// 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 LIBGL_UTILITIES_H #define LIBGL_UTILITIES_H #include "Device.hpp" #include "Image.hpp" #include "Texture.h" #define _GDI32_ #include <windows.h> #include <GL/GL.h> #include <GL/glext.h> #include <string> namespace gl { struct Color; unsigned 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 IsDepthTexture(GLenum format); bool IsStencilTexture(GLenum format); bool IsCubemapTextureTarget(GLenum target); int CubeFaceIndex(GLenum cubeTarget); bool IsTextureTarget(GLenum target); bool CheckTextureFormatType(GLenum format, GLenum type); bool IsColorRenderable(GLenum internalformat); bool IsDepthRenderable(GLenum internalformat); bool IsStencilRenderable(GLenum internalformat); } namespace es2sw { sw::DepthCompareMode ConvertDepthComparison(GLenum comparison); sw::StencilCompareMode ConvertStencilComparison(GLenum comparison); sw::Color<float> ConvertColor(gl::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::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, gl::PrimitiveType &swPrimitiveType, int &primitiveCount); sw::Format ConvertRenderbufferFormat(GLenum format); } namespace sw2es { GLuint GetAlphaSize(sw::Format colorFormat); GLuint GetRedSize(sw::Format colorFormat); GLuint GetGreenSize(sw::Format colorFormat); GLuint GetBlueSize(sw::Format colorFormat); GLuint GetDepthSize(sw::Format depthFormat); GLuint GetStencilSize(sw::Format stencilFormat); GLenum ConvertBackBufferFormat(sw::Format format); GLenum ConvertDepthStencilFormat(sw::Format format); } #endif // LIBGL_UTILITIES_H