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

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  • Author : Martin Radev
    Date : 2016-08-05 16:22:53
    Hash : 2cc85b3b
    Message : Add support for images in the compiler The patch adds support for GLSL ES 3.1 image types. Internal format layout qualifiers for images are added. Support for the readonly and writeonly qualifiers are added. The other memory qualifiers are omitted as to make the patch simpler. Tests are added which check for correct and incorrect usage of images, internal format layout and memory qualifiers. BUG=angleproject:1442 TEST=angle_unittests TEST=angle_end2end_tests Change-Id: Ie4d3acb2a195de11b405ad54110a04c4c1de0b7e Reviewed-on: https://chromium-review.googlesource.com/378855 Reviewed-by: Corentin Wallez <cwallez@chromium.org> Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>

  • 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
    {
    
    template <class IndexType>
    gl::IndexRange ComputeTypedIndexRange(const IndexType *indices,
                                          size_t count,
                                          bool primitiveRestartEnabled,
                                          GLuint primitiveRestartIndex)
    {
        ASSERT(count > 0);
    
        IndexType minIndex                = 0;
        IndexType maxIndex                = 0;
        size_t nonPrimitiveRestartIndices = 0;
    
        if (primitiveRestartEnabled)
        {
            // Find the first non-primitive restart index to initialize the min and max values
            size_t i = 0;
            for (; i < count; i++)
            {
                if (indices[i] != primitiveRestartIndex)
                {
                    minIndex = indices[i];
                    maxIndex = indices[i];
                    nonPrimitiveRestartIndices++;
                    break;
                }
            }
    
            // Loop over the rest of the indices
            for (; i < count; i++)
            {
                if (indices[i] != primitiveRestartIndex)
                {
                    if (minIndex > indices[i])
                    {
                        minIndex = indices[i];
                    }
                    if (maxIndex < indices[i])
                    {
                        maxIndex = indices[i];
                    }
                    nonPrimitiveRestartIndices++;
                }
            }
        }
        else
        {
            minIndex                   = indices[0];
            maxIndex                   = indices[0];
            nonPrimitiveRestartIndices = count;
    
            for (size_t i = 1; i < count; i++)
            {
                if (minIndex > indices[i])
                {
                    minIndex = indices[i];
                }
                if (maxIndex < indices[i])
                {
                    maxIndex = indices[i];
                }
            }
        }
    
        return gl::IndexRange(static_cast<size_t>(minIndex), static_cast<size_t>(maxIndex),
                              nonPrimitiveRestartIndices);
    }
    
    }  // anonymous namespace
    
    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_SAMPLER_EXTERNAL_OES:
          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:
          case GL_IMAGE_2D:
          case GL_INT_IMAGE_2D:
          case GL_UNSIGNED_INT_IMAGE_2D:
          case GL_IMAGE_2D_ARRAY:
          case GL_INT_IMAGE_2D_ARRAY:
          case GL_UNSIGNED_INT_IMAGE_2D_ARRAY:
          case GL_IMAGE_3D:
          case GL_INT_IMAGE_3D:
          case GL_UNSIGNED_INT_IMAGE_3D:
          case GL_IMAGE_CUBE:
          case GL_INT_IMAGE_CUBE:
          case GL_UNSIGNED_INT_IMAGE_CUBE:
              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_SAMPLER_EXTERNAL_OES:
          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;
    }
    
    GLenum SamplerTypeToTextureType(GLenum samplerType)
    {
        switch (samplerType)
        {
          case GL_SAMPLER_2D:
          case GL_INT_SAMPLER_2D:
          case GL_UNSIGNED_INT_SAMPLER_2D:
          case GL_SAMPLER_2D_SHADOW:
            return GL_TEXTURE_2D;
    
          case GL_SAMPLER_EXTERNAL_OES:
              return GL_TEXTURE_EXTERNAL_OES;
    
          case GL_SAMPLER_CUBE:
          case GL_INT_SAMPLER_CUBE:
          case GL_UNSIGNED_INT_SAMPLER_CUBE:
          case GL_SAMPLER_CUBE_SHADOW:
            return GL_TEXTURE_CUBE_MAP;
    
          case GL_SAMPLER_2D_ARRAY:
          case GL_INT_SAMPLER_2D_ARRAY:
          case GL_UNSIGNED_INT_SAMPLER_2D_ARRAY:
          case GL_SAMPLER_2D_ARRAY_SHADOW:
            return GL_TEXTURE_2D_ARRAY;
    
          case GL_SAMPLER_3D:
          case GL_INT_SAMPLER_3D:
          case GL_UNSIGNED_INT_SAMPLER_3D:
            return GL_TEXTURE_3D;
    
          default:
            UNREACHABLE();
            return 0;
        }
    }
    
    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;
    }
    
    static_assert(GL_TEXTURE_CUBE_MAP_NEGATIVE_X - GL_TEXTURE_CUBE_MAP_POSITIVE_X == 1, "Unexpected GL cube map enum value.");
    static_assert(GL_TEXTURE_CUBE_MAP_POSITIVE_Y - GL_TEXTURE_CUBE_MAP_POSITIVE_X == 2, "Unexpected GL cube map enum value.");
    static_assert(GL_TEXTURE_CUBE_MAP_NEGATIVE_Y - GL_TEXTURE_CUBE_MAP_POSITIVE_X == 3, "Unexpected GL cube map enum value.");
    static_assert(GL_TEXTURE_CUBE_MAP_POSITIVE_Z - GL_TEXTURE_CUBE_MAP_POSITIVE_X == 4, "Unexpected GL cube map enum value.");
    static_assert(GL_TEXTURE_CUBE_MAP_NEGATIVE_Z - GL_TEXTURE_CUBE_MAP_POSITIVE_X == 5, "Unexpected GL cube map enum value.");
    
    bool IsCubeMapTextureTarget(GLenum target)
    {
        return (target >= FirstCubeMapTextureTarget && target <= LastCubeMapTextureTarget);
    }
    
    size_t CubeMapTextureTargetToLayerIndex(GLenum target)
    {
        ASSERT(IsCubeMapTextureTarget(target));
        return target - static_cast<size_t>(FirstCubeMapTextureTarget);
    }
    
    GLenum LayerIndexToCubeMapTextureTarget(size_t index)
    {
        ASSERT(index <= (LastCubeMapTextureTarget - FirstCubeMapTextureTarget));
        return FirstCubeMapTextureTarget + static_cast<GLenum>(index);
    }
    
    IndexRange ComputeIndexRange(GLenum indexType,
                                 const GLvoid *indices,
                                 size_t count,
                                 bool primitiveRestartEnabled)
    {
        switch (indexType)
        {
            case GL_UNSIGNED_BYTE:
                return ComputeTypedIndexRange(static_cast<const GLubyte *>(indices), count,
                                              primitiveRestartEnabled,
                                              GetPrimitiveRestartIndex(indexType));
            case GL_UNSIGNED_SHORT:
                return ComputeTypedIndexRange(static_cast<const GLushort *>(indices), count,
                                              primitiveRestartEnabled,
                                              GetPrimitiveRestartIndex(indexType));
            case GL_UNSIGNED_INT:
                return ComputeTypedIndexRange(static_cast<const GLuint *>(indices), count,
                                              primitiveRestartEnabled,
                                              GetPrimitiveRestartIndex(indexType));
            default:
                UNREACHABLE();
                return IndexRange();
        }
    }
    
    GLuint GetPrimitiveRestartIndex(GLenum indexType)
    {
        switch (indexType)
        {
            case GL_UNSIGNED_BYTE:
                return 0xFF;
            case GL_UNSIGNED_SHORT:
                return 0xFFFF;
            case GL_UNSIGNED_INT:
                return 0xFFFFFFFF;
            default:
                UNREACHABLE();
                return 0;
        }
    }
    
    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;
        }
    }
    
    std::string ParseUniformName(const std::string &name, size_t *outSubscript)
    {
        // Strip any trailing array operator and retrieve the subscript
        size_t open = name.find_last_of('[');
        size_t close = name.find_last_of(']');
        bool hasIndex = (open != std::string::npos) && (close == name.length() - 1);
        if (!hasIndex)
        {
            if (outSubscript)
            {
                *outSubscript = GL_INVALID_INDEX;
            }
            return name;
        }
    
        if (outSubscript)
        {
            int index = atoi(name.substr(open + 1).c_str());
            if (index >= 0)
            {
                *outSubscript = index;
            }
            else
            {
                *outSubscript = GL_INVALID_INDEX;
            }
        }
    
        return name.substr(0, open);
    }
    
    template <>
    GLuint ConvertToGLuint(GLfloat param)
    {
        return uiround<GLuint>(param);
    }
    
    template <>
    GLint ConvertToGLint(GLfloat param)
    {
        return iround<GLint>(param);
    }
    
    template <>
    GLint ConvertFromGLfloat(GLfloat param)
    {
        return iround<GLint>(param);
    }
    template <>
    GLuint ConvertFromGLfloat(GLfloat param)
    {
        return uiround<GLuint>(param);
    }
    
    unsigned int ParseAndStripArrayIndex(std::string *name)
    {
        unsigned int subscript = GL_INVALID_INDEX;
    
        // Strip any trailing array operator and retrieve the subscript
        size_t open  = name->find_last_of('[');
        size_t close = name->find_last_of(']');
        if (open != std::string::npos && close == name->length() - 1)
        {
            subscript = atoi(name->c_str() + open + 1);
            name->erase(open);
        }
    
        return subscript;
    }
    
    }  // namespace gl
    
    namespace egl
    {
    static_assert(EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_X_KHR - EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_X_KHR == 1,
                  "Unexpected EGL cube map enum value.");
    static_assert(EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_Y_KHR - EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_X_KHR == 2,
                  "Unexpected EGL cube map enum value.");
    static_assert(EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_KHR - EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_X_KHR == 3,
                  "Unexpected EGL cube map enum value.");
    static_assert(EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_Z_KHR - EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_X_KHR == 4,
                  "Unexpected EGL cube map enum value.");
    static_assert(EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_KHR - EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_X_KHR == 5,
                  "Unexpected EGL cube map enum value.");
    
    bool IsCubeMapTextureTarget(EGLenum target)
    {
        return (target >= FirstCubeMapTextureTarget && target <= LastCubeMapTextureTarget);
    }
    
    size_t CubeMapTextureTargetToLayerIndex(EGLenum target)
    {
        ASSERT(IsCubeMapTextureTarget(target));
        return target - static_cast<size_t>(FirstCubeMapTextureTarget);
    }
    
    EGLenum LayerIndexToCubeMapTextureTarget(size_t index)
    {
        ASSERT(index <= (LastCubeMapTextureTarget - FirstCubeMapTextureTarget));
        return FirstCubeMapTextureTarget + static_cast<GLenum>(index);
    }
    
    bool IsTextureTarget(EGLenum target)
    {
        switch (target)
        {
            case EGL_GL_TEXTURE_2D_KHR:
            case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_X_KHR:
            case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_X_KHR:
            case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_Y_KHR:
            case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_KHR:
            case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_Z_KHR:
            case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_KHR:
            case EGL_GL_TEXTURE_3D_KHR:
                return true;
    
            default:
                return false;
        }
    }
    
    bool IsRenderbufferTarget(EGLenum target)
    {
        return target == EGL_GL_RENDERBUFFER_KHR;
    }
    }  // namespace egl
    
    namespace egl_gl
    {
    GLenum EGLCubeMapTargetToGLCubeMapTarget(EGLenum eglTarget)
    {
        ASSERT(egl::IsCubeMapTextureTarget(eglTarget));
        return gl::LayerIndexToCubeMapTextureTarget(egl::CubeMapTextureTargetToLayerIndex(eglTarget));
    }
    
    GLenum EGLImageTargetToGLTextureTarget(EGLenum eglTarget)
    {
        switch (eglTarget)
        {
            case EGL_GL_TEXTURE_2D_KHR:
                return GL_TEXTURE_2D;
    
            case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_X_KHR:
            case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_X_KHR:
            case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_Y_KHR:
            case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_KHR:
            case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_Z_KHR:
            case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_KHR:
                return EGLCubeMapTargetToGLCubeMapTarget(eglTarget);
    
            case EGL_GL_TEXTURE_3D_KHR:
                return GL_TEXTURE_3D;
    
            default:
                UNREACHABLE();
                return GL_NONE;
        }
    }
    
    GLuint EGLClientBufferToGLObjectHandle(EGLClientBuffer buffer)
    {
        return static_cast<GLuint>(reinterpret_cast<uintptr_t>(buffer));
    }
    }  // namespace egl_gl
    
    #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()
    {
        Sleep(0);
    }
    
    #endif