Hash :
a9198d9c
Author :
Date :
2010-08-08T04:49:56
Implement EXT_texture_format_BGRA8888 and EXT_read_format_bgra Trac #13050, Issue=21 Original Author: Vladimir Vukicevic Signed-off-by: Daniel Koch git-svn-id: https://angleproject.googlecode.com/svn/trunk@370 736b8ea6-26fd-11df-bfd4-992fa37f6226
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//
// 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);
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);
}
#endif // LIBGLESV2_UTILITIES_H