// // 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 namespace gl { struct Color; int UniformComponentCount(GLenum type); GLenum UniformComponentType(GLenum type); size_t UniformTypeSize(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 IsTextureTarget(GLenum target); bool CheckTextureFormatType(GLenum format, GLenum type); 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); DWORD ConvertColorMask(bool red, bool green, bool blue, bool alpha); D3DTEXTUREFILTERTYPE ConvertMagFilter(GLenum magFilter); void ConvertMinFilter(GLenum minFilter, D3DTEXTUREFILTERTYPE *d3dMinFilter, D3DTEXTUREFILTERTYPE *d3dMipFilter); unsigned int GetAlphaSize(D3DFORMAT colorFormat); unsigned int GetRedSize(D3DFORMAT colorFormat); unsigned int GetGreenSize(D3DFORMAT colorFormat); unsigned int GetBlueSize(D3DFORMAT colorFormat); unsigned int GetDepthSize(D3DFORMAT depthFormat); unsigned int GetStencilSize(D3DFORMAT stencilFormat); bool ConvertPrimitiveType(GLenum primitiveType, GLsizei elementCount, D3DPRIMITIVETYPE *d3dPrimitiveType, int *d3dPrimitiveCount); D3DFORMAT ConvertRenderbufferFormat(GLenum format); D3DMULTISAMPLE_TYPE GetMultisampleTypeFromSamples(GLsizei samples); GLsizei GetSamplesFromMultisampleType(D3DMULTISAMPLE_TYPE type); } namespace dx2es { GLenum ConvertBackBufferFormat(D3DFORMAT format); GLenum ConvertDepthStencilFormat(D3DFORMAT format); } #endif // LIBGLESV2_UTILITIES_H