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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
daniel@transgaming.com07ab8412012-07-12 15:17:09 +0000649D3DTEXTUREFILTERTYPE ConvertMagFilter(GLenum magFilter, float maxAnisotropy)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000650{
daniel@transgaming.com07ab8412012-07-12 15:17:09 +0000651 if (maxAnisotropy > 1.0f)
652 {
653 return D3DTEXF_ANISOTROPIC;
654 }
655
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000656 D3DTEXTUREFILTERTYPE d3dMagFilter = D3DTEXF_POINT;
657 switch (magFilter)
658 {
659 case GL_NEAREST: d3dMagFilter = D3DTEXF_POINT; break;
660 case GL_LINEAR: d3dMagFilter = D3DTEXF_LINEAR; break;
661 default: UNREACHABLE();
662 }
663
664 return d3dMagFilter;
665}
666
daniel@transgaming.com07ab8412012-07-12 15:17:09 +0000667void ConvertMinFilter(GLenum minFilter, D3DTEXTUREFILTERTYPE *d3dMinFilter, D3DTEXTUREFILTERTYPE *d3dMipFilter, float maxAnisotropy)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000668{
669 switch (minFilter)
670 {
671 case GL_NEAREST:
672 *d3dMinFilter = D3DTEXF_POINT;
673 *d3dMipFilter = D3DTEXF_NONE;
674 break;
675 case GL_LINEAR:
676 *d3dMinFilter = D3DTEXF_LINEAR;
677 *d3dMipFilter = D3DTEXF_NONE;
678 break;
679 case GL_NEAREST_MIPMAP_NEAREST:
680 *d3dMinFilter = D3DTEXF_POINT;
681 *d3dMipFilter = D3DTEXF_POINT;
682 break;
683 case GL_LINEAR_MIPMAP_NEAREST:
684 *d3dMinFilter = D3DTEXF_LINEAR;
685 *d3dMipFilter = D3DTEXF_POINT;
686 break;
687 case GL_NEAREST_MIPMAP_LINEAR:
688 *d3dMinFilter = D3DTEXF_POINT;
689 *d3dMipFilter = D3DTEXF_LINEAR;
690 break;
691 case GL_LINEAR_MIPMAP_LINEAR:
692 *d3dMinFilter = D3DTEXF_LINEAR;
693 *d3dMipFilter = D3DTEXF_LINEAR;
694 break;
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +0000695 default:
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000696 *d3dMinFilter = D3DTEXF_POINT;
697 *d3dMipFilter = D3DTEXF_NONE;
698 UNREACHABLE();
699 }
daniel@transgaming.com07ab8412012-07-12 15:17:09 +0000700
701 if (maxAnisotropy > 1.0f)
702 {
703 *d3dMinFilter = D3DTEXF_ANISOTROPIC;
704 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000705}
706
daniel@transgaming.comd2fd4f22011-02-01 18:49:11 +0000707bool ConvertPrimitiveType(GLenum primitiveType, GLsizei elementCount,
708 D3DPRIMITIVETYPE *d3dPrimitiveType, int *d3dPrimitiveCount)
709{
710 switch (primitiveType)
711 {
712 case GL_POINTS:
713 *d3dPrimitiveType = D3DPT_POINTLIST;
714 *d3dPrimitiveCount = elementCount;
715 break;
716 case GL_LINES:
717 *d3dPrimitiveType = D3DPT_LINELIST;
718 *d3dPrimitiveCount = elementCount / 2;
719 break;
720 case GL_LINE_LOOP:
721 *d3dPrimitiveType = D3DPT_LINESTRIP;
722 *d3dPrimitiveCount = elementCount - 1; // D3D doesn't support line loops, so we draw the last line separately
723 break;
724 case GL_LINE_STRIP:
725 *d3dPrimitiveType = D3DPT_LINESTRIP;
726 *d3dPrimitiveCount = elementCount - 1;
727 break;
728 case GL_TRIANGLES:
729 *d3dPrimitiveType = D3DPT_TRIANGLELIST;
730 *d3dPrimitiveCount = elementCount / 3;
731 break;
732 case GL_TRIANGLE_STRIP:
733 *d3dPrimitiveType = D3DPT_TRIANGLESTRIP;
734 *d3dPrimitiveCount = elementCount - 2;
735 break;
736 case GL_TRIANGLE_FAN:
737 *d3dPrimitiveType = D3DPT_TRIANGLEFAN;
738 *d3dPrimitiveCount = elementCount - 2;
739 break;
740 default:
741 return false;
742 }
743
744 return true;
745}
746
747D3DFORMAT ConvertRenderbufferFormat(GLenum format)
748{
749 switch (format)
750 {
daniel@transgaming.com68145c62012-05-31 01:14:46 +0000751 case GL_NONE: return D3DFMT_NULL;
daniel@transgaming.comd2fd4f22011-02-01 18:49:11 +0000752 case GL_RGBA4:
753 case GL_RGB5_A1:
754 case GL_RGBA8_OES: return D3DFMT_A8R8G8B8;
755 case GL_RGB565: return D3DFMT_R5G6B5;
756 case GL_RGB8_OES: return D3DFMT_X8R8G8B8;
757 case GL_DEPTH_COMPONENT16:
758 case GL_STENCIL_INDEX8:
759 case GL_DEPTH24_STENCIL8_OES: return D3DFMT_D24S8;
760 default: UNREACHABLE(); return D3DFMT_A8R8G8B8;
761 }
762}
763
764D3DMULTISAMPLE_TYPE GetMultisampleTypeFromSamples(GLsizei samples)
765{
766 if (samples <= 1)
767 return D3DMULTISAMPLE_NONE;
768 else
769 return (D3DMULTISAMPLE_TYPE)samples;
770}
771
772}
773
774namespace dx2es
775{
776
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000777unsigned int GetStencilSize(D3DFORMAT stencilFormat)
778{
daniel@transgaming.comdbd65652012-06-19 15:29:48 +0000779 if (stencilFormat == D3DFMT_INTZ)
780 {
781 return 8;
782 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000783 switch(stencilFormat)
784 {
785 case D3DFMT_D24FS8:
786 case D3DFMT_D24S8:
787 return 8;
788 case D3DFMT_D24X4S4:
789 return 4;
790 case D3DFMT_D15S1:
791 return 1;
792 case D3DFMT_D16_LOCKABLE:
793 case D3DFMT_D32:
794 case D3DFMT_D24X8:
795 case D3DFMT_D32F_LOCKABLE:
796 case D3DFMT_D16:
797 return 0;
daniel@transgaming.comd2fd4f22011-02-01 18:49:11 +0000798 //case D3DFMT_D32_LOCKABLE: return 0; // DirectX 9Ex only
799 //case D3DFMT_S8_LOCKABLE: return 8; // DirectX 9Ex only
apatrick@chromium.org831fe2a2011-03-17 18:44:29 +0000800 default:
801 return 0;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000802 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000803}
804
805unsigned int GetAlphaSize(D3DFORMAT colorFormat)
806{
807 switch (colorFormat)
808 {
daniel@transgaming.com1297d922010-09-01 15:47:47 +0000809 case D3DFMT_A16B16G16R16F:
810 return 16;
811 case D3DFMT_A32B32G32R32F:
812 return 32;
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +0000813 case D3DFMT_A2R10G10B10:
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000814 return 2;
815 case D3DFMT_A8R8G8B8:
816 return 8;
817 case D3DFMT_A1R5G5B5:
818 return 1;
819 case D3DFMT_X8R8G8B8:
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000820 case D3DFMT_R5G6B5:
821 return 0;
apatrick@chromium.org831fe2a2011-03-17 18:44:29 +0000822 default:
823 return 0;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000824 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000825}
826
827unsigned int GetRedSize(D3DFORMAT colorFormat)
828{
829 switch (colorFormat)
830 {
daniel@transgaming.com1297d922010-09-01 15:47:47 +0000831 case D3DFMT_A16B16G16R16F:
832 return 16;
833 case D3DFMT_A32B32G32R32F:
834 return 32;
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +0000835 case D3DFMT_A2R10G10B10:
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000836 return 10;
837 case D3DFMT_A8R8G8B8:
838 case D3DFMT_X8R8G8B8:
839 return 8;
840 case D3DFMT_A1R5G5B5:
841 case D3DFMT_R5G6B5:
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000842 return 5;
apatrick@chromium.org831fe2a2011-03-17 18:44:29 +0000843 default:
844 return 0;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000845 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000846}
847
848unsigned int GetGreenSize(D3DFORMAT colorFormat)
849{
850 switch (colorFormat)
851 {
daniel@transgaming.com1297d922010-09-01 15:47:47 +0000852 case D3DFMT_A16B16G16R16F:
853 return 16;
854 case D3DFMT_A32B32G32R32F:
855 return 32;
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +0000856 case D3DFMT_A2R10G10B10:
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000857 return 10;
858 case D3DFMT_A8R8G8B8:
859 case D3DFMT_X8R8G8B8:
860 return 8;
861 case D3DFMT_A1R5G5B5:
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000862 return 5;
863 case D3DFMT_R5G6B5:
864 return 6;
apatrick@chromium.org831fe2a2011-03-17 18:44:29 +0000865 default:
866 return 0;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000867 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000868}
869
870unsigned int GetBlueSize(D3DFORMAT colorFormat)
871{
872 switch (colorFormat)
873 {
daniel@transgaming.com1297d922010-09-01 15:47:47 +0000874 case D3DFMT_A16B16G16R16F:
875 return 16;
876 case D3DFMT_A32B32G32R32F:
877 return 32;
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +0000878 case D3DFMT_A2R10G10B10:
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000879 return 10;
880 case D3DFMT_A8R8G8B8:
881 case D3DFMT_X8R8G8B8:
882 return 8;
883 case D3DFMT_A1R5G5B5:
884 case D3DFMT_R5G6B5:
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000885 return 5;
apatrick@chromium.org831fe2a2011-03-17 18:44:29 +0000886 default:
887 return 0;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000888 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000889}
890
891unsigned int GetDepthSize(D3DFORMAT depthFormat)
892{
daniel@transgaming.comdbd65652012-06-19 15:29:48 +0000893 if (depthFormat == D3DFMT_INTZ)
894 {
895 return 24;
896 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000897 switch (depthFormat)
898 {
899 case D3DFMT_D16_LOCKABLE: return 16;
900 case D3DFMT_D32: return 32;
901 case D3DFMT_D15S1: return 15;
902 case D3DFMT_D24S8: return 24;
903 case D3DFMT_D24X8: return 24;
904 case D3DFMT_D24X4S4: return 24;
905 case D3DFMT_D16: return 16;
906 case D3DFMT_D32F_LOCKABLE: return 32;
907 case D3DFMT_D24FS8: return 24;
daniel@transgaming.com83921382011-01-08 05:46:00 +0000908 //case D3DFMT_D32_LOCKABLE: return 32; // D3D9Ex only
909 //case D3DFMT_S8_LOCKABLE: return 0; // D3D9Ex only
apatrick@chromium.org831fe2a2011-03-17 18:44:29 +0000910 default: return 0;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000911 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000912}
913
daniel@transgaming.combbeffbb2011-11-09 17:46:11 +0000914bool IsFloat32Format(D3DFORMAT surfaceFormat)
915{
916 switch(surfaceFormat)
917 {
918 case D3DFMT_R16F:
919 case D3DFMT_G16R16F:
920 case D3DFMT_A16B16G16R16F:
921 return false;
922 case D3DFMT_R32F:
923 case D3DFMT_G32R32F:
924 case D3DFMT_A32B32G32R32F:
925 return true;
926 case D3DFMT_A8R8G8B8:
927 case D3DFMT_X8R8G8B8:
928 case D3DFMT_A1R5G5B5:
929 case D3DFMT_R5G6B5:
930 return false;
931 default: UNREACHABLE();
932 }
933 return false;
934}
935
936bool IsFloat16Format(D3DFORMAT surfaceFormat)
937{
938 switch(surfaceFormat)
939 {
940 case D3DFMT_R16F:
941 case D3DFMT_G16R16F:
942 case D3DFMT_A16B16G16R16F:
943 return true;
944 case D3DFMT_R32F:
945 case D3DFMT_G32R32F:
946 case D3DFMT_A32B32G32R32F:
947 return false;
948 case D3DFMT_A8R8G8B8:
949 case D3DFMT_X8R8G8B8:
950 case D3DFMT_A1R5G5B5:
951 case D3DFMT_R5G6B5:
952 return false;
953 default: UNREACHABLE();
954 }
955 return false;
956}
957
daniel@transgaming.com4f677302012-06-19 15:29:51 +0000958bool IsDepthTextureFormat(D3DFORMAT surfaceFormat)
daniel@transgaming.comf20bc212012-05-31 01:14:33 +0000959{
960 return (surfaceFormat == D3DFMT_INTZ);
961}
962
daniel@transgaming.com4f677302012-06-19 15:29:51 +0000963bool IsStencilTextureFormat(D3DFORMAT surfaceFormat)
daniel@transgaming.comf20bc212012-05-31 01:14:33 +0000964{
965 return (surfaceFormat == D3DFMT_INTZ);
966}
967
daniel@transgaming.com1f135d82010-08-24 19:20:36 +0000968GLsizei GetSamplesFromMultisampleType(D3DMULTISAMPLE_TYPE type)
969{
970 if (type == D3DMULTISAMPLE_NONMASKABLE)
971 return 0;
972 else
973 return type;
974}
975
daniel@transgaming.com73a5db62010-10-15 17:58:13 +0000976GLenum ConvertBackBufferFormat(D3DFORMAT format)
977{
978 switch (format)
979 {
980 case D3DFMT_A4R4G4B4: return GL_RGBA4;
981 case D3DFMT_A8R8G8B8: return GL_RGBA8_OES;
982 case D3DFMT_A1R5G5B5: return GL_RGB5_A1;
983 case D3DFMT_R5G6B5: return GL_RGB565;
984 case D3DFMT_X8R8G8B8: return GL_RGB8_OES;
985 default:
986 UNREACHABLE();
987 }
988
989 return GL_RGBA4;
990}
991
992GLenum ConvertDepthStencilFormat(D3DFORMAT format)
993{
daniel@transgaming.comdbd65652012-06-19 15:29:48 +0000994 if (format == D3DFMT_INTZ)
995 {
996 return GL_DEPTH24_STENCIL8_OES;
997 }
daniel@transgaming.com73a5db62010-10-15 17:58:13 +0000998 switch (format)
999 {
1000 case D3DFMT_D16:
1001 case D3DFMT_D24X8:
1002 return GL_DEPTH_COMPONENT16;
1003 case D3DFMT_D24S8:
1004 return GL_DEPTH24_STENCIL8_OES;
1005 default:
1006 UNREACHABLE();
1007 }
1008
1009 return GL_DEPTH24_STENCIL8_OES;
1010}
1011
1012}
apatrick@chromium.org0f4cefe2011-01-26 19:30:57 +00001013
1014std::string getTempPath()
1015{
daniel@transgaming.comd2fd4f22011-02-01 18:49:11 +00001016 char path[MAX_PATH];
1017 DWORD pathLen = GetTempPathA(sizeof(path) / sizeof(path[0]), path);
1018 if (pathLen == 0)
1019 {
1020 UNREACHABLE();
1021 return std::string();
1022 }
1023
1024 UINT unique = GetTempFileNameA(path, "sh", 0, path);
1025 if (unique == 0)
1026 {
1027 UNREACHABLE();
1028 return std::string();
1029 }
1030
1031 return path;
apatrick@chromium.org0f4cefe2011-01-26 19:30:57 +00001032}
1033
1034void writeFile(const char* path, const void* content, size_t size)
daniel@transgaming.comd2fd4f22011-02-01 18:49:11 +00001035{
1036 FILE* file = fopen(path, "w");
1037 if (!file)
1038 {
1039 UNREACHABLE();
1040 return;
1041 }
1042
1043 fwrite(content, sizeof(char), size, file);
1044 fclose(file);
apatrick@chromium.org0f4cefe2011-01-26 19:30:57 +00001045}