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-rwxr-xr-xgfx/angle/src/common/utilities.cpp843
1 files changed, 843 insertions, 0 deletions
diff --git a/gfx/angle/src/common/utilities.cpp b/gfx/angle/src/common/utilities.cpp
new file mode 100755
index 000000000..89e383405
--- /dev/null
+++ b/gfx/angle/src/common/utilities.cpp
@@ -0,0 +1,843 @@
+//
+// 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