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//
// 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 <GLES2/gl2.h>
#include <GLES2/gl2ext.h>
#include <d3d9.h>
#include <string>
namespace gl
{
struct Color;
int UniformComponentCount(GLenum type);
int UniformInternalComponentCount(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);
D3DCUBEMAP_FACES ConvertCubeFace(GLenum cubeFace);
DWORD ConvertColorMask(bool red, bool green, bool blue, bool alpha);
D3DTEXTUREFILTERTYPE ConvertMagFilter(GLenum magFilter);
void ConvertMinFilter(GLenum minFilter, D3DTEXTUREFILTERTYPE *d3dMinFilter, D3DTEXTUREFILTERTYPE *d3dMipFilter);
bool ConvertPrimitiveType(GLenum primitiveType, GLsizei elementCount,
D3DPRIMITIVETYPE *d3dPrimitiveType, int *d3dPrimitiveCount);
D3DFORMAT ConvertRenderbufferFormat(GLenum format);
D3DMULTISAMPLE_TYPE GetMultisampleTypeFromSamples(GLsizei samples);
}
namespace dx2es
{
GLuint GetAlphaSize(D3DFORMAT colorFormat);
GLuint GetRedSize(D3DFORMAT colorFormat);
GLuint GetGreenSize(D3DFORMAT colorFormat);
GLuint GetBlueSize(D3DFORMAT colorFormat);
GLuint GetDepthSize(D3DFORMAT depthFormat);
GLuint GetStencilSize(D3DFORMAT stencilFormat);
bool IsFloat32Format(D3DFORMAT surfaceFormat);
bool IsFloat16Format(D3DFORMAT surfaceFormat);
GLsizei GetSamplesFromMultisampleType(D3DMULTISAMPLE_TYPE type);
GLenum ConvertBackBufferFormat(D3DFORMAT format);
GLenum ConvertDepthStencilFormat(D3DFORMAT format);
}
std::string getTempPath();
void writeFile(const char* path, const void* data, size_t size);
inline bool isDeviceLostError(HRESULT errorCode)
{
switch (errorCode)
{
case D3DERR_DRIVERINTERNALERROR:
case D3DERR_DEVICELOST:
case D3DERR_DEVICEHUNG:
case D3DERR_DEVICEREMOVED:
return true;
default:
return false;
}
};
#endif // LIBGLESV2_UTILITIES_H