8A8_UNORM:
return GL_BGRA8_EXT;
case DXGI_FORMAT_R8_UNORM:
return GL_R8_EXT;
case DXGI_FORMAT_R8G8_UNORM:
return GL_RG8_EXT;
case DXGI_FORMAT_R16_FLOAT:
return GL_R16F_EXT;
case DXGI_FORMAT_R16G16_FLOAT:
return GL_RG16F_EXT;
case DXGI_FORMAT_D24_UNORM_S8_UINT:
return GL_DEPTH24_STENCIL8_OES;
default:
UNREACHABLE();
}
return GL_RGBA8_OES;
}
}
namespace gl_d3d11
{
DXGI_FORMAT ConvertRenderbufferFormat(GLenum format)
{
switch (format)
{
case GL_RGBA4:
case GL_RGB5_A1:
case GL_RGBA8_OES:
case GL_RGB565:
case GL_RGB8_OES:
return DXGI_FORMAT_R8G8B8A8_UNORM;
case GL_DEPTH_COMPONENT16:
case GL_STENCIL_INDEX8:
case GL_DEPTH24_STENCIL8_OES:
return DXGI_FORMAT_D24_UNORM_S8_UINT;
default:
UNREACHABLE();
}
return DXGI_FORMAT_R8G8B8A8_UNORM;
}
DXGI_FORMAT ConvertTextureFormat(GLenum internalformat)
{
switch (internalformat)
{
case GL_RGB565:
case GL_RGBA4:
case GL_RGB5_A1:
case GL_RGB8_OES:
case GL_RGBA8_OES:
case GL_LUMINANCE8_EXT:
case GL_LUMINANCE8_ALPHA8_EXT:
return DXGI_FORMAT_R8G8B8A8_UNORM;
case GL_ALPHA8_EXT:
return DXGI_FORMAT_A8_UNORM;
case GL_COMPRESSED_RGB_S3TC_DXT1_EXT:
case GL_COMPRESSED_RGBA_S3TC_DXT1_EXT:
return DXGI_FORMAT_BC1_UNORM;
case GL_COMPRESSED_RGBA_S3TC_DXT3_ANGLE:
return DXGI_FORMAT_BC2_UNORM;
case GL_COMPRESSED_RGBA_S3TC_DXT5_ANGLE:
return DXGI_FORMAT_BC3_UNORM;
case GL_RGBA32F_EXT:
case GL_ALPHA32F_EXT:
case GL_LUMINANCE_ALPHA32F_EXT:
return DXGI_FORMAT_R32G32B32A32_FLOAT;
case GL_RGB32F_EXT:
case GL_LUMINANCE32F_EXT:
return DXGI_FORMAT_R32G32B32_FLOAT;
case GL_RGBA16F_EXT:
case GL_ALPHA16F_EXT:
case GL_LUMINANCE_ALPHA16F_EXT:
case GL_RGB16F_EXT:
case GL_LUMINANCE16F_EXT:
return DXGI_FORMAT_R16G16B16A16_FLOAT;
case GL_BGRA8_EXT:
return DXGI_FORMAT_B8G8R8A8_UNORM;
case GL_R8_EXT:
return DXGI_FORMAT_R8_UNORM;
case GL_RG8_EXT:
return DXGI_FORMAT_R8G8_UNORM;
case GL_R16F_EXT:
return DXGI_FORMAT_R16_FLOAT;
case GL_RG16F_EXT:
return DXGI_FORMAT_R16G16_FLOAT;
case GL_DEPTH_COMPONENT16:
case GL_DEPTH_COMPONENT32_OES:
case GL_DEPTH24_STENCIL8_OES:
return DXGI_FORMAT_D24_UNORM_S8_UINT;
default:
UNREACHABLE();
}
return DXGI_FORMAT_R8G8B8A8_UNORM;
}
}
//
// Copyright (c) 2012 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.h: Conversion functions and other utility routines
// specific to the D3D11 renderer.
//
// Copyright (c) 2012 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.h: Conversion functions and other utility routines
// specific to the D3D11 renderer.
#define GL_APICALL
#include <GLES2/gl2.h>
#include <GLES2/gl2ext.h>
#include <d3d11.h>
namespace d3d11_gl
{
GLenum ConvertBackBufferFormat(DXGI_FORMAT format);
GLenum ConvertDepthStencilFormat(DXGI_FORMAT format);
}
#include <d3d11.h>
namespace d3d11_gl
{
GLenum ConvertBackBufferFormat(DXGI_FORMAT format);
GLenum ConvertDepthStencilFormat(DXGI_FORMAT format);
GLenum ConvertRenderbufferFormat(DXGI_FORMAT format);
GLenum ConvertTextureInternalFormat(DXGI_FORMAT format);
}
namespace gl_d3d11
{
DXGI_FORMAT ConvertRenderbufferFormat(GLenum format);
DXGI_FORMAT ConvertTextureInternalFormat(GLenum internalformat);
}
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