1// GENERATED FILE - DO NOT EDIT. 2// Generated by gen_blit11helper.py. 3// 4// Copyright 2018 The ANGLE Project Authors. All rights reserved. 5// Use of this source code is governed by a BSD-style license that can be 6// found in the LICENSE file. 7// 8// Blit11Helper_autogen.inc: 9// Defines and retrieves blitshaders for the D3D11 backend. 10 11namespace 12{ 13// Include inline shaders in the anonymous namespace to make sure no symbols are exported 14#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrgba2d11ps.h" 15#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrgb2d11ps.h" 16#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrg2d11ps.h" 17#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughr2d11ps.h" 18#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthrougha2d11ps.h" 19#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughlum2d11ps.h" 20#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughlumalpha2d11ps.h" 21#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrgba2dui11ps.h" 22#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrgba2di11ps.h" 23#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrgb2dui11ps.h" 24#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrgb2di11ps.h" 25#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrg2dui11ps.h" 26#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrg2di11ps.h" 27#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughr2dui11ps.h" 28#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughr2di11ps.h" 29#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/multiplyalpha_ftof_pm_rgba_2d_ps.h" 30#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/multiplyalpha_ftof_um_rgba_2d_ps.h" 31#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/multiplyalpha_ftof_pm_rgb_2d_ps.h" 32#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/multiplyalpha_ftof_um_rgb_2d_ps.h" 33#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/multiplyalpha_ftou_pt_rgba_2d_ps.h" 34#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/multiplyalpha_ftou_pm_rgba_2d_ps.h" 35#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/multiplyalpha_ftou_um_rgba_2d_ps.h" 36#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/multiplyalpha_ftou_pt_rgb_2d_ps.h" 37#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/multiplyalpha_ftou_pm_rgb_2d_ps.h" 38#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/multiplyalpha_ftou_um_rgb_2d_ps.h" 39#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/multiplyalpha_ftof_pm_luma_2d_ps.h" 40#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/multiplyalpha_ftof_um_luma_2d_ps.h" 41#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/multiplyalpha_ftof_pm_lumaalpha_2d_ps.h" 42#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/multiplyalpha_ftof_um_lumaalpha_2d_ps.h" 43#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrgba2d_4444_11ps.h" 44#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/multiplyalpha_ftof_pm_rgba_4444_2d_ps.h" 45#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/multiplyalpha_ftof_um_rgba_4444_2d_ps.h" 46#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrgb2d_565_11ps.h" 47#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/multiplyalpha_ftof_pm_rgb_565_2d_ps.h" 48#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/multiplyalpha_ftof_um_rgb_565_2d_ps.h" 49#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrgba2d_5551_11ps.h" 50#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/multiplyalpha_ftof_pm_rgba_5551_2d_ps.h" 51#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/multiplyalpha_ftof_um_rgba_5551_2d_ps.h" 52#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrgba3d11ps.h" 53#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrgb3d11ps.h" 54#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrg3d11ps.h" 55#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughr3d11ps.h" 56#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughlum3d11ps.h" 57#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughlumalpha3d11ps.h" 58#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrgba3dui11ps.h" 59#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrgba3di11ps.h" 60#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrgb3dui11ps.h" 61#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrgb3di11ps.h" 62#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrg3dui11ps.h" 63#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrg3di11ps.h" 64#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughr3dui11ps.h" 65#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughr3di11ps.h" 66#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/multiplyalpha_ftof_pm_rgba_3d_ps.h" 67#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/multiplyalpha_ftof_um_rgba_3d_ps.h" 68#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/multiplyalpha_ftof_pm_rgb_3d_ps.h" 69#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/multiplyalpha_ftof_um_rgb_3d_ps.h" 70#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/multiplyalpha_ftou_pt_rgba_3d_ps.h" 71#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/multiplyalpha_ftou_pm_rgba_3d_ps.h" 72#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/multiplyalpha_ftou_um_rgba_3d_ps.h" 73#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/multiplyalpha_ftou_pt_rgb_3d_ps.h" 74#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/multiplyalpha_ftou_pm_rgb_3d_ps.h" 75#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/multiplyalpha_ftou_um_rgb_3d_ps.h" 76#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/multiplyalpha_ftoi_pt_rgba_3d_ps.h" 77#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/multiplyalpha_ftoi_pm_rgba_3d_ps.h" 78#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/multiplyalpha_ftoi_um_rgba_3d_ps.h" 79#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/multiplyalpha_ftoi_pt_rgb_3d_ps.h" 80#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/multiplyalpha_ftoi_pm_rgb_3d_ps.h" 81#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/multiplyalpha_ftoi_um_rgb_3d_ps.h" 82#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/multiplyalpha_ftof_pm_luma_3d_ps.h" 83#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/multiplyalpha_ftof_um_luma_3d_ps.h" 84#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/multiplyalpha_ftof_pm_lumaalpha_3d_ps.h" 85#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/multiplyalpha_ftof_um_lumaalpha_3d_ps.h" 86#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrgba3d_4444_11ps.h" 87#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/multiplyalpha_ftof_pm_rgba_4444_3d_ps.h" 88#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/multiplyalpha_ftof_um_rgba_4444_3d_ps.h" 89#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrgb3d_565_11ps.h" 90#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/multiplyalpha_ftof_pm_rgb_565_3d_ps.h" 91#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/multiplyalpha_ftof_um_rgb_565_3d_ps.h" 92#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrgba3d_5551_11ps.h" 93#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/multiplyalpha_ftof_pm_rgba_5551_3d_ps.h" 94#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/multiplyalpha_ftof_um_rgba_5551_3d_ps.h" 95#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrgba2darray11ps.h" 96#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrgb2darray11ps.h" 97#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrg2darray11ps.h" 98#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughr2darray11ps.h" 99#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughlum2darray11ps.h" 100#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughlumalpha2darray11ps.h" 101#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrgba2darrayui11ps.h" 102#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrgba2darrayi11ps.h" 103#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrgb2darrayui11ps.h" 104#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrgb2darrayi11ps.h" 105#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrg2darrayui11ps.h" 106#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrg2darrayi11ps.h" 107#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughr2darrayui11ps.h" 108#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughr2darrayi11ps.h" 109#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/multiplyalpha_ftof_pm_rgba_2darray_ps.h" 110#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/multiplyalpha_ftof_um_rgba_2darray_ps.h" 111#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/multiplyalpha_ftof_pm_rgb_2darray_ps.h" 112#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/multiplyalpha_ftof_um_rgb_2darray_ps.h" 113#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/multiplyalpha_ftou_pt_rgba_2darray_ps.h" 114#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/multiplyalpha_ftou_pm_rgba_2darray_ps.h" 115#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/multiplyalpha_ftou_um_rgba_2darray_ps.h" 116#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/multiplyalpha_ftou_pt_rgb_2darray_ps.h" 117#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/multiplyalpha_ftou_pm_rgb_2darray_ps.h" 118#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/multiplyalpha_ftou_um_rgb_2darray_ps.h" 119#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/multiplyalpha_ftoi_pt_rgba_2darray_ps.h" 120#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/multiplyalpha_ftoi_pm_rgba_2darray_ps.h" 121#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/multiplyalpha_ftoi_um_rgba_2darray_ps.h" 122#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/multiplyalpha_ftoi_pt_rgb_2darray_ps.h" 123#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/multiplyalpha_ftoi_pm_rgb_2darray_ps.h" 124#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/multiplyalpha_ftoi_um_rgb_2darray_ps.h" 125#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/multiplyalpha_ftof_pm_luma_2darray_ps.h" 126#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/multiplyalpha_ftof_um_luma_2darray_ps.h" 127#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/multiplyalpha_ftof_pm_lumaalpha_2darray_ps.h" 128#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/multiplyalpha_ftof_um_lumaalpha_2darray_ps.h" 129#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrgba2darray_4444_11ps.h" 130#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/multiplyalpha_ftof_pm_rgba_4444_2darray_ps.h" 131#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/multiplyalpha_ftof_um_rgba_4444_2darray_ps.h" 132#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrgb2darray_565_11ps.h" 133#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/multiplyalpha_ftof_pm_rgb_565_2darray_ps.h" 134#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/multiplyalpha_ftof_um_rgb_565_2darray_ps.h" 135#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrgba2darray_5551_11ps.h" 136#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/multiplyalpha_ftof_pm_rgba_5551_2darray_ps.h" 137#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/multiplyalpha_ftof_um_rgba_5551_2darray_ps.h" 138} // namespace 139 140enum Blit11::BlitShaderOperation : unsigned int 141{ 142 RGBAF, 143 BGRAF, 144 RGBF, 145 RGF, 146 RF, 147 ALPHA, 148 LUMA, 149 LUMAALPHA, 150 RGBAUI, 151 RGBAI, 152 RGBUI, 153 RGBI, 154 RGUI, 155 RGI, 156 RUI, 157 RI, 158 RGBAF_PREMULTIPLY, 159 RGBAF_UNMULTIPLY, 160 RGBF_PREMULTIPLY, 161 RGBF_UNMULTIPLY, 162 RGBAF_TOUI, 163 RGBAF_TOUI_PREMULTIPLY, 164 RGBAF_TOUI_UNMULTIPLY, 165 RGBF_TOUI, 166 RGBF_TOUI_PREMULTIPLY, 167 RGBF_TOUI_UNMULTIPLY, 168 RGBAF_TOI, 169 RGBAF_TOI_PREMULTIPLY, 170 RGBAF_TOI_UNMULTIPLY, 171 RGBF_TOI, 172 RGBF_TOI_PREMULTIPLY, 173 RGBF_TOI_UNMULTIPLY, 174 LUMAF_PREMULTIPLY, 175 LUMAF_UNMULTIPLY, 176 LUMAALPHAF_PREMULTIPLY, 177 LUMAALPHAF_UNMULTIPLY, 178 RGBAF_4444, 179 RGBAF_4444_PREMULTIPLY, 180 RGBAF_4444_UNMULTIPLY, 181 RGBF_565, 182 RGBF_565_PREMULTIPLY, 183 RGBF_565_UNMULTIPLY, 184 RGBAF_5551, 185 RGBAF_5551_PREMULTIPLY, 186 RGBAF_5551_UNMULTIPLY, 187 OPERATION_INVALID 188}; 189 190enum Blit11::BlitShaderType : unsigned int 191{ 192 BLITSHADER_2D_RGBAF, 193 BLITSHADER_2D_BGRAF, 194 BLITSHADER_2D_RGBF, 195 BLITSHADER_2D_RGF, 196 BLITSHADER_2D_RF, 197 BLITSHADER_2D_ALPHA, 198 BLITSHADER_2D_LUMA, 199 BLITSHADER_2D_LUMAALPHA, 200 BLITSHADER_2D_RGBAUI, 201 BLITSHADER_2D_RGBAI, 202 BLITSHADER_2D_RGBUI, 203 BLITSHADER_2D_RGBI, 204 BLITSHADER_2D_RGUI, 205 BLITSHADER_2D_RGI, 206 BLITSHADER_2D_RUI, 207 BLITSHADER_2D_RI, 208 BLITSHADER_2D_RGBAF_PREMULTIPLY, 209 BLITSHADER_2D_RGBAF_UNMULTIPLY, 210 BLITSHADER_2D_RGBF_PREMULTIPLY, 211 BLITSHADER_2D_RGBF_UNMULTIPLY, 212 BLITSHADER_2D_RGBAF_TOUI, 213 BLITSHADER_2D_RGBAF_TOUI_PREMULTIPLY, 214 BLITSHADER_2D_RGBAF_TOUI_UNMULTIPLY, 215 BLITSHADER_2D_RGBF_TOUI, 216 BLITSHADER_2D_RGBF_TOUI_PREMULTIPLY, 217 BLITSHADER_2D_RGBF_TOUI_UNMULTIPLY, 218 BLITSHADER_2D_LUMAF_PREMULTIPLY, 219 BLITSHADER_2D_LUMAF_UNMULTIPLY, 220 BLITSHADER_2D_LUMAALPHAF_PREMULTIPLY, 221 BLITSHADER_2D_LUMAALPHAF_UNMULTIPLY, 222 BLITSHADER_2D_RGBAF_4444, 223 BLITSHADER_2D_RGBAF_4444_PREMULTIPLY, 224 BLITSHADER_2D_RGBAF_4444_UNMULTIPLY, 225 BLITSHADER_2D_RGBF_565, 226 BLITSHADER_2D_RGBF_565_PREMULTIPLY, 227 BLITSHADER_2D_RGBF_565_UNMULTIPLY, 228 BLITSHADER_2D_RGBAF_5551, 229 BLITSHADER_2D_RGBAF_5551_PREMULTIPLY, 230 BLITSHADER_2D_RGBAF_5551_UNMULTIPLY, 231 BLITSHADER_3D_RGBAF, 232 BLITSHADER_3D_BGRAF, 233 BLITSHADER_3D_RGBF, 234 BLITSHADER_3D_RGF, 235 BLITSHADER_3D_RF, 236 BLITSHADER_3D_ALPHA, 237 BLITSHADER_3D_LUMA, 238 BLITSHADER_3D_LUMAALPHA, 239 BLITSHADER_3D_RGBAUI, 240 BLITSHADER_3D_RGBAI, 241 BLITSHADER_3D_RGBUI, 242 BLITSHADER_3D_RGBI, 243 BLITSHADER_3D_RGUI, 244 BLITSHADER_3D_RGI, 245 BLITSHADER_3D_RUI, 246 BLITSHADER_3D_RI, 247 BLITSHADER_3D_RGBAF_PREMULTIPLY, 248 BLITSHADER_3D_RGBAF_UNMULTIPLY, 249 BLITSHADER_3D_RGBF_PREMULTIPLY, 250 BLITSHADER_3D_RGBF_UNMULTIPLY, 251 BLITSHADER_3D_RGBAF_TOUI, 252 BLITSHADER_3D_RGBAF_TOUI_PREMULTIPLY, 253 BLITSHADER_3D_RGBAF_TOUI_UNMULTIPLY, 254 BLITSHADER_3D_RGBF_TOUI, 255 BLITSHADER_3D_RGBF_TOUI_PREMULTIPLY, 256 BLITSHADER_3D_RGBF_TOUI_UNMULTIPLY, 257 BLITSHADER_3D_RGBAF_TOI, 258 BLITSHADER_3D_RGBAF_TOI_PREMULTIPLY, 259 BLITSHADER_3D_RGBAF_TOI_UNMULTIPLY, 260 BLITSHADER_3D_RGBF_TOI, 261 BLITSHADER_3D_RGBF_TOI_PREMULTIPLY, 262 BLITSHADER_3D_RGBF_TOI_UNMULTIPLY, 263 BLITSHADER_3D_LUMAF_PREMULTIPLY, 264 BLITSHADER_3D_LUMAF_UNMULTIPLY, 265 BLITSHADER_3D_LUMAALPHAF_PREMULTIPLY, 266 BLITSHADER_3D_LUMAALPHAF_UNMULTIPLY, 267 BLITSHADER_3D_RGBAF_4444, 268 BLITSHADER_3D_RGBAF_4444_PREMULTIPLY, 269 BLITSHADER_3D_RGBAF_4444_UNMULTIPLY, 270 BLITSHADER_3D_RGBF_565, 271 BLITSHADER_3D_RGBF_565_PREMULTIPLY, 272 BLITSHADER_3D_RGBF_565_UNMULTIPLY, 273 BLITSHADER_3D_RGBAF_5551, 274 BLITSHADER_3D_RGBAF_5551_PREMULTIPLY, 275 BLITSHADER_3D_RGBAF_5551_UNMULTIPLY, 276 BLITSHADER_2DARRAY_RGBAF, 277 BLITSHADER_2DARRAY_BGRAF, 278 BLITSHADER_2DARRAY_RGBF, 279 BLITSHADER_2DARRAY_RGF, 280 BLITSHADER_2DARRAY_RF, 281 BLITSHADER_2DARRAY_ALPHA, 282 BLITSHADER_2DARRAY_LUMA, 283 BLITSHADER_2DARRAY_LUMAALPHA, 284 BLITSHADER_2DARRAY_RGBAUI, 285 BLITSHADER_2DARRAY_RGBAI, 286 BLITSHADER_2DARRAY_RGBUI, 287 BLITSHADER_2DARRAY_RGBI, 288 BLITSHADER_2DARRAY_RGUI, 289 BLITSHADER_2DARRAY_RGI, 290 BLITSHADER_2DARRAY_RUI, 291 BLITSHADER_2DARRAY_RI, 292 BLITSHADER_2DARRAY_RGBAF_PREMULTIPLY, 293 BLITSHADER_2DARRAY_RGBAF_UNMULTIPLY, 294 BLITSHADER_2DARRAY_RGBF_PREMULTIPLY, 295 BLITSHADER_2DARRAY_RGBF_UNMULTIPLY, 296 BLITSHADER_2DARRAY_RGBAF_TOUI, 297 BLITSHADER_2DARRAY_RGBAF_TOUI_PREMULTIPLY, 298 BLITSHADER_2DARRAY_RGBAF_TOUI_UNMULTIPLY, 299 BLITSHADER_2DARRAY_RGBF_TOUI, 300 BLITSHADER_2DARRAY_RGBF_TOUI_PREMULTIPLY, 301 BLITSHADER_2DARRAY_RGBF_TOUI_UNMULTIPLY, 302 BLITSHADER_2DARRAY_RGBAF_TOI, 303 BLITSHADER_2DARRAY_RGBAF_TOI_PREMULTIPLY, 304 BLITSHADER_2DARRAY_RGBAF_TOI_UNMULTIPLY, 305 BLITSHADER_2DARRAY_RGBF_TOI, 306 BLITSHADER_2DARRAY_RGBF_TOI_PREMULTIPLY, 307 BLITSHADER_2DARRAY_RGBF_TOI_UNMULTIPLY, 308 BLITSHADER_2DARRAY_LUMAF_PREMULTIPLY, 309 BLITSHADER_2DARRAY_LUMAF_UNMULTIPLY, 310 BLITSHADER_2DARRAY_LUMAALPHAF_PREMULTIPLY, 311 BLITSHADER_2DARRAY_LUMAALPHAF_UNMULTIPLY, 312 BLITSHADER_2DARRAY_RGBAF_4444, 313 BLITSHADER_2DARRAY_RGBAF_4444_PREMULTIPLY, 314 BLITSHADER_2DARRAY_RGBAF_4444_UNMULTIPLY, 315 BLITSHADER_2DARRAY_RGBF_565, 316 BLITSHADER_2DARRAY_RGBF_565_PREMULTIPLY, 317 BLITSHADER_2DARRAY_RGBF_565_UNMULTIPLY, 318 BLITSHADER_2DARRAY_RGBAF_5551, 319 BLITSHADER_2DARRAY_RGBAF_5551_PREMULTIPLY, 320 BLITSHADER_2DARRAY_RGBAF_5551_UNMULTIPLY, 321 BLITSHADER_INVALID 322}; 323 324Blit11::BlitShaderType Blit11::getBlitShaderType(BlitShaderOperation operation, ShaderDimension dimension) 325{ 326 switch(operation) 327 { 328 case RGBAF: 329 switch (dimension) 330 { 331 case SHADER_2D: 332 return BLITSHADER_2D_RGBAF; 333 case SHADER_3D: 334 return BLITSHADER_3D_RGBAF; 335 case SHADER_2DARRAY: 336 return BLITSHADER_2DARRAY_RGBAF; 337 default: 338 UNREACHABLE(); 339 return BLITSHADER_INVALID; 340 } 341 case BGRAF: 342 switch (dimension) 343 { 344 case SHADER_2D: 345 return BLITSHADER_2D_BGRAF; 346 case SHADER_3D: 347 return BLITSHADER_3D_BGRAF; 348 case SHADER_2DARRAY: 349 return BLITSHADER_2DARRAY_BGRAF; 350 default: 351 UNREACHABLE(); 352 return BLITSHADER_INVALID; 353 } 354 case RGBF: 355 switch (dimension) 356 { 357 case SHADER_2D: 358 return BLITSHADER_2D_RGBF; 359 case SHADER_3D: 360 return BLITSHADER_3D_RGBF; 361 case SHADER_2DARRAY: 362 return BLITSHADER_2DARRAY_RGBF; 363 default: 364 UNREACHABLE(); 365 return BLITSHADER_INVALID; 366 } 367 case RGF: 368 switch (dimension) 369 { 370 case SHADER_2D: 371 return BLITSHADER_2D_RGF; 372 case SHADER_3D: 373 return BLITSHADER_3D_RGF; 374 case SHADER_2DARRAY: 375 return BLITSHADER_2DARRAY_RGF; 376 default: 377 UNREACHABLE(); 378 return BLITSHADER_INVALID; 379 } 380 case RF: 381 switch (dimension) 382 { 383 case SHADER_2D: 384 return BLITSHADER_2D_RF; 385 case SHADER_3D: 386 return BLITSHADER_3D_RF; 387 case SHADER_2DARRAY: 388 return BLITSHADER_2DARRAY_RF; 389 default: 390 UNREACHABLE(); 391 return BLITSHADER_INVALID; 392 } 393 case ALPHA: 394 switch (dimension) 395 { 396 case SHADER_2D: 397 return BLITSHADER_2D_ALPHA; 398 case SHADER_3D: 399 return BLITSHADER_3D_ALPHA; 400 case SHADER_2DARRAY: 401 return BLITSHADER_2DARRAY_ALPHA; 402 default: 403 UNREACHABLE(); 404 return BLITSHADER_INVALID; 405 } 406 case LUMA: 407 switch (dimension) 408 { 409 case SHADER_2D: 410 return BLITSHADER_2D_LUMA; 411 case SHADER_3D: 412 return BLITSHADER_3D_LUMA; 413 case SHADER_2DARRAY: 414 return BLITSHADER_2DARRAY_LUMA; 415 default: 416 UNREACHABLE(); 417 return BLITSHADER_INVALID; 418 } 419 case LUMAALPHA: 420 switch (dimension) 421 { 422 case SHADER_2D: 423 return BLITSHADER_2D_LUMAALPHA; 424 case SHADER_3D: 425 return BLITSHADER_3D_LUMAALPHA; 426 case SHADER_2DARRAY: 427 return BLITSHADER_2DARRAY_LUMAALPHA; 428 default: 429 UNREACHABLE(); 430 return BLITSHADER_INVALID; 431 } 432 case RGBAUI: 433 switch (dimension) 434 { 435 case SHADER_2D: 436 return BLITSHADER_2D_RGBAUI; 437 case SHADER_3D: 438 return BLITSHADER_3D_RGBAUI; 439 case SHADER_2DARRAY: 440 return BLITSHADER_2DARRAY_RGBAUI; 441 default: 442 UNREACHABLE(); 443 return BLITSHADER_INVALID; 444 } 445 case RGBAI: 446 switch (dimension) 447 { 448 case SHADER_2D: 449 return BLITSHADER_2D_RGBAI; 450 case SHADER_3D: 451 return BLITSHADER_3D_RGBAI; 452 case SHADER_2DARRAY: 453 return BLITSHADER_2DARRAY_RGBAI; 454 default: 455 UNREACHABLE(); 456 return BLITSHADER_INVALID; 457 } 458 case RGBUI: 459 switch (dimension) 460 { 461 case SHADER_2D: 462 return BLITSHADER_2D_RGBUI; 463 case SHADER_3D: 464 return BLITSHADER_3D_RGBUI; 465 case SHADER_2DARRAY: 466 return BLITSHADER_2DARRAY_RGBUI; 467 default: 468 UNREACHABLE(); 469 return BLITSHADER_INVALID; 470 } 471 case RGBI: 472 switch (dimension) 473 { 474 case SHADER_2D: 475 return BLITSHADER_2D_RGBI; 476 case SHADER_3D: 477 return BLITSHADER_3D_RGBI; 478 case SHADER_2DARRAY: 479 return BLITSHADER_2DARRAY_RGBI; 480 default: 481 UNREACHABLE(); 482 return BLITSHADER_INVALID; 483 } 484 case RGUI: 485 switch (dimension) 486 { 487 case SHADER_2D: 488 return BLITSHADER_2D_RGUI; 489 case SHADER_3D: 490 return BLITSHADER_3D_RGUI; 491 case SHADER_2DARRAY: 492 return BLITSHADER_2DARRAY_RGUI; 493 default: 494 UNREACHABLE(); 495 return BLITSHADER_INVALID; 496 } 497 case RGI: 498 switch (dimension) 499 { 500 case SHADER_2D: 501 return BLITSHADER_2D_RGI; 502 case SHADER_3D: 503 return BLITSHADER_3D_RGI; 504 case SHADER_2DARRAY: 505 return BLITSHADER_2DARRAY_RGI; 506 default: 507 UNREACHABLE(); 508 return BLITSHADER_INVALID; 509 } 510 case RUI: 511 switch (dimension) 512 { 513 case SHADER_2D: 514 return BLITSHADER_2D_RUI; 515 case SHADER_3D: 516 return BLITSHADER_3D_RUI; 517 case SHADER_2DARRAY: 518 return BLITSHADER_2DARRAY_RUI; 519 default: 520 UNREACHABLE(); 521 return BLITSHADER_INVALID; 522 } 523 case RI: 524 switch (dimension) 525 { 526 case SHADER_2D: 527 return BLITSHADER_2D_RI; 528 case SHADER_3D: 529 return BLITSHADER_3D_RI; 530 case SHADER_2DARRAY: 531 return BLITSHADER_2DARRAY_RI; 532 default: 533 UNREACHABLE(); 534 return BLITSHADER_INVALID; 535 } 536 case RGBAF_PREMULTIPLY: 537 switch (dimension) 538 { 539 case SHADER_2D: 540 return BLITSHADER_2D_RGBAF_PREMULTIPLY; 541 case SHADER_3D: 542 return BLITSHADER_3D_RGBAF_PREMULTIPLY; 543 case SHADER_2DARRAY: 544 return BLITSHADER_2DARRAY_RGBAF_PREMULTIPLY; 545 default: 546 UNREACHABLE(); 547 return BLITSHADER_INVALID; 548 } 549 case RGBAF_UNMULTIPLY: 550 switch (dimension) 551 { 552 case SHADER_2D: 553 return BLITSHADER_2D_RGBAF_UNMULTIPLY; 554 case SHADER_3D: 555 return BLITSHADER_3D_RGBAF_UNMULTIPLY; 556 case SHADER_2DARRAY: 557 return BLITSHADER_2DARRAY_RGBAF_UNMULTIPLY; 558 default: 559 UNREACHABLE(); 560 return BLITSHADER_INVALID; 561 } 562 case RGBF_PREMULTIPLY: 563 switch (dimension) 564 { 565 case SHADER_2D: 566 return BLITSHADER_2D_RGBF_PREMULTIPLY; 567 case SHADER_3D: 568 return BLITSHADER_3D_RGBF_PREMULTIPLY; 569 case SHADER_2DARRAY: 570 return BLITSHADER_2DARRAY_RGBF_PREMULTIPLY; 571 default: 572 UNREACHABLE(); 573 return BLITSHADER_INVALID; 574 } 575 case RGBF_UNMULTIPLY: 576 switch (dimension) 577 { 578 case SHADER_2D: 579 return BLITSHADER_2D_RGBF_UNMULTIPLY; 580 case SHADER_3D: 581 return BLITSHADER_3D_RGBF_UNMULTIPLY; 582 case SHADER_2DARRAY: 583 return BLITSHADER_2DARRAY_RGBF_UNMULTIPLY; 584 default: 585 UNREACHABLE(); 586 return BLITSHADER_INVALID; 587 } 588 case RGBAF_TOUI: 589 switch (dimension) 590 { 591 case SHADER_2D: 592 return BLITSHADER_2D_RGBAF_TOUI; 593 case SHADER_3D: 594 return BLITSHADER_3D_RGBAF_TOUI; 595 case SHADER_2DARRAY: 596 return BLITSHADER_2DARRAY_RGBAF_TOUI; 597 default: 598 UNREACHABLE(); 599 return BLITSHADER_INVALID; 600 } 601 case RGBAF_TOUI_PREMULTIPLY: 602 switch (dimension) 603 { 604 case SHADER_2D: 605 return BLITSHADER_2D_RGBAF_TOUI_PREMULTIPLY; 606 case SHADER_3D: 607 return BLITSHADER_3D_RGBAF_TOUI_PREMULTIPLY; 608 case SHADER_2DARRAY: 609 return BLITSHADER_2DARRAY_RGBAF_TOUI_PREMULTIPLY; 610 default: 611 UNREACHABLE(); 612 return BLITSHADER_INVALID; 613 } 614 case RGBAF_TOUI_UNMULTIPLY: 615 switch (dimension) 616 { 617 case SHADER_2D: 618 return BLITSHADER_2D_RGBAF_TOUI_UNMULTIPLY; 619 case SHADER_3D: 620 return BLITSHADER_3D_RGBAF_TOUI_UNMULTIPLY; 621 case SHADER_2DARRAY: 622 return BLITSHADER_2DARRAY_RGBAF_TOUI_UNMULTIPLY; 623 default: 624 UNREACHABLE(); 625 return BLITSHADER_INVALID; 626 } 627 case RGBF_TOUI: 628 switch (dimension) 629 { 630 case SHADER_2D: 631 return BLITSHADER_2D_RGBF_TOUI; 632 case SHADER_3D: 633 return BLITSHADER_3D_RGBF_TOUI; 634 case SHADER_2DARRAY: 635 return BLITSHADER_2DARRAY_RGBF_TOUI; 636 default: 637 UNREACHABLE(); 638 return BLITSHADER_INVALID; 639 } 640 case RGBF_TOUI_PREMULTIPLY: 641 switch (dimension) 642 { 643 case SHADER_2D: 644 return BLITSHADER_2D_RGBF_TOUI_PREMULTIPLY; 645 case SHADER_3D: 646 return BLITSHADER_3D_RGBF_TOUI_PREMULTIPLY; 647 case SHADER_2DARRAY: 648 return BLITSHADER_2DARRAY_RGBF_TOUI_PREMULTIPLY; 649 default: 650 UNREACHABLE(); 651 return BLITSHADER_INVALID; 652 } 653 case RGBF_TOUI_UNMULTIPLY: 654 switch (dimension) 655 { 656 case SHADER_2D: 657 return BLITSHADER_2D_RGBF_TOUI_UNMULTIPLY; 658 case SHADER_3D: 659 return BLITSHADER_3D_RGBF_TOUI_UNMULTIPLY; 660 case SHADER_2DARRAY: 661 return BLITSHADER_2DARRAY_RGBF_TOUI_UNMULTIPLY; 662 default: 663 UNREACHABLE(); 664 return BLITSHADER_INVALID; 665 } 666 case RGBAF_TOI: 667 switch (dimension) 668 { 669 case SHADER_2D: 670 return BLITSHADER_INVALID; 671 case SHADER_3D: 672 return BLITSHADER_3D_RGBAF_TOI; 673 case SHADER_2DARRAY: 674 return BLITSHADER_2DARRAY_RGBAF_TOI; 675 default: 676 UNREACHABLE(); 677 return BLITSHADER_INVALID; 678 } 679 case RGBAF_TOI_PREMULTIPLY: 680 switch (dimension) 681 { 682 case SHADER_2D: 683 return BLITSHADER_INVALID; 684 case SHADER_3D: 685 return BLITSHADER_3D_RGBAF_TOI_PREMULTIPLY; 686 case SHADER_2DARRAY: 687 return BLITSHADER_2DARRAY_RGBAF_TOI_PREMULTIPLY; 688 default: 689 UNREACHABLE(); 690 return BLITSHADER_INVALID; 691 } 692 case RGBAF_TOI_UNMULTIPLY: 693 switch (dimension) 694 { 695 case SHADER_2D: 696 return BLITSHADER_INVALID; 697 case SHADER_3D: 698 return BLITSHADER_3D_RGBAF_TOI_UNMULTIPLY; 699 case SHADER_2DARRAY: 700 return BLITSHADER_2DARRAY_RGBAF_TOI_UNMULTIPLY; 701 default: 702 UNREACHABLE(); 703 return BLITSHADER_INVALID; 704 } 705 case RGBF_TOI: 706 switch (dimension) 707 { 708 case SHADER_2D: 709 return BLITSHADER_INVALID; 710 case SHADER_3D: 711 return BLITSHADER_3D_RGBF_TOI; 712 case SHADER_2DARRAY: 713 return BLITSHADER_2DARRAY_RGBF_TOI; 714 default: 715 UNREACHABLE(); 716 return BLITSHADER_INVALID; 717 } 718 case RGBF_TOI_PREMULTIPLY: 719 switch (dimension) 720 { 721 case SHADER_2D: 722 return BLITSHADER_INVALID; 723 case SHADER_3D: 724 return BLITSHADER_3D_RGBF_TOI_PREMULTIPLY; 725 case SHADER_2DARRAY: 726 return BLITSHADER_2DARRAY_RGBF_TOI_PREMULTIPLY; 727 default: 728 UNREACHABLE(); 729 return BLITSHADER_INVALID; 730 } 731 case RGBF_TOI_UNMULTIPLY: 732 switch (dimension) 733 { 734 case SHADER_2D: 735 return BLITSHADER_INVALID; 736 case SHADER_3D: 737 return BLITSHADER_3D_RGBF_TOI_UNMULTIPLY; 738 case SHADER_2DARRAY: 739 return BLITSHADER_2DARRAY_RGBF_TOI_UNMULTIPLY; 740 default: 741 UNREACHABLE(); 742 return BLITSHADER_INVALID; 743 } 744 case LUMAF_PREMULTIPLY: 745 switch (dimension) 746 { 747 case SHADER_2D: 748 return BLITSHADER_2D_LUMAF_PREMULTIPLY; 749 case SHADER_3D: 750 return BLITSHADER_3D_LUMAF_PREMULTIPLY; 751 case SHADER_2DARRAY: 752 return BLITSHADER_2DARRAY_LUMAF_PREMULTIPLY; 753 default: 754 UNREACHABLE(); 755 return BLITSHADER_INVALID; 756 } 757 case LUMAF_UNMULTIPLY: 758 switch (dimension) 759 { 760 case SHADER_2D: 761 return BLITSHADER_2D_LUMAF_UNMULTIPLY; 762 case SHADER_3D: 763 return BLITSHADER_3D_LUMAF_UNMULTIPLY; 764 case SHADER_2DARRAY: 765 return BLITSHADER_2DARRAY_LUMAF_UNMULTIPLY; 766 default: 767 UNREACHABLE(); 768 return BLITSHADER_INVALID; 769 } 770 case LUMAALPHAF_PREMULTIPLY: 771 switch (dimension) 772 { 773 case SHADER_2D: 774 return BLITSHADER_2D_LUMAALPHAF_PREMULTIPLY; 775 case SHADER_3D: 776 return BLITSHADER_3D_LUMAALPHAF_PREMULTIPLY; 777 case SHADER_2DARRAY: 778 return BLITSHADER_2DARRAY_LUMAALPHAF_PREMULTIPLY; 779 default: 780 UNREACHABLE(); 781 return BLITSHADER_INVALID; 782 } 783 case LUMAALPHAF_UNMULTIPLY: 784 switch (dimension) 785 { 786 case SHADER_2D: 787 return BLITSHADER_2D_LUMAALPHAF_UNMULTIPLY; 788 case SHADER_3D: 789 return BLITSHADER_3D_LUMAALPHAF_UNMULTIPLY; 790 case SHADER_2DARRAY: 791 return BLITSHADER_2DARRAY_LUMAALPHAF_UNMULTIPLY; 792 default: 793 UNREACHABLE(); 794 return BLITSHADER_INVALID; 795 } 796 case RGBAF_4444: 797 switch (dimension) 798 { 799 case SHADER_2D: 800 return BLITSHADER_2D_RGBAF_4444; 801 case SHADER_3D: 802 return BLITSHADER_3D_RGBAF_4444; 803 case SHADER_2DARRAY: 804 return BLITSHADER_2DARRAY_RGBAF_4444; 805 default: 806 UNREACHABLE(); 807 return BLITSHADER_INVALID; 808 } 809 case RGBAF_4444_PREMULTIPLY: 810 switch (dimension) 811 { 812 case SHADER_2D: 813 return BLITSHADER_2D_RGBAF_4444_PREMULTIPLY; 814 case SHADER_3D: 815 return BLITSHADER_3D_RGBAF_4444_PREMULTIPLY; 816 case SHADER_2DARRAY: 817 return BLITSHADER_2DARRAY_RGBAF_4444_PREMULTIPLY; 818 default: 819 UNREACHABLE(); 820 return BLITSHADER_INVALID; 821 } 822 case RGBAF_4444_UNMULTIPLY: 823 switch (dimension) 824 { 825 case SHADER_2D: 826 return BLITSHADER_2D_RGBAF_4444_UNMULTIPLY; 827 case SHADER_3D: 828 return BLITSHADER_3D_RGBAF_4444_UNMULTIPLY; 829 case SHADER_2DARRAY: 830 return BLITSHADER_2DARRAY_RGBAF_4444_UNMULTIPLY; 831 default: 832 UNREACHABLE(); 833 return BLITSHADER_INVALID; 834 } 835 case RGBF_565: 836 switch (dimension) 837 { 838 case SHADER_2D: 839 return BLITSHADER_2D_RGBF_565; 840 case SHADER_3D: 841 return BLITSHADER_3D_RGBF_565; 842 case SHADER_2DARRAY: 843 return BLITSHADER_2DARRAY_RGBF_565; 844 default: 845 UNREACHABLE(); 846 return BLITSHADER_INVALID; 847 } 848 case RGBF_565_PREMULTIPLY: 849 switch (dimension) 850 { 851 case SHADER_2D: 852 return BLITSHADER_2D_RGBF_565_PREMULTIPLY; 853 case SHADER_3D: 854 return BLITSHADER_3D_RGBF_565_PREMULTIPLY; 855 case SHADER_2DARRAY: 856 return BLITSHADER_2DARRAY_RGBF_565_PREMULTIPLY; 857 default: 858 UNREACHABLE(); 859 return BLITSHADER_INVALID; 860 } 861 case RGBF_565_UNMULTIPLY: 862 switch (dimension) 863 { 864 case SHADER_2D: 865 return BLITSHADER_2D_RGBF_565_UNMULTIPLY; 866 case SHADER_3D: 867 return BLITSHADER_3D_RGBF_565_UNMULTIPLY; 868 case SHADER_2DARRAY: 869 return BLITSHADER_2DARRAY_RGBF_565_UNMULTIPLY; 870 default: 871 UNREACHABLE(); 872 return BLITSHADER_INVALID; 873 } 874 case RGBAF_5551: 875 switch (dimension) 876 { 877 case SHADER_2D: 878 return BLITSHADER_2D_RGBAF_5551; 879 case SHADER_3D: 880 return BLITSHADER_3D_RGBAF_5551; 881 case SHADER_2DARRAY: 882 return BLITSHADER_2DARRAY_RGBAF_5551; 883 default: 884 UNREACHABLE(); 885 return BLITSHADER_INVALID; 886 } 887 case RGBAF_5551_PREMULTIPLY: 888 switch (dimension) 889 { 890 case SHADER_2D: 891 return BLITSHADER_2D_RGBAF_5551_PREMULTIPLY; 892 case SHADER_3D: 893 return BLITSHADER_3D_RGBAF_5551_PREMULTIPLY; 894 case SHADER_2DARRAY: 895 return BLITSHADER_2DARRAY_RGBAF_5551_PREMULTIPLY; 896 default: 897 UNREACHABLE(); 898 return BLITSHADER_INVALID; 899 } 900 case RGBAF_5551_UNMULTIPLY: 901 switch (dimension) 902 { 903 case SHADER_2D: 904 return BLITSHADER_2D_RGBAF_5551_UNMULTIPLY; 905 case SHADER_3D: 906 return BLITSHADER_3D_RGBAF_5551_UNMULTIPLY; 907 case SHADER_2DARRAY: 908 return BLITSHADER_2DARRAY_RGBAF_5551_UNMULTIPLY; 909 default: 910 UNREACHABLE(); 911 return BLITSHADER_INVALID; 912 } 913 default: 914 UNREACHABLE(); 915 return BLITSHADER_INVALID; 916 } 917} 918 919angle::Result Blit11::mapBlitShader(const gl::Context *context, 920 BlitShaderType blitShaderType) 921{ 922 switch(blitShaderType) 923 { 924 case BLITSHADER_2D_RGBAF: 925 ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_2D, 926 ShaderData(g_PS_PassthroughRGBA2D), 927 "Blit11 2D PassthroughRGBA2D pixel shader")); 928 break; 929 case BLITSHADER_2D_BGRAF: 930 ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_2D, 931 ShaderData(g_PS_PassthroughRGBA2D), 932 "Blit11 2D PassthroughRGBA2D pixel shader")); 933 break; 934 case BLITSHADER_2D_RGBF: 935 ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_2D, 936 ShaderData(g_PS_PassthroughRGB2D), 937 "Blit11 2D PassthroughRGB2D pixel shader")); 938 break; 939 case BLITSHADER_2D_RGF: 940 ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_2D, 941 ShaderData(g_PS_PassthroughRG2D), 942 "Blit11 2D PassthroughRG2D pixel shader")); 943 break; 944 case BLITSHADER_2D_RF: 945 ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_2D, 946 ShaderData(g_PS_PassthroughR2D), 947 "Blit11 2D PassthroughR2D pixel shader")); 948 break; 949 case BLITSHADER_2D_ALPHA: 950 ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_2D, 951 ShaderData(g_PS_PassthroughA2D), 952 "Blit11 2D PassthroughA2D pixel shader")); 953 break; 954 case BLITSHADER_2D_LUMA: 955 ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_2D, 956 ShaderData(g_PS_PassthroughLum2D), 957 "Blit11 2D PassthroughLum2D pixel shader")); 958 break; 959 case BLITSHADER_2D_LUMAALPHA: 960 ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_2D, 961 ShaderData(g_PS_PassthroughLumAlpha2D), 962 "Blit11 2D PassthroughLumAlpha2D pixel shader")); 963 break; 964 case BLITSHADER_2D_RGBAUI: 965 ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_2D, 966 ShaderData(g_PS_PassthroughRGBA2DUI), 967 "Blit11 2D PassthroughRGBA2DUI pixel shader")); 968 break; 969 case BLITSHADER_2D_RGBAI: 970 ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_2D, 971 ShaderData(g_PS_PassthroughRGBA2DI), 972 "Blit11 2D PassthroughRGBA2DI pixel shader")); 973 break; 974 case BLITSHADER_2D_RGBUI: 975 ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_2D, 976 ShaderData(g_PS_PassthroughRGB2DUI), 977 "Blit11 2D PassthroughRGB2DUI pixel shader")); 978 break; 979 case BLITSHADER_2D_RGBI: 980 ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_2D, 981 ShaderData(g_PS_PassthroughRGB2DI), 982 "Blit11 2D PassthroughRGB2DI pixel shader")); 983 break; 984 case BLITSHADER_2D_RGUI: 985 ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_2D, 986 ShaderData(g_PS_PassthroughRG2DUI), 987 "Blit11 2D PassthroughRG2DUI pixel shader")); 988 break; 989 case BLITSHADER_2D_RGI: 990 ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_2D, 991 ShaderData(g_PS_PassthroughRG2DI), 992 "Blit11 2D PassthroughRG2DI pixel shader")); 993 break; 994 case BLITSHADER_2D_RUI: 995 ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_2D, 996 ShaderData(g_PS_PassthroughR2DUI), 997 "Blit11 2D PassthroughR2DUI pixel shader")); 998 break; 999 case BLITSHADER_2D_RI: 1000 ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_2D, 1001 ShaderData(g_PS_PassthroughR2DI), 1002 "Blit11 2D PassthroughR2DI pixel shader")); 1003 break; 1004 case BLITSHADER_2D_RGBAF_PREMULTIPLY: 1005 ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_2D, 1006 ShaderData(g_PS_FtoF_PM_RGBA_2D), 1007 "Blit11 2D FtoF PM RGBA 2D pixel shader")); 1008 break; 1009 case BLITSHADER_2D_RGBAF_UNMULTIPLY: 1010 ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_2D, 1011 ShaderData(g_PS_FtoF_UM_RGBA_2D), 1012 "Blit11 2D FtoF UM RGBA 2D pixel shader")); 1013 break; 1014 case BLITSHADER_2D_RGBF_PREMULTIPLY: 1015 ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_2D, 1016 ShaderData(g_PS_FtoF_PM_RGB_2D), 1017 "Blit11 2D FtoF PM RGB 2D pixel shader")); 1018 break; 1019 case BLITSHADER_2D_RGBF_UNMULTIPLY: 1020 ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_2D, 1021 ShaderData(g_PS_FtoF_UM_RGB_2D), 1022 "Blit11 2D FtoF UM RGB 2D pixel shader")); 1023 break; 1024 case BLITSHADER_2D_RGBAF_TOUI: 1025 ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_2D, 1026 ShaderData(g_PS_FtoU_PT_RGBA_2D), 1027 "Blit11 2D FtoU PT RGBA 2D pixel shader")); 1028 break; 1029 case BLITSHADER_2D_RGBAF_TOUI_PREMULTIPLY: 1030 ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_2D, 1031 ShaderData(g_PS_FtoU_PM_RGBA_2D), 1032 "Blit11 2D FtoU PM RGBA 2D pixel shader")); 1033 break; 1034 case BLITSHADER_2D_RGBAF_TOUI_UNMULTIPLY: 1035 ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_2D, 1036 ShaderData(g_PS_FtoU_UM_RGBA_2D), 1037 "Blit11 2D FtoU UM RGBA 2D pixel shader")); 1038 break; 1039 case BLITSHADER_2D_RGBF_TOUI: 1040 ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_2D, 1041 ShaderData(g_PS_FtoU_PT_RGB_2D), 1042 "Blit11 2D FtoU PT RGB 2D pixel shader")); 1043 break; 1044 case BLITSHADER_2D_RGBF_TOUI_PREMULTIPLY: 1045 ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_2D, 1046 ShaderData(g_PS_FtoU_PM_RGB_2D), 1047 "Blit11 2D FtoU PM RGB 2D pixel shader")); 1048 break; 1049 case BLITSHADER_2D_RGBF_TOUI_UNMULTIPLY: 1050 ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_2D, 1051 ShaderData(g_PS_FtoU_UM_RGB_2D), 1052 "Blit11 2D FtoU UM RGB 2D pixel shader")); 1053 break; 1054 case BLITSHADER_2D_LUMAF_PREMULTIPLY: 1055 ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_2D, 1056 ShaderData(g_PS_FtoF_PM_LUMA_2D), 1057 "Blit11 2D FtoF PM LUMA 2D pixel shader")); 1058 break; 1059 case BLITSHADER_2D_LUMAF_UNMULTIPLY: 1060 ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_2D, 1061 ShaderData(g_PS_FtoF_UM_LUMA_2D), 1062 "Blit11 2D FtoF UM LUMA 2D pixel shader")); 1063 break; 1064 case BLITSHADER_2D_LUMAALPHAF_PREMULTIPLY: 1065 ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_2D, 1066 ShaderData(g_PS_FtoF_PM_LUMAALPHA_2D), 1067 "Blit11 2D FtoF PM LUMAALPHA 2D pixel shader")); 1068 break; 1069 case BLITSHADER_2D_LUMAALPHAF_UNMULTIPLY: 1070 ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_2D, 1071 ShaderData(g_PS_FtoF_UM_LUMAALPHA_2D), 1072 "Blit11 2D FtoF UM LUMAALPHA 2D pixel shader")); 1073 break; 1074 case BLITSHADER_2D_RGBAF_4444: 1075 ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_2D, 1076 ShaderData(g_PS_PassthroughRGBA2D_4444), 1077 "Blit11 2D PassthroughRGBA2D 4444 pixel shader")); 1078 break; 1079 case BLITSHADER_2D_RGBAF_4444_PREMULTIPLY: 1080 ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_2D, 1081 ShaderData(g_PS_FtoF_PM_RGBA_4444_2D), 1082 "Blit11 2D FtoF PM RGBA 4444 2D pixel shader")); 1083 break; 1084 case BLITSHADER_2D_RGBAF_4444_UNMULTIPLY: 1085 ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_2D, 1086 ShaderData(g_PS_FtoF_UM_RGBA_4444_2D), 1087 "Blit11 2D FtoF UM RGBA 4444 2D pixel shader")); 1088 break; 1089 case BLITSHADER_2D_RGBF_565: 1090 ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_2D, 1091 ShaderData(g_PS_PassthroughRGB2D_565), 1092 "Blit11 2D PassthroughRGB2D 565 pixel shader")); 1093 break; 1094 case BLITSHADER_2D_RGBF_565_PREMULTIPLY: 1095 ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_2D, 1096 ShaderData(g_PS_FtoF_PM_RGB_565_2D), 1097 "Blit11 2D FtoF PM RGB 565 2D pixel shader")); 1098 break; 1099 case BLITSHADER_2D_RGBF_565_UNMULTIPLY: 1100 ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_2D, 1101 ShaderData(g_PS_FtoF_UM_RGB_565_2D), 1102 "Blit11 2D FtoF UM RGB 565 2D pixel shader")); 1103 break; 1104 case BLITSHADER_2D_RGBAF_5551: 1105 ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_2D, 1106 ShaderData(g_PS_PassthroughRGBA2D_5551), 1107 "Blit11 2D PassthroughRGBA2D 5551 pixel shader")); 1108 break; 1109 case BLITSHADER_2D_RGBAF_5551_PREMULTIPLY: 1110 ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_2D, 1111 ShaderData(g_PS_FtoF_PM_RGBA_5551_2D), 1112 "Blit11 2D FtoF PM RGBA 5551 2D pixel shader")); 1113 break; 1114 case BLITSHADER_2D_RGBAF_5551_UNMULTIPLY: 1115 ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_2D, 1116 ShaderData(g_PS_FtoF_UM_RGBA_5551_2D), 1117 "Blit11 2D FtoF UM RGBA 5551 2D pixel shader")); 1118 break; 1119 case BLITSHADER_3D_RGBAF: 1120 ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_3D, 1121 ShaderData(g_PS_PassthroughRGBA3D), 1122 "Blit11 3D PassthroughRGBA3D pixel shader")); 1123 break; 1124 case BLITSHADER_3D_BGRAF: 1125 ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_3D, 1126 ShaderData(g_PS_PassthroughRGBA3D), 1127 "Blit11 3D PassthroughRGBA3D pixel shader")); 1128 break; 1129 case BLITSHADER_3D_RGBF: 1130 ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_3D, 1131 ShaderData(g_PS_PassthroughRGB3D), 1132 "Blit11 3D PassthroughRGB3D pixel shader")); 1133 break; 1134 case BLITSHADER_3D_RGF: 1135 ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_3D, 1136 ShaderData(g_PS_PassthroughRG3D), 1137 "Blit11 3D PassthroughRG3D pixel shader")); 1138 break; 1139 case BLITSHADER_3D_RF: 1140 ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_3D, 1141 ShaderData(g_PS_PassthroughR3D), 1142 "Blit11 3D PassthroughR3D pixel shader")); 1143 break; 1144 case BLITSHADER_3D_ALPHA: 1145 ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_3D, 1146 ShaderData(g_PS_PassthroughRGBA3D), 1147 "Blit11 3D PassthroughRGBA3D pixel shader")); 1148 break; 1149 case BLITSHADER_3D_LUMA: 1150 ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_3D, 1151 ShaderData(g_PS_PassthroughLum3D), 1152 "Blit11 3D PassthroughLum3D pixel shader")); 1153 break; 1154 case BLITSHADER_3D_LUMAALPHA: 1155 ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_3D, 1156 ShaderData(g_PS_PassthroughLumAlpha3D), 1157 "Blit11 3D PassthroughLumAlpha3D pixel shader")); 1158 break; 1159 case BLITSHADER_3D_RGBAUI: 1160 ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_3D, 1161 ShaderData(g_PS_PassthroughRGBA3DUI), 1162 "Blit11 3D PassthroughRGBA3DUI pixel shader")); 1163 break; 1164 case BLITSHADER_3D_RGBAI: 1165 ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_3D, 1166 ShaderData(g_PS_PassthroughRGBA3DI), 1167 "Blit11 3D PassthroughRGBA3DI pixel shader")); 1168 break; 1169 case BLITSHADER_3D_RGBUI: 1170 ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_3D, 1171 ShaderData(g_PS_PassthroughRGB3DUI), 1172 "Blit11 3D PassthroughRGB3DUI pixel shader")); 1173 break; 1174 case BLITSHADER_3D_RGBI: 1175 ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_3D, 1176 ShaderData(g_PS_PassthroughRGB3DI), 1177 "Blit11 3D PassthroughRGB3DI pixel shader")); 1178 break; 1179 case BLITSHADER_3D_RGUI: 1180 ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_3D, 1181 ShaderData(g_PS_PassthroughRG3DUI), 1182 "Blit11 3D PassthroughRG3DUI pixel shader")); 1183 break; 1184 case BLITSHADER_3D_RGI: 1185 ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_3D, 1186 ShaderData(g_PS_PassthroughRG3DI), 1187 "Blit11 3D PassthroughRG3DI pixel shader")); 1188 break; 1189 case BLITSHADER_3D_RUI: 1190 ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_3D, 1191 ShaderData(g_PS_PassthroughR3DUI), 1192 "Blit11 3D PassthroughR3DUI pixel shader")); 1193 break; 1194 case BLITSHADER_3D_RI: 1195 ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_3D, 1196 ShaderData(g_PS_PassthroughR3DI), 1197 "Blit11 3D PassthroughR3DI pixel shader")); 1198 break; 1199 case BLITSHADER_3D_RGBAF_PREMULTIPLY: 1200 ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_3D, 1201 ShaderData(g_PS_FtoF_PM_RGBA_3D), 1202 "Blit11 3D FtoF PM RGBA 3D pixel shader")); 1203 break; 1204 case BLITSHADER_3D_RGBAF_UNMULTIPLY: 1205 ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_3D, 1206 ShaderData(g_PS_FtoF_UM_RGBA_3D), 1207 "Blit11 3D FtoF UM RGBA 3D pixel shader")); 1208 break; 1209 case BLITSHADER_3D_RGBF_PREMULTIPLY: 1210 ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_3D, 1211 ShaderData(g_PS_FtoF_PM_RGB_3D), 1212 "Blit11 3D FtoF PM RGB 3D pixel shader")); 1213 break; 1214 case BLITSHADER_3D_RGBF_UNMULTIPLY: 1215 ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_3D, 1216 ShaderData(g_PS_FtoF_UM_RGB_3D), 1217 "Blit11 3D FtoF UM RGB 3D pixel shader")); 1218 break; 1219 case BLITSHADER_3D_RGBAF_TOUI: 1220 ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_3D, 1221 ShaderData(g_PS_FtoU_PT_RGBA_3D), 1222 "Blit11 3D FtoU PT RGBA 3D pixel shader")); 1223 break; 1224 case BLITSHADER_3D_RGBAF_TOUI_PREMULTIPLY: 1225 ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_3D, 1226 ShaderData(g_PS_FtoU_PM_RGBA_3D), 1227 "Blit11 3D FtoU PM RGBA 3D pixel shader")); 1228 break; 1229 case BLITSHADER_3D_RGBAF_TOUI_UNMULTIPLY: 1230 ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_3D, 1231 ShaderData(g_PS_FtoU_UM_RGBA_3D), 1232 "Blit11 3D FtoU UM RGBA 3D pixel shader")); 1233 break; 1234 case BLITSHADER_3D_RGBF_TOUI: 1235 ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_3D, 1236 ShaderData(g_PS_FtoU_PT_RGB_3D), 1237 "Blit11 3D FtoU PT RGB 3D pixel shader")); 1238 break; 1239 case BLITSHADER_3D_RGBF_TOUI_PREMULTIPLY: 1240 ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_3D, 1241 ShaderData(g_PS_FtoU_PM_RGB_3D), 1242 "Blit11 3D FtoU PM RGB 3D pixel shader")); 1243 break; 1244 case BLITSHADER_3D_RGBF_TOUI_UNMULTIPLY: 1245 ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_3D, 1246 ShaderData(g_PS_FtoU_UM_RGB_3D), 1247 "Blit11 3D FtoU UM RGB 3D pixel shader")); 1248 break; 1249 case BLITSHADER_3D_RGBAF_TOI: 1250 ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_3D, 1251 ShaderData(g_PS_FtoI_PT_RGBA_3D), 1252 "Blit11 3D FtoI PT RGBA 3D pixel shader")); 1253 break; 1254 case BLITSHADER_3D_RGBAF_TOI_PREMULTIPLY: 1255 ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_3D, 1256 ShaderData(g_PS_FtoI_PM_RGBA_3D), 1257 "Blit11 3D FtoI PM RGBA 3D pixel shader")); 1258 break; 1259 case BLITSHADER_3D_RGBAF_TOI_UNMULTIPLY: 1260 ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_3D, 1261 ShaderData(g_PS_FtoI_UM_RGBA_3D), 1262 "Blit11 3D FtoI UM RGBA 3D pixel shader")); 1263 break; 1264 case BLITSHADER_3D_RGBF_TOI: 1265 ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_3D, 1266 ShaderData(g_PS_FtoI_PT_RGB_3D), 1267 "Blit11 3D FtoI PT RGB 3D pixel shader")); 1268 break; 1269 case BLITSHADER_3D_RGBF_TOI_PREMULTIPLY: 1270 ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_3D, 1271 ShaderData(g_PS_FtoI_PM_RGB_3D), 1272 "Blit11 3D FtoI PM RGB 3D pixel shader")); 1273 break; 1274 case BLITSHADER_3D_RGBF_TOI_UNMULTIPLY: 1275 ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_3D, 1276 ShaderData(g_PS_FtoI_UM_RGB_3D), 1277 "Blit11 3D FtoI UM RGB 3D pixel shader")); 1278 break; 1279 case BLITSHADER_3D_LUMAF_PREMULTIPLY: 1280 ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_3D, 1281 ShaderData(g_PS_FtoF_PM_LUMA_3D), 1282 "Blit11 3D FtoF PM LUMA 3D pixel shader")); 1283 break; 1284 case BLITSHADER_3D_LUMAF_UNMULTIPLY: 1285 ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_3D, 1286 ShaderData(g_PS_FtoF_UM_LUMA_3D), 1287 "Blit11 3D FtoF UM LUMA 3D pixel shader")); 1288 break; 1289 case BLITSHADER_3D_LUMAALPHAF_PREMULTIPLY: 1290 ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_3D, 1291 ShaderData(g_PS_FtoF_PM_LUMAALPHA_3D), 1292 "Blit11 3D FtoF PM LUMAALPHA 3D pixel shader")); 1293 break; 1294 case BLITSHADER_3D_LUMAALPHAF_UNMULTIPLY: 1295 ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_3D, 1296 ShaderData(g_PS_FtoF_UM_LUMAALPHA_3D), 1297 "Blit11 3D FtoF UM LUMAALPHA 3D pixel shader")); 1298 break; 1299 case BLITSHADER_3D_RGBAF_4444: 1300 ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_3D, 1301 ShaderData(g_PS_PassthroughRGBA3D_4444), 1302 "Blit11 3D PassthroughRGBA3D 4444 pixel shader")); 1303 break; 1304 case BLITSHADER_3D_RGBAF_4444_PREMULTIPLY: 1305 ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_3D, 1306 ShaderData(g_PS_FtoF_PM_RGBA_4444_3D), 1307 "Blit11 3D FtoF PM RGBA 4444 3D pixel shader")); 1308 break; 1309 case BLITSHADER_3D_RGBAF_4444_UNMULTIPLY: 1310 ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_3D, 1311 ShaderData(g_PS_FtoF_UM_RGBA_4444_3D), 1312 "Blit11 3D FtoF UM RGBA 4444 3D pixel shader")); 1313 break; 1314 case BLITSHADER_3D_RGBF_565: 1315 ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_3D, 1316 ShaderData(g_PS_PassthroughRGB3D_565), 1317 "Blit11 3D PassthroughRGB3D 565 pixel shader")); 1318 break; 1319 case BLITSHADER_3D_RGBF_565_PREMULTIPLY: 1320 ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_3D, 1321 ShaderData(g_PS_FtoF_PM_RGB_565_3D), 1322 "Blit11 3D FtoF PM RGB 565 3D pixel shader")); 1323 break; 1324 case BLITSHADER_3D_RGBF_565_UNMULTIPLY: 1325 ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_3D, 1326 ShaderData(g_PS_FtoF_UM_RGB_565_3D), 1327 "Blit11 3D FtoF UM RGB 565 3D pixel shader")); 1328 break; 1329 case BLITSHADER_3D_RGBAF_5551: 1330 ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_3D, 1331 ShaderData(g_PS_PassthroughRGBA3D_5551), 1332 "Blit11 3D PassthroughRGBA3D 5551 pixel shader")); 1333 break; 1334 case BLITSHADER_3D_RGBAF_5551_PREMULTIPLY: 1335 ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_3D, 1336 ShaderData(g_PS_FtoF_PM_RGBA_5551_3D), 1337 "Blit11 3D FtoF PM RGBA 5551 3D pixel shader")); 1338 break; 1339 case BLITSHADER_3D_RGBAF_5551_UNMULTIPLY: 1340 ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_3D, 1341 ShaderData(g_PS_FtoF_UM_RGBA_5551_3D), 1342 "Blit11 3D FtoF UM RGBA 5551 3D pixel shader")); 1343 break; 1344 case BLITSHADER_2DARRAY_RGBAF: 1345 ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_2DARRAY, 1346 ShaderData(g_PS_PassthroughRGBA2DArray), 1347 "Blit11 2DArray PassthroughRGBA2DArray pixel shader")); 1348 break; 1349 case BLITSHADER_2DARRAY_BGRAF: 1350 ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_2DARRAY, 1351 ShaderData(g_PS_PassthroughRGBA2DArray), 1352 "Blit11 2DArray PassthroughRGBA2DArray pixel shader")); 1353 break; 1354 case BLITSHADER_2DARRAY_RGBF: 1355 ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_2DARRAY, 1356 ShaderData(g_PS_PassthroughRGB2DArray), 1357 "Blit11 2DArray PassthroughRGB2DArray pixel shader")); 1358 break; 1359 case BLITSHADER_2DARRAY_RGF: 1360 ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_2DARRAY, 1361 ShaderData(g_PS_PassthroughRG2DArray), 1362 "Blit11 2DArray PassthroughRG2DArray pixel shader")); 1363 break; 1364 case BLITSHADER_2DARRAY_RF: 1365 ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_2DARRAY, 1366 ShaderData(g_PS_PassthroughR2DArray), 1367 "Blit11 2DArray PassthroughR2DArray pixel shader")); 1368 break; 1369 case BLITSHADER_2DARRAY_ALPHA: 1370 ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_2DARRAY, 1371 ShaderData(g_PS_PassthroughRGBA2DArray), 1372 "Blit11 2DArray PassthroughRGBA2DArray pixel shader")); 1373 break; 1374 case BLITSHADER_2DARRAY_LUMA: 1375 ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_2DARRAY, 1376 ShaderData(g_PS_PassthroughLum2DArray), 1377 "Blit11 2DArray PassthroughLum2DArray pixel shader")); 1378 break; 1379 case BLITSHADER_2DARRAY_LUMAALPHA: 1380 ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_2DARRAY, 1381 ShaderData(g_PS_PassthroughLumAlpha2DArray), 1382 "Blit11 2DArray PassthroughLumAlpha2DArray pixel shader")); 1383 break; 1384 case BLITSHADER_2DARRAY_RGBAUI: 1385 ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_2DARRAY, 1386 ShaderData(g_PS_PassthroughRGBA2DArrayUI), 1387 "Blit11 2DArray PassthroughRGBA2DArrayUI pixel shader")); 1388 break; 1389 case BLITSHADER_2DARRAY_RGBAI: 1390 ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_2DARRAY, 1391 ShaderData(g_PS_PassthroughRGBA2DArrayI), 1392 "Blit11 2DArray PassthroughRGBA2DArrayI pixel shader")); 1393 break; 1394 case BLITSHADER_2DARRAY_RGBUI: 1395 ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_2DARRAY, 1396 ShaderData(g_PS_PassthroughRGB2DArrayUI), 1397 "Blit11 2DArray PassthroughRGB2DArrayUI pixel shader")); 1398 break; 1399 case BLITSHADER_2DARRAY_RGBI: 1400 ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_2DARRAY, 1401 ShaderData(g_PS_PassthroughRGB2DArrayI), 1402 "Blit11 2DArray PassthroughRGB2DArrayI pixel shader")); 1403 break; 1404 case BLITSHADER_2DARRAY_RGUI: 1405 ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_2DARRAY, 1406 ShaderData(g_PS_PassthroughRG2DArrayUI), 1407 "Blit11 2DArray PassthroughRG2DArrayUI pixel shader")); 1408 break; 1409 case BLITSHADER_2DARRAY_RGI: 1410 ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_2DARRAY, 1411 ShaderData(g_PS_PassthroughRG2DArrayI), 1412 "Blit11 2DArray PassthroughRG2DArrayI pixel shader")); 1413 break; 1414 case BLITSHADER_2DARRAY_RUI: 1415 ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_2DARRAY, 1416 ShaderData(g_PS_PassthroughR2DArrayUI), 1417 "Blit11 2DArray PassthroughR2DArrayUI pixel shader")); 1418 break; 1419 case BLITSHADER_2DARRAY_RI: 1420 ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_2DARRAY, 1421 ShaderData(g_PS_PassthroughR2DArrayI), 1422 "Blit11 2DArray PassthroughR2DArrayI pixel shader")); 1423 break; 1424 case BLITSHADER_2DARRAY_RGBAF_PREMULTIPLY: 1425 ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_2DARRAY, 1426 ShaderData(g_PS_FtoF_PM_RGBA_2DArray), 1427 "Blit11 2DArray FtoF PM RGBA 2DArray pixel shader")); 1428 break; 1429 case BLITSHADER_2DARRAY_RGBAF_UNMULTIPLY: 1430 ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_2DARRAY, 1431 ShaderData(g_PS_FtoF_UM_RGBA_2DArray), 1432 "Blit11 2DArray FtoF UM RGBA 2DArray pixel shader")); 1433 break; 1434 case BLITSHADER_2DARRAY_RGBF_PREMULTIPLY: 1435 ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_2DARRAY, 1436 ShaderData(g_PS_FtoF_PM_RGB_2DArray), 1437 "Blit11 2DArray FtoF PM RGB 2DArray pixel shader")); 1438 break; 1439 case BLITSHADER_2DARRAY_RGBF_UNMULTIPLY: 1440 ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_2DARRAY, 1441 ShaderData(g_PS_FtoF_UM_RGB_2DArray), 1442 "Blit11 2DArray FtoF UM RGB 2DArray pixel shader")); 1443 break; 1444 case BLITSHADER_2DARRAY_RGBAF_TOUI: 1445 ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_2DARRAY, 1446 ShaderData(g_PS_FtoU_PT_RGBA_2DArray), 1447 "Blit11 2DArray FtoU PT RGBA 2DArray pixel shader")); 1448 break; 1449 case BLITSHADER_2DARRAY_RGBAF_TOUI_PREMULTIPLY: 1450 ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_2DARRAY, 1451 ShaderData(g_PS_FtoU_PM_RGBA_2DArray), 1452 "Blit11 2DArray FtoU PM RGBA 2DArray pixel shader")); 1453 break; 1454 case BLITSHADER_2DARRAY_RGBAF_TOUI_UNMULTIPLY: 1455 ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_2DARRAY, 1456 ShaderData(g_PS_FtoU_UM_RGBA_2DArray), 1457 "Blit11 2DArray FtoU UM RGBA 2DArray pixel shader")); 1458 break; 1459 case BLITSHADER_2DARRAY_RGBF_TOUI: 1460 ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_2DARRAY, 1461 ShaderData(g_PS_FtoU_PT_RGB_2DArray), 1462 "Blit11 2DArray FtoU PT RGB 2DArray pixel shader")); 1463 break; 1464 case BLITSHADER_2DARRAY_RGBF_TOUI_PREMULTIPLY: 1465 ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_2DARRAY, 1466 ShaderData(g_PS_FtoU_PM_RGB_2DArray), 1467 "Blit11 2DArray FtoU PM RGB 2DArray pixel shader")); 1468 break; 1469 case BLITSHADER_2DARRAY_RGBF_TOUI_UNMULTIPLY: 1470 ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_2DARRAY, 1471 ShaderData(g_PS_FtoU_UM_RGB_2DArray), 1472 "Blit11 2DArray FtoU UM RGB 2DArray pixel shader")); 1473 break; 1474 case BLITSHADER_2DARRAY_RGBAF_TOI: 1475 ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_2DARRAY, 1476 ShaderData(g_PS_FtoI_PT_RGBA_2DArray), 1477 "Blit11 2DArray FtoI PT RGBA 2DArray pixel shader")); 1478 break; 1479 case BLITSHADER_2DARRAY_RGBAF_TOI_PREMULTIPLY: 1480 ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_2DARRAY, 1481 ShaderData(g_PS_FtoI_PM_RGBA_2DArray), 1482 "Blit11 2DArray FtoI PM RGBA 2DArray pixel shader")); 1483 break; 1484 case BLITSHADER_2DARRAY_RGBAF_TOI_UNMULTIPLY: 1485 ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_2DARRAY, 1486 ShaderData(g_PS_FtoI_UM_RGBA_2DArray), 1487 "Blit11 2DArray FtoI UM RGBA 2DArray pixel shader")); 1488 break; 1489 case BLITSHADER_2DARRAY_RGBF_TOI: 1490 ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_2DARRAY, 1491 ShaderData(g_PS_FtoI_PT_RGB_2DArray), 1492 "Blit11 2DArray FtoI PT RGB 2DArray pixel shader")); 1493 break; 1494 case BLITSHADER_2DARRAY_RGBF_TOI_PREMULTIPLY: 1495 ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_2DARRAY, 1496 ShaderData(g_PS_FtoI_PM_RGB_2DArray), 1497 "Blit11 2DArray FtoI PM RGB 2DArray pixel shader")); 1498 break; 1499 case BLITSHADER_2DARRAY_RGBF_TOI_UNMULTIPLY: 1500 ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_2DARRAY, 1501 ShaderData(g_PS_FtoI_UM_RGB_2DArray), 1502 "Blit11 2DArray FtoI UM RGB 2DArray pixel shader")); 1503 break; 1504 case BLITSHADER_2DARRAY_LUMAF_PREMULTIPLY: 1505 ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_2DARRAY, 1506 ShaderData(g_PS_FtoF_PM_LUMA_2DArray), 1507 "Blit11 2DArray FtoF PM LUMA 2DArray pixel shader")); 1508 break; 1509 case BLITSHADER_2DARRAY_LUMAF_UNMULTIPLY: 1510 ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_2DARRAY, 1511 ShaderData(g_PS_FtoF_UM_LUMA_2DArray), 1512 "Blit11 2DArray FtoF UM LUMA 2DArray pixel shader")); 1513 break; 1514 case BLITSHADER_2DARRAY_LUMAALPHAF_PREMULTIPLY: 1515 ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_2DARRAY, 1516 ShaderData(g_PS_FtoF_PM_LUMAALPHA_2DArray), 1517 "Blit11 2DArray FtoF PM LUMAALPHA 2DArray pixel shader")); 1518 break; 1519 case BLITSHADER_2DARRAY_LUMAALPHAF_UNMULTIPLY: 1520 ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_2DARRAY, 1521 ShaderData(g_PS_FtoF_UM_LUMAALPHA_2DArray), 1522 "Blit11 2DArray FtoF UM LUMAALPHA 2DArray pixel shader")); 1523 break; 1524 case BLITSHADER_2DARRAY_RGBAF_4444: 1525 ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_2DARRAY, 1526 ShaderData(g_PS_PassthroughRGBA2DArray_4444), 1527 "Blit11 2DArray PassthroughRGBA2DArray 4444 pixel shader")); 1528 break; 1529 case BLITSHADER_2DARRAY_RGBAF_4444_PREMULTIPLY: 1530 ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_2DARRAY, 1531 ShaderData(g_PS_FtoF_PM_RGBA_4444_2DArray), 1532 "Blit11 2DArray FtoF PM RGBA 4444 2DArray pixel shader")); 1533 break; 1534 case BLITSHADER_2DARRAY_RGBAF_4444_UNMULTIPLY: 1535 ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_2DARRAY, 1536 ShaderData(g_PS_FtoF_UM_RGBA_4444_2DArray), 1537 "Blit11 2DArray FtoF UM RGBA 4444 2DArray pixel shader")); 1538 break; 1539 case BLITSHADER_2DARRAY_RGBF_565: 1540 ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_2DARRAY, 1541 ShaderData(g_PS_PassthroughRGB2DArray_565), 1542 "Blit11 2DArray PassthroughRGB2DArray 565 pixel shader")); 1543 break; 1544 case BLITSHADER_2DARRAY_RGBF_565_PREMULTIPLY: 1545 ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_2DARRAY, 1546 ShaderData(g_PS_FtoF_PM_RGB_565_2DArray), 1547 "Blit11 2DArray FtoF PM RGB 565 2DArray pixel shader")); 1548 break; 1549 case BLITSHADER_2DARRAY_RGBF_565_UNMULTIPLY: 1550 ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_2DARRAY, 1551 ShaderData(g_PS_FtoF_UM_RGB_565_2DArray), 1552 "Blit11 2DArray FtoF UM RGB 565 2DArray pixel shader")); 1553 break; 1554 case BLITSHADER_2DARRAY_RGBAF_5551: 1555 ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_2DARRAY, 1556 ShaderData(g_PS_PassthroughRGBA2DArray_5551), 1557 "Blit11 2DArray PassthroughRGBA2DArray 5551 pixel shader")); 1558 break; 1559 case BLITSHADER_2DARRAY_RGBAF_5551_PREMULTIPLY: 1560 ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_2DARRAY, 1561 ShaderData(g_PS_FtoF_PM_RGBA_5551_2DArray), 1562 "Blit11 2DArray FtoF PM RGBA 5551 2DArray pixel shader")); 1563 break; 1564 case BLITSHADER_2DARRAY_RGBAF_5551_UNMULTIPLY: 1565 ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_2DARRAY, 1566 ShaderData(g_PS_FtoF_UM_RGBA_5551_2DArray), 1567 "Blit11 2DArray FtoF UM RGBA 5551 2DArray pixel shader")); 1568 break; 1569 default: 1570 ANGLE_HR_UNREACHABLE(GetImplAs<Context11>(context)); 1571 } 1572 1573 return angle::Result::Continue; 1574} 1575 1576