// // Copyright (c) 2002-2010 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. // // utilities.h: Conversion functions and other utility routines. #ifndef LIBGLESV2_UTILITIES_H #define LIBGLESV2_UTILITIES_H #define GL_APICALL #include #include #include #include namespace gl { struct Color; int UniformExternalComponentCount(GLenum type); int UniformInternalComponentCount(GLenum type); GLenum UniformComponentType(GLenum type); size_t UniformInternalSize(GLenum type); size_t UniformExternalSize(GLenum type); int VariableRowCount(GLenum type); int VariableColumnCount(GLenum type); int AllocateFirstFreeBits(unsigned int *bits, unsigned int allocationSize, unsigned int bitsSize); int ComputePixelSize(GLenum format, GLenum type); GLsizei ComputePitch(GLsizei width, GLenum format, GLenum type, GLint alignment); GLsizei ComputeCompressedPitch(GLsizei width, GLenum format); GLsizei ComputeCompressedSize(GLsizei width, GLsizei height, GLenum format); bool IsCompressed(GLenum format); bool IsCubemapTextureTarget(GLenum target); bool IsInternalTextureTarget(GLenum target); bool CheckTextureFormatType(GLenum format, GLenum type); GLenum ExtractFormat(GLenum internalformat); GLenum ExtractType(GLenum internalformat); bool IsColorRenderable(GLenum internalformat); bool IsDepthRenderable(GLenum internalformat); bool IsStencilRenderable(GLenum internalformat); } namespace es2dx { D3DCMPFUNC ConvertComparison(GLenum comparison); D3DCOLOR ConvertColor(gl::Color color); D3DBLEND ConvertBlendFunc(GLenum blend); D3DBLENDOP ConvertBlendOp(GLenum blendOp); D3DSTENCILOP ConvertStencilOp(GLenum stencilOp); D3DTEXTUREADDRESS ConvertTextureWrap(GLenum wrap); D3DCULL ConvertCullMode(GLenum cullFace, GLenum frontFace); D3DCUBEMAP_FACES ConvertCubeFace(GLenum cubeFace); DWORD ConvertColorMask(bool red, bool green, bool blue, bool alpha); D3DTEXTUREFILTERTYPE ConvertMagFilter(GLenum magFilter); void ConvertMinFilter(GLenum minFilter, D3DTEXTUREFILTERTYPE *d3dMinFilter, D3DTEXTUREFILTERTYPE *d3dMipFilter); bool ConvertPrimitiveType(GLenum primitiveType, GLsizei elementCount, D3DPRIMITIVETYPE *d3dPrimitiveType, int *d3dPrimitiveCount); D3DFORMAT ConvertRenderbufferFormat(GLenum format); D3DMULTISAMPLE_TYPE GetMultisampleTypeFromSamples(GLsizei samples); } namespace dx2es { GLuint GetAlphaSize(D3DFORMAT colorFormat); GLuint GetRedSize(D3DFORMAT colorFormat); GLuint GetGreenSize(D3DFORMAT colorFormat); GLuint GetBlueSize(D3DFORMAT colorFormat); GLuint GetDepthSize(D3DFORMAT depthFormat); GLuint GetStencilSize(D3DFORMAT stencilFormat); bool IsFloat32Format(D3DFORMAT surfaceFormat); bool IsFloat16Format(D3DFORMAT surfaceFormat); GLsizei GetSamplesFromMultisampleType(D3DMULTISAMPLE_TYPE type); GLenum ConvertBackBufferFormat(D3DFORMAT format); GLenum ConvertDepthStencilFormat(D3DFORMAT format); } std::string getTempPath(); void writeFile(const char* path, const void* data, size_t size); inline bool isDeviceLostError(HRESULT errorCode) { switch (errorCode) { case D3DERR_DRIVERINTERNALERROR: case D3DERR_DEVICELOST: case D3DERR_DEVICEHUNG: case D3DERR_DEVICEREMOVED: return true; default: return false; } }; #endif // LIBGLESV2_UTILITIES_H