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kc3-lang/angle/src/libANGLE/angletypes.h

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  • Author : Geoff Lang
    Date : 2015-07-23 10:57:20
    Hash : 14389ccf
    Message : Always use sized internal formats for textures in TextureGL. On desktop GL, using an internal format of GL_RGBA produces GL_RGBA8 textures even if format is set to GL_FLOAT. Use sized internal formats whenever possible to ensure that the internal format of the texture is the expected format. Work around issues with Intel and AMD drivers that always round up when writing to a 1-bit alpha framebuffer format. Fixes: * conformance/extensions/oes-texture-float-with-image-data.htm * conformance/extensions/oes-texture-float-with-image.html * conformance/extensions/oes-texture-float.html * conformance/extensions/oes-texture-half-float-linear.html * conformance/extensions/oes-texture-half-float-with-image-data.html * conformance/extensions/oes-texture-half-float-with-image.html * conformance/extensions/oes-texture-half-float.html Reland of https://chromium-review.googlesource.com/#/c/288350/ BUG=angleproject:884 Change-Id: Ia2f9251d12dd3bbc7b6918d46e61623d0abedfac Reviewed-on: https://chromium-review.googlesource.com/288584 Reviewed-by: Kenneth Russell <kbr@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org> Tested-by: Geoff Lang <geofflang@chromium.org>

  • src/libANGLE/angletypes.h
  • //
    // Copyright (c) 2012-2013 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.
    //
    
    // angletypes.h : Defines a variety of structures and enum types that are used throughout libGLESv2
    
    #ifndef LIBANGLE_ANGLETYPES_H_
    #define LIBANGLE_ANGLETYPES_H_
    
    #include "libANGLE/Constants.h"
    #include "libANGLE/RefCountObject.h"
    
    #include <stdint.h>
    
    namespace gl
    {
    class Buffer;
    class State;
    class Program;
    struct VertexAttribute;
    struct VertexAttribCurrentValueData;
    
    enum SamplerType
    {
        SAMPLER_PIXEL,
        SAMPLER_VERTEX
    };
    
    template <typename T>
    struct Color
    {
        T red;
        T green;
        T blue;
        T alpha;
    
        Color() : red(0), green(0), blue(0), alpha(0) { }
        Color(T r, T g, T b, T a) : red(r), green(g), blue(b), alpha(a) { }
    };
    
    template <typename T>
    bool operator==(const Color<T> &a, const Color<T> &b);
    
    template <typename T>
    bool operator!=(const Color<T> &a, const Color<T> &b);
    
    typedef Color<float> ColorF;
    typedef Color<int> ColorI;
    typedef Color<unsigned int> ColorUI;
    
    struct Rectangle
    {
        int x;
        int y;
        int width;
        int height;
    
        Rectangle() : x(0), y(0), width(0), height(0) { }
        Rectangle(int x_in, int y_in, int width_in, int height_in) : x(x_in), y(y_in), width(width_in), height(height_in) { }
    };
    
    bool operator==(const Rectangle &a, const Rectangle &b);
    bool operator!=(const Rectangle &a, const Rectangle &b);
    
    bool ClipRectangle(const Rectangle &source, const Rectangle &clip, Rectangle *intersection);
    
    struct Offset
    {
        int x;
        int y;
        int z;
    
        Offset() : x(0), y(0), z(0) { }
        Offset(int x_in, int y_in, int z_in) : x(x_in), y(y_in), z(z_in) { }
    };
    
    struct Extents
    {
        int width;
        int height;
        int depth;
    
        Extents() : width(0), height(0), depth(0) { }
        Extents(int width_, int height_, int depth_) : width(width_), height(height_), depth(depth_) { }
    
        bool empty() const { return (width * height * depth) == 0; }
    };
    
    struct Box
    {
        int x;
        int y;
        int z;
        int width;
        int height;
        int depth;
    
        Box() : x(0), y(0), z(0), width(0), height(0), depth(0) { }
        Box(int x_in, int y_in, int z_in, int width_in, int height_in, int depth_in) : x(x_in), y(y_in), z(z_in), width(width_in), height(height_in), depth(depth_in) { }
        Box(const Offset &offset, const Extents &size) : x(offset.x), y(offset.y), z(offset.z), width(size.width), height(size.height), depth(size.depth) { }
        bool operator==(const Box &other) const;
        bool operator!=(const Box &other) const;
    };
    
    
    struct RasterizerState
    {
        bool cullFace;
        GLenum cullMode;
        GLenum frontFace;
    
        bool polygonOffsetFill;
        GLfloat polygonOffsetFactor;
        GLfloat polygonOffsetUnits;
    
        bool pointDrawMode;
        bool multiSample;
    
        bool rasterizerDiscard;
    };
    
    struct BlendState
    {
        bool blend;
        GLenum sourceBlendRGB;
        GLenum destBlendRGB;
        GLenum sourceBlendAlpha;
        GLenum destBlendAlpha;
        GLenum blendEquationRGB;
        GLenum blendEquationAlpha;
    
        bool colorMaskRed;
        bool colorMaskGreen;
        bool colorMaskBlue;
        bool colorMaskAlpha;
    
        bool sampleAlphaToCoverage;
    
        bool dither;
    };
    
    struct DepthStencilState
    {
        bool depthTest;
        GLenum depthFunc;
        bool depthMask;
    
        bool stencilTest;
        GLenum stencilFunc;
        GLuint stencilMask;
        GLenum stencilFail;
        GLenum stencilPassDepthFail;
        GLenum stencilPassDepthPass;
        GLuint stencilWritemask;
        GLenum stencilBackFunc;
        GLuint stencilBackMask;
        GLenum stencilBackFail;
        GLenum stencilBackPassDepthFail;
        GLenum stencilBackPassDepthPass;
        GLuint stencilBackWritemask;
    };
    
    struct SamplerState
    {
        SamplerState();
    
        GLenum minFilter;
        GLenum magFilter;
        GLenum wrapS;
        GLenum wrapT;
        GLenum wrapR;
        float maxAnisotropy;
    
        GLint baseLevel;
        GLint maxLevel;
        GLfloat minLod;
        GLfloat maxLod;
    
        GLenum compareMode;
        GLenum compareFunc;
    
        GLenum swizzleRed;
        GLenum swizzleGreen;
        GLenum swizzleBlue;
        GLenum swizzleAlpha;
    
        bool swizzleRequired() const;
    };
    
    bool operator==(const SamplerState &a, const SamplerState &b);
    bool operator!=(const SamplerState &a, const SamplerState &b);
    
    struct PixelUnpackState
    {
        BindingPointer<Buffer> pixelBuffer;
        GLint alignment;
        GLint rowLength;
        GLint skipRows;
        GLint skipPixels;
        GLint imageHeight;
        GLint skipImages;
    
        PixelUnpackState()
            : alignment(4),
              rowLength(0),
              skipRows(0),
              skipPixels(0),
              imageHeight(0),
              skipImages(0)
        {}
    
        PixelUnpackState(GLint alignmentIn, GLint rowLengthIn)
            : alignment(alignmentIn),
              rowLength(rowLengthIn),
              skipRows(0),
              skipPixels(0),
              imageHeight(0),
              skipImages(0)
        {}
    };
    
    struct PixelPackState
    {
        BindingPointer<Buffer> pixelBuffer;
        GLint alignment;
        bool reverseRowOrder;
        GLint rowLength;
        GLint skipRows;
        GLint skipPixels;
    
        PixelPackState()
            : alignment(4),
              reverseRowOrder(false),
              rowLength(0),
              skipRows(0),
              skipPixels(0)
        {}
    
        explicit PixelPackState(GLint alignmentIn, bool reverseRowOrderIn)
            : alignment(alignmentIn),
              reverseRowOrder(reverseRowOrderIn),
              rowLength(0),
              skipRows(0),
              skipPixels(0)
        {}
    };
    
    }
    
    namespace rx
    {
    enum VendorID : uint32_t
    {
        VENDOR_ID_UNKNOWN = 0x0,
        VENDOR_ID_AMD     = 0x1002,
        VENDOR_ID_INTEL   = 0x8086,
        VENDOR_ID_NVIDIA  = 0x10DE,
    };
    
    // A macro that determines whether an object has a given runtime type.
    #if defined(__clang__)
    #if __has_feature(cxx_rtti)
    #define ANGLE_HAS_DYNAMIC_CAST 1
    #endif
    #elif !defined(NDEBUG) && (!defined(_MSC_VER) || defined(_CPPRTTI)) && (!defined(__GNUC__) || __GNUC__ < 4 || (__GNUC__ == 4 && __GNUC_MINOR__ < 3) || defined(__GXX_RTTI))
    #define ANGLE_HAS_DYNAMIC_CAST 1
    #endif
    
    #ifdef ANGLE_HAS_DYNAMIC_CAST
    #define ANGLE_HAS_DYNAMIC_TYPE(type, obj) (dynamic_cast<type >(obj) != nullptr)
    #undef ANGLE_HAS_DYNAMIC_CAST
    #else
    #define ANGLE_HAS_DYNAMIC_TYPE(type, obj) (obj != nullptr)
    #endif
    
    // Downcast a base implementation object (EG TextureImpl to TextureD3D)
    template <typename DestT, typename SrcT>
    inline DestT *GetAs(SrcT *src)
    {
        ASSERT(ANGLE_HAS_DYNAMIC_TYPE(DestT*, src));
        return static_cast<DestT*>(src);
    }
    
    template <typename DestT, typename SrcT>
    inline const DestT *GetAs(const SrcT *src)
    {
        ASSERT(ANGLE_HAS_DYNAMIC_TYPE(const DestT*, src));
        return static_cast<const DestT*>(src);
    }
    
    #undef ANGLE_HAS_DYNAMIC_TYPE
    
    // Downcast a GL object to an Impl (EG gl::Texture to rx::TextureD3D)
    template <typename DestT, typename SrcT>
    inline DestT *GetImplAs(SrcT *src)
    {
        return GetAs<DestT>(src->getImplementation());
    }
    
    template <typename DestT, typename SrcT>
    inline const DestT *GetImplAs(const SrcT *src)
    {
        return GetAs<const DestT>(src->getImplementation());
    }
    
    }
    
    #include "angletypes.inl"
    
    namespace angle
    {
    // Zero-based for better array indexing
    enum FramebufferBinding
    {
        FramebufferBindingRead = 0,
        FramebufferBindingDraw,
        FramebufferBindingSingletonMax,
        FramebufferBindingBoth = FramebufferBindingSingletonMax,
        FramebufferBindingMax,
        FramebufferBindingUnknown = FramebufferBindingMax,
    };
    
    inline FramebufferBinding EnumToFramebufferBinding(GLenum enumValue)
    {
        switch (enumValue)
        {
            case GL_READ_FRAMEBUFFER:
                return FramebufferBindingRead;
            case GL_DRAW_FRAMEBUFFER:
                return FramebufferBindingDraw;
            case GL_FRAMEBUFFER:
                return FramebufferBindingBoth;
            default:
                UNREACHABLE();
                return FramebufferBindingUnknown;
        }
    }
    
    inline GLenum FramebufferBindingToEnum(FramebufferBinding binding)
    {
        switch (binding)
        {
            case FramebufferBindingRead:
                return GL_READ_FRAMEBUFFER;
            case FramebufferBindingDraw:
                return GL_DRAW_FRAMEBUFFER;
            case FramebufferBindingBoth:
                return GL_FRAMEBUFFER;
            default:
                UNREACHABLE();
                return GL_NONE;
        }
    }
    }
    
    #endif // LIBANGLE_ANGLETYPES_H_