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

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  • Author : Nicolas Capens
    Date : 2013-07-15 17:26:18
    Hash : cb127d3d
    Message : Create the HLSL shadow texture function. TRAC #23394 Signed-off-by: Jamie Madill Signed-off-by: Shannon Woods Author: Nicolas Capens

  • 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 <set>
    
    namespace gl
    {
    
    int UniformComponentCount(GLenum type)
    {
        switch (type)
        {
          case GL_BOOL:
          case 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_UNSIGNED_INT:
            return 1;
          case GL_BOOL_VEC2:
          case GL_FLOAT_VEC2:
          case GL_INT_VEC2:
          case GL_UNSIGNED_INT_VEC2:
            return 2;
          case GL_INT_VEC3:
          case GL_FLOAT_VEC3:
          case GL_BOOL_VEC3:
          case GL_UNSIGNED_INT_VEC3:
            return 3;
          case GL_BOOL_VEC4:
          case GL_FLOAT_VEC4:
          case GL_INT_VEC4:
          case GL_UNSIGNED_INT_VEC4:
          case GL_FLOAT_MAT2:
            return 4;
          case GL_FLOAT_MAT2x3:
          case GL_FLOAT_MAT3x2:
            return 6;
          case GL_FLOAT_MAT2x4:
          case GL_FLOAT_MAT4x2:
            return 8;
          case GL_FLOAT_MAT3:
            return 9;
          case GL_FLOAT_MAT3x4:
          case GL_FLOAT_MAT4x3:
            return 12;
          case GL_FLOAT_MAT4:
            return 16;
          default:
            UNREACHABLE();
        }
    
        return 0;
    }
    
    GLenum UniformComponentType(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 UniformComponentSize(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 UniformInternalSize(GLenum type)
    {
        // Expanded to 4-element vectors
        return UniformComponentSize(UniformComponentType(type)) * VariableRowCount(type) * 4;
    }
    
    size_t UniformExternalSize(GLenum type)
    {
        return UniformComponentSize(UniformComponentType(type)) * UniformComponentCount(type);
    }
    
    GLenum UniformBoolVectorType(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:
            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_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:
            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_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 IsSampler(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 AttributeRegisterCount(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 IsStencilTexture(GLenum format)
    {
        if (format == GL_DEPTH_STENCIL_OES ||
            format == GL_DEPTH24_STENCIL8_OES)
        {
            return true;
        }
    
        return false;
    }
    
    void MakeValidSize(bool isImage, bool isCompressed, GLsizei *requestWidth, GLsizei *requestHeight, int *levelOffset)
    {
        int upsampleCount = 0;
    
        if (isCompressed)
        {
            // Don't expand the size of full textures that are at least 4x4
            // already.
            if (isImage || *requestWidth < 4 || *requestHeight < 4)
            {
                while (*requestWidth % 4 != 0 || *requestHeight % 4 != 0)
                {
                    *requestWidth <<= 1;
                    *requestHeight <<= 1;
                    upsampleCount++;
                }
            }
        }
        *levelOffset = upsampleCount;
    }
    
    // Returns the size, in bytes, of a single texel in an Image
    int ComputePixelSize(GLint internalformat)
    {
        switch (internalformat)
        {
          case GL_ALPHA8_EXT:                       return sizeof(unsigned char);
          case GL_LUMINANCE8_EXT:                   return sizeof(unsigned char);
          case GL_ALPHA32F_EXT:                     return sizeof(float);
          case GL_LUMINANCE32F_EXT:                 return sizeof(float);
          case GL_ALPHA16F_EXT:                     return sizeof(unsigned short);
          case GL_LUMINANCE16F_EXT:                 return sizeof(unsigned short);
          case GL_LUMINANCE8_ALPHA8_EXT:            return sizeof(unsigned char) * 2;
          case GL_LUMINANCE_ALPHA32F_EXT:           return sizeof(float) * 2;
          case GL_LUMINANCE_ALPHA16F_EXT:           return sizeof(unsigned short) * 2;
          case GL_RGB8_OES:                         return sizeof(unsigned char) * 3;
          case GL_RGB565:                           return sizeof(unsigned short);
          case GL_RGB32F_EXT:                       return sizeof(float) * 3;
          case GL_RGB16F_EXT:                       return sizeof(unsigned short) * 3;
          case GL_RGBA8_OES:                        return sizeof(unsigned char) * 4;
          case GL_RGBA4:                            return sizeof(unsigned short);
          case GL_RGB5_A1:                          return sizeof(unsigned short);
          case GL_RGBA32F_EXT:                      return sizeof(float) * 4;
          case GL_RGBA16F_EXT:                      return sizeof(unsigned short) * 4;
          case GL_BGRA8_EXT:                        return sizeof(unsigned char) * 4;
          case GL_SRGB8_ALPHA8:                     return sizeof(unsigned char) * 4;
          case GL_RGB10_A2:                         return sizeof(unsigned char) * 4;
          case GL_RG8:                              return sizeof(unsigned char) * 2;
          case GL_R8:                               return sizeof(unsigned char);
          case GL_BGRA4_ANGLEX:                     return sizeof(unsigned short);
          case GL_BGR5_A1_ANGLEX:                   return sizeof(unsigned short);
          default:
            UNIMPLEMENTED();   // TODO: Remaining ES3 formats
            UNREACHABLE();
        }
    
        return 0;
    }
    
    bool IsCubemapTextureTarget(GLenum target)
    {
        return (target >= GL_TEXTURE_CUBE_MAP_POSITIVE_X && target <= GL_TEXTURE_CUBE_MAP_NEGATIVE_Z);
    }
    
    bool IsInternalTextureTarget(GLenum target)
    {
        return target == GL_TEXTURE_2D || IsCubemapTextureTarget(target);
    }
    
    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;
    }
    
    }
    
    std::string getTempPath()
    {
        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;
    }
    
    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);
    }