Ryujinx/Ryujinx.Graphics/Gal/OpenGL/OGLEnumConverter.cs
gdkchan b9aa3966c0 Merge shader branch, adding support for GLSL decompilation, a macro
interpreter, and a rewrite of the GPU code.
2018-04-08 16:41:38 -03:00

129 lines
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5.7 KiB
C#

using OpenTK.Graphics.OpenGL;
using System;
namespace Ryujinx.Graphics.Gal.OpenGL
{
static class OGLEnumConverter
{
public static DrawElementsType GetDrawElementsType(GalIndexFormat Format)
{
switch (Format)
{
case GalIndexFormat.Byte: return DrawElementsType.UnsignedByte;
case GalIndexFormat.Int16: return DrawElementsType.UnsignedShort;
case GalIndexFormat.Int32: return DrawElementsType.UnsignedInt;
}
throw new ArgumentException(nameof(Format));
}
public static PrimitiveType GetPrimitiveType(GalPrimitiveType Type)
{
switch (Type)
{
case GalPrimitiveType.Points: return PrimitiveType.Points;
case GalPrimitiveType.Lines: return PrimitiveType.Lines;
case GalPrimitiveType.LineLoop: return PrimitiveType.LineLoop;
case GalPrimitiveType.LineStrip: return PrimitiveType.LineStrip;
case GalPrimitiveType.Triangles: return PrimitiveType.Triangles;
case GalPrimitiveType.TriangleStrip: return PrimitiveType.TriangleStrip;
case GalPrimitiveType.TriangleFan: return PrimitiveType.TriangleFan;
case GalPrimitiveType.Quads: return PrimitiveType.Quads;
case GalPrimitiveType.QuadStrip: return PrimitiveType.QuadStrip;
case GalPrimitiveType.Polygon: return PrimitiveType.Polygon;
case GalPrimitiveType.LinesAdjacency: return PrimitiveType.LinesAdjacency;
case GalPrimitiveType.LineStripAdjacency: return PrimitiveType.LineStripAdjacency;
case GalPrimitiveType.TrianglesAdjacency: return PrimitiveType.TrianglesAdjacency;
case GalPrimitiveType.TriangleStripAdjacency: return PrimitiveType.TriangleStripAdjacency;
case GalPrimitiveType.Patches: return PrimitiveType.Patches;
}
throw new ArgumentException(nameof(Type));
}
public static ShaderType GetShaderType(GalShaderType Type)
{
switch (Type)
{
case GalShaderType.Vertex: return ShaderType.VertexShader;
case GalShaderType.TessControl: return ShaderType.TessControlShader;
case GalShaderType.TessEvaluation: return ShaderType.TessEvaluationShader;
case GalShaderType.Geometry: return ShaderType.GeometryShader;
case GalShaderType.Fragment: return ShaderType.FragmentShader;
}
throw new ArgumentException(nameof(Type));
}
public static PixelInternalFormat GetCompressedTextureFormat(GalTextureFormat Format)
{
switch (Format)
{
case GalTextureFormat.BC1: return PixelInternalFormat.CompressedRgbaS3tcDxt1Ext;
case GalTextureFormat.BC2: return PixelInternalFormat.CompressedRgbaS3tcDxt3Ext;
case GalTextureFormat.BC3: return PixelInternalFormat.CompressedRgbaS3tcDxt5Ext;
}
throw new NotImplementedException(Format.ToString());
}
public static TextureWrapMode GetTextureWrapMode(GalTextureWrap Wrap)
{
switch (Wrap)
{
case GalTextureWrap.Repeat: return TextureWrapMode.Repeat;
case GalTextureWrap.MirroredRepeat: return TextureWrapMode.MirroredRepeat;
case GalTextureWrap.ClampToEdge: return TextureWrapMode.ClampToEdge;
case GalTextureWrap.ClampToBorder: return TextureWrapMode.ClampToBorder;
case GalTextureWrap.Clamp: return TextureWrapMode.Clamp;
//TODO: Those needs extensions (and are currently wrong).
case GalTextureWrap.MirrorClampToEdge: return TextureWrapMode.ClampToEdge;
case GalTextureWrap.MirrorClampToBorder: return TextureWrapMode.ClampToBorder;
case GalTextureWrap.MirrorClamp: return TextureWrapMode.Clamp;
}
throw new ArgumentException(nameof(Wrap));
}
public static TextureMinFilter GetTextureMinFilter(
GalTextureFilter MinFilter,
GalTextureMipFilter MipFilter)
{
//TODO: Mip (needs mipmap support first).
switch (MinFilter)
{
case GalTextureFilter.Nearest: return TextureMinFilter.Nearest;
case GalTextureFilter.Linear: return TextureMinFilter.Linear;
}
throw new ArgumentException(nameof(MinFilter));
}
public static TextureMagFilter GetTextureMagFilter(GalTextureFilter Filter)
{
switch (Filter)
{
case GalTextureFilter.Nearest: return TextureMagFilter.Nearest;
case GalTextureFilter.Linear: return TextureMagFilter.Linear;
}
throw new ArgumentException(nameof(Filter));
}
public static BlendEquationMode GetBlendEquation(GalBlendEquation BlendEquation)
{
return (BlendEquationMode)BlendEquation;
}
public static BlendingFactorSrc GetBlendFactorSrc(GalBlendFactor BlendFactor)
{
return (BlendingFactorSrc)(BlendFactor - 0x4000);
}
public static BlendingFactorDest GetBlendFactorDst(GalBlendFactor BlendFactor)
{
return (BlendingFactorDest)(BlendFactor - 0x4000);
}
}
}