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-rw-r--r--Source/ThirdParty/ANGLE/src/libGLESv2/utilities.cpp398
1 files changed, 306 insertions, 92 deletions
diff --git a/Source/ThirdParty/ANGLE/src/libGLESv2/utilities.cpp b/Source/ThirdParty/ANGLE/src/libGLESv2/utilities.cpp
index a3f5243..6589eb1 100644
--- a/Source/ThirdParty/ANGLE/src/libGLESv2/utilities.cpp
+++ b/Source/ThirdParty/ANGLE/src/libGLESv2/utilities.cpp
@@ -9,6 +9,8 @@
#include "libGLESv2/utilities.h"
#include <limits>
+#include <stdio.h>
+#include <windows.h>
#include "common/debug.h"
@@ -18,7 +20,8 @@
namespace gl
{
-int UniformComponentCount(GLenum type)
+// This is how much data the application expects for a uniform
+int UniformExternalComponentCount(GLenum type)
{
switch (type)
{
@@ -52,6 +55,42 @@ int UniformComponentCount(GLenum type)
return 0;
}
+// This is how much data we actually store for a uniform
+int UniformInternalComponentCount(GLenum type)
+{
+ switch (type)
+ {
+ case GL_BOOL:
+ case GL_INT:
+ case GL_SAMPLER_2D:
+ case GL_SAMPLER_CUBE:
+ return 1;
+ case GL_BOOL_VEC2:
+ case GL_INT_VEC2:
+ return 2;
+ case GL_INT_VEC3:
+ case GL_BOOL_VEC3:
+ return 3;
+ case GL_FLOAT:
+ case GL_FLOAT_VEC2:
+ case GL_FLOAT_VEC3:
+ case GL_BOOL_VEC4:
+ case GL_FLOAT_VEC4:
+ case GL_INT_VEC4:
+ return 4;
+ case GL_FLOAT_MAT2:
+ return 8;
+ case GL_FLOAT_MAT3:
+ return 12;
+ case GL_FLOAT_MAT4:
+ return 16;
+ default:
+ UNREACHABLE();
+ }
+
+ return 0;
+}
+
GLenum UniformComponentType(GLenum type)
{
switch(type)
@@ -83,16 +122,27 @@ GLenum UniformComponentType(GLenum type)
return GL_NONE;
}
-size_t UniformTypeSize(GLenum type)
+size_t UniformComponentSize(GLenum type)
{
switch(type)
{
- case GL_BOOL: return sizeof(GLboolean);
+ case GL_BOOL: return sizeof(GLint);
case GL_FLOAT: return sizeof(GLfloat);
case GL_INT: return sizeof(GLint);
+ default: UNREACHABLE();
}
- return UniformTypeSize(UniformComponentType(type)) * UniformComponentCount(type);
+ return 0;
+}
+
+size_t UniformInternalSize(GLenum type)
+{
+ return UniformComponentSize(UniformComponentType(type)) * UniformInternalComponentCount(type);
+}
+
+size_t UniformExternalSize(GLenum type)
+{
+ return UniformComponentSize(UniformComponentType(type)) * UniformExternalComponentCount(type);
}
int VariableRowCount(GLenum type)
@@ -189,18 +239,7 @@ GLsizei ComputePitch(GLsizei width, GLenum format, GLenum type, GLint alignment)
GLsizei ComputeCompressedPitch(GLsizei width, GLenum format)
{
- switch (format)
- {
- case GL_COMPRESSED_RGB_S3TC_DXT1_EXT:
- case GL_COMPRESSED_RGBA_S3TC_DXT1_EXT:
- break;
- default:
- return 0;
- }
-
- ASSERT(width % 4 == 0);
-
- return 8 * width / 4;
+ return ComputeCompressedSize(width, 1, format);
}
GLsizei ComputeCompressedSize(GLsizei width, GLsizei height, GLenum format)
@@ -209,18 +248,23 @@ GLsizei ComputeCompressedSize(GLsizei width, GLsizei height, GLenum format)
{
case GL_COMPRESSED_RGB_S3TC_DXT1_EXT:
case GL_COMPRESSED_RGBA_S3TC_DXT1_EXT:
+ return 8 * (GLsizei)ceil((float)width / 4.0f) * (GLsizei)ceil((float)height / 4.0f);
break;
+ case GL_COMPRESSED_RGBA_S3TC_DXT3_ANGLE:
+ case GL_COMPRESSED_RGBA_S3TC_DXT5_ANGLE:
+ return 16 * (GLsizei)ceil((float)width / 4.0f) * (GLsizei)ceil((float)height / 4.0f);
default:
return 0;
}
- return 8 * (GLsizei)ceil((float)width / 4.0f) * (GLsizei)ceil((float)height / 4.0f);
}
bool IsCompressed(GLenum format)
{
if(format == GL_COMPRESSED_RGB_S3TC_DXT1_EXT ||
- format == GL_COMPRESSED_RGBA_S3TC_DXT1_EXT)
+ format == GL_COMPRESSED_RGBA_S3TC_DXT1_EXT ||
+ format == GL_COMPRESSED_RGBA_S3TC_DXT3_ANGLE ||
+ format == GL_COMPRESSED_RGBA_S3TC_DXT5_ANGLE)
{
return true;
}
@@ -284,7 +328,7 @@ bool IsCubemapTextureTarget(GLenum target)
return (target >= GL_TEXTURE_CUBE_MAP_POSITIVE_X && target <= GL_TEXTURE_CUBE_MAP_NEGATIVE_Z);
}
-bool IsTextureTarget(GLenum target)
+bool IsInternalTextureTarget(GLenum target)
{
return target == GL_TEXTURE_2D || IsCubemapTextureTarget(target);
}
@@ -336,6 +380,68 @@ bool CheckTextureFormatType(GLenum format, GLenum type)
}
}
+GLenum ExtractFormat(GLenum internalformat)
+{
+ switch (internalformat)
+ {
+ case GL_RGB565: return GL_RGB;
+ case GL_RGBA4: return GL_RGBA;
+ case GL_RGB5_A1: return GL_RGBA;
+ case GL_RGB8_OES: return GL_RGB;
+ case GL_RGBA8_OES: return GL_RGBA;
+ case GL_LUMINANCE8_ALPHA8_EXT: return GL_LUMINANCE_ALPHA;
+ case GL_LUMINANCE8_EXT: return GL_LUMINANCE;
+ case GL_ALPHA8_EXT: return GL_ALPHA;
+ case GL_COMPRESSED_RGB_S3TC_DXT1_EXT: return GL_COMPRESSED_RGB_S3TC_DXT1_EXT;
+ case GL_COMPRESSED_RGBA_S3TC_DXT1_EXT: return GL_COMPRESSED_RGBA_S3TC_DXT1_EXT;
+ case GL_COMPRESSED_RGBA_S3TC_DXT3_ANGLE: return GL_COMPRESSED_RGBA_S3TC_DXT3_ANGLE;
+ case GL_COMPRESSED_RGBA_S3TC_DXT5_ANGLE: return GL_COMPRESSED_RGBA_S3TC_DXT5_ANGLE;
+ case GL_RGBA32F_EXT: return GL_RGBA;
+ case GL_RGB32F_EXT: return GL_RGB;
+ case GL_ALPHA32F_EXT: return GL_ALPHA;
+ case GL_LUMINANCE32F_EXT: return GL_LUMINANCE;
+ case GL_LUMINANCE_ALPHA32F_EXT: return GL_LUMINANCE_ALPHA;
+ case GL_RGBA16F_EXT: return GL_RGBA;
+ case GL_RGB16F_EXT: return GL_RGB;
+ case GL_ALPHA16F_EXT: return GL_ALPHA;
+ case GL_LUMINANCE16F_EXT: return GL_LUMINANCE;
+ case GL_LUMINANCE_ALPHA16F_EXT: return GL_LUMINANCE_ALPHA;
+ case GL_BGRA8_EXT: return GL_BGRA_EXT;
+ default: return GL_NONE; // Unsupported
+ }
+}
+
+GLenum ExtractType(GLenum internalformat)
+{
+ switch (internalformat)
+ {
+ case GL_RGB565: return GL_UNSIGNED_SHORT_5_6_5;
+ case GL_RGBA4: return GL_UNSIGNED_SHORT_4_4_4_4;
+ case GL_RGB5_A1: return GL_UNSIGNED_SHORT_5_5_5_1;
+ case GL_RGB8_OES: return GL_UNSIGNED_BYTE;
+ case GL_RGBA8_OES: return GL_UNSIGNED_BYTE;
+ case GL_LUMINANCE8_ALPHA8_EXT: return GL_UNSIGNED_BYTE;
+ case GL_LUMINANCE8_EXT: return GL_UNSIGNED_BYTE;
+ case GL_ALPHA8_EXT: return GL_UNSIGNED_BYTE;
+ case GL_COMPRESSED_RGB_S3TC_DXT1_EXT: return GL_UNSIGNED_BYTE;
+ case GL_COMPRESSED_RGBA_S3TC_DXT1_EXT: return GL_UNSIGNED_BYTE;
+ case GL_COMPRESSED_RGBA_S3TC_DXT3_ANGLE: return GL_UNSIGNED_BYTE;
+ case GL_COMPRESSED_RGBA_S3TC_DXT5_ANGLE: return GL_UNSIGNED_BYTE;
+ case GL_RGBA32F_EXT: return GL_FLOAT;
+ case GL_RGB32F_EXT: return GL_FLOAT;
+ case GL_ALPHA32F_EXT: return GL_FLOAT;
+ case GL_LUMINANCE32F_EXT: return GL_FLOAT;
+ case GL_LUMINANCE_ALPHA32F_EXT: return GL_FLOAT;
+ case GL_RGBA16F_EXT: return GL_HALF_FLOAT_OES;
+ case GL_RGB16F_EXT: return GL_HALF_FLOAT_OES;
+ case GL_ALPHA16F_EXT: return GL_HALF_FLOAT_OES;
+ case GL_LUMINANCE16F_EXT: return GL_HALF_FLOAT_OES;
+ case GL_LUMINANCE_ALPHA16F_EXT: return GL_HALF_FLOAT_OES;
+ case GL_BGRA8_EXT: return GL_UNSIGNED_BYTE;
+ default: return GL_NONE; // Unsupported
+ }
+}
+
bool IsColorRenderable(GLenum internalformat)
{
switch (internalformat)
@@ -528,6 +634,39 @@ D3DCULL ConvertCullMode(GLenum cullFace, GLenum frontFace)
return cull;
}
+D3DCUBEMAP_FACES ConvertCubeFace(GLenum cubeFace)
+{
+ D3DCUBEMAP_FACES face = D3DCUBEMAP_FACE_POSITIVE_X;
+
+ // Map a cube map texture target to the corresponding D3D surface index. Note that the
+ // Y faces are swapped because the Y coordinate to the texture lookup intrinsic functions
+ // are negated in the pixel shader.
+ switch (cubeFace)
+ {
+ case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
+ face = D3DCUBEMAP_FACE_POSITIVE_X;
+ break;
+ case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
+ face = D3DCUBEMAP_FACE_NEGATIVE_X;
+ break;
+ case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
+ face = D3DCUBEMAP_FACE_NEGATIVE_Y;
+ break;
+ case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
+ face = D3DCUBEMAP_FACE_POSITIVE_Y;
+ break;
+ case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
+ face = D3DCUBEMAP_FACE_POSITIVE_Z;
+ break;
+ case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
+ face = D3DCUBEMAP_FACE_NEGATIVE_Z;
+ break;
+ default: UNREACHABLE();
+ }
+
+ return face;
+}
+
DWORD ConvertColorMask(bool red, bool green, bool blue, bool alpha)
{
return (red ? D3DCOLORWRITEENABLE_RED : 0) |
@@ -584,6 +723,75 @@ void ConvertMinFilter(GLenum minFilter, D3DTEXTUREFILTERTYPE *d3dMinFilter, D3DT
}
}
+bool ConvertPrimitiveType(GLenum primitiveType, GLsizei elementCount,
+ D3DPRIMITIVETYPE *d3dPrimitiveType, int *d3dPrimitiveCount)
+{
+ switch (primitiveType)
+ {
+ case GL_POINTS:
+ *d3dPrimitiveType = D3DPT_POINTLIST;
+ *d3dPrimitiveCount = elementCount;
+ break;
+ case GL_LINES:
+ *d3dPrimitiveType = D3DPT_LINELIST;
+ *d3dPrimitiveCount = elementCount / 2;
+ break;
+ case GL_LINE_LOOP:
+ *d3dPrimitiveType = D3DPT_LINESTRIP;
+ *d3dPrimitiveCount = elementCount - 1; // D3D doesn't support line loops, so we draw the last line separately
+ break;
+ case GL_LINE_STRIP:
+ *d3dPrimitiveType = D3DPT_LINESTRIP;
+ *d3dPrimitiveCount = elementCount - 1;
+ break;
+ case GL_TRIANGLES:
+ *d3dPrimitiveType = D3DPT_TRIANGLELIST;
+ *d3dPrimitiveCount = elementCount / 3;
+ break;
+ case GL_TRIANGLE_STRIP:
+ *d3dPrimitiveType = D3DPT_TRIANGLESTRIP;
+ *d3dPrimitiveCount = elementCount - 2;
+ break;
+ case GL_TRIANGLE_FAN:
+ *d3dPrimitiveType = D3DPT_TRIANGLEFAN;
+ *d3dPrimitiveCount = elementCount - 2;
+ break;
+ default:
+ return false;
+ }
+
+ return true;
+}
+
+D3DFORMAT ConvertRenderbufferFormat(GLenum format)
+{
+ switch (format)
+ {
+ case GL_RGBA4:
+ case GL_RGB5_A1:
+ case GL_RGBA8_OES: return D3DFMT_A8R8G8B8;
+ case GL_RGB565: return D3DFMT_R5G6B5;
+ case GL_RGB8_OES: return D3DFMT_X8R8G8B8;
+ case GL_DEPTH_COMPONENT16:
+ case GL_STENCIL_INDEX8:
+ case GL_DEPTH24_STENCIL8_OES: return D3DFMT_D24S8;
+ default: UNREACHABLE(); return D3DFMT_A8R8G8B8;
+ }
+}
+
+D3DMULTISAMPLE_TYPE GetMultisampleTypeFromSamples(GLsizei samples)
+{
+ if (samples <= 1)
+ return D3DMULTISAMPLE_NONE;
+ else
+ return (D3DMULTISAMPLE_TYPE)samples;
+}
+
+}
+
+namespace dx2es
+{
+
unsigned int GetStencilSize(D3DFORMAT stencilFormat)
{
switch(stencilFormat)
@@ -601,11 +809,11 @@ unsigned int GetStencilSize(D3DFORMAT stencilFormat)
case D3DFMT_D32F_LOCKABLE:
case D3DFMT_D16:
return 0;
-// case D3DFMT_D32_LOCKABLE: return 0; // DirectX 9Ex only
-// case D3DFMT_S8_LOCKABLE: return 8; // DirectX 9Ex only
- default: UNREACHABLE();
+ //case D3DFMT_D32_LOCKABLE: return 0; // DirectX 9Ex only
+ //case D3DFMT_S8_LOCKABLE: return 8; // DirectX 9Ex only
+ default:
+ return 0;
}
- return 0;
}
unsigned int GetAlphaSize(D3DFORMAT colorFormat)
@@ -625,9 +833,9 @@ unsigned int GetAlphaSize(D3DFORMAT colorFormat)
case D3DFMT_X8R8G8B8:
case D3DFMT_R5G6B5:
return 0;
- default: UNREACHABLE();
+ default:
+ return 0;
}
- return 0;
}
unsigned int GetRedSize(D3DFORMAT colorFormat)
@@ -646,9 +854,9 @@ unsigned int GetRedSize(D3DFORMAT colorFormat)
case D3DFMT_A1R5G5B5:
case D3DFMT_R5G6B5:
return 5;
- default: UNREACHABLE();
+ default:
+ return 0;
}
- return 0;
}
unsigned int GetGreenSize(D3DFORMAT colorFormat)
@@ -668,9 +876,9 @@ unsigned int GetGreenSize(D3DFORMAT colorFormat)
return 5;
case D3DFMT_R5G6B5:
return 6;
- default: UNREACHABLE();
+ default:
+ return 0;
}
- return 0;
}
unsigned int GetBlueSize(D3DFORMAT colorFormat)
@@ -689,9 +897,9 @@ unsigned int GetBlueSize(D3DFORMAT colorFormat)
case D3DFMT_A1R5G5B5:
case D3DFMT_R5G6B5:
return 5;
- default: UNREACHABLE();
+ default:
+ return 0;
}
- return 0;
}
unsigned int GetDepthSize(D3DFORMAT depthFormat)
@@ -709,66 +917,52 @@ unsigned int GetDepthSize(D3DFORMAT depthFormat)
case D3DFMT_D24FS8: return 24;
//case D3DFMT_D32_LOCKABLE: return 32; // D3D9Ex only
//case D3DFMT_S8_LOCKABLE: return 0; // D3D9Ex only
- default:
- UNREACHABLE();
+ default: return 0;
}
- return 0;
}
-bool ConvertPrimitiveType(GLenum primitiveType, GLsizei elementCount,
- D3DPRIMITIVETYPE *d3dPrimitiveType, int *d3dPrimitiveCount)
+bool IsFloat32Format(D3DFORMAT surfaceFormat)
{
- switch (primitiveType)
+ switch(surfaceFormat)
{
- case GL_POINTS:
- *d3dPrimitiveType = D3DPT_POINTLIST;
- *d3dPrimitiveCount = elementCount;
- break;
- case GL_LINES:
- *d3dPrimitiveType = D3DPT_LINELIST;
- *d3dPrimitiveCount = elementCount / 2;
- break;
- case GL_LINE_LOOP:
- *d3dPrimitiveType = D3DPT_LINESTRIP;
- *d3dPrimitiveCount = elementCount - 1; // D3D doesn't support line loops, so we draw the last line separately
- break;
- case GL_LINE_STRIP:
- *d3dPrimitiveType = D3DPT_LINESTRIP;
- *d3dPrimitiveCount = elementCount - 1;
- break;
- case GL_TRIANGLES:
- *d3dPrimitiveType = D3DPT_TRIANGLELIST;
- *d3dPrimitiveCount = elementCount / 3;
- break;
- case GL_TRIANGLE_STRIP:
- *d3dPrimitiveType = D3DPT_TRIANGLESTRIP;
- *d3dPrimitiveCount = elementCount - 2;
- break;
- case GL_TRIANGLE_FAN:
- *d3dPrimitiveType = D3DPT_TRIANGLEFAN;
- *d3dPrimitiveCount = elementCount - 2;
- break;
- default:
+ case D3DFMT_R16F:
+ case D3DFMT_G16R16F:
+ case D3DFMT_A16B16G16R16F:
+ return false;
+ case D3DFMT_R32F:
+ case D3DFMT_G32R32F:
+ case D3DFMT_A32B32G32R32F:
+ return true;
+ case D3DFMT_A8R8G8B8:
+ case D3DFMT_X8R8G8B8:
+ case D3DFMT_A1R5G5B5:
+ case D3DFMT_R5G6B5:
return false;
+ default: UNREACHABLE();
}
-
- return true;
+ return false;
}
-D3DFORMAT ConvertRenderbufferFormat(GLenum format)
+bool IsFloat16Format(D3DFORMAT surfaceFormat)
{
- switch (format)
+ switch(surfaceFormat)
{
- case GL_RGBA4:
- case GL_RGB5_A1:
- case GL_RGBA8_OES: return D3DFMT_A8R8G8B8;
- case GL_RGB565: return D3DFMT_R5G6B5;
- case GL_RGB8_OES: return D3DFMT_X8R8G8B8;
- case GL_DEPTH_COMPONENT16:
- case GL_STENCIL_INDEX8:
- case GL_DEPTH24_STENCIL8_OES: return D3DFMT_D24S8;
- default: UNREACHABLE(); return D3DFMT_A8R8G8B8;
+ case D3DFMT_R16F:
+ case D3DFMT_G16R16F:
+ case D3DFMT_A16B16G16R16F:
+ return true;
+ case D3DFMT_R32F:
+ case D3DFMT_G32R32F:
+ case D3DFMT_A32B32G32R32F:
+ return false;
+ case D3DFMT_A8R8G8B8:
+ case D3DFMT_X8R8G8B8:
+ case D3DFMT_A1R5G5B5:
+ case D3DFMT_R5G6B5:
+ return false;
+ default: UNREACHABLE();
}
+ return false;
}
GLsizei GetSamplesFromMultisampleType(D3DMULTISAMPLE_TYPE type)
@@ -779,19 +973,6 @@ GLsizei GetSamplesFromMultisampleType(D3DMULTISAMPLE_TYPE type)
return type;
}
-D3DMULTISAMPLE_TYPE GetMultisampleTypeFromSamples(GLsizei samples)
-{
- if (samples <= 1)
- return D3DMULTISAMPLE_NONE;
- else
- return (D3DMULTISAMPLE_TYPE)samples;
-}
-
-}
-
-namespace dx2es
-{
-
GLenum ConvertBackBufferFormat(D3DFORMAT format)
{
switch (format)
@@ -825,3 +1006,36 @@ GLenum ConvertDepthStencilFormat(D3DFORMAT format)
}
}
+
+std::string getTempPath()
+{
+ char path[MAX_PATH];
+ DWORD pathLen = GetTempPathA(sizeof(path) / sizeof(path[0]), path);
+ if (pathLen == 0)
+ {
+ UNREACHABLE();
+ return std::string();
+ }
+
+ UINT unique = GetTempFileNameA(path, "sh", 0, path);
+ if (unique == 0)
+ {
+ UNREACHABLE();
+ return std::string();
+ }
+
+ return path;
+}
+
+void writeFile(const char* path, const void* content, size_t size)
+{
+ FILE* file = fopen(path, "w");
+ if (!file)
+ {
+ UNREACHABLE();
+ return;
+ }
+
+ fwrite(content, sizeof(char), size, file);
+ fclose(file);
+}