198 lines
5 KiB
C++
198 lines
5 KiB
C++
/*
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* Copyright (C) 2011 The Android Open Source Project
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#include "GLESv2Validate.h"
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#include <string.h>
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bool GLESv2Validate::blendEquationMode(GLenum mode){
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return mode == GL_FUNC_ADD ||
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mode == GL_FUNC_SUBTRACT ||
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mode == GL_FUNC_REVERSE_SUBTRACT;
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}
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bool GLESv2Validate::blendSrc(GLenum s) {
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switch(s) {
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case GL_ZERO:
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case GL_ONE:
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case GL_SRC_COLOR:
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case GL_ONE_MINUS_SRC_COLOR:
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case GL_DST_COLOR:
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case GL_ONE_MINUS_DST_COLOR:
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case GL_SRC_ALPHA:
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case GL_ONE_MINUS_SRC_ALPHA:
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case GL_DST_ALPHA:
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case GL_ONE_MINUS_DST_ALPHA:
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case GL_CONSTANT_COLOR:
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case GL_ONE_MINUS_CONSTANT_COLOR:
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case GL_CONSTANT_ALPHA:
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case GL_ONE_MINUS_CONSTANT_ALPHA:
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case GL_SRC_ALPHA_SATURATE:
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return true;
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}
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return false;
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}
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bool GLESv2Validate::blendDst(GLenum d) {
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switch(d) {
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case GL_ZERO:
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case GL_ONE:
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case GL_SRC_COLOR:
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case GL_ONE_MINUS_SRC_COLOR:
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case GL_DST_COLOR:
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case GL_ONE_MINUS_DST_COLOR:
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case GL_SRC_ALPHA:
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case GL_ONE_MINUS_SRC_ALPHA:
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case GL_DST_ALPHA:
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case GL_ONE_MINUS_DST_ALPHA:
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case GL_CONSTANT_COLOR:
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case GL_ONE_MINUS_CONSTANT_COLOR:
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case GL_CONSTANT_ALPHA:
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case GL_ONE_MINUS_CONSTANT_ALPHA:
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return true;
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}
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return false;
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}
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bool GLESv2Validate::textureParams(GLenum param){
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switch(param) {
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case GL_TEXTURE_MIN_FILTER:
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case GL_TEXTURE_MAG_FILTER:
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case GL_TEXTURE_WRAP_S:
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case GL_TEXTURE_WRAP_T:
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case GL_TEXTURE_MAX_ANISOTROPY_EXT:
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return true;
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default:
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return false;
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}
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}
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bool GLESv2Validate::hintTargetMode(GLenum target,GLenum mode){
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switch(mode) {
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case GL_FASTEST:
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case GL_NICEST:
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case GL_DONT_CARE:
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break;
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default: return false;
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}
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return target == GL_GENERATE_MIPMAP_HINT || target == GL_FRAGMENT_SHADER_DERIVATIVE_HINT_OES;
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}
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bool GLESv2Validate::capability(GLenum cap){
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switch(cap){
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case GL_BLEND:
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case GL_CULL_FACE:
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case GL_DEPTH_TEST:
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case GL_DITHER:
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case GL_POLYGON_OFFSET_FILL:
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case GL_SAMPLE_ALPHA_TO_COVERAGE:
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case GL_SAMPLE_COVERAGE:
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case GL_SCISSOR_TEST:
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case GL_STENCIL_TEST:
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return true;
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}
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return false;
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}
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bool GLESv2Validate::pixelStoreParam(GLenum param){
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return param == GL_PACK_ALIGNMENT || param == GL_UNPACK_ALIGNMENT;
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}
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bool GLESv2Validate::readPixelFrmt(GLenum format){
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switch(format) {
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case GL_ALPHA:
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case GL_LUMINANCE_ALPHA:
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case GL_RGB:
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case GL_RGBA:
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return true;
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}
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return false;
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}
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bool GLESv2Validate::shaderType(GLenum type){
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return type == GL_VERTEX_SHADER || type == GL_FRAGMENT_SHADER;
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}
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bool GLESv2Validate::precisionType(GLenum type){
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switch(type){
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case GL_LOW_FLOAT:
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case GL_MEDIUM_FLOAT:
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case GL_HIGH_FLOAT:
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case GL_LOW_INT:
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case GL_MEDIUM_INT:
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case GL_HIGH_INT:
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return true;
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}
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return false;
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}
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bool GLESv2Validate::arrayIndex(GLEScontext * ctx,GLuint index) {
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return index < (GLuint)ctx->getCaps()->maxVertexAttribs;
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}
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bool GLESv2Validate::pixelType(GLEScontext * ctx,GLenum type) {
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if(type == GL_UNSIGNED_SHORT || type == GL_UNSIGNED_INT)
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return true;
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return GLESvalidate::pixelType(ctx, type);
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}
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bool GLESv2Validate::pixelFrmt(GLEScontext* ctx,GLenum format) {
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if(format == GL_DEPTH_COMPONENT)
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return true;
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return GLESvalidate::pixelFrmt(ctx, format);
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}
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bool GLESv2Validate::attribName(const GLchar* name){
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const GLchar* found = strstr(name,"gl_");
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return (!found) ||
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(found != name) ; // attrib name does not start with gl_
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}
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bool GLESv2Validate::attribIndex(int index){
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return index >=0 && index < GL_MAX_VERTEX_ATTRIBS;
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}
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bool GLESv2Validate::programParam(GLenum pname){
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switch(pname){
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case GL_DELETE_STATUS:
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case GL_LINK_STATUS:
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case GL_VALIDATE_STATUS:
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case GL_INFO_LOG_LENGTH:
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case GL_ATTACHED_SHADERS:
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case GL_ACTIVE_ATTRIBUTES:
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case GL_ACTIVE_ATTRIBUTE_MAX_LENGTH:
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case GL_ACTIVE_UNIFORMS:
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case GL_ACTIVE_UNIFORM_MAX_LENGTH:
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return true;
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}
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return false;
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}
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bool GLESv2Validate::textureIsCubeMap(GLenum target){
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switch(target){
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case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
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case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
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case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
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case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
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case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
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case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
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return true;
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}
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return false;
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}
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