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// 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 LIBGLES_CM_UTILITIES_H
#define LIBGLES_CM_UTILITIES_H
#include "Device.hpp"
#include "common/Image.hpp"
#include "Texture.h"
#include <GLES/gl.h>
#include <GLES/glext.h>
#include <string>
namespace es1
{
struct Color;
bool IsCompressed(GLenum format);
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);
bool IsColorRenderable(GLenum internalformat);
bool IsDepthRenderable(GLenum internalformat);
bool IsStencilRenderable(GLenum internalformat);
bool IsAlpha(GLenum texFormat);
bool IsRGB(GLenum texFormat);
bool IsRGBA(GLenum texFormat);
}
namespace es2sw
{
sw::DepthCompareMode ConvertDepthComparison(GLenum comparison);
sw::StencilCompareMode ConvertStencilComparison(GLenum comparison);
sw::AlphaCompareMode ConvertAlphaComparison(GLenum comparison);
sw::Color<float> ConvertColor(es1::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::CullMode ConvertCullMode(GLenum cullFace, GLenum frontFace);
unsigned int ConvertColorMask(bool red, bool green, bool blue, bool alpha);
sw::MipmapType ConvertMipMapFilter(GLenum minFilter);
sw::FilterType ConvertTextureFilter(GLenum minFilter, GLenum magFilter, float maxAnisotropy);
bool ConvertPrimitiveType(GLenum primitiveType, GLsizei elementCount, GLenum elementType, sw::DrawType &swPrimitiveType, int &primitiveCount);
sw::Format ConvertRenderbufferFormat(GLenum format);
sw::TextureStage::StageOperation ConvertCombineOperation(GLenum operation);
sw::TextureStage::SourceArgument ConvertSourceArgument(GLenum argument);
sw::TextureStage::ArgumentModifier ConvertSourceOperand(GLenum operand);
}
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 ConvertBackBufferFormat(sw::Format format);
GLenum ConvertDepthStencilFormat(sw::Format format);
}
#endif // LIBGLES_CM_UTILITIES_H