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daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001//
2// Copyright (c) 2002-2010 The ANGLE Project Authors. All rights reserved.
3// 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
351// Verify that format/type are one of the combinations from table 3.4.
352bool CheckTextureFormatType(GLenum format, GLenum type)
353{
354 switch (type)
355 {
356 case GL_UNSIGNED_BYTE:
357 switch (format)
358 {
359 case GL_RGBA:
daniel@transgaming.coma9198d92010-08-08 04:49:56 +0000360 case GL_BGRA_EXT:
daniel@transgaming.com19ffc242010-05-04 03:35:21 +0000361 case GL_RGB:
362 case GL_ALPHA:
363 case GL_LUMINANCE:
364 case GL_LUMINANCE_ALPHA:
365 return true;
366
367 default:
368 return false;
369 }
370
daniel@transgaming.com0a337e92010-08-28 17:38:27 +0000371 case GL_FLOAT:
372 case GL_HALF_FLOAT_OES:
373 switch (format)
374 {
375 case GL_RGBA:
376 case GL_RGB:
377 case GL_ALPHA:
378 case GL_LUMINANCE:
379 case GL_LUMINANCE_ALPHA:
380 return true;
381
382 default:
383 return false;
384 }
385
daniel@transgaming.com19ffc242010-05-04 03:35:21 +0000386 case GL_UNSIGNED_SHORT_4_4_4_4:
387 case GL_UNSIGNED_SHORT_5_5_5_1:
388 return (format == GL_RGBA);
389
390 case GL_UNSIGNED_SHORT_5_6_5:
391 return (format == GL_RGB);
392
daniel@transgaming.com835a95a2012-05-31 01:14:07 +0000393 case GL_UNSIGNED_SHORT:
394 case GL_UNSIGNED_INT:
395 return (format == GL_DEPTH_COMPONENT);
396
397 case GL_UNSIGNED_INT_24_8_OES:
398 return (format == GL_DEPTH_STENCIL_OES);
399
daniel@transgaming.com19ffc242010-05-04 03:35:21 +0000400 default:
401 return false;
402 }
403}
404
daniel@transgaming.com64a0fb22011-11-11 04:10:40 +0000405GLenum ExtractFormat(GLenum internalformat)
406{
407 switch (internalformat)
408 {
daniel@transgaming.come1077362011-11-11 04:16:50 +0000409 case GL_RGB565: return GL_RGB;
410 case GL_RGBA4: return GL_RGBA;
411 case GL_RGB5_A1: return GL_RGBA;
412 case GL_RGB8_OES: return GL_RGB;
413 case GL_RGBA8_OES: return GL_RGBA;
414 case GL_LUMINANCE8_ALPHA8_EXT: return GL_LUMINANCE_ALPHA;
415 case GL_LUMINANCE8_EXT: return GL_LUMINANCE;
416 case GL_ALPHA8_EXT: return GL_ALPHA;
417 case GL_COMPRESSED_RGB_S3TC_DXT1_EXT: return GL_COMPRESSED_RGB_S3TC_DXT1_EXT;
418 case GL_COMPRESSED_RGBA_S3TC_DXT1_EXT: return GL_COMPRESSED_RGBA_S3TC_DXT1_EXT;
419 case GL_COMPRESSED_RGBA_S3TC_DXT3_ANGLE: return GL_COMPRESSED_RGBA_S3TC_DXT3_ANGLE;
420 case GL_COMPRESSED_RGBA_S3TC_DXT5_ANGLE: return GL_COMPRESSED_RGBA_S3TC_DXT5_ANGLE;
daniel@transgaming.comff941aa2011-11-11 04:17:09 +0000421 case GL_RGBA32F_EXT: return GL_RGBA;
422 case GL_RGB32F_EXT: return GL_RGB;
423 case GL_ALPHA32F_EXT: return GL_ALPHA;
424 case GL_LUMINANCE32F_EXT: return GL_LUMINANCE;
425 case GL_LUMINANCE_ALPHA32F_EXT: return GL_LUMINANCE_ALPHA;
426 case GL_RGBA16F_EXT: return GL_RGBA;
427 case GL_RGB16F_EXT: return GL_RGB;
428 case GL_ALPHA16F_EXT: return GL_ALPHA;
429 case GL_LUMINANCE16F_EXT: return GL_LUMINANCE;
430 case GL_LUMINANCE_ALPHA16F_EXT: return GL_LUMINANCE_ALPHA;
431 case GL_BGRA8_EXT: return GL_BGRA_EXT;
daniel@transgaming.com835a95a2012-05-31 01:14:07 +0000432 case GL_DEPTH_COMPONENT16: return GL_DEPTH_COMPONENT;
433 case GL_DEPTH_COMPONENT32_OES: return GL_DEPTH_COMPONENT;
434 case GL_DEPTH24_STENCIL8_OES: return GL_DEPTH_STENCIL_OES;
daniel@transgaming.come1077362011-11-11 04:16:50 +0000435 default: return GL_NONE; // Unsupported
daniel@transgaming.com64a0fb22011-11-11 04:10:40 +0000436 }
437}
438
439GLenum ExtractType(GLenum internalformat)
440{
441 switch (internalformat)
442 {
daniel@transgaming.come1077362011-11-11 04:16:50 +0000443 case GL_RGB565: return GL_UNSIGNED_SHORT_5_6_5;
444 case GL_RGBA4: return GL_UNSIGNED_SHORT_4_4_4_4;
445 case GL_RGB5_A1: return GL_UNSIGNED_SHORT_5_5_5_1;
446 case GL_RGB8_OES: return GL_UNSIGNED_BYTE;
447 case GL_RGBA8_OES: return GL_UNSIGNED_BYTE;
448 case GL_LUMINANCE8_ALPHA8_EXT: return GL_UNSIGNED_BYTE;
449 case GL_LUMINANCE8_EXT: return GL_UNSIGNED_BYTE;
450 case GL_ALPHA8_EXT: return GL_UNSIGNED_BYTE;
451 case GL_COMPRESSED_RGB_S3TC_DXT1_EXT: return GL_UNSIGNED_BYTE;
452 case GL_COMPRESSED_RGBA_S3TC_DXT1_EXT: return GL_UNSIGNED_BYTE;
453 case GL_COMPRESSED_RGBA_S3TC_DXT3_ANGLE: return GL_UNSIGNED_BYTE;
454 case GL_COMPRESSED_RGBA_S3TC_DXT5_ANGLE: return GL_UNSIGNED_BYTE;
daniel@transgaming.comff941aa2011-11-11 04:17:09 +0000455 case GL_RGBA32F_EXT: return GL_FLOAT;
456 case GL_RGB32F_EXT: return GL_FLOAT;
457 case GL_ALPHA32F_EXT: return GL_FLOAT;
458 case GL_LUMINANCE32F_EXT: return GL_FLOAT;
459 case GL_LUMINANCE_ALPHA32F_EXT: return GL_FLOAT;
460 case GL_RGBA16F_EXT: return GL_HALF_FLOAT_OES;
461 case GL_RGB16F_EXT: return GL_HALF_FLOAT_OES;
462 case GL_ALPHA16F_EXT: return GL_HALF_FLOAT_OES;
463 case GL_LUMINANCE16F_EXT: return GL_HALF_FLOAT_OES;
464 case GL_LUMINANCE_ALPHA16F_EXT: return GL_HALF_FLOAT_OES;
465 case GL_BGRA8_EXT: return GL_UNSIGNED_BYTE;
daniel@transgaming.com835a95a2012-05-31 01:14:07 +0000466 case GL_DEPTH_COMPONENT16: return GL_UNSIGNED_SHORT;
467 case GL_DEPTH_COMPONENT32_OES: return GL_UNSIGNED_INT;
468 case GL_DEPTH24_STENCIL8_OES: return GL_UNSIGNED_INT_24_8_OES;
daniel@transgaming.come1077362011-11-11 04:16:50 +0000469 default: return GL_NONE; // Unsupported
daniel@transgaming.com64a0fb22011-11-11 04:10:40 +0000470 }
471}
472
daniel@transgaming.comedc19182010-10-15 17:57:55 +0000473bool IsColorRenderable(GLenum internalformat)
474{
475 switch (internalformat)
476 {
477 case GL_RGBA4:
478 case GL_RGB5_A1:
479 case GL_RGB565:
480 case GL_RGB8_OES:
481 case GL_RGBA8_OES:
482 return true;
483 case GL_DEPTH_COMPONENT16:
484 case GL_STENCIL_INDEX8:
485 case GL_DEPTH24_STENCIL8_OES:
486 return false;
487 default:
488 UNIMPLEMENTED();
489 }
490
491 return false;
492}
493
494bool IsDepthRenderable(GLenum internalformat)
495{
496 switch (internalformat)
497 {
498 case GL_DEPTH_COMPONENT16:
499 case GL_DEPTH24_STENCIL8_OES:
500 return true;
501 case GL_STENCIL_INDEX8:
502 case GL_RGBA4:
503 case GL_RGB5_A1:
504 case GL_RGB565:
505 case GL_RGB8_OES:
506 case GL_RGBA8_OES:
507 return false;
508 default:
509 UNIMPLEMENTED();
510 }
511
512 return false;
513}
514
515bool IsStencilRenderable(GLenum internalformat)
516{
517 switch (internalformat)
518 {
519 case GL_STENCIL_INDEX8:
520 case GL_DEPTH24_STENCIL8_OES:
521 return true;
522 case GL_RGBA4:
523 case GL_RGB5_A1:
524 case GL_RGB565:
525 case GL_RGB8_OES:
526 case GL_RGBA8_OES:
527 case GL_DEPTH_COMPONENT16:
528 return false;
529 default:
530 UNIMPLEMENTED();
531 }
532
533 return false;
534}
535
daniel@transgaming.com1b3a8152010-04-22 13:35:37 +0000536}
537
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000538namespace es2dx
539{
540
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +0000541D3DCMPFUNC ConvertComparison(GLenum comparison)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000542{
543 D3DCMPFUNC d3dComp = D3DCMP_ALWAYS;
544 switch (comparison)
545 {
546 case GL_NEVER: d3dComp = D3DCMP_NEVER; break;
547 case GL_ALWAYS: d3dComp = D3DCMP_ALWAYS; break;
548 case GL_LESS: d3dComp = D3DCMP_LESS; break;
549 case GL_LEQUAL: d3dComp = D3DCMP_LESSEQUAL; break;
550 case GL_EQUAL: d3dComp = D3DCMP_EQUAL; break;
551 case GL_GREATER: d3dComp = D3DCMP_GREATER; break;
552 case GL_GEQUAL: d3dComp = D3DCMP_GREATEREQUAL; break;
553 case GL_NOTEQUAL: d3dComp = D3DCMP_NOTEQUAL; break;
554 default: UNREACHABLE();
555 }
556
557 return d3dComp;
558}
559
560D3DCOLOR ConvertColor(gl::Color color)
561{
562 return D3DCOLOR_RGBA(gl::unorm<8>(color.red),
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000563 gl::unorm<8>(color.green),
daniel@transgaming.comfe453652010-03-16 06:23:28 +0000564 gl::unorm<8>(color.blue),
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000565 gl::unorm<8>(color.alpha));
566}
567
568D3DBLEND ConvertBlendFunc(GLenum blend)
569{
570 D3DBLEND d3dBlend = D3DBLEND_ZERO;
571
572 switch (blend)
573 {
574 case GL_ZERO: d3dBlend = D3DBLEND_ZERO; break;
575 case GL_ONE: d3dBlend = D3DBLEND_ONE; break;
576 case GL_SRC_COLOR: d3dBlend = D3DBLEND_SRCCOLOR; break;
577 case GL_ONE_MINUS_SRC_COLOR: d3dBlend = D3DBLEND_INVSRCCOLOR; break;
578 case GL_DST_COLOR: d3dBlend = D3DBLEND_DESTCOLOR; break;
579 case GL_ONE_MINUS_DST_COLOR: d3dBlend = D3DBLEND_INVDESTCOLOR; break;
580 case GL_SRC_ALPHA: d3dBlend = D3DBLEND_SRCALPHA; break;
581 case GL_ONE_MINUS_SRC_ALPHA: d3dBlend = D3DBLEND_INVSRCALPHA; break;
582 case GL_DST_ALPHA: d3dBlend = D3DBLEND_DESTALPHA; break;
583 case GL_ONE_MINUS_DST_ALPHA: d3dBlend = D3DBLEND_INVDESTALPHA; break;
584 case GL_CONSTANT_COLOR: d3dBlend = D3DBLEND_BLENDFACTOR; break;
585 case GL_ONE_MINUS_CONSTANT_COLOR: d3dBlend = D3DBLEND_INVBLENDFACTOR; break;
586 case GL_CONSTANT_ALPHA: d3dBlend = D3DBLEND_BLENDFACTOR; break;
587 case GL_ONE_MINUS_CONSTANT_ALPHA: d3dBlend = D3DBLEND_INVBLENDFACTOR; break;
588 case GL_SRC_ALPHA_SATURATE: d3dBlend = D3DBLEND_SRCALPHASAT; break;
589 default: UNREACHABLE();
590 }
591
592 return d3dBlend;
593}
594
595D3DBLENDOP ConvertBlendOp(GLenum blendOp)
596{
597 D3DBLENDOP d3dBlendOp = D3DBLENDOP_ADD;
598
599 switch (blendOp)
600 {
601 case GL_FUNC_ADD: d3dBlendOp = D3DBLENDOP_ADD; break;
602 case GL_FUNC_SUBTRACT: d3dBlendOp = D3DBLENDOP_SUBTRACT; break;
603 case GL_FUNC_REVERSE_SUBTRACT: d3dBlendOp = D3DBLENDOP_REVSUBTRACT; break;
604 default: UNREACHABLE();
605 }
606
607 return d3dBlendOp;
608}
609
610D3DSTENCILOP ConvertStencilOp(GLenum stencilOp)
611{
612 D3DSTENCILOP d3dStencilOp = D3DSTENCILOP_KEEP;
613
614 switch (stencilOp)
615 {
616 case GL_ZERO: d3dStencilOp = D3DSTENCILOP_ZERO; break;
617 case GL_KEEP: d3dStencilOp = D3DSTENCILOP_KEEP; break;
618 case GL_REPLACE: d3dStencilOp = D3DSTENCILOP_REPLACE; break;
619 case GL_INCR: d3dStencilOp = D3DSTENCILOP_INCRSAT; break;
620 case GL_DECR: d3dStencilOp = D3DSTENCILOP_DECRSAT; break;
621 case GL_INVERT: d3dStencilOp = D3DSTENCILOP_INVERT; break;
622 case GL_INCR_WRAP: d3dStencilOp = D3DSTENCILOP_INCR; break;
623 case GL_DECR_WRAP: d3dStencilOp = D3DSTENCILOP_DECR; break;
624 default: UNREACHABLE();
625 }
626
627 return d3dStencilOp;
628}
629
630D3DTEXTUREADDRESS ConvertTextureWrap(GLenum wrap)
631{
632 D3DTEXTUREADDRESS d3dWrap = D3DTADDRESS_WRAP;
633
634 switch (wrap)
635 {
636 case GL_REPEAT: d3dWrap = D3DTADDRESS_WRAP; break;
637 case GL_CLAMP_TO_EDGE: d3dWrap = D3DTADDRESS_CLAMP; break;
638 case GL_MIRRORED_REPEAT: d3dWrap = D3DTADDRESS_MIRROR; break;
639 default: UNREACHABLE();
640 }
641
642 return d3dWrap;
643}
644
645D3DCULL ConvertCullMode(GLenum cullFace, GLenum frontFace)
646{
647 D3DCULL cull = D3DCULL_CCW;
648 switch (cullFace)
649 {
650 case GL_FRONT:
651 cull = (frontFace == GL_CCW ? D3DCULL_CW : D3DCULL_CCW);
652 break;
653 case GL_BACK:
654 cull = (frontFace == GL_CCW ? D3DCULL_CCW : D3DCULL_CW);
655 break;
656 case GL_FRONT_AND_BACK:
daniel@transgaming.comace5e662010-03-21 04:31:20 +0000657 cull = D3DCULL_NONE; // culling will be handled during draw
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000658 break;
659 default: UNREACHABLE();
660 }
661
662 return cull;
663}
664
apatrick@chromium.orgb31f5322011-01-19 19:02:52 +0000665D3DCUBEMAP_FACES ConvertCubeFace(GLenum cubeFace)
666{
667 D3DCUBEMAP_FACES face = D3DCUBEMAP_FACE_POSITIVE_X;
668
669 // Map a cube map texture target to the corresponding D3D surface index. Note that the
670 // Y faces are swapped because the Y coordinate to the texture lookup intrinsic functions
671 // are negated in the pixel shader.
672 switch (cubeFace)
673 {
674 case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
675 face = D3DCUBEMAP_FACE_POSITIVE_X;
676 break;
677 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
678 face = D3DCUBEMAP_FACE_NEGATIVE_X;
679 break;
680 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
681 face = D3DCUBEMAP_FACE_NEGATIVE_Y;
682 break;
683 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
684 face = D3DCUBEMAP_FACE_POSITIVE_Y;
685 break;
686 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
687 face = D3DCUBEMAP_FACE_POSITIVE_Z;
688 break;
689 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
690 face = D3DCUBEMAP_FACE_NEGATIVE_Z;
691 break;
692 default: UNREACHABLE();
693 }
694
695 return face;
696}
697
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000698DWORD ConvertColorMask(bool red, bool green, bool blue, bool alpha)
699{
700 return (red ? D3DCOLORWRITEENABLE_RED : 0) |
701 (green ? D3DCOLORWRITEENABLE_GREEN : 0) |
702 (blue ? D3DCOLORWRITEENABLE_BLUE : 0) |
703 (alpha ? D3DCOLORWRITEENABLE_ALPHA : 0);
704}
705
706D3DTEXTUREFILTERTYPE ConvertMagFilter(GLenum magFilter)
707{
708 D3DTEXTUREFILTERTYPE d3dMagFilter = D3DTEXF_POINT;
709 switch (magFilter)
710 {
711 case GL_NEAREST: d3dMagFilter = D3DTEXF_POINT; break;
712 case GL_LINEAR: d3dMagFilter = D3DTEXF_LINEAR; break;
713 default: UNREACHABLE();
714 }
715
716 return d3dMagFilter;
717}
718
719void ConvertMinFilter(GLenum minFilter, D3DTEXTUREFILTERTYPE *d3dMinFilter, D3DTEXTUREFILTERTYPE *d3dMipFilter)
720{
721 switch (minFilter)
722 {
723 case GL_NEAREST:
724 *d3dMinFilter = D3DTEXF_POINT;
725 *d3dMipFilter = D3DTEXF_NONE;
726 break;
727 case GL_LINEAR:
728 *d3dMinFilter = D3DTEXF_LINEAR;
729 *d3dMipFilter = D3DTEXF_NONE;
730 break;
731 case GL_NEAREST_MIPMAP_NEAREST:
732 *d3dMinFilter = D3DTEXF_POINT;
733 *d3dMipFilter = D3DTEXF_POINT;
734 break;
735 case GL_LINEAR_MIPMAP_NEAREST:
736 *d3dMinFilter = D3DTEXF_LINEAR;
737 *d3dMipFilter = D3DTEXF_POINT;
738 break;
739 case GL_NEAREST_MIPMAP_LINEAR:
740 *d3dMinFilter = D3DTEXF_POINT;
741 *d3dMipFilter = D3DTEXF_LINEAR;
742 break;
743 case GL_LINEAR_MIPMAP_LINEAR:
744 *d3dMinFilter = D3DTEXF_LINEAR;
745 *d3dMipFilter = D3DTEXF_LINEAR;
746 break;
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +0000747 default:
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000748 *d3dMinFilter = D3DTEXF_POINT;
749 *d3dMipFilter = D3DTEXF_NONE;
750 UNREACHABLE();
751 }
752}
753
daniel@transgaming.comd2fd4f22011-02-01 18:49:11 +0000754bool ConvertPrimitiveType(GLenum primitiveType, GLsizei elementCount,
755 D3DPRIMITIVETYPE *d3dPrimitiveType, int *d3dPrimitiveCount)
756{
757 switch (primitiveType)
758 {
759 case GL_POINTS:
760 *d3dPrimitiveType = D3DPT_POINTLIST;
761 *d3dPrimitiveCount = elementCount;
762 break;
763 case GL_LINES:
764 *d3dPrimitiveType = D3DPT_LINELIST;
765 *d3dPrimitiveCount = elementCount / 2;
766 break;
767 case GL_LINE_LOOP:
768 *d3dPrimitiveType = D3DPT_LINESTRIP;
769 *d3dPrimitiveCount = elementCount - 1; // D3D doesn't support line loops, so we draw the last line separately
770 break;
771 case GL_LINE_STRIP:
772 *d3dPrimitiveType = D3DPT_LINESTRIP;
773 *d3dPrimitiveCount = elementCount - 1;
774 break;
775 case GL_TRIANGLES:
776 *d3dPrimitiveType = D3DPT_TRIANGLELIST;
777 *d3dPrimitiveCount = elementCount / 3;
778 break;
779 case GL_TRIANGLE_STRIP:
780 *d3dPrimitiveType = D3DPT_TRIANGLESTRIP;
781 *d3dPrimitiveCount = elementCount - 2;
782 break;
783 case GL_TRIANGLE_FAN:
784 *d3dPrimitiveType = D3DPT_TRIANGLEFAN;
785 *d3dPrimitiveCount = elementCount - 2;
786 break;
787 default:
788 return false;
789 }
790
791 return true;
792}
793
794D3DFORMAT ConvertRenderbufferFormat(GLenum format)
795{
796 switch (format)
797 {
daniel@transgaming.com68145c62012-05-31 01:14:46 +0000798 case GL_NONE: return D3DFMT_NULL;
daniel@transgaming.comd2fd4f22011-02-01 18:49:11 +0000799 case GL_RGBA4:
800 case GL_RGB5_A1:
801 case GL_RGBA8_OES: return D3DFMT_A8R8G8B8;
802 case GL_RGB565: return D3DFMT_R5G6B5;
803 case GL_RGB8_OES: return D3DFMT_X8R8G8B8;
804 case GL_DEPTH_COMPONENT16:
805 case GL_STENCIL_INDEX8:
806 case GL_DEPTH24_STENCIL8_OES: return D3DFMT_D24S8;
807 default: UNREACHABLE(); return D3DFMT_A8R8G8B8;
808 }
809}
810
811D3DMULTISAMPLE_TYPE GetMultisampleTypeFromSamples(GLsizei samples)
812{
813 if (samples <= 1)
814 return D3DMULTISAMPLE_NONE;
815 else
816 return (D3DMULTISAMPLE_TYPE)samples;
817}
818
819}
820
821namespace dx2es
822{
823
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000824unsigned int GetStencilSize(D3DFORMAT stencilFormat)
825{
826 switch(stencilFormat)
827 {
828 case D3DFMT_D24FS8:
829 case D3DFMT_D24S8:
830 return 8;
831 case D3DFMT_D24X4S4:
832 return 4;
833 case D3DFMT_D15S1:
834 return 1;
835 case D3DFMT_D16_LOCKABLE:
836 case D3DFMT_D32:
837 case D3DFMT_D24X8:
838 case D3DFMT_D32F_LOCKABLE:
839 case D3DFMT_D16:
840 return 0;
daniel@transgaming.comd2fd4f22011-02-01 18:49:11 +0000841 //case D3DFMT_D32_LOCKABLE: return 0; // DirectX 9Ex only
842 //case D3DFMT_S8_LOCKABLE: return 8; // DirectX 9Ex only
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 GetAlphaSize(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 2;
858 case D3DFMT_A8R8G8B8:
859 return 8;
860 case D3DFMT_A1R5G5B5:
861 return 1;
862 case D3DFMT_X8R8G8B8:
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000863 case D3DFMT_R5G6B5:
864 return 0;
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 GetRedSize(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 GetGreenSize(D3DFORMAT colorFormat)
892{
893 switch (colorFormat)
894 {
daniel@transgaming.com1297d922010-09-01 15:47:47 +0000895 case D3DFMT_A16B16G16R16F:
896 return 16;
897 case D3DFMT_A32B32G32R32F:
898 return 32;
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +0000899 case D3DFMT_A2R10G10B10:
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000900 return 10;
901 case D3DFMT_A8R8G8B8:
902 case D3DFMT_X8R8G8B8:
903 return 8;
904 case D3DFMT_A1R5G5B5:
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000905 return 5;
906 case D3DFMT_R5G6B5:
907 return 6;
apatrick@chromium.org831fe2a2011-03-17 18:44:29 +0000908 default:
909 return 0;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000910 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000911}
912
913unsigned int GetBlueSize(D3DFORMAT colorFormat)
914{
915 switch (colorFormat)
916 {
daniel@transgaming.com1297d922010-09-01 15:47:47 +0000917 case D3DFMT_A16B16G16R16F:
918 return 16;
919 case D3DFMT_A32B32G32R32F:
920 return 32;
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +0000921 case D3DFMT_A2R10G10B10:
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000922 return 10;
923 case D3DFMT_A8R8G8B8:
924 case D3DFMT_X8R8G8B8:
925 return 8;
926 case D3DFMT_A1R5G5B5:
927 case D3DFMT_R5G6B5:
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000928 return 5;
apatrick@chromium.org831fe2a2011-03-17 18:44:29 +0000929 default:
930 return 0;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000931 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000932}
933
934unsigned int GetDepthSize(D3DFORMAT depthFormat)
935{
936 switch (depthFormat)
937 {
938 case D3DFMT_D16_LOCKABLE: return 16;
939 case D3DFMT_D32: return 32;
940 case D3DFMT_D15S1: return 15;
941 case D3DFMT_D24S8: return 24;
942 case D3DFMT_D24X8: return 24;
943 case D3DFMT_D24X4S4: return 24;
944 case D3DFMT_D16: return 16;
945 case D3DFMT_D32F_LOCKABLE: return 32;
946 case D3DFMT_D24FS8: return 24;
daniel@transgaming.com83921382011-01-08 05:46:00 +0000947 //case D3DFMT_D32_LOCKABLE: return 32; // D3D9Ex only
948 //case D3DFMT_S8_LOCKABLE: return 0; // D3D9Ex only
apatrick@chromium.org831fe2a2011-03-17 18:44:29 +0000949 default: return 0;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000950 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000951}
952
daniel@transgaming.combbeffbb2011-11-09 17:46:11 +0000953bool IsFloat32Format(D3DFORMAT surfaceFormat)
954{
955 switch(surfaceFormat)
956 {
957 case D3DFMT_R16F:
958 case D3DFMT_G16R16F:
959 case D3DFMT_A16B16G16R16F:
960 return false;
961 case D3DFMT_R32F:
962 case D3DFMT_G32R32F:
963 case D3DFMT_A32B32G32R32F:
964 return true;
965 case D3DFMT_A8R8G8B8:
966 case D3DFMT_X8R8G8B8:
967 case D3DFMT_A1R5G5B5:
968 case D3DFMT_R5G6B5:
969 return false;
970 default: UNREACHABLE();
971 }
972 return false;
973}
974
975bool IsFloat16Format(D3DFORMAT surfaceFormat)
976{
977 switch(surfaceFormat)
978 {
979 case D3DFMT_R16F:
980 case D3DFMT_G16R16F:
981 case D3DFMT_A16B16G16R16F:
982 return true;
983 case D3DFMT_R32F:
984 case D3DFMT_G32R32F:
985 case D3DFMT_A32B32G32R32F:
986 return false;
987 case D3DFMT_A8R8G8B8:
988 case D3DFMT_X8R8G8B8:
989 case D3DFMT_A1R5G5B5:
990 case D3DFMT_R5G6B5:
991 return false;
992 default: UNREACHABLE();
993 }
994 return false;
995}
996
daniel@transgaming.comf20bc212012-05-31 01:14:33 +0000997bool IsDepthFormat(D3DFORMAT surfaceFormat)
998{
999 return (surfaceFormat == D3DFMT_INTZ);
1000}
1001
1002bool IsStencilFormat(D3DFORMAT surfaceFormat)
1003{
1004 return (surfaceFormat == D3DFMT_INTZ);
1005}
1006
daniel@transgaming.com1f135d82010-08-24 19:20:36 +00001007GLsizei GetSamplesFromMultisampleType(D3DMULTISAMPLE_TYPE type)
1008{
1009 if (type == D3DMULTISAMPLE_NONMASKABLE)
1010 return 0;
1011 else
1012 return type;
1013}
1014
daniel@transgaming.com73a5db62010-10-15 17:58:13 +00001015GLenum ConvertBackBufferFormat(D3DFORMAT format)
1016{
1017 switch (format)
1018 {
1019 case D3DFMT_A4R4G4B4: return GL_RGBA4;
1020 case D3DFMT_A8R8G8B8: return GL_RGBA8_OES;
1021 case D3DFMT_A1R5G5B5: return GL_RGB5_A1;
1022 case D3DFMT_R5G6B5: return GL_RGB565;
1023 case D3DFMT_X8R8G8B8: return GL_RGB8_OES;
1024 default:
1025 UNREACHABLE();
1026 }
1027
1028 return GL_RGBA4;
1029}
1030
1031GLenum ConvertDepthStencilFormat(D3DFORMAT format)
1032{
1033 switch (format)
1034 {
1035 case D3DFMT_D16:
1036 case D3DFMT_D24X8:
1037 return GL_DEPTH_COMPONENT16;
1038 case D3DFMT_D24S8:
1039 return GL_DEPTH24_STENCIL8_OES;
1040 default:
1041 UNREACHABLE();
1042 }
1043
1044 return GL_DEPTH24_STENCIL8_OES;
1045}
1046
1047}
apatrick@chromium.org0f4cefe2011-01-26 19:30:57 +00001048
1049std::string getTempPath()
1050{
daniel@transgaming.comd2fd4f22011-02-01 18:49:11 +00001051 char path[MAX_PATH];
1052 DWORD pathLen = GetTempPathA(sizeof(path) / sizeof(path[0]), path);
1053 if (pathLen == 0)
1054 {
1055 UNREACHABLE();
1056 return std::string();
1057 }
1058
1059 UINT unique = GetTempFileNameA(path, "sh", 0, path);
1060 if (unique == 0)
1061 {
1062 UNREACHABLE();
1063 return std::string();
1064 }
1065
1066 return path;
apatrick@chromium.org0f4cefe2011-01-26 19:30:57 +00001067}
1068
1069void writeFile(const char* path, const void* content, size_t size)
daniel@transgaming.comd2fd4f22011-02-01 18:49:11 +00001070{
1071 FILE* file = fopen(path, "w");
1072 if (!file)
1073 {
1074 UNREACHABLE();
1075 return;
1076 }
1077
1078 fwrite(content, sizeof(char), size, file);
1079 fclose(file);
apatrick@chromium.org0f4cefe2011-01-26 19:30:57 +00001080}