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      1 // Copyright 2016 The SwiftShader Authors. All Rights Reserved.
      2 //
      3 // Licensed under the Apache License, Version 2.0 (the "License");
      4 // you may not use this file except in compliance with the License.
      5 // You may obtain a copy of the License at
      6 //
      7 //    http://www.apache.org/licenses/LICENSE-2.0
      8 //
      9 // Unless required by applicable law or agreed to in writing, software
     10 // distributed under the License is distributed on an "AS IS" BASIS,
     11 // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
     12 // See the License for the specific language governing permissions and
     13 // limitations under the License.
     14 
     15 // utilities.h: Conversion functions and other utility routines.
     16 
     17 #ifndef LIBGL_UTILITIES_H
     18 #define LIBGL_UTILITIES_H
     19 
     20 #include "Device.hpp"
     21 #include "Image.hpp"
     22 #include "Texture.h"
     23 
     24 #define _GDI32_
     25 #include <windows.h>
     26 #include <GL/GL.h>
     27 #include <GL/glext.h>
     28 
     29 #include <string>
     30 
     31 namespace gl
     32 {
     33 	struct Color;
     34 
     35 	unsigned int UniformComponentCount(GLenum type);
     36 	GLenum UniformComponentType(GLenum type);
     37 	size_t UniformTypeSize(GLenum type);
     38 	int VariableRowCount(GLenum type);
     39 	int VariableColumnCount(GLenum type);
     40 
     41 	int AllocateFirstFreeBits(unsigned int *bits, unsigned int allocationSize, unsigned int bitsSize);
     42 
     43 	int ComputePixelSize(GLenum format, GLenum type);
     44 	GLsizei ComputePitch(GLsizei width, GLenum format, GLenum type, GLint alignment);
     45 	GLsizei ComputeCompressedPitch(GLsizei width, GLenum format);
     46 	GLsizei ComputeCompressedSize(GLsizei width, GLsizei height, GLenum format);
     47 	bool IsCompressed(GLenum format);
     48 	bool IsDepthTexture(GLenum format);
     49 	bool IsStencilTexture(GLenum format);
     50 	bool IsCubemapTextureTarget(GLenum target);
     51 	int CubeFaceIndex(GLenum cubeTarget);
     52 	bool IsTextureTarget(GLenum target);
     53 	bool CheckTextureFormatType(GLenum format, GLenum type);
     54 
     55 	bool IsColorRenderable(GLenum internalformat);
     56 	bool IsDepthRenderable(GLenum internalformat);
     57 	bool IsStencilRenderable(GLenum internalformat);
     58 }
     59 
     60 namespace es2sw
     61 {
     62 	sw::DepthCompareMode ConvertDepthComparison(GLenum comparison);
     63 	sw::StencilCompareMode ConvertStencilComparison(GLenum comparison);
     64 	sw::Color<float> ConvertColor(gl::Color color);
     65 	sw::BlendFactor ConvertBlendFunc(GLenum blend);
     66 	sw::BlendOperation ConvertBlendOp(GLenum blendOp);
     67 	sw::LogicalOperation ConvertLogicalOperation(GLenum logicalOperation);
     68 	sw::StencilOperation ConvertStencilOp(GLenum stencilOp);
     69 	sw::AddressingMode ConvertTextureWrap(GLenum wrap);
     70 	sw::CullMode ConvertCullMode(GLenum cullFace, GLenum frontFace);
     71 	unsigned int ConvertColorMask(bool red, bool green, bool blue, bool alpha);
     72 	sw::MipmapType ConvertMipMapFilter(GLenum minFilter);
     73 	sw::FilterType ConvertTextureFilter(GLenum minFilter, GLenum magFilter, float maxAnisotropy);
     74 	bool ConvertPrimitiveType(GLenum primitiveType, GLsizei elementCount,  gl::PrimitiveType &swPrimitiveType, int &primitiveCount);
     75 	sw::Format ConvertRenderbufferFormat(GLenum format);
     76 }
     77 
     78 namespace sw2es
     79 {
     80 	GLuint GetAlphaSize(sw::Format colorFormat);
     81 	GLuint GetRedSize(sw::Format colorFormat);
     82 	GLuint GetGreenSize(sw::Format colorFormat);
     83 	GLuint GetBlueSize(sw::Format colorFormat);
     84 	GLuint GetDepthSize(sw::Format depthFormat);
     85 	GLuint GetStencilSize(sw::Format stencilFormat);
     86 
     87 	GLenum ConvertBackBufferFormat(sw::Format format);
     88 	GLenum ConvertDepthStencilFormat(sw::Format format);
     89 }
     90 
     91 #endif  // LIBGL_UTILITIES_H
     92