blob: db4930d4d8c9ad646b5ea0e1d9a4bca9f8ae6c4f [file] [log] [blame]
// SwiftShader Software Renderer
//
// Copyright(c) 2005-2013 TransGaming Inc.
//
// All rights reserved. No part of this software may be copied, distributed, transmitted,
// transcribed, stored in a retrieval system, translated into any human or computer
// language by any means, or disclosed to third parties without the explicit written
// agreement of TransGaming Inc. Without such an agreement, no rights or licenses, express
// or implied, including but not limited to any patent rights, are granted to you.
//
// utilities.h: Conversion functions and other utility routines.
#ifndef LIBGLESV2_UTILITIES_H
#define LIBGLESV2_UTILITIES_H
#include "Device.hpp"
#include "common/Image.hpp"
#include "Texture.h"
#include <GLES2/gl2.h>
#include <GLES2/gl2ext.h>
#include <string>
namespace es2
{
struct Color;
unsigned int UniformComponentCount(GLenum type);
GLenum UniformComponentType(GLenum type);
size_t UniformTypeSize(GLenum type);
bool IsSamplerUniform(GLenum type);
int VariableRowCount(GLenum type);
int VariableColumnCount(GLenum type);
int VariableRegisterCount(GLenum type);
int VariableRegisterSize(GLenum type);
int AllocateFirstFreeBits(unsigned int *bits, unsigned int allocationSize, unsigned int bitsSize);
GLint floatToInt(GLfloat value);
bool IsCompressed(GLenum format, egl::GLint clientVersion);
GLenum GetSizedInternalFormat(GLenum internalFormat, GLenum type);
GLenum ValidateCompressedFormat(GLenum format, egl::GLint clientVersion, bool expectCompressedFormats);
GLenum ValidateSubImageParams(bool compressed, GLsizei width, GLsizei height, GLint xoffset, GLint yoffset, GLenum target, GLint level, GLenum sizedInternalFormat, Texture *texture);
GLenum ValidateSubImageParams(bool compressed, GLsizei width, GLsizei height, GLsizei depth, GLint xoffset, GLint yoffset, GLint zoffset, GLenum target, GLint level, GLenum sizedInternalFormat, Texture *texture);
bool ValidReadPixelsFormatType(GLenum internalFormat, GLenum internalType, GLenum format, GLenum type, egl::GLint clientVersion);
bool IsDepthTexture(GLenum format);
bool IsStencilTexture(GLenum format);
bool IsCubemapTextureTarget(GLenum target);
int CubeFaceIndex(GLenum cubeTarget);
bool IsTextureTarget(GLenum target);
bool CheckTextureFormatType(GLenum format, GLenum type, egl::GLint clientVersion);
bool IsColorRenderable(GLenum internalformat, egl::GLint clientVersion);
bool IsDepthRenderable(GLenum internalformat);
bool IsStencilRenderable(GLenum internalformat);
// Parse the base uniform name and array index. Returns the base name of the uniform. outSubscript is
// set to GL_INVALID_INDEX if the provided name is not an array or the array index is invalid.
std::string ParseUniformName(const std::string &name, size_t *outSubscript);
}
namespace es2sw
{
sw::DepthCompareMode ConvertDepthComparison(GLenum comparison);
sw::StencilCompareMode ConvertStencilComparison(GLenum comparison);
sw::Color<float> ConvertColor(es2::Color color);
sw::BlendFactor ConvertBlendFunc(GLenum blend);
sw::BlendOperation ConvertBlendOp(GLenum blendOp);
sw::LogicalOperation ConvertLogicalOperation(GLenum logicalOperation);
sw::StencilOperation ConvertStencilOp(GLenum stencilOp);
sw::AddressingMode ConvertTextureWrap(GLenum wrap);
sw::SwizzleType ConvertSwizzleType(GLenum swizzleType);
sw::CullMode ConvertCullMode(GLenum cullFace, GLenum frontFace);
unsigned int ConvertColorMask(bool red, bool green, bool blue, bool alpha);
sw::FilterType ConvertMagFilter(GLenum magFilter);
void ConvertMinFilter(GLenum texFilter, sw::FilterType *minFilter, sw::MipmapType *mipFilter, float maxAnisotropy);
bool ConvertPrimitiveType(GLenum primitiveType, GLsizei elementCount, es2::PrimitiveType &swPrimitiveType, int &primitiveCount);
sw::Format ConvertRenderbufferFormat(GLenum format);
}
namespace sw2es
{
GLuint GetAlphaSize(sw::Format colorFormat);
GLuint GetRedSize(sw::Format colorFormat);
GLuint GetGreenSize(sw::Format colorFormat);
GLuint GetBlueSize(sw::Format colorFormat);
GLuint GetDepthSize(sw::Format depthFormat);
GLuint GetStencilSize(sw::Format stencilFormat);
GLenum GetComponentType(sw::Format format, GLenum attachment);
GLenum ConvertBackBufferFormat(sw::Format format);
GLenum ConvertDepthStencilFormat(sw::Format format);
}
#endif // LIBGLESV2_UTILITIES_H