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1 // Copyright 2016 The SwiftShader Authors. All Rights Reserved.
2 //
3 // Licensed under the Apache License, Version 2.0 (the "License");
4 // you may not use this file except in compliance with the License.
5 // You may obtain a copy of the License at
6 //
7 //    http://www.apache.org/licenses/LICENSE-2.0
8 //
9 // Unless required by applicable law or agreed to in writing, software
10 // distributed under the License is distributed on an "AS IS" BASIS,
11 // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
12 // See the License for the specific language governing permissions and
13 // limitations under the License.
14 
15 // utilities.h: Conversion functions and other utility routines.
16 
17 #ifndef LIBGL_UTILITIES_H
18 #define LIBGL_UTILITIES_H
19 
20 #include "Device.hpp"
21 #include "Image.hpp"
22 #include "Texture.h"
23 
24 #define _GDI32_
25 #include <windows.h>
26 #include <GL/GL.h>
27 #include <GL/glext.h>
28 
29 #include <string>
30 
31 namespace gl
32 {
33 	struct Color;
34 
35 	unsigned int UniformComponentCount(GLenum type);
36 	GLenum UniformComponentType(GLenum type);
37 	size_t UniformTypeSize(GLenum type);
38 	int VariableRowCount(GLenum type);
39 	int VariableColumnCount(GLenum type);
40 
41 	int AllocateFirstFreeBits(unsigned int *bits, unsigned int allocationSize, unsigned int bitsSize);
42 
43 	int ComputePixelSize(GLenum format, GLenum type);
44 	GLsizei ComputePitch(GLsizei width, GLenum format, GLenum type, GLint alignment);
45 	GLsizei ComputeCompressedPitch(GLsizei width, GLenum format);
46 	GLsizei ComputeCompressedSize(GLsizei width, GLsizei height, GLenum format);
47 	bool IsCompressed(GLenum format);
48 	bool IsDepthTexture(GLenum format);
49 	bool IsStencilTexture(GLenum format);
50 	bool IsCubemapTextureTarget(GLenum target);
51 	int CubeFaceIndex(GLenum cubeTarget);
52 	bool IsTextureTarget(GLenum target);
53 	bool CheckTextureFormatType(GLenum format, GLenum type);
54 
55 	bool IsColorRenderable(GLenum internalformat);
56 	bool IsDepthRenderable(GLenum internalformat);
57 	bool IsStencilRenderable(GLenum internalformat);
58 }
59 
60 namespace es2sw
61 {
62 	sw::DepthCompareMode ConvertDepthComparison(GLenum comparison);
63 	sw::StencilCompareMode ConvertStencilComparison(GLenum comparison);
64 	sw::Color<float> ConvertColor(gl::Color color);
65 	sw::BlendFactor ConvertBlendFunc(GLenum blend);
66 	sw::BlendOperation ConvertBlendOp(GLenum blendOp);
67 	sw::LogicalOperation ConvertLogicalOperation(GLenum logicalOperation);
68 	sw::StencilOperation ConvertStencilOp(GLenum stencilOp);
69 	sw::AddressingMode ConvertTextureWrap(GLenum wrap);
70 	sw::CullMode ConvertCullMode(GLenum cullFace, GLenum frontFace);
71 	unsigned int ConvertColorMask(bool red, bool green, bool blue, bool alpha);
72 	sw::MipmapType ConvertMipMapFilter(GLenum minFilter);
73 	sw::FilterType ConvertTextureFilter(GLenum minFilter, GLenum magFilter, float maxAnisotropy);
74 	bool ConvertPrimitiveType(GLenum primitiveType, GLsizei elementCount,  gl::PrimitiveType &swPrimitiveType, int &primitiveCount);
75 	sw::Format ConvertRenderbufferFormat(GLenum format);
76 }
77 
78 namespace sw2es
79 {
80 	GLuint GetAlphaSize(sw::Format colorFormat);
81 	GLuint GetRedSize(sw::Format colorFormat);
82 	GLuint GetGreenSize(sw::Format colorFormat);
83 	GLuint GetBlueSize(sw::Format colorFormat);
84 	GLuint GetDepthSize(sw::Format depthFormat);
85 	GLuint GetStencilSize(sw::Format stencilFormat);
86 
87 	GLenum ConvertBackBufferFormat(sw::Format format);
88 	GLenum ConvertDepthStencilFormat(sw::Format format);
89 }
90 
91 #endif  // LIBGL_UTILITIES_H
92