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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.com6452adf2012-10-17 18:22:35 +0000232GLsizei ComputePitch(GLsizei width, GLint internalformat, GLint alignment)
daniel@transgaming.com713914b2010-05-04 03:35:17 +0000233{
234 ASSERT(alignment > 0 && isPow2(alignment));
235
daniel@transgaming.com6452adf2012-10-17 18:22:35 +0000236 GLsizei rawPitch = ComputePixelSize(internalformat) * width;
daniel@transgaming.com713914b2010-05-04 03:35:17 +0000237 return (rawPitch + alignment - 1) & ~(alignment - 1);
238}
239
daniel@transgaming.com6452adf2012-10-17 18:22:35 +0000240GLsizei ComputeCompressedPitch(GLsizei width, GLenum internalformat)
daniel@transgaming.com01868132010-08-24 19:21:17 +0000241{
daniel@transgaming.com6452adf2012-10-17 18:22:35 +0000242 return ComputeCompressedSize(width, 1, internalformat);
daniel@transgaming.com01868132010-08-24 19:21:17 +0000243}
244
daniel@transgaming.com6452adf2012-10-17 18:22:35 +0000245GLsizei ComputeCompressedSize(GLsizei width, GLsizei height, GLenum internalformat)
daniel@transgaming.com01868132010-08-24 19:21:17 +0000246{
daniel@transgaming.com6452adf2012-10-17 18:22:35 +0000247 switch (internalformat)
daniel@transgaming.com01868132010-08-24 19:21:17 +0000248 {
249 case GL_COMPRESSED_RGB_S3TC_DXT1_EXT:
250 case GL_COMPRESSED_RGBA_S3TC_DXT1_EXT:
daniel@transgaming.com4bb04be2012-10-17 18:29:55 +0000251 return 8 * ((width + 3) / 4) * ((height + 3) / 4);
gman@chromium.org50c526d2011-08-10 05:19:44 +0000252 case GL_COMPRESSED_RGBA_S3TC_DXT3_ANGLE:
253 case GL_COMPRESSED_RGBA_S3TC_DXT5_ANGLE:
daniel@transgaming.com4bb04be2012-10-17 18:29:55 +0000254 return 16 * ((width + 3) / 4) * ((height + 3) / 4);
daniel@transgaming.com01868132010-08-24 19:21:17 +0000255 default:
256 return 0;
257 }
daniel@transgaming.com01868132010-08-24 19:21:17 +0000258}
259
260bool IsCompressed(GLenum format)
261{
262 if(format == GL_COMPRESSED_RGB_S3TC_DXT1_EXT ||
gman@chromium.org50c526d2011-08-10 05:19:44 +0000263 format == GL_COMPRESSED_RGBA_S3TC_DXT1_EXT ||
264 format == GL_COMPRESSED_RGBA_S3TC_DXT3_ANGLE ||
265 format == GL_COMPRESSED_RGBA_S3TC_DXT5_ANGLE)
daniel@transgaming.com01868132010-08-24 19:21:17 +0000266 {
267 return true;
268 }
269 else
270 {
271 return false;
272 }
273}
274
daniel@transgaming.com835a95a2012-05-31 01:14:07 +0000275bool IsDepthTexture(GLenum format)
276{
277 if (format == GL_DEPTH_COMPONENT ||
daniel@transgaming.com6452adf2012-10-17 18:22:35 +0000278 format == GL_DEPTH_STENCIL_OES ||
279 format == GL_DEPTH_COMPONENT16 ||
280 format == GL_DEPTH_COMPONENT32_OES ||
281 format == GL_DEPTH24_STENCIL8_OES)
daniel@transgaming.com835a95a2012-05-31 01:14:07 +0000282 {
283 return true;
284 }
285
286 return false;
287}
288
daniel@transgaming.com8e91d252012-10-17 18:22:44 +0000289bool IsStencilTexture(GLenum format)
290{
291 if (format == GL_DEPTH_STENCIL_OES ||
292 format == GL_DEPTH24_STENCIL8_OES)
293 {
294 return true;
295 }
296
297 return false;
298}
299
daniel@transgaming.comb9d7e6f2012-10-31 19:08:32 +0000300void MakeValidSize(bool isImage, bool isCompressed, GLsizei *requestWidth, GLsizei *requestHeight, int *levelOffset)
301{
302 int upsampleCount = 0;
303
304 if (isCompressed)
305 {
306 // Don't expand the size of full textures that are at least 4x4
307 // already.
308 if (isImage || *requestWidth < 4 || *requestHeight < 4)
309 {
310 while (*requestWidth % 4 != 0 || *requestHeight % 4 != 0)
311 {
312 *requestWidth <<= 1;
313 *requestHeight <<= 1;
314 upsampleCount++;
315 }
316 }
317 }
318 *levelOffset = upsampleCount;
319}
320
daniel@transgaming.com713914b2010-05-04 03:35:17 +0000321// Returns the size, in bytes, of a single texel in an Image
daniel@transgaming.com6452adf2012-10-17 18:22:35 +0000322int ComputePixelSize(GLint internalformat)
daniel@transgaming.com713914b2010-05-04 03:35:17 +0000323{
daniel@transgaming.com6452adf2012-10-17 18:22:35 +0000324 switch (internalformat)
daniel@transgaming.com713914b2010-05-04 03:35:17 +0000325 {
daniel@transgaming.com6452adf2012-10-17 18:22:35 +0000326 case GL_ALPHA8_EXT: return sizeof(unsigned char);
327 case GL_LUMINANCE8_EXT: return sizeof(unsigned char);
328 case GL_ALPHA32F_EXT: return sizeof(float);
329 case GL_LUMINANCE32F_EXT: return sizeof(float);
330 case GL_ALPHA16F_EXT: return sizeof(unsigned short);
331 case GL_LUMINANCE16F_EXT: return sizeof(unsigned short);
332 case GL_LUMINANCE8_ALPHA8_EXT: return sizeof(unsigned char) * 2;
333 case GL_LUMINANCE_ALPHA32F_EXT: return sizeof(float) * 2;
334 case GL_LUMINANCE_ALPHA16F_EXT: return sizeof(unsigned short) * 2;
335 case GL_RGB8_OES: return sizeof(unsigned char) * 3;
336 case GL_RGB565: return sizeof(unsigned short);
337 case GL_RGB32F_EXT: return sizeof(float) * 3;
338 case GL_RGB16F_EXT: return sizeof(unsigned short) * 3;
339 case GL_RGBA8_OES: return sizeof(unsigned char) * 4;
340 case GL_RGBA4: return sizeof(unsigned short);
341 case GL_RGB5_A1: return sizeof(unsigned short);
342 case GL_RGBA32F_EXT: return sizeof(float) * 4;
343 case GL_RGBA16F_EXT: return sizeof(unsigned short) * 4;
344 case GL_BGRA8_EXT: return sizeof(unsigned char) * 4;
daniel@transgaming.com6b1a0a02012-10-17 18:22:47 +0000345 case GL_BGRA4_ANGLEX: return sizeof(unsigned short);
346 case GL_BGR5_A1_ANGLEX: return sizeof(unsigned short);
daniel@transgaming.com713914b2010-05-04 03:35:17 +0000347 default: UNREACHABLE();
348 }
349
350 return 0;
351}
352
daniel@transgaming.com19ffc242010-05-04 03:35:21 +0000353bool IsCubemapTextureTarget(GLenum target)
354{
355 return (target >= GL_TEXTURE_CUBE_MAP_POSITIVE_X && target <= GL_TEXTURE_CUBE_MAP_NEGATIVE_Z);
356}
357
apatrick@chromium.org551022e2012-01-23 19:56:54 +0000358bool IsInternalTextureTarget(GLenum target)
daniel@transgaming.com19ffc242010-05-04 03:35:21 +0000359{
360 return target == GL_TEXTURE_2D || IsCubemapTextureTarget(target);
361}
362
daniel@transgaming.com6452adf2012-10-17 18:22:35 +0000363GLint ConvertSizedInternalFormat(GLenum format, GLenum type)
364{
365 switch (format)
366 {
367 case GL_ALPHA:
368 switch (type)
369 {
370 case GL_UNSIGNED_BYTE: return GL_ALPHA8_EXT;
371 case GL_FLOAT: return GL_ALPHA32F_EXT;
372 case GL_HALF_FLOAT_OES: return GL_ALPHA16F_EXT;
373 default: UNIMPLEMENTED();
374 }
375 break;
376 case GL_LUMINANCE:
377 switch (type)
378 {
379 case GL_UNSIGNED_BYTE: return GL_LUMINANCE8_EXT;
380 case GL_FLOAT: return GL_LUMINANCE32F_EXT;
381 case GL_HALF_FLOAT_OES: return GL_LUMINANCE16F_EXT;
382 default: UNIMPLEMENTED();
383 }
384 break;
385 case GL_LUMINANCE_ALPHA:
386 switch (type)
387 {
388 case GL_UNSIGNED_BYTE: return GL_LUMINANCE8_ALPHA8_EXT;
389 case GL_FLOAT: return GL_LUMINANCE_ALPHA32F_EXT;
390 case GL_HALF_FLOAT_OES: return GL_LUMINANCE_ALPHA16F_EXT;
391 default: UNIMPLEMENTED();
392 }
393 break;
394 case GL_RGB:
395 switch (type)
396 {
397 case GL_UNSIGNED_BYTE: return GL_RGB8_OES;
398 case GL_UNSIGNED_SHORT_5_6_5: return GL_RGB565;
399 case GL_FLOAT: return GL_RGB32F_EXT;
400 case GL_HALF_FLOAT_OES: return GL_RGB16F_EXT;
401 default: UNIMPLEMENTED();
402 }
403 break;
404 case GL_RGBA:
405 switch (type)
406 {
407 case GL_UNSIGNED_BYTE: return GL_RGBA8_OES;
408 case GL_UNSIGNED_SHORT_4_4_4_4: return GL_RGBA4;
409 case GL_UNSIGNED_SHORT_5_5_5_1: return GL_RGB5_A1;
410 case GL_FLOAT: return GL_RGBA32F_EXT;
411 case GL_HALF_FLOAT_OES: return GL_RGBA16F_EXT;
412 break;
413 default: UNIMPLEMENTED();
414 }
415 break;
416 case GL_BGRA_EXT:
417 switch (type)
418 {
daniel@transgaming.com6452adf2012-10-17 18:22:35 +0000419 case GL_UNSIGNED_BYTE: return GL_BGRA8_EXT;
daniel@transgaming.com6b1a0a02012-10-17 18:22:47 +0000420 case GL_UNSIGNED_SHORT_4_4_4_4_REV_EXT: return GL_BGRA4_ANGLEX;
421 case GL_UNSIGNED_SHORT_1_5_5_5_REV_EXT: return GL_BGR5_A1_ANGLEX;
daniel@transgaming.com6452adf2012-10-17 18:22:35 +0000422 default: UNIMPLEMENTED();
423 }
424 break;
425 case GL_COMPRESSED_RGB_S3TC_DXT1_EXT:
426 case GL_COMPRESSED_RGBA_S3TC_DXT1_EXT:
427 case GL_COMPRESSED_RGBA_S3TC_DXT3_ANGLE:
428 case GL_COMPRESSED_RGBA_S3TC_DXT5_ANGLE:
429 return format;
430 case GL_DEPTH_COMPONENT:
431 switch (type)
432 {
433 case GL_UNSIGNED_SHORT: return GL_DEPTH_COMPONENT16;
434 case GL_UNSIGNED_INT: return GL_DEPTH_COMPONENT32_OES;
435 default: UNIMPLEMENTED();
436 }
437 break;
438 case GL_DEPTH_STENCIL_OES:
439 switch (type)
440 {
441 case GL_UNSIGNED_INT_24_8_OES: return GL_DEPTH24_STENCIL8_OES;
442 default: UNIMPLEMENTED();
443 }
444 break;
445 default:
446 UNIMPLEMENTED();
447 }
448
449 return GL_NONE;
450}
451
daniel@transgaming.com64a0fb22011-11-11 04:10:40 +0000452GLenum ExtractFormat(GLenum internalformat)
453{
454 switch (internalformat)
455 {
daniel@transgaming.come1077362011-11-11 04:16:50 +0000456 case GL_RGB565: return GL_RGB;
457 case GL_RGBA4: return GL_RGBA;
458 case GL_RGB5_A1: return GL_RGBA;
459 case GL_RGB8_OES: return GL_RGB;
460 case GL_RGBA8_OES: return GL_RGBA;
461 case GL_LUMINANCE8_ALPHA8_EXT: return GL_LUMINANCE_ALPHA;
462 case GL_LUMINANCE8_EXT: return GL_LUMINANCE;
463 case GL_ALPHA8_EXT: return GL_ALPHA;
464 case GL_COMPRESSED_RGB_S3TC_DXT1_EXT: return GL_COMPRESSED_RGB_S3TC_DXT1_EXT;
465 case GL_COMPRESSED_RGBA_S3TC_DXT1_EXT: return GL_COMPRESSED_RGBA_S3TC_DXT1_EXT;
466 case GL_COMPRESSED_RGBA_S3TC_DXT3_ANGLE: return GL_COMPRESSED_RGBA_S3TC_DXT3_ANGLE;
467 case GL_COMPRESSED_RGBA_S3TC_DXT5_ANGLE: return GL_COMPRESSED_RGBA_S3TC_DXT5_ANGLE;
daniel@transgaming.comff941aa2011-11-11 04:17:09 +0000468 case GL_RGBA32F_EXT: return GL_RGBA;
469 case GL_RGB32F_EXT: return GL_RGB;
470 case GL_ALPHA32F_EXT: return GL_ALPHA;
471 case GL_LUMINANCE32F_EXT: return GL_LUMINANCE;
472 case GL_LUMINANCE_ALPHA32F_EXT: return GL_LUMINANCE_ALPHA;
473 case GL_RGBA16F_EXT: return GL_RGBA;
474 case GL_RGB16F_EXT: return GL_RGB;
475 case GL_ALPHA16F_EXT: return GL_ALPHA;
476 case GL_LUMINANCE16F_EXT: return GL_LUMINANCE;
477 case GL_LUMINANCE_ALPHA16F_EXT: return GL_LUMINANCE_ALPHA;
478 case GL_BGRA8_EXT: return GL_BGRA_EXT;
daniel@transgaming.com835a95a2012-05-31 01:14:07 +0000479 case GL_DEPTH_COMPONENT16: return GL_DEPTH_COMPONENT;
480 case GL_DEPTH_COMPONENT32_OES: return GL_DEPTH_COMPONENT;
481 case GL_DEPTH24_STENCIL8_OES: return GL_DEPTH_STENCIL_OES;
daniel@transgaming.come1077362011-11-11 04:16:50 +0000482 default: return GL_NONE; // Unsupported
daniel@transgaming.com64a0fb22011-11-11 04:10:40 +0000483 }
484}
485
486GLenum ExtractType(GLenum internalformat)
487{
488 switch (internalformat)
489 {
daniel@transgaming.come1077362011-11-11 04:16:50 +0000490 case GL_RGB565: return GL_UNSIGNED_SHORT_5_6_5;
491 case GL_RGBA4: return GL_UNSIGNED_SHORT_4_4_4_4;
492 case GL_RGB5_A1: return GL_UNSIGNED_SHORT_5_5_5_1;
493 case GL_RGB8_OES: return GL_UNSIGNED_BYTE;
494 case GL_RGBA8_OES: return GL_UNSIGNED_BYTE;
495 case GL_LUMINANCE8_ALPHA8_EXT: return GL_UNSIGNED_BYTE;
496 case GL_LUMINANCE8_EXT: return GL_UNSIGNED_BYTE;
497 case GL_ALPHA8_EXT: return GL_UNSIGNED_BYTE;
498 case GL_COMPRESSED_RGB_S3TC_DXT1_EXT: return GL_UNSIGNED_BYTE;
499 case GL_COMPRESSED_RGBA_S3TC_DXT1_EXT: return GL_UNSIGNED_BYTE;
500 case GL_COMPRESSED_RGBA_S3TC_DXT3_ANGLE: return GL_UNSIGNED_BYTE;
501 case GL_COMPRESSED_RGBA_S3TC_DXT5_ANGLE: return GL_UNSIGNED_BYTE;
daniel@transgaming.comff941aa2011-11-11 04:17:09 +0000502 case GL_RGBA32F_EXT: return GL_FLOAT;
503 case GL_RGB32F_EXT: return GL_FLOAT;
504 case GL_ALPHA32F_EXT: return GL_FLOAT;
505 case GL_LUMINANCE32F_EXT: return GL_FLOAT;
506 case GL_LUMINANCE_ALPHA32F_EXT: return GL_FLOAT;
507 case GL_RGBA16F_EXT: return GL_HALF_FLOAT_OES;
508 case GL_RGB16F_EXT: return GL_HALF_FLOAT_OES;
509 case GL_ALPHA16F_EXT: return GL_HALF_FLOAT_OES;
510 case GL_LUMINANCE16F_EXT: return GL_HALF_FLOAT_OES;
511 case GL_LUMINANCE_ALPHA16F_EXT: return GL_HALF_FLOAT_OES;
512 case GL_BGRA8_EXT: return GL_UNSIGNED_BYTE;
daniel@transgaming.com835a95a2012-05-31 01:14:07 +0000513 case GL_DEPTH_COMPONENT16: return GL_UNSIGNED_SHORT;
514 case GL_DEPTH_COMPONENT32_OES: return GL_UNSIGNED_INT;
515 case GL_DEPTH24_STENCIL8_OES: return GL_UNSIGNED_INT_24_8_OES;
daniel@transgaming.come1077362011-11-11 04:16:50 +0000516 default: return GL_NONE; // Unsupported
daniel@transgaming.com64a0fb22011-11-11 04:10:40 +0000517 }
518}
519
daniel@transgaming.comedc19182010-10-15 17:57:55 +0000520bool IsColorRenderable(GLenum internalformat)
521{
522 switch (internalformat)
523 {
524 case GL_RGBA4:
525 case GL_RGB5_A1:
526 case GL_RGB565:
527 case GL_RGB8_OES:
528 case GL_RGBA8_OES:
529 return true;
530 case GL_DEPTH_COMPONENT16:
531 case GL_STENCIL_INDEX8:
532 case GL_DEPTH24_STENCIL8_OES:
533 return false;
534 default:
535 UNIMPLEMENTED();
536 }
537
538 return false;
539}
540
541bool IsDepthRenderable(GLenum internalformat)
542{
543 switch (internalformat)
544 {
545 case GL_DEPTH_COMPONENT16:
546 case GL_DEPTH24_STENCIL8_OES:
547 return true;
548 case GL_STENCIL_INDEX8:
549 case GL_RGBA4:
550 case GL_RGB5_A1:
551 case GL_RGB565:
552 case GL_RGB8_OES:
553 case GL_RGBA8_OES:
554 return false;
555 default:
556 UNIMPLEMENTED();
557 }
558
559 return false;
560}
561
562bool IsStencilRenderable(GLenum internalformat)
563{
564 switch (internalformat)
565 {
566 case GL_STENCIL_INDEX8:
567 case GL_DEPTH24_STENCIL8_OES:
568 return true;
569 case GL_RGBA4:
570 case GL_RGB5_A1:
571 case GL_RGB565:
572 case GL_RGB8_OES:
573 case GL_RGBA8_OES:
574 case GL_DEPTH_COMPONENT16:
575 return false;
576 default:
577 UNIMPLEMENTED();
578 }
579
580 return false;
581}
582
daniel@transgaming.com8e91d252012-10-17 18:22:44 +0000583bool IsFloat32Format(GLint internalformat)
584{
585 switch (internalformat)
586 {
587 case GL_RGBA32F_EXT:
588 case GL_RGB32F_EXT:
589 case GL_ALPHA32F_EXT:
590 case GL_LUMINANCE32F_EXT:
591 case GL_LUMINANCE_ALPHA32F_EXT:
592 return true;
593 default:
594 return false;
595 }
596}
597
598bool IsFloat16Format(GLint internalformat)
599{
600 switch (internalformat)
601 {
602 case GL_RGBA16F_EXT:
603 case GL_RGB16F_EXT:
604 case GL_ALPHA16F_EXT:
605 case GL_LUMINANCE16F_EXT:
606 case GL_LUMINANCE_ALPHA16F_EXT:
607 return true;
608 default:
609 return false;
610 }
611}
612
daniel@transgaming.com5ac99782012-10-31 19:51:39 +0000613unsigned int GetAlphaSize(GLenum colorFormat)
614{
615 switch (colorFormat)
616 {
617 case GL_RGBA16F_EXT:
618 return 16;
619 case GL_RGBA32F_EXT:
620 return 32;
621 case GL_RGBA4:
622 return 4;
623 case GL_RGBA8_OES:
624 case GL_BGRA8_EXT:
625 return 8;
626 case GL_RGB5_A1:
627 return 1;
628 case GL_RGB8_OES:
629 case GL_RGB565:
630 case GL_RGB32F_EXT:
631 case GL_RGB16F_EXT:
632 return 0;
633 default:
634 return 0;
635 }
636}
637
638unsigned int GetRedSize(GLenum colorFormat)
639{
640 switch (colorFormat)
641 {
642 case GL_RGBA16F_EXT:
643 case GL_RGB16F_EXT:
644 return 16;
645 case GL_RGBA32F_EXT:
646 case GL_RGB32F_EXT:
647 return 32;
648 case GL_RGBA4:
649 return 4;
650 case GL_RGBA8_OES:
651 case GL_BGRA8_EXT:
652 case GL_RGB8_OES:
653 return 8;
654 case GL_RGB5_A1:
655 case GL_RGB565:
656 return 5;
657 default:
658 return 0;
659 }
660}
661
662unsigned int GetGreenSize(GLenum colorFormat)
663{
664 switch (colorFormat)
665 {
666 case GL_RGBA16F_EXT:
667 case GL_RGB16F_EXT:
668 return 16;
669 case GL_RGBA32F_EXT:
670 case GL_RGB32F_EXT:
671 return 32;
672 case GL_RGBA4:
673 return 4;
674 case GL_RGBA8_OES:
675 case GL_BGRA8_EXT:
676 case GL_RGB8_OES:
677 return 8;
678 case GL_RGB5_A1:
679 return 5;
680 case GL_RGB565:
681 return 6;
682 default:
683 return 0;
684 }
685}
686
687unsigned int GetBlueSize(GLenum colorFormat)
688{
689 switch (colorFormat)
690 {
691 case GL_RGBA16F_EXT:
692 case GL_RGB16F_EXT:
693 return 16;
694 case GL_RGBA32F_EXT:
695 case GL_RGB32F_EXT:
696 return 32;
697 case GL_RGBA4:
698 return 4;
699 case GL_RGBA8_OES:
700 case GL_BGRA8_EXT:
701 case GL_RGB8_OES:
702 return 8;
703 case GL_RGB5_A1:
704 case GL_RGB565:
705 return 5;
706 default:
707 return 0;
708 }
709}
710
711unsigned int GetDepthSize(GLenum depthFormat)
712{
713 switch (depthFormat)
714 {
715 case GL_DEPTH_COMPONENT16: return 16;
716 case GL_DEPTH_COMPONENT32_OES: return 32;
717 case GL_DEPTH24_STENCIL8_OES: return 24;
718 default: return 0;
719 }
720}
721
722unsigned int GetStencilSize(GLenum stencilFormat)
723{
724 switch (stencilFormat)
725 {
726 case GL_DEPTH24_STENCIL8_OES: return 8;
727 default: return 0;
728 }
729}
730
daniel@transgaming.com97c852b2012-12-20 20:56:23 +0000731bool IsTriangleMode(GLenum drawMode)
732{
733 switch (drawMode)
734 {
735 case GL_TRIANGLES:
736 case GL_TRIANGLE_FAN:
737 case GL_TRIANGLE_STRIP:
738 return true;
739 case GL_POINTS:
740 case GL_LINES:
741 case GL_LINE_LOOP:
742 case GL_LINE_STRIP:
743 return false;
744 default: UNREACHABLE();
745 }
746
747 return false;
748}
749
daniel@transgaming.com1b3a8152010-04-22 13:35:37 +0000750}
751
apatrick@chromium.org0f4cefe2011-01-26 19:30:57 +0000752std::string getTempPath()
753{
daniel@transgaming.comd2fd4f22011-02-01 18:49:11 +0000754 char path[MAX_PATH];
755 DWORD pathLen = GetTempPathA(sizeof(path) / sizeof(path[0]), path);
756 if (pathLen == 0)
757 {
758 UNREACHABLE();
759 return std::string();
760 }
761
762 UINT unique = GetTempFileNameA(path, "sh", 0, path);
763 if (unique == 0)
764 {
765 UNREACHABLE();
766 return std::string();
767 }
768
769 return path;
apatrick@chromium.org0f4cefe2011-01-26 19:30:57 +0000770}
771
772void writeFile(const char* path, const void* content, size_t size)
daniel@transgaming.comd2fd4f22011-02-01 18:49:11 +0000773{
774 FILE* file = fopen(path, "w");
775 if (!file)
776 {
777 UNREACHABLE();
778 return;
779 }
780
781 fwrite(content, sizeof(char), size, file);
782 fclose(file);
apatrick@chromium.org0f4cefe2011-01-26 19:30:57 +0000783}