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daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001//
daniel@transgaming.com4f677302012-06-19 15:29:51 +00002// Copyright (c) 2002-2012 The ANGLE Project Authors. All rights reserved.
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003// Use of this source code is governed by a BSD-style license that can be
4// found in the LICENSE file.
5//
6
7// utilities.cpp: Conversion functions and other utility routines.
8
daniel@transgaming.combbf56f72010-04-20 18:52:13 +00009#include "libGLESv2/utilities.h"
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000010
daniel@transgaming.com0b6b8342010-04-26 15:33:45 +000011#include <limits>
apatrick@chromium.org0f4cefe2011-01-26 19:30:57 +000012#include <stdio.h>
13#include <windows.h>
daniel@transgaming.com0b6b8342010-04-26 15:33:45 +000014
alokp@chromium.orgea0e1af2010-03-22 19:33:14 +000015#include "common/debug.h"
daniel@transgaming.combbf56f72010-04-20 18:52:13 +000016
17#include "libGLESv2/mathutil.h"
18#include "libGLESv2/Context.h"
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000019
daniel@transgaming.com1b3a8152010-04-22 13:35:37 +000020namespace gl
21{
22
daniel@transgaming.comedc31502011-11-12 03:14:56 +000023// This is how much data the application expects for a uniform
24int UniformExternalComponentCount(GLenum type)
daniel@transgaming.com1b3a8152010-04-22 13:35:37 +000025{
26 switch (type)
27 {
28 case GL_BOOL:
29 case GL_FLOAT:
30 case GL_INT:
daniel@transgaming.coma9cd70a2010-09-15 15:48:57 +000031 case GL_SAMPLER_2D:
32 case GL_SAMPLER_CUBE:
daniel@transgaming.com1b3a8152010-04-22 13:35:37 +000033 return 1;
34 case GL_BOOL_VEC2:
35 case GL_FLOAT_VEC2:
36 case GL_INT_VEC2:
37 return 2;
38 case GL_INT_VEC3:
39 case GL_FLOAT_VEC3:
40 case GL_BOOL_VEC3:
41 return 3;
42 case GL_BOOL_VEC4:
43 case GL_FLOAT_VEC4:
44 case GL_INT_VEC4:
45 case GL_FLOAT_MAT2:
46 return 4;
47 case GL_FLOAT_MAT3:
48 return 9;
49 case GL_FLOAT_MAT4:
50 return 16;
51 default:
52 UNREACHABLE();
53 }
54
55 return 0;
56}
57
jbauman@chromium.org72e8f442011-10-20 00:22:01 +000058// This is how much data we actually store for a uniform
59int UniformInternalComponentCount(GLenum type)
60{
61 switch (type)
62 {
63 case GL_BOOL:
64 case GL_INT:
65 case GL_SAMPLER_2D:
66 case GL_SAMPLER_CUBE:
67 return 1;
68 case GL_BOOL_VEC2:
69 case GL_INT_VEC2:
70 return 2;
71 case GL_INT_VEC3:
72 case GL_BOOL_VEC3:
73 return 3;
74 case GL_FLOAT:
75 case GL_FLOAT_VEC2:
76 case GL_FLOAT_VEC3:
77 case GL_BOOL_VEC4:
78 case GL_FLOAT_VEC4:
79 case GL_INT_VEC4:
80 return 4;
81 case GL_FLOAT_MAT2:
82 return 8;
83 case GL_FLOAT_MAT3:
84 return 12;
85 case GL_FLOAT_MAT4:
86 return 16;
87 default:
88 UNREACHABLE();
89 }
90
91 return 0;
92}
93
daniel@transgaming.com1b3a8152010-04-22 13:35:37 +000094GLenum UniformComponentType(GLenum type)
95{
96 switch(type)
97 {
98 case GL_BOOL:
99 case GL_BOOL_VEC2:
100 case GL_BOOL_VEC3:
101 case GL_BOOL_VEC4:
102 return GL_BOOL;
103 case GL_FLOAT:
104 case GL_FLOAT_VEC2:
105 case GL_FLOAT_VEC3:
106 case GL_FLOAT_VEC4:
107 case GL_FLOAT_MAT2:
108 case GL_FLOAT_MAT3:
109 case GL_FLOAT_MAT4:
110 return GL_FLOAT;
111 case GL_INT:
daniel@transgaming.coma9cd70a2010-09-15 15:48:57 +0000112 case GL_SAMPLER_2D:
113 case GL_SAMPLER_CUBE:
daniel@transgaming.com1b3a8152010-04-22 13:35:37 +0000114 case GL_INT_VEC2:
115 case GL_INT_VEC3:
116 case GL_INT_VEC4:
117 return GL_INT;
118 default:
119 UNREACHABLE();
120 }
121
122 return GL_NONE;
123}
124
jbauman@chromium.org72e8f442011-10-20 00:22:01 +0000125size_t UniformComponentSize(GLenum type)
daniel@transgaming.com1b3a8152010-04-22 13:35:37 +0000126{
127 switch(type)
128 {
daniel@transgaming.com4bf6fd02011-11-12 03:18:16 +0000129 case GL_BOOL: return sizeof(GLint);
daniel@transgaming.com1b3a8152010-04-22 13:35:37 +0000130 case GL_FLOAT: return sizeof(GLfloat);
131 case GL_INT: return sizeof(GLint);
jbauman@chromium.org72e8f442011-10-20 00:22:01 +0000132 default: UNREACHABLE();
daniel@transgaming.com1b3a8152010-04-22 13:35:37 +0000133 }
134
jbauman@chromium.org72e8f442011-10-20 00:22:01 +0000135 return 0;
136}
137
daniel@transgaming.come918ea22011-11-12 03:15:28 +0000138size_t UniformInternalSize(GLenum type)
jbauman@chromium.org72e8f442011-10-20 00:22:01 +0000139{
140 return UniformComponentSize(UniformComponentType(type)) * UniformInternalComponentCount(type);
daniel@transgaming.com1b3a8152010-04-22 13:35:37 +0000141}
142
daniel@transgaming.com47c60052011-11-12 03:17:50 +0000143size_t UniformExternalSize(GLenum type)
144{
145 return UniformComponentSize(UniformComponentType(type)) * UniformExternalComponentCount(type);
146}
147
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +0000148int VariableRowCount(GLenum type)
daniel@transgaming.com0b6b8342010-04-26 15:33:45 +0000149{
150 switch (type)
151 {
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +0000152 case GL_NONE:
153 return 0;
daniel@transgaming.com0b6b8342010-04-26 15:33:45 +0000154 case GL_BOOL:
155 case GL_FLOAT:
156 case GL_INT:
157 case GL_BOOL_VEC2:
158 case GL_FLOAT_VEC2:
159 case GL_INT_VEC2:
160 case GL_INT_VEC3:
161 case GL_FLOAT_VEC3:
162 case GL_BOOL_VEC3:
163 case GL_BOOL_VEC4:
164 case GL_FLOAT_VEC4:
165 case GL_INT_VEC4:
166 return 1;
daniel@transgaming.com0b6b8342010-04-26 15:33:45 +0000167 case GL_FLOAT_MAT2:
168 return 2;
daniel@transgaming.com0b6b8342010-04-26 15:33:45 +0000169 case GL_FLOAT_MAT3:
170 return 3;
daniel@transgaming.com0b6b8342010-04-26 15:33:45 +0000171 case GL_FLOAT_MAT4:
172 return 4;
daniel@transgaming.com0b6b8342010-04-26 15:33:45 +0000173 default:
174 UNREACHABLE();
daniel@transgaming.com0b6b8342010-04-26 15:33:45 +0000175 }
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +0000176
177 return 0;
178}
179
180int VariableColumnCount(GLenum type)
181{
182 switch (type)
183 {
184 case GL_NONE:
185 return 0;
186 case GL_BOOL:
187 case GL_FLOAT:
188 case GL_INT:
189 return 1;
190 case GL_BOOL_VEC2:
191 case GL_FLOAT_VEC2:
192 case GL_INT_VEC2:
193 case GL_FLOAT_MAT2:
194 return 2;
195 case GL_INT_VEC3:
196 case GL_FLOAT_VEC3:
197 case GL_BOOL_VEC3:
198 case GL_FLOAT_MAT3:
199 return 3;
200 case GL_BOOL_VEC4:
201 case GL_FLOAT_VEC4:
202 case GL_INT_VEC4:
203 case GL_FLOAT_MAT4:
204 return 4;
205 default:
206 UNREACHABLE();
207 }
208
209 return 0;
daniel@transgaming.com0b6b8342010-04-26 15:33:45 +0000210}
211
212int AllocateFirstFreeBits(unsigned int *bits, unsigned int allocationSize, unsigned int bitsSize)
213{
214 ASSERT(allocationSize <= bitsSize);
215
216 unsigned int mask = std::numeric_limits<unsigned int>::max() >> (std::numeric_limits<unsigned int>::digits - allocationSize);
217
218 for (unsigned int i = 0; i < bitsSize - allocationSize + 1; i++)
219 {
220 if ((*bits & mask) == 0)
221 {
222 *bits |= mask;
223 return i;
224 }
225
226 mask <<= 1;
227 }
228
229 return -1;
230}
231
daniel@transgaming.com713914b2010-05-04 03:35:17 +0000232GLsizei ComputePitch(GLsizei width, GLenum format, GLenum type, GLint alignment)
233{
234 ASSERT(alignment > 0 && isPow2(alignment));
235
236 GLsizei rawPitch = ComputePixelSize(format, type) * width;
237 return (rawPitch + alignment - 1) & ~(alignment - 1);
238}
239
daniel@transgaming.com01868132010-08-24 19:21:17 +0000240GLsizei ComputeCompressedPitch(GLsizei width, GLenum format)
241{
apatrick@chromium.orgb31f5322011-01-19 19:02:52 +0000242 return ComputeCompressedSize(width, 1, format);
daniel@transgaming.com01868132010-08-24 19:21:17 +0000243}
244
245GLsizei ComputeCompressedSize(GLsizei width, GLsizei height, GLenum format)
246{
247 switch (format)
248 {
249 case GL_COMPRESSED_RGB_S3TC_DXT1_EXT:
250 case GL_COMPRESSED_RGBA_S3TC_DXT1_EXT:
gman@chromium.org50c526d2011-08-10 05:19:44 +0000251 return 8 * (GLsizei)ceil((float)width / 4.0f) * (GLsizei)ceil((float)height / 4.0f);
daniel@transgaming.com01868132010-08-24 19:21:17 +0000252 break;
gman@chromium.org50c526d2011-08-10 05:19:44 +0000253 case GL_COMPRESSED_RGBA_S3TC_DXT3_ANGLE:
254 case GL_COMPRESSED_RGBA_S3TC_DXT5_ANGLE:
255 return 16 * (GLsizei)ceil((float)width / 4.0f) * (GLsizei)ceil((float)height / 4.0f);
daniel@transgaming.com01868132010-08-24 19:21:17 +0000256 default:
257 return 0;
258 }
259
daniel@transgaming.com01868132010-08-24 19:21:17 +0000260}
261
262bool IsCompressed(GLenum format)
263{
264 if(format == GL_COMPRESSED_RGB_S3TC_DXT1_EXT ||
gman@chromium.org50c526d2011-08-10 05:19:44 +0000265 format == GL_COMPRESSED_RGBA_S3TC_DXT1_EXT ||
266 format == GL_COMPRESSED_RGBA_S3TC_DXT3_ANGLE ||
267 format == GL_COMPRESSED_RGBA_S3TC_DXT5_ANGLE)
daniel@transgaming.com01868132010-08-24 19:21:17 +0000268 {
269 return true;
270 }
271 else
272 {
273 return false;
274 }
275}
276
daniel@transgaming.com835a95a2012-05-31 01:14:07 +0000277bool IsDepthTexture(GLenum format)
278{
279 if (format == GL_DEPTH_COMPONENT ||
280 format == GL_DEPTH_STENCIL_OES)
281 {
282 return true;
283 }
284
285 return false;
286}
287
daniel@transgaming.com713914b2010-05-04 03:35:17 +0000288// Returns the size, in bytes, of a single texel in an Image
289int ComputePixelSize(GLenum format, GLenum type)
290{
291 switch (type)
292 {
293 case GL_UNSIGNED_BYTE:
294 switch (format)
295 {
296 case GL_ALPHA: return sizeof(unsigned char);
297 case GL_LUMINANCE: return sizeof(unsigned char);
298 case GL_LUMINANCE_ALPHA: return sizeof(unsigned char) * 2;
299 case GL_RGB: return sizeof(unsigned char) * 3;
300 case GL_RGBA: return sizeof(unsigned char) * 4;
daniel@transgaming.coma9198d92010-08-08 04:49:56 +0000301 case GL_BGRA_EXT: return sizeof(unsigned char) * 4;
daniel@transgaming.com713914b2010-05-04 03:35:17 +0000302 default: UNREACHABLE();
303 }
304 break;
305 case GL_UNSIGNED_SHORT_4_4_4_4:
306 case GL_UNSIGNED_SHORT_5_5_5_1:
307 case GL_UNSIGNED_SHORT_5_6_5:
daniel@transgaming.com835a95a2012-05-31 01:14:07 +0000308 case GL_UNSIGNED_SHORT:
daniel@transgaming.com713914b2010-05-04 03:35:17 +0000309 return sizeof(unsigned short);
daniel@transgaming.com835a95a2012-05-31 01:14:07 +0000310 case GL_UNSIGNED_INT:
311 case GL_UNSIGNED_INT_24_8_OES:
312 return sizeof(unsigned int);
daniel@transgaming.com0a337e92010-08-28 17:38:27 +0000313 case GL_FLOAT:
314 switch (format)
315 {
316 case GL_ALPHA: return sizeof(float);
317 case GL_LUMINANCE: return sizeof(float);
318 case GL_LUMINANCE_ALPHA: return sizeof(float) * 2;
319 case GL_RGB: return sizeof(float) * 3;
320 case GL_RGBA: return sizeof(float) * 4;
321 default: UNREACHABLE();
322 }
323 break;
324 case GL_HALF_FLOAT_OES:
325 switch (format)
326 {
327 case GL_ALPHA: return sizeof(unsigned short);
328 case GL_LUMINANCE: return sizeof(unsigned short);
329 case GL_LUMINANCE_ALPHA: return sizeof(unsigned short) * 2;
330 case GL_RGB: return sizeof(unsigned short) * 3;
331 case GL_RGBA: return sizeof(unsigned short) * 4;
332 default: UNREACHABLE();
333 }
334 break;
daniel@transgaming.com713914b2010-05-04 03:35:17 +0000335 default: UNREACHABLE();
336 }
337
338 return 0;
339}
340
daniel@transgaming.com19ffc242010-05-04 03:35:21 +0000341bool IsCubemapTextureTarget(GLenum target)
342{
343 return (target >= GL_TEXTURE_CUBE_MAP_POSITIVE_X && target <= GL_TEXTURE_CUBE_MAP_NEGATIVE_Z);
344}
345
apatrick@chromium.org551022e2012-01-23 19:56:54 +0000346bool IsInternalTextureTarget(GLenum target)
daniel@transgaming.com19ffc242010-05-04 03:35:21 +0000347{
348 return target == GL_TEXTURE_2D || IsCubemapTextureTarget(target);
349}
350
daniel@transgaming.com64a0fb22011-11-11 04:10:40 +0000351GLenum ExtractFormat(GLenum internalformat)
352{
353 switch (internalformat)
354 {
daniel@transgaming.come1077362011-11-11 04:16:50 +0000355 case GL_RGB565: return GL_RGB;
356 case GL_RGBA4: return GL_RGBA;
357 case GL_RGB5_A1: return GL_RGBA;
358 case GL_RGB8_OES: return GL_RGB;
359 case GL_RGBA8_OES: return GL_RGBA;
360 case GL_LUMINANCE8_ALPHA8_EXT: return GL_LUMINANCE_ALPHA;
361 case GL_LUMINANCE8_EXT: return GL_LUMINANCE;
362 case GL_ALPHA8_EXT: return GL_ALPHA;
363 case GL_COMPRESSED_RGB_S3TC_DXT1_EXT: return GL_COMPRESSED_RGB_S3TC_DXT1_EXT;
364 case GL_COMPRESSED_RGBA_S3TC_DXT1_EXT: return GL_COMPRESSED_RGBA_S3TC_DXT1_EXT;
365 case GL_COMPRESSED_RGBA_S3TC_DXT3_ANGLE: return GL_COMPRESSED_RGBA_S3TC_DXT3_ANGLE;
366 case GL_COMPRESSED_RGBA_S3TC_DXT5_ANGLE: return GL_COMPRESSED_RGBA_S3TC_DXT5_ANGLE;
daniel@transgaming.comff941aa2011-11-11 04:17:09 +0000367 case GL_RGBA32F_EXT: return GL_RGBA;
368 case GL_RGB32F_EXT: return GL_RGB;
369 case GL_ALPHA32F_EXT: return GL_ALPHA;
370 case GL_LUMINANCE32F_EXT: return GL_LUMINANCE;
371 case GL_LUMINANCE_ALPHA32F_EXT: return GL_LUMINANCE_ALPHA;
372 case GL_RGBA16F_EXT: return GL_RGBA;
373 case GL_RGB16F_EXT: return GL_RGB;
374 case GL_ALPHA16F_EXT: return GL_ALPHA;
375 case GL_LUMINANCE16F_EXT: return GL_LUMINANCE;
376 case GL_LUMINANCE_ALPHA16F_EXT: return GL_LUMINANCE_ALPHA;
377 case GL_BGRA8_EXT: return GL_BGRA_EXT;
daniel@transgaming.com835a95a2012-05-31 01:14:07 +0000378 case GL_DEPTH_COMPONENT16: return GL_DEPTH_COMPONENT;
379 case GL_DEPTH_COMPONENT32_OES: return GL_DEPTH_COMPONENT;
380 case GL_DEPTH24_STENCIL8_OES: return GL_DEPTH_STENCIL_OES;
daniel@transgaming.come1077362011-11-11 04:16:50 +0000381 default: return GL_NONE; // Unsupported
daniel@transgaming.com64a0fb22011-11-11 04:10:40 +0000382 }
383}
384
385GLenum ExtractType(GLenum internalformat)
386{
387 switch (internalformat)
388 {
daniel@transgaming.come1077362011-11-11 04:16:50 +0000389 case GL_RGB565: return GL_UNSIGNED_SHORT_5_6_5;
390 case GL_RGBA4: return GL_UNSIGNED_SHORT_4_4_4_4;
391 case GL_RGB5_A1: return GL_UNSIGNED_SHORT_5_5_5_1;
392 case GL_RGB8_OES: return GL_UNSIGNED_BYTE;
393 case GL_RGBA8_OES: return GL_UNSIGNED_BYTE;
394 case GL_LUMINANCE8_ALPHA8_EXT: return GL_UNSIGNED_BYTE;
395 case GL_LUMINANCE8_EXT: return GL_UNSIGNED_BYTE;
396 case GL_ALPHA8_EXT: return GL_UNSIGNED_BYTE;
397 case GL_COMPRESSED_RGB_S3TC_DXT1_EXT: return GL_UNSIGNED_BYTE;
398 case GL_COMPRESSED_RGBA_S3TC_DXT1_EXT: return GL_UNSIGNED_BYTE;
399 case GL_COMPRESSED_RGBA_S3TC_DXT3_ANGLE: return GL_UNSIGNED_BYTE;
400 case GL_COMPRESSED_RGBA_S3TC_DXT5_ANGLE: return GL_UNSIGNED_BYTE;
daniel@transgaming.comff941aa2011-11-11 04:17:09 +0000401 case GL_RGBA32F_EXT: return GL_FLOAT;
402 case GL_RGB32F_EXT: return GL_FLOAT;
403 case GL_ALPHA32F_EXT: return GL_FLOAT;
404 case GL_LUMINANCE32F_EXT: return GL_FLOAT;
405 case GL_LUMINANCE_ALPHA32F_EXT: return GL_FLOAT;
406 case GL_RGBA16F_EXT: return GL_HALF_FLOAT_OES;
407 case GL_RGB16F_EXT: return GL_HALF_FLOAT_OES;
408 case GL_ALPHA16F_EXT: return GL_HALF_FLOAT_OES;
409 case GL_LUMINANCE16F_EXT: return GL_HALF_FLOAT_OES;
410 case GL_LUMINANCE_ALPHA16F_EXT: return GL_HALF_FLOAT_OES;
411 case GL_BGRA8_EXT: return GL_UNSIGNED_BYTE;
daniel@transgaming.com835a95a2012-05-31 01:14:07 +0000412 case GL_DEPTH_COMPONENT16: return GL_UNSIGNED_SHORT;
413 case GL_DEPTH_COMPONENT32_OES: return GL_UNSIGNED_INT;
414 case GL_DEPTH24_STENCIL8_OES: return GL_UNSIGNED_INT_24_8_OES;
daniel@transgaming.come1077362011-11-11 04:16:50 +0000415 default: return GL_NONE; // Unsupported
daniel@transgaming.com64a0fb22011-11-11 04:10:40 +0000416 }
417}
418
daniel@transgaming.comedc19182010-10-15 17:57:55 +0000419bool IsColorRenderable(GLenum internalformat)
420{
421 switch (internalformat)
422 {
423 case GL_RGBA4:
424 case GL_RGB5_A1:
425 case GL_RGB565:
426 case GL_RGB8_OES:
427 case GL_RGBA8_OES:
428 return true;
429 case GL_DEPTH_COMPONENT16:
430 case GL_STENCIL_INDEX8:
431 case GL_DEPTH24_STENCIL8_OES:
432 return false;
433 default:
434 UNIMPLEMENTED();
435 }
436
437 return false;
438}
439
440bool IsDepthRenderable(GLenum internalformat)
441{
442 switch (internalformat)
443 {
444 case GL_DEPTH_COMPONENT16:
445 case GL_DEPTH24_STENCIL8_OES:
446 return true;
447 case GL_STENCIL_INDEX8:
448 case GL_RGBA4:
449 case GL_RGB5_A1:
450 case GL_RGB565:
451 case GL_RGB8_OES:
452 case GL_RGBA8_OES:
453 return false;
454 default:
455 UNIMPLEMENTED();
456 }
457
458 return false;
459}
460
461bool IsStencilRenderable(GLenum internalformat)
462{
463 switch (internalformat)
464 {
465 case GL_STENCIL_INDEX8:
466 case GL_DEPTH24_STENCIL8_OES:
467 return true;
468 case GL_RGBA4:
469 case GL_RGB5_A1:
470 case GL_RGB565:
471 case GL_RGB8_OES:
472 case GL_RGBA8_OES:
473 case GL_DEPTH_COMPONENT16:
474 return false;
475 default:
476 UNIMPLEMENTED();
477 }
478
479 return false;
480}
481
daniel@transgaming.com1b3a8152010-04-22 13:35:37 +0000482}
483
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000484namespace es2dx
485{
486
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +0000487D3DCMPFUNC ConvertComparison(GLenum comparison)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000488{
489 D3DCMPFUNC d3dComp = D3DCMP_ALWAYS;
490 switch (comparison)
491 {
492 case GL_NEVER: d3dComp = D3DCMP_NEVER; break;
493 case GL_ALWAYS: d3dComp = D3DCMP_ALWAYS; break;
494 case GL_LESS: d3dComp = D3DCMP_LESS; break;
495 case GL_LEQUAL: d3dComp = D3DCMP_LESSEQUAL; break;
496 case GL_EQUAL: d3dComp = D3DCMP_EQUAL; break;
497 case GL_GREATER: d3dComp = D3DCMP_GREATER; break;
498 case GL_GEQUAL: d3dComp = D3DCMP_GREATEREQUAL; break;
499 case GL_NOTEQUAL: d3dComp = D3DCMP_NOTEQUAL; break;
500 default: UNREACHABLE();
501 }
502
503 return d3dComp;
504}
505
506D3DCOLOR ConvertColor(gl::Color color)
507{
508 return D3DCOLOR_RGBA(gl::unorm<8>(color.red),
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000509 gl::unorm<8>(color.green),
daniel@transgaming.comfe453652010-03-16 06:23:28 +0000510 gl::unorm<8>(color.blue),
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000511 gl::unorm<8>(color.alpha));
512}
513
514D3DBLEND ConvertBlendFunc(GLenum blend)
515{
516 D3DBLEND d3dBlend = D3DBLEND_ZERO;
517
518 switch (blend)
519 {
520 case GL_ZERO: d3dBlend = D3DBLEND_ZERO; break;
521 case GL_ONE: d3dBlend = D3DBLEND_ONE; break;
522 case GL_SRC_COLOR: d3dBlend = D3DBLEND_SRCCOLOR; break;
523 case GL_ONE_MINUS_SRC_COLOR: d3dBlend = D3DBLEND_INVSRCCOLOR; break;
524 case GL_DST_COLOR: d3dBlend = D3DBLEND_DESTCOLOR; break;
525 case GL_ONE_MINUS_DST_COLOR: d3dBlend = D3DBLEND_INVDESTCOLOR; break;
526 case GL_SRC_ALPHA: d3dBlend = D3DBLEND_SRCALPHA; break;
527 case GL_ONE_MINUS_SRC_ALPHA: d3dBlend = D3DBLEND_INVSRCALPHA; break;
528 case GL_DST_ALPHA: d3dBlend = D3DBLEND_DESTALPHA; break;
529 case GL_ONE_MINUS_DST_ALPHA: d3dBlend = D3DBLEND_INVDESTALPHA; break;
530 case GL_CONSTANT_COLOR: d3dBlend = D3DBLEND_BLENDFACTOR; break;
531 case GL_ONE_MINUS_CONSTANT_COLOR: d3dBlend = D3DBLEND_INVBLENDFACTOR; break;
532 case GL_CONSTANT_ALPHA: d3dBlend = D3DBLEND_BLENDFACTOR; break;
533 case GL_ONE_MINUS_CONSTANT_ALPHA: d3dBlend = D3DBLEND_INVBLENDFACTOR; break;
534 case GL_SRC_ALPHA_SATURATE: d3dBlend = D3DBLEND_SRCALPHASAT; break;
535 default: UNREACHABLE();
536 }
537
538 return d3dBlend;
539}
540
541D3DBLENDOP ConvertBlendOp(GLenum blendOp)
542{
543 D3DBLENDOP d3dBlendOp = D3DBLENDOP_ADD;
544
545 switch (blendOp)
546 {
547 case GL_FUNC_ADD: d3dBlendOp = D3DBLENDOP_ADD; break;
548 case GL_FUNC_SUBTRACT: d3dBlendOp = D3DBLENDOP_SUBTRACT; break;
549 case GL_FUNC_REVERSE_SUBTRACT: d3dBlendOp = D3DBLENDOP_REVSUBTRACT; break;
550 default: UNREACHABLE();
551 }
552
553 return d3dBlendOp;
554}
555
556D3DSTENCILOP ConvertStencilOp(GLenum stencilOp)
557{
558 D3DSTENCILOP d3dStencilOp = D3DSTENCILOP_KEEP;
559
560 switch (stencilOp)
561 {
562 case GL_ZERO: d3dStencilOp = D3DSTENCILOP_ZERO; break;
563 case GL_KEEP: d3dStencilOp = D3DSTENCILOP_KEEP; break;
564 case GL_REPLACE: d3dStencilOp = D3DSTENCILOP_REPLACE; break;
565 case GL_INCR: d3dStencilOp = D3DSTENCILOP_INCRSAT; break;
566 case GL_DECR: d3dStencilOp = D3DSTENCILOP_DECRSAT; break;
567 case GL_INVERT: d3dStencilOp = D3DSTENCILOP_INVERT; break;
568 case GL_INCR_WRAP: d3dStencilOp = D3DSTENCILOP_INCR; break;
569 case GL_DECR_WRAP: d3dStencilOp = D3DSTENCILOP_DECR; break;
570 default: UNREACHABLE();
571 }
572
573 return d3dStencilOp;
574}
575
576D3DTEXTUREADDRESS ConvertTextureWrap(GLenum wrap)
577{
578 D3DTEXTUREADDRESS d3dWrap = D3DTADDRESS_WRAP;
579
580 switch (wrap)
581 {
582 case GL_REPEAT: d3dWrap = D3DTADDRESS_WRAP; break;
583 case GL_CLAMP_TO_EDGE: d3dWrap = D3DTADDRESS_CLAMP; break;
584 case GL_MIRRORED_REPEAT: d3dWrap = D3DTADDRESS_MIRROR; break;
585 default: UNREACHABLE();
586 }
587
588 return d3dWrap;
589}
590
591D3DCULL ConvertCullMode(GLenum cullFace, GLenum frontFace)
592{
593 D3DCULL cull = D3DCULL_CCW;
594 switch (cullFace)
595 {
596 case GL_FRONT:
597 cull = (frontFace == GL_CCW ? D3DCULL_CW : D3DCULL_CCW);
598 break;
599 case GL_BACK:
600 cull = (frontFace == GL_CCW ? D3DCULL_CCW : D3DCULL_CW);
601 break;
602 case GL_FRONT_AND_BACK:
daniel@transgaming.comace5e662010-03-21 04:31:20 +0000603 cull = D3DCULL_NONE; // culling will be handled during draw
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000604 break;
605 default: UNREACHABLE();
606 }
607
608 return cull;
609}
610
apatrick@chromium.orgb31f5322011-01-19 19:02:52 +0000611D3DCUBEMAP_FACES ConvertCubeFace(GLenum cubeFace)
612{
613 D3DCUBEMAP_FACES face = D3DCUBEMAP_FACE_POSITIVE_X;
614
apatrick@chromium.orgb31f5322011-01-19 19:02:52 +0000615 switch (cubeFace)
616 {
617 case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
618 face = D3DCUBEMAP_FACE_POSITIVE_X;
619 break;
620 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
621 face = D3DCUBEMAP_FACE_NEGATIVE_X;
622 break;
623 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
apatrick@chromium.org9616e582012-06-22 18:27:01 +0000624 face = D3DCUBEMAP_FACE_POSITIVE_Y;
apatrick@chromium.orgb31f5322011-01-19 19:02:52 +0000625 break;
626 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
apatrick@chromium.org9616e582012-06-22 18:27:01 +0000627 face = D3DCUBEMAP_FACE_NEGATIVE_Y;
apatrick@chromium.orgb31f5322011-01-19 19:02:52 +0000628 break;
629 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
630 face = D3DCUBEMAP_FACE_POSITIVE_Z;
631 break;
632 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
633 face = D3DCUBEMAP_FACE_NEGATIVE_Z;
634 break;
635 default: UNREACHABLE();
636 }
637
638 return face;
639}
640
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000641DWORD ConvertColorMask(bool red, bool green, bool blue, bool alpha)
642{
643 return (red ? D3DCOLORWRITEENABLE_RED : 0) |
644 (green ? D3DCOLORWRITEENABLE_GREEN : 0) |
645 (blue ? D3DCOLORWRITEENABLE_BLUE : 0) |
646 (alpha ? D3DCOLORWRITEENABLE_ALPHA : 0);
647}
648
649D3DTEXTUREFILTERTYPE ConvertMagFilter(GLenum magFilter)
650{
651 D3DTEXTUREFILTERTYPE d3dMagFilter = D3DTEXF_POINT;
652 switch (magFilter)
653 {
654 case GL_NEAREST: d3dMagFilter = D3DTEXF_POINT; break;
655 case GL_LINEAR: d3dMagFilter = D3DTEXF_LINEAR; break;
656 default: UNREACHABLE();
657 }
658
659 return d3dMagFilter;
660}
661
662void ConvertMinFilter(GLenum minFilter, D3DTEXTUREFILTERTYPE *d3dMinFilter, D3DTEXTUREFILTERTYPE *d3dMipFilter)
663{
664 switch (minFilter)
665 {
666 case GL_NEAREST:
667 *d3dMinFilter = D3DTEXF_POINT;
668 *d3dMipFilter = D3DTEXF_NONE;
669 break;
670 case GL_LINEAR:
671 *d3dMinFilter = D3DTEXF_LINEAR;
672 *d3dMipFilter = D3DTEXF_NONE;
673 break;
674 case GL_NEAREST_MIPMAP_NEAREST:
675 *d3dMinFilter = D3DTEXF_POINT;
676 *d3dMipFilter = D3DTEXF_POINT;
677 break;
678 case GL_LINEAR_MIPMAP_NEAREST:
679 *d3dMinFilter = D3DTEXF_LINEAR;
680 *d3dMipFilter = D3DTEXF_POINT;
681 break;
682 case GL_NEAREST_MIPMAP_LINEAR:
683 *d3dMinFilter = D3DTEXF_POINT;
684 *d3dMipFilter = D3DTEXF_LINEAR;
685 break;
686 case GL_LINEAR_MIPMAP_LINEAR:
687 *d3dMinFilter = D3DTEXF_LINEAR;
688 *d3dMipFilter = D3DTEXF_LINEAR;
689 break;
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +0000690 default:
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000691 *d3dMinFilter = D3DTEXF_POINT;
692 *d3dMipFilter = D3DTEXF_NONE;
693 UNREACHABLE();
694 }
695}
696
daniel@transgaming.comd2fd4f22011-02-01 18:49:11 +0000697bool ConvertPrimitiveType(GLenum primitiveType, GLsizei elementCount,
698 D3DPRIMITIVETYPE *d3dPrimitiveType, int *d3dPrimitiveCount)
699{
700 switch (primitiveType)
701 {
702 case GL_POINTS:
703 *d3dPrimitiveType = D3DPT_POINTLIST;
704 *d3dPrimitiveCount = elementCount;
705 break;
706 case GL_LINES:
707 *d3dPrimitiveType = D3DPT_LINELIST;
708 *d3dPrimitiveCount = elementCount / 2;
709 break;
710 case GL_LINE_LOOP:
711 *d3dPrimitiveType = D3DPT_LINESTRIP;
712 *d3dPrimitiveCount = elementCount - 1; // D3D doesn't support line loops, so we draw the last line separately
713 break;
714 case GL_LINE_STRIP:
715 *d3dPrimitiveType = D3DPT_LINESTRIP;
716 *d3dPrimitiveCount = elementCount - 1;
717 break;
718 case GL_TRIANGLES:
719 *d3dPrimitiveType = D3DPT_TRIANGLELIST;
720 *d3dPrimitiveCount = elementCount / 3;
721 break;
722 case GL_TRIANGLE_STRIP:
723 *d3dPrimitiveType = D3DPT_TRIANGLESTRIP;
724 *d3dPrimitiveCount = elementCount - 2;
725 break;
726 case GL_TRIANGLE_FAN:
727 *d3dPrimitiveType = D3DPT_TRIANGLEFAN;
728 *d3dPrimitiveCount = elementCount - 2;
729 break;
730 default:
731 return false;
732 }
733
734 return true;
735}
736
737D3DFORMAT ConvertRenderbufferFormat(GLenum format)
738{
739 switch (format)
740 {
daniel@transgaming.com68145c62012-05-31 01:14:46 +0000741 case GL_NONE: return D3DFMT_NULL;
daniel@transgaming.comd2fd4f22011-02-01 18:49:11 +0000742 case GL_RGBA4:
743 case GL_RGB5_A1:
744 case GL_RGBA8_OES: return D3DFMT_A8R8G8B8;
745 case GL_RGB565: return D3DFMT_R5G6B5;
746 case GL_RGB8_OES: return D3DFMT_X8R8G8B8;
747 case GL_DEPTH_COMPONENT16:
748 case GL_STENCIL_INDEX8:
749 case GL_DEPTH24_STENCIL8_OES: return D3DFMT_D24S8;
750 default: UNREACHABLE(); return D3DFMT_A8R8G8B8;
751 }
752}
753
754D3DMULTISAMPLE_TYPE GetMultisampleTypeFromSamples(GLsizei samples)
755{
756 if (samples <= 1)
757 return D3DMULTISAMPLE_NONE;
758 else
759 return (D3DMULTISAMPLE_TYPE)samples;
760}
761
762}
763
764namespace dx2es
765{
766
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000767unsigned int GetStencilSize(D3DFORMAT stencilFormat)
768{
daniel@transgaming.comdbd65652012-06-19 15:29:48 +0000769 if (stencilFormat == D3DFMT_INTZ)
770 {
771 return 8;
772 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000773 switch(stencilFormat)
774 {
775 case D3DFMT_D24FS8:
776 case D3DFMT_D24S8:
777 return 8;
778 case D3DFMT_D24X4S4:
779 return 4;
780 case D3DFMT_D15S1:
781 return 1;
782 case D3DFMT_D16_LOCKABLE:
783 case D3DFMT_D32:
784 case D3DFMT_D24X8:
785 case D3DFMT_D32F_LOCKABLE:
786 case D3DFMT_D16:
787 return 0;
daniel@transgaming.comd2fd4f22011-02-01 18:49:11 +0000788 //case D3DFMT_D32_LOCKABLE: return 0; // DirectX 9Ex only
789 //case D3DFMT_S8_LOCKABLE: return 8; // DirectX 9Ex only
apatrick@chromium.org831fe2a2011-03-17 18:44:29 +0000790 default:
791 return 0;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000792 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000793}
794
795unsigned int GetAlphaSize(D3DFORMAT colorFormat)
796{
797 switch (colorFormat)
798 {
daniel@transgaming.com1297d922010-09-01 15:47:47 +0000799 case D3DFMT_A16B16G16R16F:
800 return 16;
801 case D3DFMT_A32B32G32R32F:
802 return 32;
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +0000803 case D3DFMT_A2R10G10B10:
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000804 return 2;
805 case D3DFMT_A8R8G8B8:
806 return 8;
807 case D3DFMT_A1R5G5B5:
808 return 1;
809 case D3DFMT_X8R8G8B8:
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000810 case D3DFMT_R5G6B5:
811 return 0;
apatrick@chromium.org831fe2a2011-03-17 18:44:29 +0000812 default:
813 return 0;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000814 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000815}
816
817unsigned int GetRedSize(D3DFORMAT colorFormat)
818{
819 switch (colorFormat)
820 {
daniel@transgaming.com1297d922010-09-01 15:47:47 +0000821 case D3DFMT_A16B16G16R16F:
822 return 16;
823 case D3DFMT_A32B32G32R32F:
824 return 32;
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +0000825 case D3DFMT_A2R10G10B10:
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000826 return 10;
827 case D3DFMT_A8R8G8B8:
828 case D3DFMT_X8R8G8B8:
829 return 8;
830 case D3DFMT_A1R5G5B5:
831 case D3DFMT_R5G6B5:
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000832 return 5;
apatrick@chromium.org831fe2a2011-03-17 18:44:29 +0000833 default:
834 return 0;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000835 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000836}
837
838unsigned int GetGreenSize(D3DFORMAT colorFormat)
839{
840 switch (colorFormat)
841 {
daniel@transgaming.com1297d922010-09-01 15:47:47 +0000842 case D3DFMT_A16B16G16R16F:
843 return 16;
844 case D3DFMT_A32B32G32R32F:
845 return 32;
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +0000846 case D3DFMT_A2R10G10B10:
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000847 return 10;
848 case D3DFMT_A8R8G8B8:
849 case D3DFMT_X8R8G8B8:
850 return 8;
851 case D3DFMT_A1R5G5B5:
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000852 return 5;
853 case D3DFMT_R5G6B5:
854 return 6;
apatrick@chromium.org831fe2a2011-03-17 18:44:29 +0000855 default:
856 return 0;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000857 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000858}
859
860unsigned int GetBlueSize(D3DFORMAT colorFormat)
861{
862 switch (colorFormat)
863 {
daniel@transgaming.com1297d922010-09-01 15:47:47 +0000864 case D3DFMT_A16B16G16R16F:
865 return 16;
866 case D3DFMT_A32B32G32R32F:
867 return 32;
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +0000868 case D3DFMT_A2R10G10B10:
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000869 return 10;
870 case D3DFMT_A8R8G8B8:
871 case D3DFMT_X8R8G8B8:
872 return 8;
873 case D3DFMT_A1R5G5B5:
874 case D3DFMT_R5G6B5:
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000875 return 5;
apatrick@chromium.org831fe2a2011-03-17 18:44:29 +0000876 default:
877 return 0;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000878 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000879}
880
881unsigned int GetDepthSize(D3DFORMAT depthFormat)
882{
daniel@transgaming.comdbd65652012-06-19 15:29:48 +0000883 if (depthFormat == D3DFMT_INTZ)
884 {
885 return 24;
886 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000887 switch (depthFormat)
888 {
889 case D3DFMT_D16_LOCKABLE: return 16;
890 case D3DFMT_D32: return 32;
891 case D3DFMT_D15S1: return 15;
892 case D3DFMT_D24S8: return 24;
893 case D3DFMT_D24X8: return 24;
894 case D3DFMT_D24X4S4: return 24;
895 case D3DFMT_D16: return 16;
896 case D3DFMT_D32F_LOCKABLE: return 32;
897 case D3DFMT_D24FS8: return 24;
daniel@transgaming.com83921382011-01-08 05:46:00 +0000898 //case D3DFMT_D32_LOCKABLE: return 32; // D3D9Ex only
899 //case D3DFMT_S8_LOCKABLE: return 0; // D3D9Ex only
apatrick@chromium.org831fe2a2011-03-17 18:44:29 +0000900 default: return 0;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000901 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000902}
903
daniel@transgaming.combbeffbb2011-11-09 17:46:11 +0000904bool IsFloat32Format(D3DFORMAT surfaceFormat)
905{
906 switch(surfaceFormat)
907 {
908 case D3DFMT_R16F:
909 case D3DFMT_G16R16F:
910 case D3DFMT_A16B16G16R16F:
911 return false;
912 case D3DFMT_R32F:
913 case D3DFMT_G32R32F:
914 case D3DFMT_A32B32G32R32F:
915 return true;
916 case D3DFMT_A8R8G8B8:
917 case D3DFMT_X8R8G8B8:
918 case D3DFMT_A1R5G5B5:
919 case D3DFMT_R5G6B5:
920 return false;
921 default: UNREACHABLE();
922 }
923 return false;
924}
925
926bool IsFloat16Format(D3DFORMAT surfaceFormat)
927{
928 switch(surfaceFormat)
929 {
930 case D3DFMT_R16F:
931 case D3DFMT_G16R16F:
932 case D3DFMT_A16B16G16R16F:
933 return true;
934 case D3DFMT_R32F:
935 case D3DFMT_G32R32F:
936 case D3DFMT_A32B32G32R32F:
937 return false;
938 case D3DFMT_A8R8G8B8:
939 case D3DFMT_X8R8G8B8:
940 case D3DFMT_A1R5G5B5:
941 case D3DFMT_R5G6B5:
942 return false;
943 default: UNREACHABLE();
944 }
945 return false;
946}
947
daniel@transgaming.com4f677302012-06-19 15:29:51 +0000948bool IsDepthTextureFormat(D3DFORMAT surfaceFormat)
daniel@transgaming.comf20bc212012-05-31 01:14:33 +0000949{
950 return (surfaceFormat == D3DFMT_INTZ);
951}
952
daniel@transgaming.com4f677302012-06-19 15:29:51 +0000953bool IsStencilTextureFormat(D3DFORMAT surfaceFormat)
daniel@transgaming.comf20bc212012-05-31 01:14:33 +0000954{
955 return (surfaceFormat == D3DFMT_INTZ);
956}
957
daniel@transgaming.com1f135d82010-08-24 19:20:36 +0000958GLsizei GetSamplesFromMultisampleType(D3DMULTISAMPLE_TYPE type)
959{
960 if (type == D3DMULTISAMPLE_NONMASKABLE)
961 return 0;
962 else
963 return type;
964}
965
daniel@transgaming.com73a5db62010-10-15 17:58:13 +0000966GLenum ConvertBackBufferFormat(D3DFORMAT format)
967{
968 switch (format)
969 {
970 case D3DFMT_A4R4G4B4: return GL_RGBA4;
971 case D3DFMT_A8R8G8B8: return GL_RGBA8_OES;
972 case D3DFMT_A1R5G5B5: return GL_RGB5_A1;
973 case D3DFMT_R5G6B5: return GL_RGB565;
974 case D3DFMT_X8R8G8B8: return GL_RGB8_OES;
975 default:
976 UNREACHABLE();
977 }
978
979 return GL_RGBA4;
980}
981
982GLenum ConvertDepthStencilFormat(D3DFORMAT format)
983{
daniel@transgaming.comdbd65652012-06-19 15:29:48 +0000984 if (format == D3DFMT_INTZ)
985 {
986 return GL_DEPTH24_STENCIL8_OES;
987 }
daniel@transgaming.com73a5db62010-10-15 17:58:13 +0000988 switch (format)
989 {
990 case D3DFMT_D16:
991 case D3DFMT_D24X8:
992 return GL_DEPTH_COMPONENT16;
993 case D3DFMT_D24S8:
994 return GL_DEPTH24_STENCIL8_OES;
995 default:
996 UNREACHABLE();
997 }
998
999 return GL_DEPTH24_STENCIL8_OES;
1000}
1001
1002}
apatrick@chromium.org0f4cefe2011-01-26 19:30:57 +00001003
1004std::string getTempPath()
1005{
daniel@transgaming.comd2fd4f22011-02-01 18:49:11 +00001006 char path[MAX_PATH];
1007 DWORD pathLen = GetTempPathA(sizeof(path) / sizeof(path[0]), path);
1008 if (pathLen == 0)
1009 {
1010 UNREACHABLE();
1011 return std::string();
1012 }
1013
1014 UINT unique = GetTempFileNameA(path, "sh", 0, path);
1015 if (unique == 0)
1016 {
1017 UNREACHABLE();
1018 return std::string();
1019 }
1020
1021 return path;
apatrick@chromium.org0f4cefe2011-01-26 19:30:57 +00001022}
1023
1024void writeFile(const char* path, const void* content, size_t size)
daniel@transgaming.comd2fd4f22011-02-01 18:49:11 +00001025{
1026 FILE* file = fopen(path, "w");
1027 if (!file)
1028 {
1029 UNREACHABLE();
1030 return;
1031 }
1032
1033 fwrite(content, sizeof(char), size, file);
1034 fclose(file);
apatrick@chromium.org0f4cefe2011-01-26 19:30:57 +00001035}