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kc3-lang/angle/src/common/utilities.cpp

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  • Author : Geoff Lang
    Date : 2014-12-03 14:44:38
    Hash : 2ec386bb
    Message : Rename IsSampler to IsSamplerType. BUG=angle:733 Change-Id: I62aece16c11aefdbf13c0b5faf83040fdb8555e6 Reviewed-on: https://chromium-review.googlesource.com/232960 Reviewed-by: Jamie Madill <jmadill@chromium.org> Tested-by: Geoff Lang <geofflang@chromium.org>

  • src/common/utilities.cpp
  • //
    // Copyright (c) 2002-2013 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.
    //
    
    // utilities.cpp: Conversion functions and other utility routines.
    
    #include "common/utilities.h"
    #include "common/mathutil.h"
    #include "common/platform.h"
    
    #include <set>
    
    #if defined(ANGLE_ENABLE_WINDOWS_STORE)
    #  include <wrl.h>
    #  include <wrl/wrappers/corewrappers.h>
    #  include <windows.applicationmodel.core.h>
    #  include <windows.graphics.display.h>
    #endif
    
    namespace gl
    {
    
    int VariableComponentCount(GLenum type)
    {
        return VariableRowCount(type) * VariableColumnCount(type);
    }
    
    GLenum VariableComponentType(GLenum type)
    {
        switch(type)
        {
          case GL_BOOL:
          case GL_BOOL_VEC2:
          case GL_BOOL_VEC3:
          case GL_BOOL_VEC4:
            return GL_BOOL;
          case GL_FLOAT:
          case GL_FLOAT_VEC2:
          case GL_FLOAT_VEC3:
          case GL_FLOAT_VEC4:
          case GL_FLOAT_MAT2:
          case GL_FLOAT_MAT3:
          case GL_FLOAT_MAT4:
          case GL_FLOAT_MAT2x3:
          case GL_FLOAT_MAT3x2:
          case GL_FLOAT_MAT2x4:
          case GL_FLOAT_MAT4x2:
          case GL_FLOAT_MAT3x4:
          case GL_FLOAT_MAT4x3:
            return GL_FLOAT;
          case GL_INT:
          case GL_SAMPLER_2D:
          case GL_SAMPLER_3D:
          case GL_SAMPLER_CUBE:
          case GL_SAMPLER_2D_ARRAY:
          case GL_INT_SAMPLER_2D:
          case GL_INT_SAMPLER_3D:
          case GL_INT_SAMPLER_CUBE:
          case GL_INT_SAMPLER_2D_ARRAY:
          case GL_UNSIGNED_INT_SAMPLER_2D:
          case GL_UNSIGNED_INT_SAMPLER_3D:
          case GL_UNSIGNED_INT_SAMPLER_CUBE:
          case GL_UNSIGNED_INT_SAMPLER_2D_ARRAY:
          case GL_SAMPLER_2D_SHADOW:
          case GL_SAMPLER_CUBE_SHADOW:
          case GL_SAMPLER_2D_ARRAY_SHADOW:
          case GL_INT_VEC2:
          case GL_INT_VEC3:
          case GL_INT_VEC4:
            return GL_INT;
          case GL_UNSIGNED_INT:
          case GL_UNSIGNED_INT_VEC2:
          case GL_UNSIGNED_INT_VEC3:
          case GL_UNSIGNED_INT_VEC4:
            return GL_UNSIGNED_INT;
          default:
            UNREACHABLE();
        }
    
        return GL_NONE;
    }
    
    size_t VariableComponentSize(GLenum type)
    {
        switch(type)
        {
          case GL_BOOL:         return sizeof(GLint);
          case GL_FLOAT:        return sizeof(GLfloat);
          case GL_INT:          return sizeof(GLint);
          case GL_UNSIGNED_INT: return sizeof(GLuint);
          default:       UNREACHABLE();
        }
    
        return 0;
    }
    
    size_t VariableInternalSize(GLenum type)
    {
        // Expanded to 4-element vectors
        return VariableComponentSize(VariableComponentType(type)) * VariableRowCount(type) * 4;
    }
    
    size_t VariableExternalSize(GLenum type)
    {
        return VariableComponentSize(VariableComponentType(type)) * VariableComponentCount(type);
    }
    
    GLenum VariableBoolVectorType(GLenum type)
    {
        switch (type)
        {
          case GL_FLOAT:
          case GL_INT:
          case GL_UNSIGNED_INT:
            return GL_BOOL;
          case GL_FLOAT_VEC2:
          case GL_INT_VEC2:
          case GL_UNSIGNED_INT_VEC2:
            return GL_BOOL_VEC2;
          case GL_FLOAT_VEC3:
          case GL_INT_VEC3:
          case GL_UNSIGNED_INT_VEC3:
            return GL_BOOL_VEC3;
          case GL_FLOAT_VEC4:
          case GL_INT_VEC4:
          case GL_UNSIGNED_INT_VEC4:
            return GL_BOOL_VEC4;
    
          default:
            UNREACHABLE();
            return GL_NONE;
        }
    }
    
    int VariableRowCount(GLenum type)
    {
        switch (type)
        {
          case GL_NONE:
          case GL_STRUCT_ANGLEX:
            return 0;
          case GL_BOOL:
          case GL_FLOAT:
          case GL_INT:
          case GL_UNSIGNED_INT:
          case GL_BOOL_VEC2:
          case GL_FLOAT_VEC2:
          case GL_INT_VEC2:
          case GL_UNSIGNED_INT_VEC2:
          case GL_BOOL_VEC3:
          case GL_FLOAT_VEC3:
          case GL_INT_VEC3:
          case GL_UNSIGNED_INT_VEC3:
          case GL_BOOL_VEC4:
          case GL_FLOAT_VEC4:
          case GL_INT_VEC4:
          case GL_UNSIGNED_INT_VEC4:
          case GL_SAMPLER_2D:
          case GL_SAMPLER_3D:
          case GL_SAMPLER_CUBE:
          case GL_SAMPLER_2D_ARRAY:
          case GL_SAMPLER_EXTERNAL_OES:
          case GL_SAMPLER_2D_RECT_ARB:
          case GL_INT_SAMPLER_2D:
          case GL_INT_SAMPLER_3D:
          case GL_INT_SAMPLER_CUBE:
          case GL_INT_SAMPLER_2D_ARRAY:
          case GL_UNSIGNED_INT_SAMPLER_2D:
          case GL_UNSIGNED_INT_SAMPLER_3D:
          case GL_UNSIGNED_INT_SAMPLER_CUBE:
          case GL_UNSIGNED_INT_SAMPLER_2D_ARRAY:
          case GL_SAMPLER_2D_SHADOW:
          case GL_SAMPLER_CUBE_SHADOW:
          case GL_SAMPLER_2D_ARRAY_SHADOW:
            return 1;
          case GL_FLOAT_MAT2:
          case GL_FLOAT_MAT3x2:
          case GL_FLOAT_MAT4x2:
            return 2;
          case GL_FLOAT_MAT3:
          case GL_FLOAT_MAT2x3:
          case GL_FLOAT_MAT4x3:
            return 3;
          case GL_FLOAT_MAT4:
          case GL_FLOAT_MAT2x4:
          case GL_FLOAT_MAT3x4:
            return 4;
          default:
            UNREACHABLE();
        }
    
        return 0;
    }
    
    int VariableColumnCount(GLenum type)
    {
        switch (type)
        {
          case GL_NONE:
          case GL_STRUCT_ANGLEX:
            return 0;
          case GL_BOOL:
          case GL_FLOAT:
          case GL_INT:
          case GL_UNSIGNED_INT:
          case GL_SAMPLER_2D:
          case GL_SAMPLER_3D:
          case GL_SAMPLER_CUBE:
          case GL_SAMPLER_2D_ARRAY:
          case GL_INT_SAMPLER_2D:
          case GL_INT_SAMPLER_3D:
          case GL_INT_SAMPLER_CUBE:
          case GL_INT_SAMPLER_2D_ARRAY:
          case GL_SAMPLER_EXTERNAL_OES:
          case GL_SAMPLER_2D_RECT_ARB:
          case GL_UNSIGNED_INT_SAMPLER_2D:
          case GL_UNSIGNED_INT_SAMPLER_3D:
          case GL_UNSIGNED_INT_SAMPLER_CUBE:
          case GL_UNSIGNED_INT_SAMPLER_2D_ARRAY:
          case GL_SAMPLER_2D_SHADOW:
          case GL_SAMPLER_CUBE_SHADOW:
          case GL_SAMPLER_2D_ARRAY_SHADOW:
            return 1;
          case GL_BOOL_VEC2:
          case GL_FLOAT_VEC2:
          case GL_INT_VEC2:
          case GL_UNSIGNED_INT_VEC2:
          case GL_FLOAT_MAT2:
          case GL_FLOAT_MAT2x3:
          case GL_FLOAT_MAT2x4:
            return 2;
          case GL_BOOL_VEC3:
          case GL_FLOAT_VEC3:
          case GL_INT_VEC3:
          case GL_UNSIGNED_INT_VEC3:
          case GL_FLOAT_MAT3:
          case GL_FLOAT_MAT3x2:
          case GL_FLOAT_MAT3x4:
            return 3;
          case GL_BOOL_VEC4:
          case GL_FLOAT_VEC4:
          case GL_INT_VEC4:
          case GL_UNSIGNED_INT_VEC4:
          case GL_FLOAT_MAT4:
          case GL_FLOAT_MAT4x2:
          case GL_FLOAT_MAT4x3:
            return 4;
          default:
            UNREACHABLE();
        }
    
        return 0;
    }
    
    bool IsSamplerType(GLenum type)
    {
        switch (type)
        {
          case GL_SAMPLER_2D:
          case GL_SAMPLER_3D:
          case GL_SAMPLER_CUBE:
          case GL_SAMPLER_2D_ARRAY:
          case GL_INT_SAMPLER_2D:
          case GL_INT_SAMPLER_3D:
          case GL_INT_SAMPLER_CUBE:
          case GL_INT_SAMPLER_2D_ARRAY:
          case GL_UNSIGNED_INT_SAMPLER_2D:
          case GL_UNSIGNED_INT_SAMPLER_3D:
          case GL_UNSIGNED_INT_SAMPLER_CUBE:
          case GL_UNSIGNED_INT_SAMPLER_2D_ARRAY:
          case GL_SAMPLER_2D_SHADOW:
          case GL_SAMPLER_CUBE_SHADOW:
          case GL_SAMPLER_2D_ARRAY_SHADOW:
            return true;
        }
    
        return false;
    }
    
    bool IsMatrixType(GLenum type)
    {
        return VariableRowCount(type) > 1;
    }
    
    GLenum TransposeMatrixType(GLenum type)
    {
        if (!IsMatrixType(type))
        {
            return type;
        }
    
        switch (type)
        {
          case GL_FLOAT_MAT2:   return GL_FLOAT_MAT2;
          case GL_FLOAT_MAT3:   return GL_FLOAT_MAT3;
          case GL_FLOAT_MAT4:   return GL_FLOAT_MAT4;
          case GL_FLOAT_MAT2x3: return GL_FLOAT_MAT3x2;
          case GL_FLOAT_MAT3x2: return GL_FLOAT_MAT2x3;
          case GL_FLOAT_MAT2x4: return GL_FLOAT_MAT4x2;
          case GL_FLOAT_MAT4x2: return GL_FLOAT_MAT2x4;
          case GL_FLOAT_MAT3x4: return GL_FLOAT_MAT4x3;
          case GL_FLOAT_MAT4x3: return GL_FLOAT_MAT3x4;
          default: UNREACHABLE(); return GL_NONE;
        }
    }
    
    int MatrixRegisterCount(GLenum type, bool isRowMajorMatrix)
    {
        ASSERT(IsMatrixType(type));
        return isRowMajorMatrix ? VariableRowCount(type) : VariableColumnCount(type);
    }
    
    int MatrixComponentCount(GLenum type, bool isRowMajorMatrix)
    {
        ASSERT(IsMatrixType(type));
        return isRowMajorMatrix ? VariableColumnCount(type) : VariableRowCount(type);
    }
    
    int VariableRegisterCount(GLenum type)
    {
        return IsMatrixType(type) ? VariableColumnCount(type) : 1;
    }
    
    int AllocateFirstFreeBits(unsigned int *bits, unsigned int allocationSize, unsigned int bitsSize)
    {
        ASSERT(allocationSize <= bitsSize);
    
        unsigned int mask = std::numeric_limits<unsigned int>::max() >> (std::numeric_limits<unsigned int>::digits - allocationSize);
    
        for (unsigned int i = 0; i < bitsSize - allocationSize + 1; i++)
        {
            if ((*bits & mask) == 0)
            {
                *bits |= mask;
                return i;
            }
    
            mask <<= 1;
        }
    
        return -1;
    }
    
    bool IsCubemapTextureTarget(GLenum target)
    {
        return (target >= GL_TEXTURE_CUBE_MAP_POSITIVE_X && target <= GL_TEXTURE_CUBE_MAP_NEGATIVE_Z);
    }
    
    bool IsTriangleMode(GLenum drawMode)
    {
        switch (drawMode)
        {
          case GL_TRIANGLES:
          case GL_TRIANGLE_FAN:
          case GL_TRIANGLE_STRIP:
            return true;
          case GL_POINTS:
          case GL_LINES:
          case GL_LINE_LOOP:
          case GL_LINE_STRIP:
            return false;
          default: UNREACHABLE();
        }
    
        return false;
    }
    
    // [OpenGL ES SL 3.00.4] Section 11 p. 120
    // Vertex Outs/Fragment Ins packing priorities
    int VariableSortOrder(GLenum type)
    {
        switch (type)
        {
          // 1. Arrays of mat4 and mat4
          // Non-square matrices of type matCxR consume the same space as a square
          // matrix of type matN where N is the greater of C and R
          case GL_FLOAT_MAT4:
          case GL_FLOAT_MAT2x4:
          case GL_FLOAT_MAT3x4:
          case GL_FLOAT_MAT4x2:
          case GL_FLOAT_MAT4x3:
            return 0;
    
          // 2. Arrays of mat2 and mat2 (since they occupy full rows)
          case GL_FLOAT_MAT2:
            return 1;
    
          // 3. Arrays of vec4 and vec4
          case GL_FLOAT_VEC4:
          case GL_INT_VEC4:
          case GL_BOOL_VEC4:
          case GL_UNSIGNED_INT_VEC4:
            return 2;
    
          // 4. Arrays of mat3 and mat3
          case GL_FLOAT_MAT3:
          case GL_FLOAT_MAT2x3:
          case GL_FLOAT_MAT3x2:
            return 3;
    
          // 5. Arrays of vec3 and vec3
          case GL_FLOAT_VEC3:
          case GL_INT_VEC3:
          case GL_BOOL_VEC3:
          case GL_UNSIGNED_INT_VEC3:
            return 4;
    
          // 6. Arrays of vec2 and vec2
          case GL_FLOAT_VEC2:
          case GL_INT_VEC2:
          case GL_BOOL_VEC2:
          case GL_UNSIGNED_INT_VEC2:
            return 5;
    
          // 7. Single component types
          case GL_FLOAT:
          case GL_INT:
          case GL_BOOL:
          case GL_UNSIGNED_INT:
          case GL_SAMPLER_2D:
          case GL_SAMPLER_CUBE:
          case GL_SAMPLER_EXTERNAL_OES:
          case GL_SAMPLER_2D_RECT_ARB:
          case GL_SAMPLER_2D_ARRAY:
          case GL_SAMPLER_3D:
          case GL_INT_SAMPLER_2D:
          case GL_INT_SAMPLER_3D:
          case GL_INT_SAMPLER_CUBE:
          case GL_INT_SAMPLER_2D_ARRAY:
          case GL_UNSIGNED_INT_SAMPLER_2D:
          case GL_UNSIGNED_INT_SAMPLER_3D:
          case GL_UNSIGNED_INT_SAMPLER_CUBE:
          case GL_UNSIGNED_INT_SAMPLER_2D_ARRAY:
          case GL_SAMPLER_2D_SHADOW:
          case GL_SAMPLER_2D_ARRAY_SHADOW:
          case GL_SAMPLER_CUBE_SHADOW:
            return 6;
    
          default:
            UNREACHABLE();
            return 0;
        }
    }
    
    }
    
    #if !defined(ANGLE_ENABLE_WINDOWS_STORE)
    std::string getTempPath()
    {
    #ifdef ANGLE_PLATFORM_WINDOWS
        char path[MAX_PATH];
        DWORD pathLen = GetTempPathA(sizeof(path) / sizeof(path[0]), path);
        if (pathLen == 0)
        {
            UNREACHABLE();
            return std::string();
        }
    
        UINT unique = GetTempFileNameA(path, "sh", 0, path);
        if (unique == 0)
        {
            UNREACHABLE();
            return std::string();
        }
    
        return path;
    #else
        UNIMPLEMENTED();
        return "";
    #endif
    }
    
    void writeFile(const char* path, const void* content, size_t size)
    {
        FILE* file = fopen(path, "w");
        if (!file)
        {
            UNREACHABLE();
            return;
        }
    
        fwrite(content, sizeof(char), size, file);
        fclose(file);
    }
    #endif // !ANGLE_ENABLE_WINDOWS_STORE
    
    #if defined (ANGLE_PLATFORM_WINDOWS)
    
    // Causes the thread to relinquish the remainder of its time slice to any
    // other thread that is ready to run.If there are no other threads ready
    // to run, the function returns immediately, and the thread continues execution.
    void ScheduleYield()
    {
    #if defined(ANGLE_ENABLE_WINDOWS_STORE)
        // This implementation of Sleep exists because it is not available prior to Update 4.
        static HANDLE singletonEvent = nullptr;
        HANDLE sleepEvent = singletonEvent;
        if (!sleepEvent)
        {
            sleepEvent = CreateEventEx(nullptr, nullptr, CREATE_EVENT_MANUAL_RESET, EVENT_ALL_ACCESS);
    
            if (!sleepEvent)
                return;
    
            HANDLE previousEvent = InterlockedCompareExchangePointerRelease(&singletonEvent, sleepEvent, nullptr);
    
            if (previousEvent)
            {
                // Back out if multiple threads try to demand create at the same time.
                CloseHandle(sleepEvent);
                sleepEvent = previousEvent;
            }
        }
    
        // Emulate sleep by waiting with timeout on an event that is never signalled.
        WaitForSingleObjectEx(sleepEvent, 0, false);
    #else
        Sleep(0);
    #endif
    }
    
    #endif