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kc3-lang/angle/src/libGLESv2/utilities.h

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  • Author : daniel@transgaming.com
    Date : 2010-08-24 19:21:17
    Hash : 01868135
    Message : Implements compressed textures. TRAC #12714 Signed-off-by: Daniel Koch Author: Shannon Woods git-svn-id: https://angleproject.googlecode.com/svn/trunk@397 736b8ea6-26fd-11df-bfd4-992fa37f6226

  • src/libGLESv2/utilities.h
  • //
    // Copyright (c) 2002-2010 The ANGLE Project Authors. All rights reserved.
    // Use of this source code is governed by a BSD-style license that can be
    // found in the LICENSE file.
    //
    
    // utilities.h: Conversion functions and other utility routines.
    
    #ifndef LIBGLESV2_UTILITIES_H
    #define LIBGLESV2_UTILITIES_H
    
    #define GL_APICALL
    #include <GLES2/gl2.h>
    #include <GLES2/gl2ext.h>
    #include <d3d9.h>
    
    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 IsCubemapTextureTarget(GLenum target);
    bool IsTextureTarget(GLenum target);
    bool CheckTextureFormatType(GLenum format, GLenum type);
    
    }
    
    namespace es2dx
    {
    
    D3DCMPFUNC ConvertComparison(GLenum comparison);
    D3DCOLOR ConvertColor(gl::Color color);
    D3DBLEND ConvertBlendFunc(GLenum blend);
    D3DBLENDOP ConvertBlendOp(GLenum blendOp);
    D3DSTENCILOP ConvertStencilOp(GLenum stencilOp);
    D3DTEXTUREADDRESS ConvertTextureWrap(GLenum wrap);
    D3DCULL ConvertCullMode(GLenum cullFace, GLenum frontFace);
    DWORD ConvertColorMask(bool red, bool green, bool blue, bool alpha);
    D3DTEXTUREFILTERTYPE ConvertMagFilter(GLenum magFilter);
    void ConvertMinFilter(GLenum minFilter, D3DTEXTUREFILTERTYPE *d3dMinFilter, D3DTEXTUREFILTERTYPE *d3dMipFilter);
    unsigned int GetAlphaSize(D3DFORMAT colorFormat);
    unsigned int GetRedSize(D3DFORMAT colorFormat);
    unsigned int GetGreenSize(D3DFORMAT colorFormat);
    unsigned int GetBlueSize(D3DFORMAT colorFormat);
    unsigned int GetDepthSize(D3DFORMAT depthFormat);
    unsigned int GetStencilSize(D3DFORMAT stencilFormat);
    bool ConvertPrimitiveType(GLenum primitiveType, GLsizei primitiveCount,
                              D3DPRIMITIVETYPE *d3dPrimitiveType, int *d3dPrimitiveCount);
    D3DFORMAT ConvertRenderbufferFormat(GLenum format);
    D3DMULTISAMPLE_TYPE GetMultisampleTypeFromSamples(GLsizei samples);
    GLsizei GetSamplesFromMultisampleType(D3DMULTISAMPLE_TYPE type);
    
    }
    
    #endif  // LIBGLESV2_UTILITIES_H