// Copyright 2016 The SwiftShader Authors. All Rights Reserved. // // Licensed under the Apache License, Version 2.0 (the "License"); // you may not use this file except in compliance with the License. // You may obtain a copy of the License at // // http://www.apache.org/licenses/LICENSE-2.0 // // Unless required by applicable law or agreed to in writing, software // distributed under the License is distributed on an "AS IS" BASIS, // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. // See the License for the specific language governing permissions and // limitations under the License. // utilities.h: Conversion functions and other utility routines. #ifndef LIBGLESV2_UTILITIES_H #define LIBGLESV2_UTILITIES_H #include "Device.hpp" #include "common/Image.hpp" #include "Texture.h" #include #include #include #include #include namespace es2 { struct Color; class Framebuffer; unsigned int UniformComponentCount(GLenum type); GLenum UniformComponentType(GLenum type); size_t UniformTypeSize(GLenum type); bool IsSamplerUniform(GLenum type); int VariableRowCount(GLenum type); int VariableColumnCount(GLenum type); int VariableRegisterCount(GLenum type); int VariableRegisterSize(GLenum type); int AllocateFirstFreeBits(unsigned int *bits, unsigned int allocationSize, unsigned int bitsSize); bool IsCompressed(GLint intenalformat); bool IsSizedInternalFormat(GLint internalformat); // Not compressed. GLenum ValidateSubImageParams(bool compressed, bool copy, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, Texture *texture); GLenum ValidateSubImageParams(bool compressed, bool copy, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, Texture *texture); bool ValidateCopyFormats(GLenum textureFormat, GLenum colorbufferFormat); bool ValidateReadPixelsFormatType(const Framebuffer *framebuffer, GLenum format, GLenum type); bool IsDepthTexture(GLint format); bool IsStencilTexture(GLint format); bool IsCubemapTextureTarget(GLenum target); int CubeFaceIndex(GLenum cubeTarget); bool IsTextureTarget(GLenum target); GLenum ValidateTextureFormatType(GLenum format, GLenum type, GLint internalformat, GLenum target); size_t GetTypeSize(GLenum type); sw::Format ConvertReadFormatType(GLenum format, GLenum type); bool IsColorRenderable(GLint internalformat); bool IsDepthRenderable(GLint internalformat); bool IsStencilRenderable(GLint internalformat); bool IsMipmappable(GLint internalformat); GLuint GetAlphaSize(GLint internalformat); GLuint GetRedSize(GLint internalformat); GLuint GetGreenSize(GLint internalformat); GLuint GetBlueSize(GLint internalformat); GLuint GetDepthSize(GLint internalformat); GLuint GetStencilSize(GLint internalformat); GLenum GetColorComponentType(GLint internalformat); GLenum GetComponentType(GLint internalformat, GLenum attachment); bool IsNormalizedInteger(GLint internalformat); bool IsNonNormalizedInteger(GLint internalformat); bool IsFloatFormat(GLint internalformat); bool IsSignedNonNormalizedInteger(GLint internalformat); bool IsUnsignedNonNormalizedInteger(GLint internalformat); GLenum GetColorEncoding(GLint internalformat); // Parse the base uniform name and array index. Returns the base name of the uniform. outSubscript is // set to GL_INVALID_INDEX if the provided name is not an array or the array index is invalid. std::string ParseUniformName(const std::string &name, unsigned int *outSubscript); } namespace es2sw { sw::DepthCompareMode ConvertDepthComparison(GLenum comparison); sw::StencilCompareMode ConvertStencilComparison(GLenum comparison); sw::Color ConvertColor(es2::Color color); sw::BlendFactor ConvertBlendFunc(GLenum blend); sw::BlendOperation ConvertBlendOp(GLenum blendOp); sw::LogicalOperation ConvertLogicalOperation(GLenum logicalOperation); sw::StencilOperation ConvertStencilOp(GLenum stencilOp); sw::AddressingMode ConvertTextureWrap(GLenum wrap); sw::CompareFunc ConvertCompareFunc(GLenum compareFunc, GLenum compareMode); sw::SwizzleType ConvertSwizzleType(GLenum swizzleType); sw::CullMode ConvertCullMode(GLenum cullFace, GLenum frontFace); unsigned int ConvertColorMask(bool red, bool green, bool blue, bool alpha); sw::MipmapType ConvertMipMapFilter(GLenum minFilter); sw::FilterType ConvertTextureFilter(GLenum minFilter, GLenum magFilter, float maxAnisotropy); bool ConvertPrimitiveType(GLenum primitiveType, GLsizei elementCount, GLenum elementType, sw::DrawType &swPrimitiveType, int &primitiveCount, int &verticesPerPrimitive); } namespace sw2es { GLenum ConvertBackBufferFormat(sw::Format format); GLenum ConvertDepthStencilFormat(sw::Format format); } #endif // LIBGLESV2_UTILITIES_H