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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 LIBGL_UTILITIES_H
#define LIBGL_UTILITIES_H
#include "Device.hpp"
#include "Image.hpp"
#include "Texture.h"
#define _GDI32_
#include <windows.h>
#include <GL/GL.h>
#include <GL/glext.h>
#include <string>
namespace gl
{
struct Color;
int UniformComponentCount(GLenum type);
GLenum UniformComponentType(GLenum type);
size_t UniformTypeSize(GLenum type);
int VariableRowCount(GLenum type);
int VariableColumnCount(GLenum type);
int AllocateFirstFreeBits(unsigned int *bits, unsigned int allocationSize, unsigned int bitsSize);
int ComputePixelSize(GLenum format, GLenum type);
GLsizei ComputePitch(GLsizei width, GLenum format, GLenum type, GLint alignment);
GLsizei ComputeCompressedPitch(GLsizei width, GLenum format);
GLsizei ComputeCompressedSize(GLsizei width, GLsizei height, GLenum format);
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);
}
namespace es2sw
{
sw::DepthCompareMode ConvertDepthComparison(GLenum comparison);
sw::StencilCompareMode ConvertStencilComparison(GLenum comparison);
sw::Color<float> ConvertColor(gl::Color color);
sw::BlendFactor ConvertBlendFunc(GLenum blend);
sw::BlendOperation ConvertBlendOp(GLenum blendOp);
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::FilterType ConvertMagFilter(GLenum magFilter);
void ConvertMinFilter(GLenum texFilter, sw::FilterType *minFilter, sw::MipmapType *mipFilter, float maxAnisotropy);
bool ConvertPrimitiveType(GLenum primitiveType, GLsizei elementCount, gl::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 ConvertBackBufferFormat(sw::Format format);
GLenum ConvertDepthStencilFormat(sw::Format format);
}
#endif // LIBGL_UTILITIES_H