Edit

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

Branch :

  • Show log

    Commit

  • Author : Jamie Madill
    Date : 2016-12-07 14:46:16
    Hash : 120040e2
    Message : D3D: Move some HLSL-specific code to a new folder. This code doesn't actually call any D3D runtime methods, so it can be included in our cross platform unit tests. Just include the varying packing code for now. BUG=angleproject:1296 BUG=angleproject:1638 Change-Id: I5c0ccccb00e1c13ca98448256be048f7cd0968ce Reviewed-on: https://chromium-review.googlesource.com/417116 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-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>
    
    #include <bitset>
    #include <unordered_map>
    
    namespace gl
    {
    class Buffer;
    class State;
    class Program;
    struct VertexAttribute;
    struct VertexAttribCurrentValueData;
    
    enum PrimitiveType
    {
        PRIMITIVE_POINTS,
        PRIMITIVE_LINES,
        PRIMITIVE_LINE_STRIP,
        PRIMITIVE_LINE_LOOP,
        PRIMITIVE_TRIANGLES,
        PRIMITIVE_TRIANGLE_STRIP,
        PRIMITIVE_TRIANGLE_FAN,
        PRIMITIVE_TYPE_MAX,
    };
    
    PrimitiveType GetPrimitiveType(GLenum drawMode);
    
    enum SamplerType
    {
        SAMPLER_PIXEL,
        SAMPLER_VERTEX
    };
    
    struct Rectangle
    {
        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)
        {
        }
    
        int x0() const { return x; }
        int y0() const { return y; }
        int x1() const { return x + width; }
        int y1() const { return y + height; }
    
        int x;
        int y;
        int width;
        int height;
    };
    
    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_) { }
    
        Extents(const Extents &other) = default;
        Extents &operator=(const Extents &other) = default;
    
        bool empty() const { return (width * height * depth) == 0; }
    };
    
    bool operator==(const Extents &lhs, const Extents &rhs);
    bool operator!=(const Extents &lhs, const Extents &rhs);
    
    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;
    };
    
    // State from Table 6.10 (state per sampler object)
    struct SamplerState
    {
        SamplerState();
        static SamplerState CreateDefaultForTarget(GLenum target);
    
        GLenum minFilter;
        GLenum magFilter;
    
        GLenum wrapS;
        GLenum wrapT;
        GLenum wrapR;
    
        // From EXT_texture_filter_anisotropic
        float maxAnisotropy;
    
        GLfloat minLod;
        GLfloat maxLod;
    
        GLenum compareMode;
        GLenum compareFunc;
    
        GLenum sRGBDecode;
    };
    
    bool operator==(const SamplerState &a, const SamplerState &b);
    bool operator!=(const SamplerState &a, const SamplerState &b);
    
    struct PixelStoreStateBase
    {
        BindingPointer<Buffer> pixelBuffer;
        GLint alignment   = 4;
        GLint rowLength   = 0;
        GLint skipRows    = 0;
        GLint skipPixels  = 0;
        GLint imageHeight = 0;
        GLint skipImages  = 0;
    };
    
    struct PixelUnpackState : PixelStoreStateBase
    {
        PixelUnpackState() {}
    
        PixelUnpackState(GLint alignmentIn, GLint rowLengthIn)
        {
            alignment = alignmentIn;
            rowLength = rowLengthIn;
        }
    };
    
    struct PixelPackState : PixelStoreStateBase
    {
        PixelPackState() {}
    
        PixelPackState(GLint alignmentIn, bool reverseRowOrderIn)
            : reverseRowOrder(reverseRowOrderIn)
        {
            alignment = alignmentIn;
        }
    
        bool reverseRowOrder = false;
    };
    
    // Used in Program and VertexArray.
    typedef std::bitset<MAX_VERTEX_ATTRIBS> AttributesMask;
    
    // Use in Program
    typedef std::bitset<IMPLEMENTATION_MAX_COMBINED_SHADER_UNIFORM_BUFFERS> UniformBlockBindingMask;
    
    // A map of GL objects indexed by object ID. The specific map implementation may change.
    // Client code should treat it as a std::map.
    template <class ResourceT>
    using ResourceMap = std::unordered_map<GLuint, ResourceT *>;
    }
    
    namespace rx
    {
    // 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());
    }
    
    }
    
    #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;
        }
    }
    }  // namespace angle
    
    namespace gl
    {
    class ContextState;
    }  // namespace gl
    
    #endif // LIBANGLE_ANGLETYPES_H_