// Copyright 2016 The SwiftShader Authors. All Rights Reserved.
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
// utilities.h: Conversion functions and other utility routines.
#ifndef LIBGLESV2_UTILITIES_H
#define LIBGLESV2_UTILITIES_H
#include "Device.hpp"
#include "common/Image.hpp"
#include "Texture.h"
#include <GLES2/gl2.h>
#include <GLES2/gl2ext.h>
#include <string>
namespace es2
{
struct Color;
class Framebuffer;
unsigned int UniformComponentCount(GLenum type);
GLenum UniformComponentType(GLenum type);
size_t UniformTypeSize(GLenum type);
bool IsSamplerUniform(GLenum type);
int VariableRowCount(GLenum type);
int VariableColumnCount(GLenum type);
int VariableRegisterCount(GLenum type);
int VariableRegisterSize(GLenum type);
int AllocateFirstFreeBits(unsigned int *bits, unsigned int allocationSize, unsigned int bitsSize);
bool IsCompressed(GLint intenalformat, GLint clientVersion);
bool IsSizedInternalFormat(GLint internalformat); // Not compressed.
GLenum ValidateSubImageParams(bool compressed, bool copy, GLenum target, GLint level, GLint xoffset, GLint yoffset,
GLsizei width, GLsizei height, GLenum format, GLenum type, Texture *texture, GLint clientVersion);
GLenum ValidateSubImageParams(bool compressed, bool copy, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset,
GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, Texture *texture, GLint clientVersion);
bool ValidateCopyFormats(GLenum textureFormat, GLenum colorbufferFormat);
bool IsValidReadPixelsFormatType(const Framebuffer *framebuffer, GLenum format, GLenum type, GLint clientVersion);
bool IsDepthTexture(GLenum format);
bool IsStencilTexture(GLenum format);
bool IsCubemapTextureTarget(GLenum target);
int CubeFaceIndex(GLenum cubeTarget);
bool IsTextureTarget(GLenum target);
GLenum ValidateTextureFormatType(GLenum format, GLenum type, GLint internalformat, GLenum target, GLint clientVersion);
size_t GetTypeSize(GLenum type);
bool IsColorRenderable(GLint internalformat, GLint clientVersion);
bool IsDepthRenderable(GLint internalformat, GLint clientVersion);
bool IsStencilRenderable(GLint internalformat, GLint clientVersion);
bool IsMipmappable(GLint internalformat, GLint clientVersion);
GLuint GetAlphaSize(GLint internalformat);
GLuint GetRedSize(GLint internalformat);
GLuint GetGreenSize(GLint internalformat);
GLuint GetBlueSize(GLint internalformat);
GLuint GetDepthSize(GLint internalformat);
GLuint GetStencilSize(GLint internalformat);
GLenum GetColorComponentType(GLint internalformat);
GLenum GetComponentType(GLint internalformat, GLenum attachment);
bool IsNormalizedInteger(GLint internalformat);
bool IsNonNormalizedInteger(GLint internalformat);
bool IsFloatFormat(GLint internalformat);
bool IsSignedNonNormalizedInteger(GLint internalformat);
bool IsUnsignedNonNormalizedInteger(GLint internalformat);
GLenum GetColorEncoding(GLint internalformat);
// Parse the base uniform name and array index. Returns the base name of the uniform. outSubscript is
// set to GL_INVALID_INDEX if the provided name is not an array or the array index is invalid.
std::string ParseUniformName(const std::string &name, unsigned int *outSubscript);
}
namespace es2sw
{
sw::DepthCompareMode ConvertDepthComparison(GLenum comparison);
sw::StencilCompareMode ConvertStencilComparison(GLenum comparison);
sw::Color<float> ConvertColor(es2::Color color);
sw::BlendFactor ConvertBlendFunc(GLenum blend);
sw::BlendOperation ConvertBlendOp(GLenum blendOp);
sw::LogicalOperation ConvertLogicalOperation(GLenum logicalOperation);
sw::StencilOperation ConvertStencilOp(GLenum stencilOp);
sw::AddressingMode ConvertTextureWrap(GLenum wrap);
sw::CompareFunc ConvertCompareFunc(GLenum compareFunc, GLenum compareMode);
sw::SwizzleType ConvertSwizzleType(GLenum swizzleType);
sw::CullMode ConvertCullMode(GLenum cullFace, GLenum frontFace);
unsigned int ConvertColorMask(bool red, bool green, bool blue, bool alpha);
sw::MipmapType ConvertMipMapFilter(GLenum minFilter);
sw::FilterType ConvertTextureFilter(GLenum minFilter, GLenum magFilter, float maxAnisotropy);
bool ConvertPrimitiveType(GLenum primitiveType, GLsizei elementCount, GLenum elementType, sw::DrawType &swPrimitiveType, int &primitiveCount, int &verticesPerPrimitive);
}
namespace sw2es
{
GLenum ConvertBackBufferFormat(sw::Format format);
GLenum ConvertDepthStencilFormat(sw::Format format);
}
#endif // LIBGLESV2_UTILITIES_H